Ultrasonic Haptic Output Devices for Mixed Reality
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Solution Overview
Problem
Designing haptic output devices that provide desired sensations to users without being overly bulky or difficult to use, while ensuring accurate placement on the body, is challenging in existing technologies.
Innovation Solution
The use of ultrasonic haptic output components, such as piezoelectric and electroactive polymer actuators, that generate ultrasonic sound waves to provide haptic feedback to users, allowing for precise control and placement of sensations on various body parts through movable support structures and integration with electronic devices like head-mounted displays and handheld controllers.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If traditional haptic output devices are used, then haptic feedback can be provided, but the devices become overly bulky and difficult to use
Solution Approach 1:
The patent replaces traditional mechanical haptic actuators with ultrasonic transducers that generate haptic feedback through ultrasonic vibration. This substitution enables compact device design while maintaining effective haptic output, as the ultrasonic transducers produce sensations through high-frequency vibrations rather than requiring bulky mechanical structures
Solution Approach 2:
The patent employs ultrasonic vibration as the core mechanism for haptic feedback generation. The ultrasonic transducers vibrate at high frequencies to create haptic sensations, allowing for compact device architecture while delivering effective tactile feedback. The vibration-based approach eliminates the need for large mechanical actuators
2Measurement precision
If haptic output devices are designed for precise placement on body parts, then haptic feedback accuracy improves, but device complexity increases
Solution Approach 1:
The patent incorporates movable support structures that enable dynamic positioning of ultrasonic transducers. These structures allow the haptic output device to be precisely positioned on various body parts during use, achieving accurate haptic feedback delivery without requiring complex rigid mounting systems
Solution Approach 2:
The patent divides the haptic output device into separable components including removable ultrasonic transducers and support structures. This segmentation allows for flexible positioning and precise placement on different body parts while simplifying the overall device architecture and enabling easy reconfiguration
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 immersive haptic experiences in virtual and mixed reality environments by simulating contact with virtual objects, wind, rain, and other sensations with high precision and flexibility, enhancing user interaction and immersion without the bulkiness or usability issues of traditional haptic devices.
Implementation Method 1
The ultrasonic haptic output components may include piezoelectric components
Implementation Method 2
The ultrasonic haptic output components may include electroactive polymer components
Implementation Method 3
The ultrasonic haptic output components may include electromagnetic actuators
Data Source
AI summary
A system may include haptic output devices such as ultrasonic haptic output components that generate ultrasonic sound waves. The ultrasonic sound waves may be directed towards a user to provide haptic output. The haptic output devices may be used in a system that includes one or more electronic devices. Control circuitry may control the haptic output devices based on sensor data indicating where the user is located and/or based on what is being displayed for a user on a display. Ultrasonic haptic output may be used to simulate contact with a virtual object, to simulate rain, to simulate a breeze, and/or to simulate other sensations in a mixed reality or virtual reality environment. The ultrasonic haptic output components may be stand-alone devices or may be mounted in a head-mounted display, a gaming base station, a handheld controller, a finger-mounted device, or other electronic equipment.


