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Wednesday, October 29, 2025

Digital-reality tech is quick turning into extra actual


Digital-reality expertise may assist treatment folks of phobias together with about spiders. © Leena Robinson, Shutterstock.com

By Helen Massy-Beresford

Think about a single expertise that would assist a robotic carry out security checks at a nuclear plant, treatment an individual’s arachnophobia and simulate the sensation of a hug from a distant relative.

Welcome to the world of “prolonged actuality”. Researchers funded by the EU have sought to exhibit its monumental potential.

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Their purpose was to make augmented actuality, through which the actual world is digitally enhanced, and digital actuality – a totally computer-generated surroundings – extra immersive for customers.

One of many researchers, Erik Hernandez Jimenez, by no means imagined the fast relevance of a mission that he led when it began in mid-2019. Inside a 12 months, the Covid-19 pandemic had triggered numerous lockdowns that left folks working and socialising by means of video connections from house.   

‘We thought of apply this expertise, really feel human contact even at a distance, after we had been all locked at house and phone with others was by means of a pc,’ stated Hernandez Jimenez. 

He coordinated the EU analysis initiative, which was named TACTILITY and ran from July 2019 till the top of September 2022. 

The TACTILITY staff developed a glove that simulates the sense of contact. Customers have the feeling of touching digital objects by means of electrical pulses delivered by electrodes embedded within the glove.

The sensations vary from pushing a button and feeling strain on the finger to dealing with a stable object and feeling its form, dimensions and texture. 

Glove and swimsuit

‘TACTILITY is about together with tactile suggestions in a virtual-reality situation,’ stated Hernandez Jimenez, who’s a mission supervisor at Spanish analysis institute TECNALIA.

He stated the precept might be prolonged from the glove to a complete physique swimsuit. 

In contrast with previous makes an attempt to simulate contact sensations with motors, the electro-tactile suggestions approach produces a extra life like consequence at a decrease value, in line with Hernandez Jimenez. 

This opens up the potential of making the expertise extra broadly accessible. 

The analysis bolsters European Fee efforts to develop the virtual-worlds area, which may present 860 000 new jobs in Europe this decade because the worldwide sector grows from €27 billion in 2022. 

The EU has round 3 700 corporations, analysis organisations and governmental our bodies that function on this sphere, in line with the Fee.

Phobias to factories

The TACTILITY researchers checked out potential healthcare purposes. 

“We thought of apply this expertise, really feel human contact even at a distance.”

– Erik Hernandez Jimenez, TACTILITY

That’s the place spiders come into the image. They had been among the many objects within the mission’s experiments to imitate contact.

‘One which was fairly spectacular – though I didn’t prefer it in any respect – was feeling a spider or a cockroach crawling over your hand,’ Hernandez Jimenez stated.  

A possible use for the expertise is treating phobias by means of publicity remedy through which sufferers are step by step desensitised to the supply of their concern. That would begin by just about “touching” cartoon-like creepy crawlies earlier than progressing to extra lifelike variations.  

The tactile glove will also be used within the manufacturing business, serving to the likes of automotive producers prepare their employees to carry out tough manoeuvres on the manufacturing unit flooring.

Moreover, it could actually assist folks collaborate extra successfully with remotely managed robots in hazardous environments. An instance is a nuclear energy plant, the place an individual in a management room can just about “really feel” what a robotic is touching. 

‘They get one other sense and one other sort of suggestions, with extra info to carry out higher checks,’ Hernandez Jimenez stated. 

Joyful and playful

Wearables for digital actuality. © Oğuz ‘Oz’ Buruk, 2021

Wearable applied sciences for virtual-reality environments are additionally being impressed by the gaming business. 

Researchers in a second EU-funded mission sought to increase the prospects for applied sciences already broadly used for skilled functions. The initiative, known as WEARTUAL, ran from Might 2019 till late 2021.

“Wearables are trend objects – they’re a part of the best way we assemble our identification.”

– Oğuz ‘Oz’ Buruk, WEARTUAL

‘Our mission targeted on the extra experiential facet – joyful and playful actions,’ stated Oğuz ‘Oz’ Buruk, who coordinated WEARTUAL and is assistant professor of gameful expertise at Tampere College in Finland. 

Till just lately, experiencing a virtual-reality surroundings concerned a hand-held controller or head-mounted show. 

The WEARTUAL researchers checked out methods of incorporating wearables worn, for instance, on the wrist or ankle into digital actuality to offer folks a way of higher immersion. 

That would imply having their avatar – a consultant icon or determine within the digital world – blush when nervous or excited to boost their capacity to precise themselves.

On the cusp

The staff developed a prototype that would combine various bodily sensations into the digital world by transferring to it real-life information equivalent to coronary heart fee.  

Buruk is enthusiastic about how video games will look within the “posthuman” period, when folks and machines more and more converge by means of bodily implants, robotics and direct communication between the human mind and computer systems.  

He indicators that it’s onerous to overestimate the eventual affect of advances on this space on on a regular basis life, albeit over various timescales: wearables are prone to be rather more broadly utilized in digital actuality within the subsequent decade, whereas widespread use of bodily implants is extra prone to take 50 to 100 years.

As expertise and human our bodies turn out to be ever extra carefully linked, the expertise of transferring them to a digital world shall be enhanced, encouraging folks to spend growing quantities of time there, in line with Buruk.

Digital-reality applied sciences are already getting used for sensible functions equivalent to gamifying important info together with fire-safety procedures, making it extra interactive and simpler to be taught. This sort of use may increase to many areas.

On a really completely different entrance, a number of trend homes already promote garments that may be worn in digital environments, permitting folks to precise their identification and creativity.  

‘Wearables are trend objects – they’re a part of the best way we assemble our identification,’ Buruk stated. ‘Investments in digital actuality, prolonged actuality and augmented actuality are growing every single day.’

Analysis on this article was funded by the EU by way of the Marie Skłodowska-Curie Actions (MSCA).


This text was initially revealed in Horizon, the EU Analysis and Innovation journal.




Horizon Journal
brings you the most recent information and options about thought-provoking science and revolutionary analysis tasks funded by the EU.


Horizon Journal
brings you the most recent information and options about thought-provoking science and revolutionary analysis tasks funded by the EU.

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