Clasp-On Haptic Hand Controller for Mixed-Reality Feedback

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Solution Overview

Problem

Existing computer interfaces, such as mice and joysticks, provide limited multi-dimensional interaction and fail to deliver comprehensive haptic sensations to the hand and fingertips, restricting user engagement in virtual and augmented environments.

Innovation Solution

A haptic hand controller that clasps onto the user's hand, providing multi-dimensional interaction through electromechanical components that measure and stimulate hand and finger motions, delivering haptic sensations via wireless communication and power-harvesting technology.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a hand-held computer mouse or joystick is used, then device portability is improved, but haptic sensation delivery to hand and fingertips is insufficient

Engineering Contradiction:
Improvehaptic sensation deliveryVSAvoiddevice structure
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The controller is divided into multiple independent actuator units distributed at different locations on the controller body. Each actuator unit can independently generate haptic sensations at specific contact points with the user's hand, enabling comprehensive haptic feedback without requiring a monolithic complex structure.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The controller uses contact points as intermediary elements between the actuator units and the user's hand. These contact points serve as mediators that transmit haptic forces from the actuators to the user's hand and fingers, enabling natural tactile interaction without direct mechanical connection.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If a controller clasps to the user's hand, then multi-dimensional hand interaction is improved, but device complexity increases

Engineering Contradiction:
Improvemulti-dimensional interactionVSAvoidcontroller structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The controller is designed with universal adaptability to work with various hand sizes and configurations. The flexible controller body and distributed actuator units enable the same device to provide multi-dimensional interaction across different users and application scenarios without requiring custom designs.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The controller incorporates flexible elements and adaptive mechanisms that allow it to dynamically conform to different hand shapes and sizes. This dynamic adaptability enables the controller to maintain optimal contact and provide multi-dimensional interaction while reducing structural complexity through motion and flexibility rather than rigid customization.

Inventive Principle:
Principle #15Dynamics

3Ease of operation

If comprehensive haptic feedback is provided, then user engagement is improved, but device complexity increases

Engineering Contradiction:
Improveuser engagementVSAvoidhaptic system complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The haptic feedback system is segmented into multiple independent actuator units distributed across the controller. Each actuator handles a specific haptic function at a specific location, allowing comprehensive feedback to be achieved through modular components rather than a single complex haptic system.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system transitions from traditional two-dimensional surface interaction to three-dimensional volumetric haptic feedback by distributing actuators throughout the controller's volume. This spatial distribution enables comprehensive haptic engagement through multi-directional forces applied at multiple contact points simultaneously.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

Enables natural, multi-dimensional hand and finger interaction with virtual and augmented environments, offering comprehensive haptic feedback and power efficiency, while allowing users to manipulate real-world objects.

Implementation Method 1

inertial measurements unit electronics including additional inputs for camera-based IMU supplementation

Methodology Applied
Scientific EffectInertial measurement: Accelerometer

Implementation Method 2

A haptic actuator may be used to deliver haptic sensations to a user's hand and/or fingertips

Methodology Applied
Scientific EffectElectromagnetic actuation: Electromagnet

Implementation Method 3

power-harvesting electronics

Methodology Applied
Scientific EffectPower harvesting: Electromagnetic Induction

Data Source

PatentUS20250328195A1Haptic hand controller system for mixed reality
Publication Date: 2025.10.23 DISTAL REALITY LLC
  • US20250328195A1 patent drawing
  • US20250328195A1 patent drawing
  • US20250328195A1 patent drawing

AI summary

The technology disclosed herein includes a controller or device that provides multi-dimensional hand interaction with the digital world by delivering physical sensations to the palm and the fingertips. The device translates motion from the hand and fingers to control of a computer device, while simultaneously receiving signals to display haptic sensations. The device is “controller-held” around a user's hand, holding onto hand anatomy at key locations. In some embodiments, the device has one-handed engagement and disengagement. In some embodiments, the device may be used as a game controller, incorporating WebVR electronics and software, wireless communication, power-harvesting electronics, inertial measurements unit electronics including additional inputs for camera-based IMU supplementation, battery recharging electronic and internal communication protocol support electronics. In some embodiments, the device may be used in non-gaming environments, and include additional electronics that support universal remote controller components, IoT compatibility, and compatibility for wireless charging.