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Haptic technology (also kinaesthetic communication or 3D touch)<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>Template:Cite journal</ref> is technology that can create an experience of touch by applying forces, vibrations, or motions to the user.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> These technologies can be used to create virtual objects in a computer simulation, to control virtual objects, and to enhance remote control of machines and devices (telerobotics). Haptic devices may incorporate tactile sensors that measure forces exerted by the user on the interface. The word haptic, from the Template:Langx (haptikos), means "tactile, pertaining to the sense of touch". Simple haptic devices are common in the form of game controllers, joysticks, and steering wheels.
Haptic technology facilitates investigation of how the human sense of touch works by allowing the creation of controlled haptic virtual objects. Vibrations and other tactile cues have also become an integral part of mobile user experience and interface design.<ref>Template:Cite journal</ref> Most researchers distinguish three sensory systems related to sense of touch in humans: cutaneous, kinaesthetic and haptic.<ref>Template:Cite journal</ref><ref>Template:Cite journal</ref><ref>Freyberger, F.K.B. & Färber, B. (2006). "Compliance discrimination of deformable objects by squeezing with one and two fingers". Proceedings of EuroHaptics (pp. 271–76).</ref> All perceptions mediated by cutaneous and kinaesthetic sensibility are referred to as tactual perception. The sense of touch may be classified as passive and active,<ref>Template:Cite journal</ref> and the term "haptic" is often associated with active touch to communicate or recognize objects.<ref>Template:Cite journal</ref>
HistoryEdit
One of the earliest applications of haptic technology was in large aircraft that use servomechanism systems to operate control surfaces.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> In lighter aircraft without servo systems, as the aircraft approached a stall, the aerodynamic buffeting (vibrations) was felt in the pilot's controls. This was a useful warning of a dangerous flight condition. Servo systems tend to be "one-way", meaning external forces applied aerodynamically to the control surfaces are not perceived at the controls, resulting in the lack of this important sensory cue. To address this, the missing normal forces are simulated with springs and weights. The angle of attack is measured, and as the critical stall point approaches a stick shaker is engaged which simulates the response of a simpler control system. Alternatively, the servo force may be measured and the signal directed to a servo system on the control, also known as force feedback. Force feedback has been implemented experimentally in some excavators and is useful when excavating mixed material such as large rocks embedded in silt or clay. It allows the operator to "feel" and work around unseen obstacles.<ref>Template:Cite journal</ref>
In the 1960s, Paul Bach-y-Rita developed a vision substitution system using a 20x20 array of metal rods that could be raised and lowered, producing tactile "dots" analogous to the pixels of a screen. People sitting in a chair equipped with this device could identify pictures from the pattern of dots poked into their backs.<ref>Template:Cite journal</ref>
The first US patent for a tactile telephone was granted to Thomas D. Shannon in 1973.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> An early tactile man-machine communication system was constructed by A. Michael Noll at Bell Telephone Laboratories, Inc. in the early 1970s<ref>"Man-Machine Tactile Communication," SID Journal, Vol. 1, No. 2, (July/August 1972), pp. 5–11.</ref> and a patent was issued for his invention in 1975.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
In 1994, the Aura Interactor vest was developed.<ref>{{#invoke:citation/CS1|citation
|CitationClass=web }}</ref> The vest is a wearable force-feedback device that monitors an audio signal and uses electromagnetic actuator technology to convert bass sound waves into vibrations that can represent such actions as a punch or kick. The vest plugs into the audio output of a stereo, TV, or VCR and the audio signal is reproduced through a speaker embedded in the vest. In 1995, Thomas Massie developed the PHANToM (Personal HAptic iNTerface Mechanism) system. It used thimble-like receptacles at the end of computerized arms into which a person's fingers could be inserted, allowing them to "feel" an object on a computer screen.<ref>Template:Cite patent</ref>
In 1995, Norwegian Geir Jensen described a wristwatch haptic device with a skin tap mechanism, termed Tap-in. The wristwatch would connect to a mobile phone via Bluetooth, and tapping-frequency patterns would enable the wearer to respond to callers with selected short messages.<ref>Template:Cite news</ref>
In 2015, the Apple Watch was launched. It uses skin tap sensing to deliver notifications and alerts from the mobile phone of the watch wearer.
Types of mechanical touch sensingEdit
Human sensing of mechanical loading in the skin is managed by Mechanoreceptors. There are a number of types of mechanoreceptors but those present in the finger pad are typically placed into two categories. Fast acting (FA) and slow acting (SA). SA mechanoreceptors are sensitive to relatively large stresses and at low frequencies while FA mechanoreceptors are sensitive to smaller stresses at higher frequencies. The result of this is that generally SA sensors can detect textures with amplitudes greater than 200 micrometers and FA sensors can detect textures with amplitudes less than 200 micrometers down to about 1 micrometer, though some research suggests that FA can only detect textures smaller than the fingerprint wavelength.<ref>Fagiani, R., & Barbieri, M. (2016). A contact mechanics interpretation of the duplex theory of tactile texture perception. Tribology International, 101, 49–58.</ref> FA mechanoreceptors achieve this high resolution of sensing by sensing vibrations produced by friction and an interaction of the fingerprint texture moving over fine surface texture.<ref>Scheibert, J., Leurent, S., Prevost, A., & Debrégeas, G. (2009). The role of fingerprints in the coding of tactile information probed with a biomimetic sensor. Science, 323(5920), 1503-1506.</ref>
ImplementationEdit
Haptic feedback (often shortened to just haptics) is controlled vibrations at set frequencies and intervals to provide a sensation representative of an in-game action; this includes 'bumps', 'knocks', and 'tap' of one's hand or fingers.
The majority of electronics offering haptic feedback use vibrations, and most use a type of eccentric rotating mass (ERM) actuator, consisting of an unbalanced weight attached to a motor shaft. As the shaft rotates, the spinning of this irregular mass causes the actuator and the attached device to shake. Piezoelectric actuators are also employed to produce vibrations, and offer even more precise motion than LRAs, with less noise and in a smaller platform, but require higher voltages than do ERMs and LRAs.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
Controller rumbleEdit
Template:See also One of the most common forms of haptic feedback in video games is controller rumble. In 1976, Sega's motorbike game Moto-Cross,<ref name="Moto-Cross" /> also known as Fonz,<ref name="Fonz" /> was the first game to use haptic feedback, causing the handlebars to vibrate during a collision with another vehicle.<ref name=":3" />
Force feedbackEdit
Force feedback devices use motors to manipulate the movement of an item held by the user.<ref name="Bayousuf2017">Abeer Bayousuf, Hend S. Al-Khalifa, Abdulmalik Al-Salman (2017) Haptics-Based Systems Characteristics, Classification, and Applications, p.4658, in Khosrow-Pour, D.B.A., Mehdi (Eds., 2017) Encyclopedia of Information Science and Technology, Fourth Edition, Chapter 404, pages 4652–4665</ref> A common use is in automobile driving video games and simulators, which turn the steering wheel to simulate forces experienced when cornering a real vehicle. Direct-drive wheels, introduced in 2013, are based on servomotors and are the most high-end, for strength and fidelity, type of force feedback racing wheels.
In 2007, Novint released the Falcon, the first consumer 3D touch device with high resolution three-dimensional force feedback. This allowed the haptic simulation of objects, textures, recoil, momentum, and the physical presence of objects in games.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
Air vortex ringsEdit
Air vortex rings are donut-shaped air pockets made up of concentrated gusts of air. Focused air vortices can have the force to blow out a candle or disturb papers from a few yards away. Both Microsoft Research (AirWave)<ref>Template:Cite book</ref> and Disney Research (AIREAL)<ref>Template:Cite journal</ref> have used air vortices to deliver non-contact haptic feedback.<ref name=":1">Template:Cite book</ref>
UltrasoundEdit
Focused ultrasound beams can be used to create a localized sense of pressure on a finger without touching any physical object. The focal point that creates the sensation of pressure is generated by individually controlling the phase and intensity of each transducer in an array of ultrasound transducers. These beams can also be used to deliver sensations of vibration,<ref name=":0">Template:Cite journal</ref> and to give users the ability to feel virtual 3D objects.<ref>Template:Cite journal</ref> The first commercially available ultrasound device was the Stratos Explore by Ultrahaptics that consisted of 256-transducer array board and a Leap motion controller for hand tracking<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
Another form of tactile feed back results from active touch when a human scans (runs their finger over a surface) to gain information about a surfaces texture. A significant amount of information about a surface's texture on the micro meter scale can be gathered through this action as vibrations resulting from friction and texture activate mechanoreceptors in the human skin. Towards this goal plates can be made to vibrate at an ultrasonic frequency which reduces the friction between the plate and skin.<ref>Basdogan, C.; Giraud, F.; Levesque, V.; Choi, S. A Review of Surface Haptics: Enabling Tactile Effects on Touch Surfaces. IEEE Transactions on Haptics. Institute of Electrical and Electronics Engineers July 1, 2020, pp 450–470.</ref><ref>Scheibert, J., Leurent, S., Prevost, A., & Debrégeas, G. (2009). The role of fingerprints in the coding of tactile information probed with a biomimetic sensor. Science, 323(5920), 1503-1506.</ref>
Electrical stimulationEdit
Electrical muscle stimulation (EMS) and transcutaneous electrical nerve stimulation (TENS) can be used to create haptic sensations in the skin or muscles. Most notable examples include haptic suits Tesla suit,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Owo haptic vest<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> and wearable armbands Valkyrie EIR.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> In addition to improving immersion, e.g. by simulating bullet hits, these technologies are sought to create sensations similar to weight and resistance, and can promote muscle training.<ref name="ISEK2010">Template:Cite journal</ref>
ApplicationsEdit
ControlEdit
TelepresenceEdit
Haptic feedback is essential to perform complex tasks via telepresence. The Shadow Hand, an advanced robotic hand, has a total of 129 touch sensors embedded in every joint and finger pad that relay information to the operator. This allows tasks such as typing to be performed from a distance.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> An early prototype can be seen in NASA's collection of humanoid robots, or robonauts.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
TeleoperationEdit
Teleoperators are remote controlled robotic tools. When the operator is given feedback on the forces involved, this is called haptic teleoperation. The first electrically actuated teleoperators were built in the 1950s at the Argonne National Laboratory by Raymond Goertz to remotely handle radioactive substances.<ref>Template:Cite journal</ref> Since then, the use of force feedback has become more widespread in other kinds of teleoperators, such as remote-controlled underwater exploration devices.
Devices such as medical simulators and flight simulators ideally provide the force feedback that would be felt in real life. Simulated forces are generated using haptic operator controls, allowing data representing touch sensations to be saved or played back.<ref>Feyzabadi, S.; Straube, S.; Folgheraiter, M.; Kirchner, E.A.; Su Kyoung Kim; Albiez, J.C., "Human Force Discrimination during Active Arm Motion for Force Feedback Design," IEEE Transactions on Haptics, vol. 6, no. 3, pp. 309, 319, July–Sept. 2013</ref>
Medicine and dentistryEdit
Haptic interfaces for medical simulation are being developed for training in minimally invasive procedures such as laparoscopy and interventional radiology,<ref>Jacobus, C., et al., Method and system for simulating medical procedures including virtual reality and control method and system, US Patent 5,769,640</ref><ref>Pinzon D, Byrns S, Zheng B. “Prevailing Trends in Haptic Feedback Simulation for Minimally Invasive Surgery”. Surgical Innovation. 2016 Feb.</ref> and for training dental students.<ref>Template:Cite journal</ref> A Virtual Haptic Back (VHB) was successfully integrated in the curriculum at the Ohio University College of Osteopathic Medicine.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Haptic technology has enabled the development of telepresence surgery, allowing expert surgeons to operate on patients from a distance.<ref>Template:Cite journal</ref> As the surgeon makes an incision, they feel tactile and resistance feedback as if working directly on the patient.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
AutomotiveEdit
With the introduction of large touchscreen control panels in vehicle dashboards, haptic feedback technology is used to provide confirmation of touch commands without needing the driver to take their eyes off the road.<ref>Template:Cite journal</ref> Additional contact surfaces, for example the steering wheel or seat, can also provide haptic information to the driver, for example, a warning vibration pattern when close to other vehicles.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
AviationEdit
Force-feedback can be used to increase adherence to a safe flight envelope and thus reduce the risk of pilots entering dangerous states of flights outside the operational borders while maintaining the pilots' final authority and increasing their situation awareness.<ref>Template:Cite journal</ref>
Electronic devicesEdit
Video gamesEdit
Haptic feedback is commonly used in arcade games, especially racing video games. In 1976, Sega's motorbike game Moto-Cross,<ref name="Moto-Cross">Template:KLOV game</ref> also known as Fonz,<ref name="Fonz">Template:KLOV game</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, Template:ISBN</ref> Tatsumi's TX-1 introduced force feedback to car driving games in 1983.<ref name="TX-1">Template:KLOV game</ref> The game Earthshaker! added haptic feedback to a pinball machine in 1989.
Simple haptic devices are common in the form of game controllers, 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 with built-in feedback was released by Immersion Corporation.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</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 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>{{#invoke:citation/CS1|citation
|CitationClass=web }}</ref>
- 2015: Steam Machines (console-like PCs) by 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>{{#invoke:citation/CS1|citation
|CitationClass=web }}</ref> These controllers' feedback systems are user-configurable, delivering precise feedback with haptic force actuators on both sides of the controller.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
- 2017: The Nintendo Switch's Joy-Con introduced the HD Rumble feature, developed with Immersion Corporation, using actuators from Alps Electric.<ref>{{#invoke:citation/CS1|citation
|CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
- 2018: The Razer Nari Ultimate, gaming headphones using a pair of wide frequency haptic drivers, developed by Lofelt.<ref>{{#invoke:citation/CS1|citation
|CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
- 2020: The Sony PlayStation 5 DualSense controllers supports vibrotactile haptic provided by voice coil actuators integrated in the palm grips, and force feedback for the Adaptive Triggers provided by two DC rotary motors.<ref>{{#invoke:citation/CS1|citation
|CitationClass=web }}</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>Template:Cite magazine</ref>
- 2021, SuperTuxKart 1.3 was released, adding support for force feedback.<ref>{{#invoke:citation/CS1|citation
|CitationClass=web }}</ref> Force feedback is extremely uncommon for free software games.
Mobile devicesEdit
Tactile haptic feedback is common in cellular devices. In most cases, this takes the form of vibration response to touch. Alpine Electronics uses a haptic feedback technology named PulseTouch on many of their touch-screen car navigation and stereo units.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The Nexus One features haptic feedback, according to their specifications.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Samsung first launched a phone with haptics in 2007.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
Surface haptics refers to the production of variable forces on a user's finger as it interacts with a surface such as a touchscreen.
Notable introductions include:
- Tanvas<ref>Rediscover Touch. Tanvas, Inc. website. retrieved 2016-06-05</ref> uses an electrostatic technology<ref>"Finger on Electrostatic Touchscreen in Slow Motion." YouTube video retrieved 2016-06-05</ref> to control the in-plane forces experienced by a fingertip, as a programmable function of the finger's motion. The TPaD Tablet Project uses an ultrasonic technology to modulate the apparent slipperiness of a glass touchscreen.<ref>"TPaD Tablet Project website." retrieved 2016-06-05</ref>
- In 2013, Apple Inc. was awarded the patent for a haptic feedback system that is suitable for multitouch surfaces. Apple's U.S. Patent for a "Method and apparatus for localization of haptic feedback" describes a system where at least two actuators are positioned beneath a multitouch input device, providing vibratory feedback when a user makes contact with the unit.<ref>{{#invoke:citation/CS1|citation
|CitationClass=web }}</ref> Specifically, the patent provides for one actuator to induce a feedback vibration, while at least one other actuator uses its vibrations to localize the haptic experience by preventing the first set of vibrations from propagating to other areas of the device. The patent gives the example of a "virtual keyboard," however, it is also noted that the invention can be applied to any multitouch interface.<ref>Template:Cite news</ref> Apple's iPhones (and MacBooks) featuring the "Taptic Engine", accomplish their vibrations with a linear resonant actuator (LRA), which moves a mass in a reciprocal manner by means of a magnetic voice coil, similar to how AC electrical signals are translated into motion in the cone of a loudspeaker. LRAs are capable of quicker response times than ERMs, and thus can transmit more accurate haptic imagery.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
Virtual realityEdit
Haptics are gaining widespread acceptance as a key part of virtual reality systems, adding the sense of touch to previously visual-only interfaces.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Systems are being developed to use haptic interfaces for 3D modeling and design, including systems that allow holograms to be both seen and felt.<ref name=":2">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="physorg1">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>Mary-Ann Russon (2016). Holograms you can reach out and touch developed by Japanese scientists. IBTimes</ref> Several companies are making full-body or torso haptic vests or haptic suits for use in immersive virtual reality to allow users to feel explosions and bullet impacts.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
Personal computersEdit
In 2015, Apple Inc.'s MacBook and MacBook Pro started incorporating a "Tactile Touchpad" design with button functionality and haptic feedback incorporated into the tracking surface. The tactile touchpad allows for a feeling of "give" when clicking despite the fact that the touchpad no longer moves.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
Sensory substitutionEdit
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Sound substitutionEdit
In December 2015 David Eagleman demonstrated a wearable vest that "translates" speech and other audio signals into series of vibrations.<ref>Template:Cite magazine</ref> This allowed hearing-impaired people to "feel" sounds on their body; it has since been made commercially as a wristband.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
Tactile electronic displaysEdit
A tactile electronic display is a display device that delivers text and graphical information using the sense of touch. Devices of this kind have been developed to assist blind or deaf users by providing an alternative to visual or auditory sensation.<ref>Template:Cite journal</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
TeledildonicsEdit
Haptic feedback is used within teledildonics, or "sex-technology", in order to remotely connect sex toys and allow users to engage in virtual sex or allow a remote server to control their sex toy. The term was first coined by Ted Nelson in 1975, when discussing the future of love, intimacy and technology.Template:Citation needed In recent years, teledildonics and sex-technology have expanded to include toys with a two-way connection that allow virtual sex through the communication of vibrations, pressures and sensations. Many "smart" vibrators allow for a one-way connection either between the user, or a remote partner, to allow control of the toy.
Neurorehabilitation and balanceEdit
For individuals with upper limb motor dysfunction, robotic devices utilizing haptic feedback could be used for neurorehabilitation. Robotic devices, such as end-effectors, and both grounded and ungrounded exoskeletons have been designed to assist in restoring control over several muscle groups. Haptic feedback applied by these robotic devices helps in the recovery of sensory function due to its more immersive nature.<ref>Piggott, Leah, Samantha Wagner, and Mounia Ziat. "Haptic neurorehabilitation and virtual reality for upper limb paralysis: A review." Critical Reviews™ in Biomedical Engineering 44.1-2 (2016).</ref>
Haptic technology can also provide sensory feedback to ameliorate age-related impairments in balance control<ref>Attila A Priplata, James B Niemi, Jason D Harry, Lewis A Lipsitz, James J Collins. "Vibrating insoles and balance control in elderly people" Template:Webarchive The Lancet, Vol 362, October 4, 2003.</ref> and prevent falls in the elderly and balance-impaired.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Haptic Cow and Horse are used in veterinary training.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
PuzzlesEdit
Haptic puzzles have been devised in order to investigate goal-oriented haptic exploration, search, learning and memory in complex 3D environments.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>Template:Cite journal</ref> The goal is to both enable multi-fingered robots with a sense of touch, and gain more insights into human meta-learning.
ArtEdit
Haptic technologies have been explored in virtual arts, such as sound synthesis or graphic design, that make some loose vision and animation.<ref>Template:Cite journal</ref> Haptic technology was used to enhance existing art pieces in the Tate Sensorium exhibit in 2015.<ref>Template:Cite news</ref> In music creation, Swedish synthesizer manufacturer Teenage Engineering introduced a haptic subwoofer module for their OP-Z synthesizer allowing musicians to feel the bass frequencies directly on their instrument.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
SpaceEdit
The use of haptic technologies may be useful in space exploration, including visits to the planet Mars, according to news reports.<ref name="WP-20201215">Template:Cite news</ref>
See alsoEdit
- Haptics (disambiguation)
- Haptic perception
- Linkage (mechanical)
- Organic user interface
- Sonic interaction design
- Stylus (computing)
- Tactile imaging
- Wired glove
ReferencesEdit
Further readingEdit
- Klein, D.D.; Rensink, H.; Freimuth, G.J.; Monkman, S.; Egersdörfer, H.; Böse & M. Baumann. Modelling the Response of a Tactile Array using Electrorheological Fluids. Journal of Physics D: Applied Physics, Vol. 37, No. 5, pp. 794–803, 2004.
- Klein, D.H.; Freimuth, G.J.; Monkman, S.; Egersdörfer, A.; Meier, H.; Böse M.; Baumann, H;, Ermert & O. T. Bruhns. "Electrorheological Tactile Elements". Mechatronics Vol. 15, No. 7, pp. 883–97. Pergamon, September 2005.
- Monkman. G.J. “An Electrorheological Tactile Display”. Presence (Journal of Teleoperators and Virtual Environments) Vol. 1, No. 2, pp. 219–28, MIT Press, July 1992.
- Parisi, David. Archaeologies of Touch - Interfacing with Haptics from Electricity to Computing. University of Minnesota Press. Template:ISBN.
- Robles-De-La-Torre G. Principles of Haptic Perception in Virtual Environments. In Grunwald M (Ed.), Human Haptic Perception, Birkhäuser Verlag, 2008.
- Template:Cite book