Haptic interaction within the virtual world has been applied in novel ways for over 20 years (Srinivasan & Basdogan 1997). Over the decades there have been many variations of haptic peripherals to enhance virtual multisensory stories, gaming and experiences. For example, the recent ‘wearable’ Wolverine glove, which grasps in VR (Choi et al. 2018) or the commercially available augmented bass wearable (Drempetic & Potter 2018). Since 2015, Burge’s own enquiry has focused on haptic and costume as part of a multi-sensory story. The work has been demonstrated at numerous public events where she gained insights of how the components, the aesthetics of the wearable, content and overall wearability of electronics contributed to the perception of the experience.
Horst EidenbergerAnnette Mossel
Zhuang ZhangZhenghao XuLuoqian EmuPingdong WeiSentao ChenZirui ZhaiLingyu KongYong WangHanqing Jiang
M. del Carme BoschStephan GenschLinda Rath-Wiggins