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ShinjiNamura
Mid-air gestures feel great — until you miss by 2mm for the 10th time. New research adds a physical haptic surface to VR gesture UIs. Accuracy jumps. Bimanual tasks become natural. Sometimes the best "spatial" fix is a little bit of physical. #XR
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DRhomelab
Finally got JoyType supporting the right-hand Joy-Con and macOS! And it gets even better: haptic support is officially live. Give it a star and try it out! Happy voice-driven vibe-coding!
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APHRIOSA
The player is not only “playing.” They are living inside entertainment, and while they are there, companies can sell them things that match the moment. But we have to separate it cleanly: Food = yes. Merch = yes. Digital mood packs = yes. Real illegal drugs = no. Legal cannabis = only age-gated, location-legal, heavily regulated. The strongest version is not “sell drugs while they game.” The stronger version is: Sell mood, food, merch, and legal sensory experiences inside the world. Example: A person enters Las Vegas for a 3-hour cyber-racing event. While they are inside, they can buy: Digital food A glowing Taco Bell meal, Coca-Cola drink, fantasy dessert, anime ramen, etc. Real food delivery The system says: “Want the real-world version delivered?” DoorDash/Uber Eats/Walmart/Taco Bell pays commission. Digital weed / chill mode A legal relaxation pack: music, lights, scent, haptics, visuals. Digital ecstasy / love-rave mode Not real MDMA — an emotional music/dance/social experience with safety rails. Merch Nike digital jacket, Gundam armor skin, Dragon Ball aura, APHRIOSA hoodie, avatar jewelry, car skins, house decorations. Real merch Buy the actual hoodie, shirt, figure, perfume, snack box, poster, vinyl, toy, etc. That is powerful because the sale happens at the perfect emotional moment. When someone is in a racing world, sell: Cars, tires, energy drinks, racing jackets, steering wheels, Hot Wheels, Forza/Gran Turismo DLC, Nike racing shoes. When someone is in a Disney-style world, sell: Plushies, shirts, food, tickets, hotel bookings, toys, costumes, soundtracks. When someone is in a Dragon Ball/Gundam world, sell: Figures, skins, tournament passes, power-up effects, model kits, collectibles, posters. When someone is in a Digital Weed lounge, sell: Snacks, drinks, scent pods, music packs, blankets, LED lights, headphones, legal cannabis only where allowed. When someone is in a Digital Ecstasy dance room, sell: Festival tickets, artist merch, perfume, haptic gear, couples experiences, premium music rooms. The real money model: 1. Entry fee Pay to enter worlds, concerts, tournaments, digital theme parks. 2. Subscription $10–$30/month for access to premium worlds. 3. Microtransactions Skins, effects, outfits, weapons, cars, rooms, pets, auras. 4. Food commissions APHRIOSA takes a cut when someone orders food from inside EARTH . 5. Merch commissions APHRIOSA takes a cut from digital and physical merch. 6. Brand sponsorships Nike, Coca-Cola, Taco Bell, Disney, Pokémon, Gundam, WWE, UFC, Ferrari, etc. pay for branded worlds. 7. Mood-pack marketplace Digital Weed, Digital Calm, Digital Ecstasy, Digital Sleep, Digital Focus, Digital Romance. 8. Creator economy Creators build worlds and sell experiences. APHRIOSA takes a platform cut. The dangerous part is manipulation. If someone is emotionally high, hungry, excited, lonely, or overstimulated, the system could abuse them. So EARTH would need rules: No selling illegal drugs. No selling cannabis to minors. No fake medical claims. Spending limits. Cooldowns. Clear ads. No gambling-style traps. No exploiting loneliness or mania. No endless “buy more to feel better” loops. The clean version: EARTH is a living entertainment mall. Not just a game. Not just Netflix. Not just Amazon. Not just Disney World. Not just a dispensary. Not just Spotify. It becomes all of them merged: You live the movie. You play the game. You attend the concert. You eat the food. You wear the merch. You buy the real-world item. You enter the mood room. You come back tomorrow. That is where the money gets insane — because APHRIOSA would not only sell content. It would sell moments.
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APHRIOSA
Yes. The money side of Digital Weed is not one company selling one app. It is a whole mood economy. The clean business idea: Digital Weed = branded relaxation “strains” sold as immersive mood packs. No THC required. No smoke. No edible. It sells the ritual, atmosphere, music, visuals, smell, food pairing, and social vibe. The reason this is powerful: cannabis is already a large legal market, VR/AR is growing, wellness apps are growing, and fragrance/scent branding is already its own business. Legal cannabis was estimated around $69.78B globally in 2024, with projections above $216B by 2033; AR/VR revenue is projected around $50.9B worldwide in 2026; wellness apps are projected to grow from about $12.87B in 2025 to $45.65B by 2034; and scent marketing is already a multibillion-dollar category. 1. Cannabis companies: “digital strain packs” Cannabis brands could sell non-drug versions of their famous strains. Example: Blue Dream Digital Ocean visuals, soft blue lighting, chill female vocals, smooth synth bass, berry scent, creative writing prompts. Northern Lights Digital Dim room, aurora visuals, slow ambient pads, couch-lock haptics, pine/earth scent, sleep timer. Sour Diesel Digital Urban neon visuals, faster beat, creative mode, brainstorming AI, citrus/fuel-inspired scent. The cannabis company makes money from: Digital strain packs $2.99–$9.99 per pack. Monthly club subscription $9.99–$29.99/month for new strains, playlists, visuals, guided chill sessions. Dispensary loyalty integration Buy real product legally in-store, get a matching digital experience code. Age-gated brand rooms A virtual dispensary lounge, but focused on education, music, relaxation, and brand culture. Artist collaborations “Snoop-style strain room,” “Wiz Khalifa digital smoke lounge,” “Bob Marley wellness garden,” etc. The big advantage: cannabis companies are often boxed in by regulation and advertising limits. A digital experience gives them a safer brand-extension lane, but they still have to be careful with age-gating, state rules, and not making illegal medical claims. The FDA has repeatedly acted against companies marketing cannabis-derived products with unlawful claims, including CBD and delta-8 products. 2. Music companies: “high music” becomes a product Music is one of the strongest parts of weed culture. Digital Weed could turn songs into mood technology. A normal song becomes: A 20-minute relaxation journey A 45-minute smoke-session mix A VR music video room A haptic bass experience A sleep comedown version A visualizer pack for Quest/Apple/phone/TV Music companies make money from: Premium playlists “Indica Bass,” “Sativa Focus,” “Munchies Comedy,” “Late Night Trance.” Artist-branded digital strains An artist releases not just an album, but a “vibe pack.” Virtual listening parties Fans enter a digital lounge together. Licensing Cannabis brands license tracks for their digital strains. AI remix packs The system adjusts tempo, bass, lighting, and visuals depending on the user’s mood. This is where APHRIOSA music could fit too. You do not need to build the whole system. You could make Digital Weed music packs right now: cover art, Suno song, visual loop, mood name, and description. 3. VR/AR companies: they sell the “chill hardware” VR companies win because Digital Weed gives people a reason to use headsets beyond games. The product could work in layers: Phone version Cheap entry: music, visuals, AI guide, breathing, timer. TV version Living room visualizer with lights and music. VR version Full room: clouds, forests, neon lounges, digital smoke, floating planets. AR glasses version Your real room becomes softer, warmer, more dreamlike. Haptic version Bass vest, wrist bands, chair vibration, blanket warmth. VR/AR companies make money from: Headset sales People buy hardware for relaxation, not just gaming. App-store fees They take a cut from Digital Weed subscriptions and packs. Exclusive experiences “Only on Quest,” “Only on Apple Vision,” “Only on PlayStation VR.” Hardware bundles Headset scent device LED lights headphones. The VR gaming market is projected by some industry forecasts to grow strongly over the next decade, and headset forecasts also show major growth potential, though exact numbers vary by source. 4. Perfume companies: scent cartridges become “terpene moods” This is sneaky powerful. Weed is not only THC. A huge part of the experience is smell: pine, citrus, gas, berry, earth, skunk, lavender, pepper, mint. Perfume companies could sell: Digital strain scent cartridges Blue Dream = berry mist. Northern Lights = pine/earth. Granddaddy Purple = grape/vanilla. Lemon Haze = citrus sparkle. Room sprays For people who do not want actual cannabis smell. Wearable scent patches A small patch releases a mild aroma during the session. Scent speaker/diffuser pods Like a printer cartridge, but for smell. Luxury collabs “Tom Ford Digital Kush” type of thing — not actual weed, but luxury mood scent. Fragrance is already having a major culture moment, especially with younger consumers and TikTok-driven fragrance collecting. Reuters reported L’Oréal launching affordable NYX hair/body mists for Gen Z, with mass-market perfume sales rising faster than prestige in the U.S. last year. 5. Food brands: “munchies mode” is a gold mine This one is obvious. If Digital Weed creates the vibe of being relaxed, funny, hungry, and entertained, food brands jump in fast. They could sell: Munchies bundles Doritos Taco Bell Coke Digital Weed session. QR snack experiences Scan a bag of chips and unlock a 10-minute visual/music room. Delivery integrations The session says: “Munchies Mode unlocked — order now?” Flavor-enhanced AR You eat normal food, but the screen/AR makes it feel like a fantasy snack world. Comedy food rooms A Taco Bell neon lounge. A Coca-Cola chill river. A Ben & Jerry’s ice cream galaxy. Food brands would pay because this is not just advertising. It is advertising while the person is in the exact mood to buy snacks. That is dangerous if abused, so the better version needs spending limits, age controls, and no manipulative gambling-style loops. 6. Wellness brands: the “safe high” lane This is the cleanest mainstream version. Do not call it weed. Call it: Digital Calm Dream Mode Mood Lounge Sensory Reset Sleep Garden Creative Flow Wellness companies make money from: Sleep sessions Rain, breathwork, warm visuals, slow sound. Stress reset sessions Ten-minute decompression after work. Creative sessions Music writing prompts mood lighting. Couples relaxation Soft music, romantic visuals, scent, no explicit drug framing. Corporate wellness “Employee decompression rooms” without THC. The wellness framing matters because cannabis can carry risks for some people, especially with heavy/frequent use or vulnerable mental-health profiles. The CDC says cannabis affects brain functions such as memory, learning, attention, decision-making, coordination, emotions, and reaction time, and also notes links to temporary psychosis and longer-term mental disorders in some users. 7. The APHRIOSA platform: the marketplace takes a cut This is where the big money lives. APHRIOSA would not need to own every strain, song, scent, or snack. It would be the Digital Strain Store. Think App Store Spotify dispensary menu perfume counter VR world. APHRIOSA takes money from: Subscriptions $9.99/month basic. $29.99/month premium. $99/month creator/pro studio. Marketplace commission Take 15%–30% from digital strain packs. Brand licensing Cannabis companies pay to launch official digital strains. Scent cartridge sales Take a cut from every refill. Music licensing Take a cut from every branded playlist/session. Food affiliate sales Take a cut when users order snacks or drinks. Live events Digital smoke lounges, DJ sets, comedy nights, meditation rooms. Creator tools Let creators build their own digital strains: music, visuals, scent profile, mood script. A simple hypothetical: if 100,000 users pay $10/month, that is $1M/month before marketplace sales. If 1 million users pay $10/month, that is $10M/month. That is not a forecast — just showing why the subscription model becomes serious fast. The best version of the idea The strongest product is not called “Get High Without Weed.” The strongest product is: A legal mood entertainment system. Cannabis brands get digital strain culture. Music companies get immersive albums. VR companies get daily headset use. Perfume companies get scent cartridges. Food brands get munchies commerce. Wellness brands get relaxation sessions. APHRIOSA gets the marketplace cut. The phrase I’d use: Digital Weed is not fake marijuana. It is a legal mood marketplace where cannabis brands, music artists, VR companies, fragrance houses, food brands, and wellness creators sell immersive “digital strains” made from sound, visuals, scent, haptics, lighting, AI guidance, and social experiences. That is light — but honestly, that is powerful.
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Habichtsberg
Replying to @Taniyatweets_
When they changed the keyboard once so that it barely had haptic depth.
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Bondthegreat101
The deepest lesson from Coca-Cola's can story is not about design. It is about the nature of product loyalty. We believe we are loyal to flavors, to quality, to brand values. In reality, much of what we call brand loyalty is haptic memory protecting itself.
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Bondthegreat101
The new can felt different in the hand. And "different" in haptic memory does not mean "better." It means "wrong." Coca-Cola's internal consumer research team documented the phenomenon and shared their findings with their packaging engineers.
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Bondthegreat101
Not consciously but Neurologically. Neuroscientists call this "haptic memory" -the brain's storage of tactile and physical experience. Haptic memory is stored differently from visual or verbal memory.
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Anaes_Reports
A low-cost ultrasound phantom for teaching fascial plane blocks, with integrated electrical and haptic feedback • soft tissue analogues • compliant film layer • simple electrical circuit to confirm needle contact #regionalanaesthesia doi.org/10.1002/anr3.70054
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yamahara
自前ライブラリとvoicevoxばかりいじっとったもんで、今回のsdl3の修正は軽微かもしれん。hapticとnetのバインディングを予定。
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yamahara
てっとりばやくできそうなやつばかりバインディングしてきたもんで、残りはむずいのばっかのこっとる。hapticとかunion使ってて超厄介!それでいてニッチっていうね。まあ、やるけど。
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Vorish_
Replying to @gamingbible
They talk about "haptic feedback" and "adaptive triggers" from the DualSense controllers... Fucking clickbait!
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campzzz_nft
มีวิธีปิด haptic feedback ของแอพ IG มั้ยครับ เวลาดู story ของคนอื่น แล้วมีคนมาคอมเมนต์ มือถือจะสั่นกรึก ๆ รู้สึกรำคาญยังไงไม่รู้
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DaphneB76234
me and ems are both just using our phones on the couch and it is deathly quiet the loudest sound is me tapping on the screen and the haptic feedback
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Fityeth
Replying to @elonmusk
Wheelchair height service animal space shows real thought went into this. How’s the voice/haptic interface testing going for blind users?
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_asif
This smart AR cricket bat connects via Bluetooth to your phone or TV, tracking your real-time swings and recreating them in-game with haptic feedback. No VR headset or console required—just swing and play! 🎮
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AnshuCh445451
Bring the entire stadium right into your living room! With the #MetaShot smart bat, every room becomes match-ready with real-time motion tracking and immersive haptic feedback.
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bHaptics retweeted
UploadVR
We recently had a chance to go hands-in with bHaptics' latest haptic gloves, the TactGlove DK3. Read our impressions here: uploadvr.com/hands-in-bhapti…
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PsychologsIndia
FIFA World Cup 2026 is introducing accessibility features like sensory rooms, haptic boards, accessible seating, and trained staff. psychologs.com/fifa-world-cu… #FIFAWorldCup2026 #Accessibility #DisabilityInclusion #InclusiveSports #SportsForAll #FootballForEveryone
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ALateef_Kasali
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