HaptX Introduces Hands Based on Micro Bubbles Tactile Gloves Gives VR World Real Touch

For years, people have imagined a truly immersive virtual reality experience—one that makes you feel like you're actually inside a digital world. While today's VR headsets are impressive, the overall experience still has room for improvement. One major challenge is the controller. Although it works well for basic tasks like grabbing objects, it often feels unnatural. Even advanced gloves like Manus only offer vibration feedback, letting you know something is there, but not truly feeling it. However, a new startup called HaptX is aiming to change that by introducing a glove that promises to make virtual touch feel real.

HaptX, previously known as AxonVR, rebranded partly because several companies already used the name Axon—like a phone company, a truck manufacturer, and a non-lethal weapons firm. The name HaptX now represents a groundbreaking technology that enables realistic tactile sensations in virtual environments.

The company refers to its innovation as "real touch," meaning the glove allows users to feel the shape, texture, and even temperature of virtual objects. You can feel the softness of a surface or the resistance of a solid object. In fact, the glove can prevent your hand from passing through a virtual object, making the experience more lifelike than ever before.

At the core of this technology is microfluidics, which involves controlling the flow of fluids through tiny channels. Jake Rubin, CEO and co-founder of HaptX, and Dr. Robert Crockett, another co-founder, studied this field at Caltech. Their research led to the development of HaptX skin, made up of hundreds of tiny airbags. When you interact with a virtual object, these actuators expand, mimicking the sensation of touching real-world items. These actuators are woven into fabrics, creating what the company calls HaptX Smart Textiles.

"These are basically tiny tactile pixels," Rubin explained. "By adjusting their pressure, we can create any sensation on your skin." He compared it to a visual display, where each pixel changes color to form an image. On the HaptX glove, the fingertips have densely packed pixels for maximum sensitivity, while the palm uses larger ones for less dense coverage.

Rubin claims the glove’s displacement sensitivity reaches 2mm, far surpassing other VR gloves. Most competitors use vibrating motors, electric shocks, or resistance mechanisms, but none match HaptX’s precision and dexterity.

During my first test, the prototype felt awkward. The glove was too large for my hand, and I had to adjust to fit properly. It was made of mesh fabric and connected to a Vive receiver. My fingers were held in place by a plastic clip, and the entire system was wired to a bulky machine similar to an Xbox. Rubin said the final version will be more compact and available in multiple sizes.

Once everything was set up, I put on the HTC Vive and entered a virtual farm. Rain fell from the sky, and I could feel the droplets hitting my hand. I walked through a wheat field and felt the stalks brushing between my fingers. A small fox appeared, jumped onto my hand, and tickled me. Then a giant spider climbed up my arm, its legs feeling incredibly real. I pulled my hand back in surprise.

I also tested how different materials felt—clouds and rocks. The rock resisted my grip, but I managed to squeeze it out. Rubin suggested this might be due to the glove size not matching mine perfectly.

Despite the bulkiness, the tactile experience was remarkable. It felt far more natural than traditional VR controllers. However, the current model requires a box to control the air flow, which is inconvenient. Rubin believes wireless versions will come soon, though they’re not here yet. Additionally, the prototype used water instead of air, so temperature feedback wasn’t included. The company is working on a temperature-free version to speed up market release.

Rubin isn’t targeting gamers just yet. Instead, he’s focusing on commercial applications like medical training, military simulations, industrial design, and theme park experiences. These fields value accuracy and precision more than entertainment. For example, manufacturers can use HaptX to "feel" car interiors during prototyping.

Rubin plans to release the first consumer version next year. While he doesn’t rule out future consumer adoption, the company’s focus is on scaling down costs over the next few years. “It won’t cost $100 right away,” he said, “but in a few years, it should become affordable for everyone.”

Interestingly, Rubin also envisions HaptX technology being integrated into full-body wearables. Combined with exoskeletons, motion systems, and treadmills, the result could be a fully immersive virtual experience, almost like stepping into a hologram.

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