HFX Studio
Tool Summary
General Purpose Information | |
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Year of First Releaseⓘ The year a tool was first publicly released or discussed in an academic paper. | 2018 |
Platformⓘ The OS or software framework needed to run the tool. | Unity |
Availabilityⓘ If the tool can be obtained by the public. | Unavailable |
Licenseⓘ Tye type of license applied to the tool. | Unknown |
Venueⓘ The venue(s) for publications. | ACM VRST |
Intended Use Caseⓘ The primary purposes for which the tool was developed. | Virtual Reality |
Hardware Control Information | |
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Haptic Categoryⓘ The general types of haptic output devices controlled by the tool. | Force Feedback, Vibrotactile, Temperature |
Hardware Abstractionⓘ How broad the type of hardware support is for a tool.
| Consumer |
Device Namesⓘ The hardware supported by the tool. This may be incomplete. | Thalmic Myo, Subpack M2, Oculus Touch, Dyson Pure Cool Link |
Body Positionⓘ Parts of the body where stimuli are felt, if the tool explicitly shows this. | Head, Torso, Arm, Leg, Foot |
Interaction and Interface Information | |
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Driving Featureⓘ If haptic content is controlled over time, by other actions, or both. | Time, Action |
Effect Localizationⓘ How the desired location of stimuli is mapped to the device.
| Target-centric |
Media Supportⓘ Support for non-haptic media in the workspace, even if just to aid in manual synchronization. | Audio, Visual |
Iterative Playbackⓘ If haptic effects can be played back from the tool to aid in the design process. | Yes |
Design Approachesⓘ Broadly, the methods available to create a desired effect.
| DPC, Process, Sequencing, Library |
Interaction Metaphorsⓘ Common UI metaphors that define how a user interacts with a tool.
| Track, Demonstration |
Storageⓘ How data is stored for import/export or internally to the software. | Unknown |
Connectivityⓘ How the tool can be extended to support new data, devices, and software. | None |
Additional Information
HFX studio allows for authoring haptic effects directly on the body or attaching them to objects in a VR environment. Perceptual models are used to encode and render the desired effects to the extent supported by the connected hardware. This intermediate perceptual layer is intended to separate the design of haptic effects from the devices used to display them.
For more information, consult the VRST’18 paper.