You are on page 1of 3

Wearable Electronics

CommEnT
Materials and devices for immersive
virtual reality
Kyung Rok Pyun1, John A. Rogers 2 ✉ and Seung Hwan Ko 1,3 ✉

The metaverse may change the way we live and interact with one another, and its potential
applications range from entertainment to health care. Extended reality is the main technology
to realize the highly realistic, interactive and immersive metaverse experience, and wearable
electronic devices and materials are at its core.

The metaverse is a shared virtual-​reality space bridg­ (HMDs) and speakers, and tactile information by
ing the material and immaterial worlds, where users can haptic actuators that exploit mechanical or electrical
interact with other users and with computer-​generated mechanisms.
environments. The core of the metaverse is XR Commercial VR products based on visual and audi-
(extended reality) technologies, which include virtual tory technologies are remarkably successful, but progress
reality, augmented reality and mixed reality. The cur- in haptic systems has been relatively slow. HMDs mainly
rent COVID-19 pandemic situation and the consequent cover the two major senses (sight and hearing), combin-
demand for remote social interactions are accelerating ing displays and headphones. Transparent and deform-
the development of metaverse technologies. Moreover, able displays are key components because they not only
Facebook’s acquisition of the virtual-​reality technology provide highly realistic virtual visual information but
company Oculus VR Inc. and its rebranding as Meta also serve as efficient user interfaces. By contrast, hap-
have dramatically increased the public interest in XR tic interaction involves tactile sensation information
technologies and unlocked the true potential of the exchange between a physical and a virtual space and
metaverse. requires sensors for haptic input (physical space to the
XR technologies are already used in entertainment virtual space) and actuators for haptic feedback (virtual
(films, media and games), education (interactive virtual space to the physical space).
classes and laboratory experiments), teleconferenc- Haptic technologies sense and replicate various tac-
ing (VR events, conferences and meetings) and prod- tile sensations generated by interactions with the envi-
uct design, and are now expanding into health care ronment, such as those due to dynamic variations in
(tele-surgery, surgery planning, medical training and pressure, shear forces and temperature, with sensors and
virtual therapy), retail business (online VR shopping actuators. Sensors obtain haptic perception1 to detect
and virtual fitting rooms for e-commerce), tourism the user’s conditions (body motion, hand gestures and
(virtual expeditions and field trips), job learning and physiological condition) as well as the environmental
training, advanced real-estate sales, and the fitness conditions (temperature, pressure, texture and shape of
and art industries1. objects in the virtual space), while actuators reconstruct
The further development of XR technologies requires this information artificially in the virtual space. Various
1
Mechanical Engineering advances in both software and hardware. Recent pro- haptic input devices have been integrated in wearable
Department, Seoul National gress was driven by software developments, whereas the sensors, but most haptic feedback devices are still lim-
University, Gwanak-​gu, Seoul,
comparatively slower hardware development (devices ited to the very simple vibrational modes of operation
South Korea.
and materials) is becoming an increasingly important (vibro-​haptic)2 to replicate limited mechanical sensa-
2
Querrey Simpson Institute
for Bioelectronics,
limitation. XR devices produce realistic and highly tions. Various other haptic feedback devices, for exam-
Northwestern University, immersive experiences by artificially reconstructing ple, based on cold and hot sensations (thermo-​haptic)3,
Evanston, IL, USA. various human senses to create artificial perceptions of are being developed to provide a more immersive
3
Institute of Engineering the virtual world. Users engage with XR devices, such as ­experience in the virtual space.
Research, Seoul National gloves or body suits, and, as such, all XR devices can be
University, Gwanak-​gu, Seoul, viewed as wearable electronic systems. Soft materials for XR
South Korea.
Currently, most commercially available XR devices are
✉e-​mail: jrogers@
Wearable electronic devices for XR rigid. However, because haptic devices generate artifi-
northwestern.edu; maxko@
snu.ac.kr The information delivered by XR devices is mainly clas- cial sensations and transmit them from the virtual world
https://doi.org/10.1038/ sified according to the sensation type: visual and audi- directly to the users’ skin, the intimate and conformal
s41578-022-00501-5 tory information is provided by head mount displays contact between the skin and the XR devices has a very

Nature Reviews | Materials volume 7 | November 2022 | 841

0123456789();:
C
Coom
mmme
ennt
t

important role in the immersive experience. Current experience, but olfactory and gustatory senses are
studies on next-​generation XR materials therefore still not captured in XR devices and need develop-
focus on soft, skin-​like wearable electronic materials to ment. Realizing all five modes of sensation together
overcome the intrinsic limitations of conventional rigid will be essential for i­mmersive and compelling XR
electronics. experience.
Second, XR devices are worn by users. Besides func-
Stretchable conductors. Stretchable, skin-​mountable tionality, maximum comfort and wearability are essen-
soft conductors are an integral part of soft haptic sen- tial requirements for the successful commercialization
sors in XR devices. Stretchable conductors are usually of XR technologies. Currently, wearability and func-
made from intrinsically stretchable functional con- tionality cannot be achieved simultaneously and thus
ductors (carbon-​based nanomaterial such as carbon ­developers must compromise between them.
nanotubes and graphene, metal nanowire percolation Third, if any sensation is missing, delayed or inac-
networks, liquid metals or conducting polymers) or curately reproduced, the users’ brain will receive
serpentine-​shaped electrodes made of non-​stretchable conflicting signals between the virtual space and the
conductors. physical space, which will result in nausea, dizziness and
migraines. Information mismatch must be minimized by
Stretchable thermoelectric materials. Thermo-​haptic improving the realism of the generated sensations and
interfaces generate artificial cooling and heating sensa- minimizing the latency in XR devices.
tions in XR3. The heating function is relatively simple to Fourth, the usability of current XR devices is limited
achieve by resistive heating with electrically conductive by the bulky electrical wires connected to the HMDs
materials, but cooling is challenging in a wearable form. to support heavy computational loads and large power
Conventional cooling by refrigeration cycles requires consumption. The wires constrain natural movements
bulky and complex systems. Skin-​like soft thermoe- during use. Compact power supply and untethered
lectric devices that use highly efficient organic ther- operation are desirable for the development of future
moelectric materials, or rigid inorganic thermoelectric XR devices.
materials connected with stretchable serpentine metal Finally, besides the technical issues, XR technologies
conductors, represent promising options. involve critical ethics issues that must be considered,
including data security, privacy protection and mental
Variable-​stiffness materials. Variable-​stiffness materials4 health risks5. The operation of advanced XR systems will
change their mechanical properties to generate an arti- involve the collection of vast amounts of personal data
ficial sensation of softness or rigidity in a virtual space. through large numbers of sensors. Technical and legal
Particles or layered thin sheets that can realize jamming, considerations must be navigated to protect privacy and
low-​melting-​point materials with phase changes, and personal information.
magnetorheological or electrorheological materials can
be used to produce these sensations. Outlook
We are now witnessing the beginning of a new paradigm
Soft actuators. Actuators are integral parts of a vibro-​ for virtual interactions, in the form of the metaverse.
haptic interface. Conventional rigid actuators are not ideal Research on next-​generation XR applications relies
for XR applications due to discomfort that can occur at heavily on the development of advanced functional
the skin interface and to reduced wearability. Various soft materials and devices such as soft haptic interfaces and
materials have been explored to realize, for example, die- sensors, and supporting flexible electronics. XR devices,
lectric elastomer actuators that involve compliant capac- when combined with wearable electronic technologies
itors with passive elastomer films sandwiched between and soft robotic systems, offer exciting routes to new
compliant electrodes, fluidic elastomer actuators that solutions in health care, rehabilitation and medical
involve elastomeric composites of embedded pneumatic treatments to provide enhanced telesurgery, teletherapy
or hydraulic channels and materials with different elastic or telemedicine experiences that overcome geograph-
moduli to induce anisotropic deformations, and stimuli-​ ical limitations through the implementation of digital
responsive actuators made of materials such as liquid twins of 3D organs or of the entire human body. Further
crystal elastomers or magnetic responsive materials that research will be needed to fully understand the funda-
respond to various external stimuli, such as heat, electric mental relationship between measurable parameters
or magnetic fields, or light with reversible shape changes or and haptic perception for immersive XR devices. The
specific programmed patterns2. ultimate XR devices may involve direct integration with
the human body through interfaces with the brain. Such
Challenges implantable XR devices have the potential to completely
Several challenges have to be overcome to develop more free users from external hardware. All these potential
realistic immersive XR devices for future metaverse future directions rely critically on the development of
applications. advanced materials.
First, the ultimate objective of XR devices is to
deceive users with realistic artificial sensations. XR 1. Bai, H., Li, S. & Shepherd, R. F. Elastomeric haptic devices for
virtual and augmented reality. Adv. Funct. Mater. 31, 2009364
devices capable of delivering sensations across all five (2021).
Yu, X. et al. Skin-​integrated wireless haptic interfaces
basic human senses (vision, hearing, touch, smell and 2. for virtual and augmented reality. Nature 575, 473–479
taste) will provide a richer and more realistic virtual (2019).

842 | November 2022 | volume 7 www.nature.com/natrevmats

0123456789();:
c tormomnei c
Wearable Elec nst

3. Lee, J. et al. Stretchable skin-like cooling/heating Acknowledgements


device for reconstruction of artificial thermal sensation The authors thank the support from the National Research Foundation of
in virtual reality. Adv. Funct. Mater. 30, 1909171 Korea (NRF) (2021R1A2B5B03001691) to develop the next-​generation
(2020). XR haptic devices.
4. Manti, M., Cacucciolo, V. & Cianchetti, M. Stiffening in soft robotics:
a review of the state of the art. IEEE Robot. Autom. Mag. 23, Author contributions
93–106 (2016). All the authors wrote and edited the manuscript.
5. Spiegel, J. S. The ethics of virtual reality technology: social hazards
and public policy recommendations. Sci. Eng. Ethics 24, Competing interests
1537–1550 (2018). The authors declare no competing interests.

Nature Reviews | Materials volume 7 | November 2022 | 843

0123456789();:

You might also like