The skin is the largest sensory system in the human body. Reporters recently learned that the City University of Hong Kong participated in the cross-university research team, successfully developed a set of “skin integrated haptic interface” system. This skin-based virtual reality (VR) and augmented reality (AR) system can convert energy into mechanical kinetic energy and transmit tactile stimulation to the body through a wireless actuator that clings to the skin. The findings were recently published in nature.
According to the introduction, virtual and augmented reality technology mainly through visual and auditory stimulation to create experience, but compared to the eyes and ears, the skin is the largest body area of the sensory system, so through the sense of the outside environment, the effect is better.
“Our goal is to develop electronic skin comparable to real skin,” said Dr. Hinger, lead author of the paper and an assistant professor in the Department of Biomedical Engineering at the City University of Hong Kong. Compared to similar devices on the market, the new system is lightweight, clinging to the skin and does not require wires and batteries. “
The system uses new materials, structures, energy transmission strategies and communication solutions. The research team composed more than 700 functional components of flexible skin devices less than 3 mm thick, including a thin, soft and stretchable inner layer that fits close to the skin; a silicone-protected functional layer with a wireless control system and interconnected actuators; and a breathable cloth outer layer that can be integrated directly into wearable clothing.
Yu Singer introduced: “To provide a normal actuator for haptic vibration, it needs to use about 100 milliwatts of power to transmit information, but we are powered by radio frequency technology (RF), only need less than 2 milliwatts of power to transmit information, and produce the same mechanical vibration, solve the problem of wireless low-power energy transmission, The operating distance of this system has been significantly increased. “
It is understood that the results of this study can be applied not only to social media and video games, but also to help prosthesis users through tactile induction of external environment, to provide feedback, and even extend to clinical medical applications related to virtual scenarios.