We have implemented three virtual reality sport simulators to demonstrate the potential use of impacto. All our examples use impacto for haptic feedback, an Oculus Rift for visuals and a Kinect for tracking.
Boxing [left] is a sport for which the notion of impact is crucial. In this simulator, users can fight a virtual avatar by boxing. The avatar keeps its guard up and attacks periodically. Users must choose the right moment to unleash a successful attack. It takes ten successful hits to take down the avatar, which causes a new opponent to appear and the simulation continues. Impacto adds a haptic component to the simulation as it provides haptic feedback when the user blocks the avatar. Also with an additional unit mounted to the knuckles, users can feel the impact of their punches on the avatar (see paper and video for details)
Soccer [middle]. Impacto units can be used on other limbs and muscles, such as the triceps, quads, etc. In Figure 8 we mounted a unit to the user’s calves. This setup points the solenoid component at the user’s in- step (top of the foot) and the EMS unit to the calf muscles (gastrocnemius), as depicted in Figure 10. We operate the unit so as to slightly push the foot backwards at the moment the ball hits the foo
Baseball [right] . The decomposition of impulse and tactile sensation transfers readily to hand-held props. In the baseball simulator, by wearing an impacto unit, the user experiences the impact of an incoming baseball against the bat. To enable the prop, here a stand-in for a baseball bat, we mount the solenoid onto the prop; the EMS unit, in contrast, stays with the user and stimulates the wrist extension muscle.