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Haptic technology
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==== Video games ==== [[File:Dreamcast-Jump-Pack.jpg|thumb|Rumble packs for controllers, such as this [[Dreamcast]] Jump Pack, provide haptic feedback through users' hands.]]Haptic feedback is commonly used in [[arcade game]]s, especially [[racing video game]]s. In 1976, [[Sega]]'s motorbike game ''[[Fonz (arcade)|Moto-Cross]]'',<ref name="Moto-Cross">{{KLOV game|12812|Moto-Cross}}</ref> also known as ''[[Fonz (arcade)|Fonz]]'',<ref name="Fonz">{{KLOV game|id=12812|name=Fonz}}</ref> was the first game to use haptic feedback, causing the handlebars to vibrate during a collision with another vehicle.<ref name=":3">Mark J.P. Wolf (2008), ''The video game explosion: a history from PONG to PlayStation and beyond'', p. 39, [[ABC-CLIO]], {{ISBN|0-313-33868-X}}</ref> Tatsumi's ''[[TX-1]]'' introduced force feedback to car driving games in 1983.<ref name="TX-1">{{KLOV game|id=10004|name=TX-1}}</ref> The game ''[[Earthshaker! (pinball)|Earthshaker!]]'' added haptic feedback to a [[pinball]] machine in 1989. Simple haptic devices are common in the form of [[game controller]]s, joysticks, and steering wheels. Early implementations were provided through optional components, such as the [[Nintendo 64]] controller's ''[[Rumble Pak]]'' in 1997. In the same year, the [[Microsoft SideWinder#Force Feedback Pro|Microsoft SideWinder Force Feedback Pro]] with built-in feedback was released by [[Immersion Corporation]].<ref>{{cite web|url=https://news.microsoft.com/1998/02/03/microsoft-and-immersion-continue-joint-efforts-to-advance-future-development-of-force-feedback-technology/|title=Microsoft and Immersion Continue Joint Efforts To Advance Future Development of Force Feedback Technology|date=3 February 1998|website=Stories}}</ref> Many console controllers and joysticks feature built-in feedback devices, which are motors with unbalanced weights that spin, causing it to vibrate, including [[Sony]]'s [[DualShock]] technology and [[Microsoft]]'s [[Xbox One Controller|Impulse Trigger]] technology. Some automobile steering wheel controllers, for example, are programmed to provide a "feel" of the road. As the user makes a turn or accelerates, the steering wheel responds by resisting turns or slipping out of control. Notable introductions include: * 2013: The first [[direct-drive wheel]] for [[sim racing]] is introduced. * 2014: A new type of haptic cushion that responds to multimedia inputs by LG Electronics.<ref>{{cite web|url=https://www.researchgate.net/publication/283795471|title=Haptic Cushion: Automatic Generation of Vibro-tactile Feedback Based on Audio Signal for Immersive Interaction with Multimedia|last=Y. J.|first=Cho|website=ResearchGate|publisher=LG Electronics}}</ref> * 2015: [[Steam Machine (hardware platform)|Steam Machine]]s (console-like PCs) by [[Valve Corporation|Valve]] include a new Steam Controller that uses weighted electromagnets capable of delivering a wide range of haptic feedback via the unit's trackpads.<ref>{{cite web | url = https://www.theverge.com/2013/9/27/4762318/valve-steam-box-controller | title = Valve unveils the Steam Controller | first = Andrew | last = Webster | date = September 27, 2013 | access-date = September 27, 2013 | publisher = [[The Verge]] }}</ref> These controllers' feedback systems are user-configurable, delivering precise feedback with haptic force actuators on both sides of the controller.<ref>{{cite web|url=https://www.theinquirer.net/inquirer/news/2297461/valve-shows-off-the-steam-controller-with-haptic-feedback|archive-url=https://web.archive.org/web/20130930085221/http://www.theinquirer.net/inquirer/news/2297461/valve-shows-off-the-steam-controller-with-haptic-feedback|url-status=unfit|archive-date=September 30, 2013|title=Valve shows off the Steam controller with haptic feedback|last=Neal|first=Dave|date=2013-09-30|website=The Inquirer|language=en|access-date=2019-07-20}}</ref> * 2017: The [[Nintendo Switch]]'s [[Joy-Con]] introduced the HD Rumble feature, developed with [[Immersion Corporation]], using actuators from [[Alps Electric]].<ref>{{cite web|url=https://www.engadget.com/2017/01/13/nintendos-hd-rumble-will-be-the-best-unused-switch-feature-of-2/|title=Nintendo's HD Rumble will be the best unused Switch feature of 2017|website=Engadget|date=13 January 2017 |access-date=2017-05-17}}</ref><ref>{{cite web |last1=Porter |first1=Jon |title=Meet the minds behind Nintendo Switch's HD Rumble tech |url=https://www.techradar.com/news/meet-the-minds-behind-nintendo-switchs-hd-rumble-tech |website=TechRadar |date=7 February 2017 |access-date=15 November 2019 |language=en}}</ref><ref>{{cite web |last1=Hall |first1=Charlie |title=Japanese site estimates Nintendo spends $257 to make one Switch |url=https://www.polygon.com/2017/4/5/15195638/nintendo-switch-component-cost-estimate |website=Polygon |access-date=15 November 2019 |language=en |date=5 April 2017}}</ref> * 2018: The [[Razer Inc.|Razer]] Nari Ultimate, gaming headphones using a pair of wide frequency haptic drivers, developed by Lofelt.<ref>{{cite web|url=https://www.ausgamers.com/reviews/read.php/3618007|title=Razer Nari Ultimate Wireless Gaming Headset Review - AusGamers.com|last=Andreadis|first=Kosta|date=2019-06-21|website=Ausgamers|access-date=2019-07-20}}</ref><ref>{{cite web |last1=Summers |first1=Nick |title=Razer brings its vibrating Nari Ultimate headset to Xbox One |url=https://www.engadget.com/2019/09/26/razer-nari-ultimate-xbox-one-haptics-headset/ |website=Engadget |date=26 September 2019 |access-date=15 November 2019 |language=en}}</ref> * 2020: The Sony [[PlayStation 5]] [[DualSense]] controllers supports [[#Haptic feedback|vibrotactile haptic]] provided by [[voice coil]] [[Moving magnet actuator|actuators]] integrated in the palm grips, and [[#Force feedback|force feedback]] for the Adaptive Triggers provided by two DC rotary motors.<ref>{{cite web |title=What's under the hood of the DualSense? |url=https://www.actronika.com/post/whats-under-the-hood-of-the-dualsense |website=www.actronika.com}}</ref> The actuators in the hand grip are able to give varied and intuitive feedback about in-game actions; for example, in a sandstorm, the player can feel the wind and sand, and the motors in the Adaptive Triggers support experiences such as virtually drawing an arrow from a bow.<ref>{{cite magazine |last1=Rubin |first1=Peter |title=Exclusive: A Deeper Look at the PlayStation 5—Haptics, UI Facelift, and More |url=https://www.wired.com/story/exclusive-playstation-5/ |magazine=Wired |access-date=24 October 2019 |language=en}}</ref> * 2021, [[SuperTuxKart]] 1.3 was released, adding support for force feedback.<ref>{{cite web |title=SuperTuxKart |url=https://github.com/supertuxkart/stk-code/blob/1.3/CHANGELOG.md |publisher=SuperTuxKart |date=3 September 2022|website=[[GitHub]]}}</ref> Force feedback is extremely uncommon for [[free software]] games.
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