Neck-Worn Tactile Actuator Array for High-Resolution Sensory Feedback
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Solution Overview
Problem
Current man-machine interaction methods, particularly in virtual and simulated worlds, lack detailed tactile information due to limitations in vibration feedback from hand-held controllers and the absence of effective tactile communication systems that utilize the high-resolution sensory capabilities of the neck skin.
Innovation Solution
A device with a semi-circular arrangement of tactile actuators, such as solenoids, micro-vibrators, and motors, worn around the neck, which receives signals from external sources to provide precise tactile stimuli at various angles, enhancing sensory input and communication through a high-resolution sensory channel.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of information
If hand-held controllers with vibration feedback are used, then tactile information is provided to the user, but the amount and detail of tactile information is limited
Solution Approach 1:
The patent transitions from hand-held controller vibration (one-dimensional tactile feedback) to neck-worn actuators that stimulate multiple locations around the neck (multi-dimensional tactile feedback). This allows simultaneous stimulation of multiple tactile receptors, dramatically increasing the amount of tactile information transmitted to the user's brain.
Solution Approach 2:
The neck is divided into multiple discrete stimulation locations (front, back, left, right, and intermediate positions). Each location can be independently stimulated by separate actuators, allowing complex tactile patterns to be created by combining stimuli at different locations, thereby increasing information capacity.
2Measurement precision
If tactile actuators are placed around the neck, then high-resolution tactile communication is achieved, but the device becomes more complex
Solution Approach 1:
Different locations around the neck are utilized for different types of tactile communication. The front, back, left, and right positions can convey different information, and combinations of these positions create complex tactile patterns. This local differentiation of function increases the precision of tactile communication.
Solution Approach 2:
The neck-worn device with multiple actuators serves multiple functions: it can communicate directional information, provide game feedback, assist the hearing impaired, and support various other applications. This multi-functionality justifies the increased device complexity by providing substantial benefits across multiple use cases.
3Ease of operation
If controller-less game systems are used, then user interaction is simplified, but tactile feedback to the user is further limited
Solution Approach 1:
The neck-worn actuator device serves as an intermediary between the controller-less system and the user's tactile sense. While the controller-less system itself provides no tactile feedback, the intermediary device translates visual and audio game events into tactile patterns on the neck, preserving the ease of operation while restoring rich tactile feedback.
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
The device significantly enhances gaming experiences by providing detailed tactile information, supports private communication, and aids individuals with disabilities, while also offering applications in music and navigation, by leveraging the neck skin's ability to discern complex tactile patterns.
Implementation Method 1
A device with a semi-circular arrangement of tactile actuators, such as solenoids, micro-vibrators, and motors, worn around the neck
Data Source
AI summary
A device comprised of a plurality of evenly spaced tactile actuators arranged in the form of a generally C-shaped structure and worn snug around the neck by a subject to apply tactile stimuli to the subject's neck skin. An electronic controller operated by a computer program controls the actuators of the device based on signals received from an external source. The device impresses sequences of tactile stimuli around the subject's neck to provide intelligible information, cues and warnings or certain game-related sensations.


