Sensors & Haptics Report

The haptics industry will be worth over $3 billion by 2028

Haptics 2018-2028: Technologies, Markets and Players

Including ERM motors, LRAs, piezoelectric ceramics and polymers, surface haptics, SMAs, electroactive polymers and contactless haptic feedback

Brand new for March 2018

 
Haptics are key technologies found as an essential feature enhancing the user experience in many very familiar products today. Whether as notification provision in a vibrating smartphone, tension building in a video game controller, or input confirmation in an industrial scanner, haptics technologies have now reached billions of electronics devices. The report finds that the haptics industry will be worth over $3 billion by 2028.
 
The changing application landscape
After many years of deployment in devices such as games console controllers, the largest success for the haptics market in terms of volume has been their ubiquitous adoption in smartphones. However, as this market has become increasingly commoditised, players have become increasingly desperate to drive change, either within the core technologies or in the markets generating revenue for haptics.
 
The most attractive market to emerge for haptics has been virtual reality. The first widespread commercially viable VR platforms hit mainstream markets in 2016, and haptic feedback is a common and essential feature in many of the handheld controllers incorporate in these systems. Not only this, but haptics is commonly touted as one of the key areas with unmet technology needs, providing fuel to drive new investment for new players with new technologies to serve this future market.
 
In this report, IDTechEx have detailed an extensive section covering haptics in VR. This has been compiled via primary research over 18 months including visiting events and companies to interview all of the key players. Via these interviews and case studies, the report describes an application and technology roadmap for haptics in VR, as well as quantitative market forecasts detailing the market size today and a scenario for its progression over the next decade.
 
 
Image source: IDTechEx
Haptics technology options
The eccentric rotating mass (ERM) motor has been the cheap, robust and very effective incumbent technology in haptics for the best part of two decades. However, changes at the core of the market have seen increasing adoption over linear resonant actuators (LRAs) in key products, by key players in key verticals.
 
However, the technology landscape is much more diverse than these incumbents. In this report, IDTechEx list all of the significant emerging haptic technologies being developed and commercialised today to enter the market in the coming decade. This includes technologies like voice coils or piezoceramics, which are not new but have not reached the mainstream like either ERM motors or LRAs.
 
There is also a large selection of emerging technologies, each with exciting properties that could potentially help to carve out specific niches within the competitive haptics market. These include actuators based on new materials like piezoelectric polymers, other electroactive polymers (EAPs) and shape memory alloys (SMAs). It also covers surface haptics including electrostatic (ESF), ultrasonic (USV) and even microfluidic solutions. The report also discusses contactless haptics, including prominent ultrasonic options but also various other emerging techniques to provide haptic feedback at a distance.
 
 
Image source: IDTechEx
 
The competitive landscape
As changes are driven in both technologies and applications, it is most important to understand the dynamics, opinions and progress of all of the players involved. The report from IDTechEx mentions 120 different players in the haptics value chain, including materials suppliers, haptics component manufactures, technology developers, companies in the IP landscape, key integrators and manufacturers, right through to case studies from various end users by industry vertical.
 
The bulk of the research has been conducted through primary interviews, conducted in person on site visits or at events, or by telephone with key personnel at leading players. The report contains 22 full interview-based profiles, plus primary content from around 40 players from the haptics value chain.
 
As the industry develops, report customers can use the 30 minutes of analyst access to get the latest updates as IDTechEx's analysts continue to cover the space, with new interviews, event visits and case studies.
Analyst access from IDTechEx
All report purchases include up to 30 minutes telephone time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.
Further information
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Table of Contents
1.INTRODUCTION
1.1.What are haptics?
1.2.Two sides to the industry: Tactile and kinaesthetic
1.3.Characterisation within this report
1.4.Haptic Technologies: A brief overview
1.5.How the sense of touch works
1.6.The potential value-adds from haptic feedback
1.7.Potential vs actual use of haptics
1.8.The old status quo: ERMs dominate
1.9.ERM motors are a difficult incumbent to replace
1.10.Recent changes: LRAs gain market share
1.11.The incumbents dominate for the foreseeable future
1.12.New markets provide the greatest opportunities
1.13.Emerging haptics find their niches
1.14.Quantifying the potential opportunity
2.HAPTICS TECHNOLOGIES
2.1.Types of Haptics Covered
2.2.Technology Benchmarking for Haptic Feedback
2.3.Technology Readiness and Adoption
3.ELECTROMAGNETIC HAPTIC ACTUATORS: ERMS, LRAS, VCMS AND EMERGING OPTIONS
3.1.Eccentric Rotating Mass Motors (ERM motors or ERMs)
3.1.1.ERM Motor Structure
3.1.2.ERM Drivers
3.1.3.SWOT Analysis - ERM Motors
3.2.Linear resonant actuators (LRAs)
3.2.1.LRA Structure
3.2.2.Apple's Taptic Engine
3.2.3.Typical LRA specs
3.2.4.SWOT: Linear Resonant Actuators (LRAs)
3.3.Voice coil motors (VCMs)
3.3.1.Voice coil motor structure
3.3.2.Nidec Sankyo: VCMs for haptics
3.3.3.SWOT: Voice coil motors (VCMs)
3.4.New versions of electromagnetic actuators
3.4.1.General Vibration: "SAVANT"
3.4.2.SAVANT with ERM motors - the Gemini Drive
3.4.3.Nanoport R&D: Tachammer
3.5.Examples of leading suppliers
3.5.1.Examples of ERM & LRA Suppliers
3.5.2.Challenging times for previous leaders
4.PIEZOELECTRIC ACTUATORS
4.1.Background and Definitions
4.2.Piezoelectric Haptic Actuators
4.3.Piezoelectric Actuator Materials
4.4.Device Integration
4.5.Challenges with integration: Durability
4.6.Piezoelectric composites are also an option
4.7.Coupled sensor-actuator systems with piezoelectrics
4.8.Use in surface haptics
4.9.Value chain for piezoelectric actuators
4.10.SWOT: Piezoelectric Ceramics
5.ELECTROACTIVE POLYMERS (EAPS)
5.1.1.Types of electroactive polymer (EAP)
5.1.2.Types of electroactive polymer (continued)
5.1.3.Comparing physical properties of EAPs
5.2.Dielectric elastomers (DEAs)
5.2.1.Comparing DEAs with Ceramics and SMAs
5.2.2.Dielectric elastomers as haptic actuators
5.2.3.Artificial Muscle: Ownership and progress
5.2.4.SWOT: Dielectric elastomers
5.3.Piezoelectric Polymers
5.3.1.Background and Definitions: Piezoelectric constants
5.3.2.Why use a polymer? - Materials Choices
5.3.3.PVDF-based polymer options for haptic actuators
5.4.Demonstrator product with polymer haptics
5.5.SWOT: Piezoelectric polymers
6.SHAPE MEMORY ALLOYS (SMAS)
6.1.Introduction to shape memory alloys
6.2.Deploying SMA as conventional haptic actuators
6.3.SMA haptics: some metrics
6.4.SWOT: SMAs
7.SURFACE HAPTICS - ACTUATORS FOR VARIABLE FRICTION
7.1.Surface haptics with electromechanical actuators
7.2.Bending wave haptic feedback
7.3.Redux ST acquired by Google
7.4.hap2U
7.5.Nidec Copal - surface haptics
7.6.SWOT: EM surface haptics
7.7.Tactile shear haptics
7.8.Tactile Shear Feedback
7.9.Tactical Haptics: custom VR controllers
7.10.Shear forces for variable friction displays
7.11.Electrostatic Friction (ESF)
7.12.O-Film's acquisition of Senseg
7.13.SWOT: Electrostatic Friction
7.14.Ultrasonic Vibration (USV)
7.15.SWOT: Ultrasonic vibration
7.16.Microfluidic surface haptics
7.17.Microfluidics: Tactus Technology
7.18.Other microfluidic haptics: HaptX (formerly Axon VR)
7.19.Conclusions: Surface haptics
8.CONTACTLESS HAPTICS
8.1.Background
8.2.Applications and Drivers
8.3.Ultrasonic
8.4.Contactless haptics for automotive: Bosch and Ultrahaptics at CES 2017
8.5.Ultrahaptics: Announcements at CES 2018
8.6.Ultrahaptics + Meta + Zerolight
8.7.Metasonics
8.8.Hanyang University
8.9.Air Vortex
8.10.Technology comparison for contactless haptics
8.11.The commercial reality
9.MARKETS
9.1.Consumer Electronics: Mobile Phones
9.2.Gaming
9.3.Consumer Electronics: Tablets
9.4.Consumer Electronics: Wearables
9.5.Consumer Electronics: Others
9.6.Automotive
9.7.Example: Nidec targeting the automotive sector
9.8.Contactless haptics for automotive: Bosch and Ultrahaptics
9.9.Medical
9.10.Home appliance, commercial and other uses
10.CASE STUDY: HAPTICS FOR VR
10.1.Stimulating the senses: Sight, sound, touch and beyond
10.2.Haptics in mainstream VR today
10.3.Categories for the technology today
10.4.Haptics in controllers: inertial and surface actuation
10.5.Example: Surface actuation on a controller
10.6.Motion simulators and vehicles: established platforms
10.7.New motion simulators are still used to show off VR
10.8.Examples: personal VR motion simulators and vehicles
10.9.Wearable haptic interfaces
10.10.Wearable haptic interfaces - rings
10.11.Commercial examples: GoTouchVR
10.12.Wearable haptic interfaces - gloves
10.13.Examples: Virtuix, NeuroDigital Technologies
10.14.Wearable haptic interfaces - shoes
10.15.Commercial examples: Nidec, CEREVO, and others
10.16.Wearable haptic interfaces - harnesses and apparel
10.17.Wearable haptic interfaces - exoskeletons
10.18.Commercial examples: Dexta Robotics
10.19.Kinaesthetic haptics
10.20.Kinaesthetic devices: types and process flow
10.21.Exoskeletons
10.22.Manipulandums
10.23.FundamentalVR - haptics for training surgeons in VR
10.24.Robotics: Hacking existing platforms to build kinaesthetic haptics
10.25.The case for contactless haptics in VR
11.RELATED TOPIC: POWER-ASSIST EXOSKELETONS AND APPAREL
11.1.Power assist exoskeletons
11.2.The relationship between assistive devices and kinaesthetic haptics
11.3.Roots in medical rehabilitation
11.4.Example: Ekso Bionics
11.5.Rehabotics Medical Technology
11.6.Sense Glove
11.7.BrainCo creates affordable smart prosthetics
11.8.Rapael smart glove for home rehab
11.9.Towards other application areas
11.10.Power assist suits from UPR
11.11.Power assist apparel - Superflex
11.12.AIM and Racer
11.13.Teslasuit
11.14.Geographical and market trends
12.HAPTICS AT CES 2018
12.1.Haptics at CES 2018
12.2.AIM and Racer
12.3.AIM (Handout)
12.4.Cerevo
12.5.GoTouch VR
12.6.List CEA Tech
12.7.Metasonics
12.8.Nanomagnetics & Nanoport
12.9.Nanoport - Tachammer
12.10.Nidec (Copal & Sankyo)
12.11.Nidec Copal - surface haptics
12.12.Nidec Sankyo - VCM haptics
12.13.Rehabotics Medical Technology
12.14.Sense Glove
12.15.Tactical Haptics
12.16.Teslasuit
12.17.Ultrahaptics
12.18.Ultrahaptics + Meta + Zerolight
12.19.BrainCo creates affordable smart prosthetics
12.20.Rapael smart glove for home rehab
13.MARKET FORECASTS
13.1.Forecast details and assumptions
13.2.Haptics revenue by technology, 2015 - 2028
13.3.Haptics sales volumes by technology, 2015 - 2028
13.4.Haptics revenue by market sector, 2015 - 2028
13.5.ERM Motor-based haptics: Revenue by market sector, 2015-2028
13.6.LRA-based haptics: Revenue by market sector, 2015-2028
13.7.Other electromagnetic haptics (including VCM & custom systems): Revenue by market sector, 2015-2028
13.8.10 different categories of emerging tactile haptics: Revenue by technology, 2015-2028
13.9.Emerging tactile haptics: Revenue by market sector, 2015-2028
13.10.Haptics spend per device increases in key product areas
13.11.Haptics forecasts by product type
13.12.Smartphone haptics: revenue by technology, 2015-2028
13.13.Smartphone haptics, volume split by technology, 2015-2028
13.14.Introducing additional haptic features in smartphones
13.15.Cost of smartphone haptics by technology, 2018-2028
13.16.Revenue from haptics in VR by technology, 2015-2028
13.17.Haptics revenue in games console controllers, 2015 - 2028
13.18.Revenue from emerging haptics in VR & gaming accessories, 2015-2028
13.19.The haptics spend per device is increasing
13.20.Revenue from haptics in other consumer electronics by technology, 2015-2028
13.21.Revenue from haptics in wearables by technology, 2015-2028
13.22.Revenue from haptics in automotive by vehicle type, 2015-2028
13.23.Revenue from haptics in automotive by technology, 2015-2028
14.THE HAPTICS VALUE CHAIN
14.1.Value chain summary
14.2.Lists of 120 haptics companies (by technology and value chain position)
14.3.List of haptics companies: technology and component manufacturing
14.4.List of haptics companies: Supporting ecosystem
14.5.List of haptics companies: End users
15.COMPANY PROFILES
15.1.25 Interview-based Company Profiles
15.1.1.AIM & Racer
15.1.2.Aito
15.1.3.Arkema (Piezotech)
15.1.4.Artificial Muscle Inc. (part of Parker Hannifin)
15.1.5.General Vibration
15.1.6.GoTouch VR
15.1.7.Hanyang University
15.1.8.HAP2U
15.1.9.Immersion Corporation
15.1.10.Metasonics
15.1.11.Nanomagnetics & Nanoport
15.1.12.Nidec (Copal & Sankyo)
15.1.13.Nidec Corporation
15.1.14.Novasentis
15.1.15.Precision Microdrives
15.1.16.Quad Industries
15.1.17.Redux ST
15.1.18.Rehabotics Medical Technology
15.1.19.Sense Glove
15.1.20.Solvay
15.1.21.Tactical Haptics
15.1.22.Tactus Technologies
15.1.23.Tangio Printed Electronics
15.1.24.Teslasuit
15.1.25.Ultrahaptics Ltd.
15.2.10 Background Company Profiles
15.2.1.AAC Technologies
15.2.2.Bluecom Co. Ltd.
15.2.3.BrainCo
15.2.4.Cerevo
15.2.5.Jahwa Electronics
15.2.6.KOTL - Jinlong Machinery
15.2.7.LG Innotek
15.2.8.List CEA Tech
15.2.9.Neofect (Rapael Smart Glove)
15.2.10.SEMCO
15.3.31 other companies mentioned
15.3.1.Acura
15.3.2.Apple
15.3.3.Bosch
15.3.4.CML
15.3.5.Control VR
15.3.6.DARPA
15.3.7.Dexta Robotics
15.3.8.Disney Research
15.3.9.Ekso Bionics
15.3.10.Feel VR
15.3.11.Fujitsu
15.3.12.Fundamental VR
15.3.13.Geomagic
15.3.14.Google
15.3.15.Guangshou NINED Digital Technology
15.3.16.Icaros
15.3.17.Leap Technologies
15.3.18.Microsoft Research
15.3.19.NeruoDigital Technologies
15.3.20.Nullspace VR
15.3.21.O-Film (Senseg)
15.3.22.Qualcomm
15.3.23.Queen's University Belfast
15.3.24.Samsung
15.3.25.Seismic (Superflex)
15.3.26.SensAble
15.3.27.SkiFi Labs
15.3.28.Sony
15.3.29.Stanford University
15.3.30.UPR
15.3.31.Virtuix

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Report Statistics

-Slides227
-Companies25
-Forecasts to2028
-Last updateMar 2018
 

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