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methods of haptic feedback
When simulating the macroscale aspects of touch and motion, virtual reality systems must simulate the resistance that virtual things would impose on movement of body members especially fingers, arms, and legs. For instance, if one lifts a virtual cube, then one's hand and arm must feel the relevant resistance so that the virtual cube seems real. Touch and motion based resistance can be conveyed from a computer to one's senses though micropressure machines (tiny pistons, inflatable bubbles, etc) powered by mechanical motors, magnetism, hydraulics, air, or other media. These micro-pressure devices can be incorporated into glovess, electronically-wired clothing, or gyroscopic armatures. Direct resistance from 3D fields might be possible in the future, but remains experimental. Touch and motion based computer-to-human communication will become more common with technological advances, but it currently delays behind interaction through sight and hearing. Also, UNC Pixel-Planes and Pixel-Flow provides useful information on this topic.
In order to simulate the sense of touch, Virtual Reality systems must simulate the tactile sensation that virtual objects would have on human movement like they were actual. This resistance can be transmitted to one's body though several mechanical rods and levers, air cushions, or magnetic resistance devices integrated into gloves or body suit. Simulation of touch and movement through such machines is called "haptics." Although kinesthetics applied science is presently less advanced than computer to human interaction through vision and audio signals, it will probably become more common with scientific advances. Also, Virtual Tours St. Cloud, Minnesota covers some of these VR subjects. The page on Virtual Reality Player discusses related topics.
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