WEBVTT

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There are more and less successful uses of touch&nbsp;and haptics in the user interface.

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I'll give a few examples of both.

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Again, I can't imagine most&nbsp;of you won't have a mobile phone,

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probably within reach of you at this moment.

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It obviously uses vibrations alert to say a phone&nbsp;call's coming or you've had a text

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message or&nbsp;WhatsApp message, some sort of notification.

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Also, it's quite likely that as you touch that phone,&nbsp;you might get...

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Some keyboards give you a little vibration back as you click keys.

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I know I've had to turn it off on some of&nbsp;mine, though, because

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if it doesn't get it dead&nbsp;right, it can actually be quite confusing.

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And as I said, certainly

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one of the virtual keyboards&nbsp;
I use on my phone,

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I tried to use it and I've just turned the vibration off.&nbsp;

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But as I said,&nbsp;that can work well or it can work not so&nbsp;well.

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And similarly, there are techniques to give you a sense of texture on phones by&nbsp;using vibration.

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In cars, if you've got some ABS brake control, which again most

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– unless&nbsp;you've got a classic car – probably will have,

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when you press down the brake if the
 ABS kicks in

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– so if there's a bit of a skid – even the slightest slidy-ness,

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you'll feel a vibration&nbsp;come through your pedal. Now, partly – in early days,

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I think that was actually a physical&nbsp;effect – but nowadays that's not being generated

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by vibration in the car, by the brakes going on and&nbsp;off. But actually is being generated.

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But in order to train people to&nbsp;try and stop just short of that skidding point,

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you put the vibration on, which helps you know when it's happened.

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So that's a really positive use of&nbsp;
deliberate vibration, haptic feedback in the car.

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A slightly less successful one,&nbsp;although still really cool and&nbsp;really nice, was a system

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called iDrive that BMW put into their top-end cars&nbsp;in the mid-2000s.

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And what it did, it was a knob,&nbsp;but it used

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a motor to give a sense of physical movement. So you got this clicky feeling.

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But the number of&nbsp;clicks could depend on what it was about.

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So if you had to... If it was controlling the volume and there was 14 settings&nbsp;to the volume, there

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would be 14 clicks. If you're controlling your menu and there&nbsp;are four items, there would be

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four clicks, and then it would stop. 
You couldn't go any further.&nbsp;&nbsp;

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Now I'm assuming it was because the technology&nbsp;was early and they couldn't quite get

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it right, and as I said, if you don't get these things&nbsp;right, they're very, very sensitive.

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They actually had to abandon this in a relatively short time.

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And so, later&nbsp;versions actually reverted to having a&nbsp;knob that really does have click stops,&nbsp;&nbsp;

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even though it can't do that thing about&nbsp;
stopping and starting and changing the number.&nbsp;&nbsp;

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It still has haptic feedback. But it's generated&nbsp;
physically rather than digitally.

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A place where haptic feedback is used incredibly successfully is in games.

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Even simple controllers will often have some sort of&nbsp;vibration in them. But you can get

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– if you're a real pro-games player – you'll probably&nbsp;have

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perhaps a steering wheel or force feedback joysticks.

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So as you steer, you actually&nbsp;feel the resistance of the car,

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vibration of the&nbsp;motor, all generated.

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In virtual reality as well. So games – closely related to virtual reality –

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there's been again very positive use of haptics

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for surgery training, because in surgery, it's&nbsp;
really crucial the feel of an instrument as you

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drill or as you cut or as you push.&nbsp;
It's really crucial, surgeons feel&nbsp;&nbsp;

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the difference between different organs. So&nbsp;
as they work, they can tell the difference.&nbsp;&nbsp;

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Slightly coming into technology at the moment,&nbsp;
so something you might see, but probably&nbsp;&nbsp;

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still at the edge of research and into&nbsp;
application, is a thing called *Ultrahaptics*.

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So this could be used in virtual reality. It could&nbsp;also be used in other sorts of settings.

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And it uses ultrasound to give a sense of feeling&nbsp;
in mid-air.

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The idea is you have lots and lots of little ultrasound speakers.

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They generate ultrasound,&nbsp;which creates little points in space

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where they all feed up together and make a big bang.

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A bit like if you see waves&nbsp;sometimes come together and make a big splash,

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sometimes they cancel each other out. 
So you design the splash,&nbsp;&nbsp;

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the sort of splash points to give a sense of&nbsp;
feeling; so, you can have your VR glasses on,

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you might see perhaps a globe in front of you. And as&nbsp;you reach out, you can actually *feel*

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that globe, even though there's nothing&nbsp;
there – it just didn't play now.

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So these things are coming. We've got a change,&nbsp;
both things that are working already,

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but also new technologies that are finding their way through.

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And again, a little bit further down the stream, there's a number of materials

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that change&nbsp;their shape programmatically, currently still very much in research stage.

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But I think it won't be that long maybe, when&nbsp;we start to see

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this kind of thing moving its way&nbsp;
through into different kinds of interactions.

