<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Haptics on David Burke</title><link>https://davidburke.me/tags/haptics/</link><description>Recent content in Haptics on David Burke</description><generator>Hugo -- gohugo.io</generator><language>en-us</language><lastBuildDate>Thu, 21 May 2026 10:05:00 +0000</lastBuildDate><atom:link href="https://davidburke.me/tags/haptics/index.xml" rel="self" type="application/rss+xml"/><item><title>Haptics and Eye-Tracking: How Accessibility Tech is Building the Future of VR</title><link>https://davidburke.me/p/haptics-and-eye-tracking-how-accessibility-tech-is-building-the-future-of-vr/</link><pubDate>Thu, 21 May 2026 10:05:00 +0000</pubDate><guid>https://davidburke.me/p/haptics-and-eye-tracking-how-accessibility-tech-is-building-the-future-of-vr/</guid><description>&lt;img src="https://davidburke.me/img/featured/haptics-and-eye-tracking-how-accessibility-tech-is-building-the-future-of-vr.svg" alt="Featured image of post Haptics and Eye-Tracking: How Accessibility Tech is Building the Future of VR" /&gt;&lt;p&gt;When considering modern video games and Virtual Reality (VR), we often focus on graphics and processing power. Yet two critical technologies driving this immersion—haptic feedback and eye-tracking—originated as accessibility tools.&lt;/p&gt;
&lt;h3 id="haptic-feedback-communicating-through-touch"&gt;Haptic Feedback: Communicating Through Touch
&lt;/h3&gt;&lt;p&gt;Haptic feedback uses tactile sensations, like vibrations, to convey information. We encounter it daily: the subtle click of a smartphone keyboard, a smartwatch notification tap, or a game controller rumbling to simulate walking through mud.&lt;/p&gt;
&lt;p&gt;This purposeful use of touch began as an essential communication tool for people with sensory impairments. Before smartwatches, vibrating pagers were designed for the D/deaf community. Braille displays are entirely haptic interfaces. Force feedback first appeared in medical simulators before moving to consumer electronics to provide non-visual confirmation.&lt;/p&gt;
&lt;p&gt;By refining how devices use touch for users who cannot rely on sight or sound, engineers created a language of vibration that makes our digital interactions feel real.&lt;/p&gt;
&lt;h3 id="eye-tracking-from-als-to-the-metaverse"&gt;Eye-Tracking: From ALS to the Metaverse
&lt;/h3&gt;&lt;p&gt;Eye-tracking technology offers another powerful example of the digital curb-cut effect.&lt;/p&gt;
&lt;p&gt;For decades, eye-tracking has served as a lifeline for people with severe motor impairments like ALS or cerebral palsy. When physical movement is lost, the eyes often remain capable of precise motion. Pioneers like Tobii Dynavox built cameras and software allowing users to control a mouse, type, and navigate the world entirely through their gaze.&lt;/p&gt;
&lt;p&gt;For a long time, this hardware was expensive and highly specialized.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Case Study: Foveated Rendering in VR&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Building immersive VR headsets requires rendering dual high-resolution displays at high frame rates, which demands massive computing power.&lt;/p&gt;
&lt;p&gt;The solution? &lt;strong&gt;Foveated rendering&lt;/strong&gt;. Human vision is sharp only in the center of our gaze (the fovea), while peripheral vision remains blurry. VR headsets use eye-tracking cameras to determine exactly where a user is looking. The system then renders that specific central area in high definition, dropping the peripheral resolution to save processing power.&lt;/p&gt;
&lt;p&gt;Eye-tracking also enables more realistic social interactions in digital spaces by allowing avatars to make eye contact.&lt;/p&gt;
&lt;p&gt;Technology originally built to give a voice to those who could not speak or move is now a foundational pillar of human-computer interaction. Designing for the margins often shapes the future of technology.&lt;/p&gt;</description></item></channel></rss>