<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
  <channel>
    <title>Standards | Antoine Weill--Duflos</title>
    <link>https://antoine.weill-duflos.fr/en/tag/standards/</link>
      <atom:link href="https://antoine.weill-duflos.fr/en/tag/standards/index.xml" rel="self" type="application/rss+xml" />
    <description>Standards</description>
    <generator>Hugo Blox Builder (https://hugoblox.com)</generator><language>en-us</language><lastBuildDate>Tue, 14 Apr 2026 00:00:00 +0000</lastBuildDate>
    <image>
      <url>https://antoine.weill-duflos.fr/media/icon_hu_d686267daab28486.png</url>
      <title>Standards</title>
      <link>https://antoine.weill-duflos.fr/en/tag/standards/</link>
    </image>
    
    <item>
      <title>The Haptic Standards Problem: Why Force Feedback Got It Right and Vibrotactile Didn&#39;t</title>
      <link>https://antoine.weill-duflos.fr/en/post/haptic-standards/</link>
      <pubDate>Tue, 14 Apr 2026 00:00:00 +0000</pubDate>
      <guid>https://antoine.weill-duflos.fr/en/post/haptic-standards/</guid>
      <description>&lt;h1&gt;&lt;/h1&gt;
&lt;p&gt;There&amp;rsquo;s a pattern in haptics that doesn&amp;rsquo;t get discussed enough: one half of the field has a severe standardization problem, and the other half solved it almost by accident.&lt;/p&gt;
&lt;h2 id=&#34;the-vibrotactile-fragmentation&#34;&gt;The vibrotactile fragmentation&lt;/h2&gt;
&lt;p&gt;On the vibrotactile side (rumble motors, linear resonant actuators, the kind of haptics you find in game controllers and phones), there are serious efforts to unify things. The &lt;a href=&#34;https://hapticsif.org/standards/&#34; target=&#34;_blank&#34; rel=&#34;noopener&#34;&gt;Haptics Industry Forum&lt;/a&gt; coordinates much of this, working with MPEG, the Khronos Group, IEEE, and ISO. The headline effort is in &lt;strong&gt;MPEG&lt;/strong&gt;, which now treats haptics as a first-order media type alongside audio and video, with a coded representation both for haptic signals and for interactive haptic experiences. Around it sit a HID haptic usage page so devices can describe their own capabilities, plus platform APIs through Khronos (OpenXR, glTF) and IEEE P2861.3. All of it aims at the same thing: defining how to encode and transmit haptic signals regardless of the hardware (how many actuators, where they sit, what frequency response they have), so a creator can author content once and have it play across many devices.&lt;/p&gt;
&lt;p&gt;This work matters because the vibrotactile world has a chronic problem: &lt;strong&gt;hardware innovation far outpaces software support.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Every few years, a new controller or wearable ships with genuinely interesting haptic capabilities. And then almost nobody writes software for it.&lt;/p&gt;
&lt;h2 id=&#34;the-gaming-graveyard&#34;&gt;The gaming graveyard&lt;/h2&gt;
&lt;p&gt;The pattern is painfully consistent across game consoles:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Xbox One&lt;/strong&gt; shipped with impulse triggers, motors in each trigger that could create nuanced, directional vibration feedback. Genuinely novel hardware. A handful of launch titles supported them. Then Microsoft seemed to forget they existed. Most games shipped with basic rumble or nothing.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;PlayStation 5&lt;/strong&gt; introduced the DualSense with adaptive triggers and high-fidelity haptic feedback. Sony&amp;rsquo;s first-party studios used it beautifully, and &lt;em&gt;Astro&amp;rsquo;s Playroom&lt;/em&gt; was a showcase. Third-party developers? Most shipped the same generic rumble they&amp;rsquo;d always done.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Nintendo Switch&lt;/strong&gt; has HD Rumble that Nintendo&amp;rsquo;s own games use thoughtfully and consistently. Third-party support is sparse.&lt;/p&gt;
&lt;p&gt;The economics are brutal: implementing proper haptic feedback for each platform means developing the content multiple times with platform-specific APIs. That&amp;rsquo;s roughly triple the effort for a feature most players won&amp;rsquo;t consciously notice. So studios skip it, players never experience what the hardware can do, and the next generation of hardware faces the same indifference.&lt;/p&gt;
&lt;p&gt;It&amp;rsquo;s a chicken-and-egg problem that standards are trying to break by making content portable across devices. Write once, feel everywhere. But we&amp;rsquo;re not there yet.&lt;/p&gt;
&lt;h2 id=&#34;force-feedback-the-accidental-standard&#34;&gt;Force feedback: the accidental standard&lt;/h2&gt;
&lt;p&gt;Now compare this with &lt;strong&gt;force feedback&lt;/strong&gt;, the kind of haptics used in teleoperation, surgical simulation, and research. Here, something interesting happened: standardization emerged naturally, without anyone writing a formal spec.&lt;/p&gt;
&lt;p&gt;The reason is physics.&lt;/p&gt;
&lt;p&gt;When you&amp;rsquo;re building a system that simulates physical interaction (touching a virtual surface, teleoperating a robot arm, training a surgical procedure), the data format is almost predetermined:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Input:&lt;/strong&gt; Position in Cartesian coordinates (X, Y, Z in meters), optionally rotations (quaternions or Euler angles)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Output:&lt;/strong&gt; Forces (X, Y, Z in Newtons), optionally torques&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;That&amp;rsquo;s it. Every force feedback device, from a simple 3-DOF desktop haptic interface to a complex surgical simulator, speaks this same language. The physics dictates the format.&lt;/p&gt;
&lt;p&gt;This means converting a simulation from one device to another is straightforward. The simulation outputs forces in Newtons; a different device reads positions in meters and renders forces in Newtons. The only thing that changes is the transport layer (USB, Bluetooth, serial) and the device-specific kinematics.&lt;/p&gt;
&lt;h2 id=&#34;chai3d-proof-it-works&#34;&gt;CHAI3D: proof it works&lt;/h2&gt;
&lt;p&gt;The best evidence that this de facto standard works is &lt;strong&gt;&lt;a href=&#34;https://www.chai3d.org/&#34; target=&#34;_blank&#34; rel=&#34;noopener&#34;&gt;CHAI3D&lt;/a&gt;&lt;/strong&gt;, a haptic rendering framework created about twenty years ago. From the beginning, it was designed to support multiple haptic devices through a common abstraction.&lt;/p&gt;
&lt;p&gt;Adding a new device to CHAI3D means implementing a thin driver layer that translates between the framework&amp;rsquo;s position/force interface and the device&amp;rsquo;s communication protocol. The simulation code doesn&amp;rsquo;t change. The physics engine doesn&amp;rsquo;t change. You fill in a well-defined template, and your new device works with every existing simulation.&lt;/p&gt;
&lt;p&gt;Twenty years later, CHAI3D remains a relevant reference. Simulations written a decade ago still run on hardware that didn&amp;rsquo;t exist when they were created. That&amp;rsquo;s the power of a stable, physics-based interface.&lt;/p&gt;
&lt;h2 id=&#34;the-converter-thought-experiment&#34;&gt;The converter thought experiment&lt;/h2&gt;
&lt;p&gt;This natural standardization opens up an interesting possibility: you don&amp;rsquo;t even need to touch the simulation code to support a new device.&lt;/p&gt;
&lt;p&gt;Since you know the data flowing through the system is positions in one direction and forces in the other, you could build a &lt;strong&gt;converter&lt;/strong&gt; that sits in the communication chain (intercepting USB traffic, for example) and translates between devices. The essential information (positions, forces) stays the same; only the packaging changes.&lt;/p&gt;
&lt;p&gt;Some devices send raw joint angles that need forward kinematics to produce Cartesian positions. Others send Cartesian positions directly. But once you know which format a device uses, the conversion is mechanical.&lt;/p&gt;
&lt;p&gt;This is fundamentally different from the vibrotactile world, where the content itself (what pattern to play, at what frequency, on which actuator) is inherently device-specific.&lt;/p&gt;
&lt;h2 id=&#34;two-worlds-one-field&#34;&gt;Two worlds, one field&lt;/h2&gt;
&lt;p&gt;The contrast is striking:&lt;/p&gt;
&lt;table&gt;
  &lt;thead&gt;
      &lt;tr&gt;
          &lt;th&gt;&lt;/th&gt;
          &lt;th&gt;Vibrotactile&lt;/th&gt;
          &lt;th&gt;Force Feedback&lt;/th&gt;
      &lt;/tr&gt;
  &lt;/thead&gt;
  &lt;tbody&gt;
      &lt;tr&gt;
          &lt;td&gt;&lt;strong&gt;Standard&lt;/strong&gt;&lt;/td&gt;
          &lt;td&gt;Fragmented, active standardization efforts&lt;/td&gt;
          &lt;td&gt;De facto, physics-imposed&lt;/td&gt;
      &lt;/tr&gt;
      &lt;tr&gt;
          &lt;td&gt;&lt;strong&gt;Content portability&lt;/strong&gt;&lt;/td&gt;
          &lt;td&gt;Low (device-specific)&lt;/td&gt;
          &lt;td&gt;High (position/force interface)&lt;/td&gt;
      &lt;/tr&gt;
      &lt;tr&gt;
          &lt;td&gt;&lt;strong&gt;New device integration&lt;/strong&gt;&lt;/td&gt;
          &lt;td&gt;Requires new content&lt;/td&gt;
          &lt;td&gt;Requires only a driver&lt;/td&gt;
      &lt;/tr&gt;
      &lt;tr&gt;
          &lt;td&gt;&lt;strong&gt;Industry adoption&lt;/strong&gt;&lt;/td&gt;
          &lt;td&gt;Wide but shallow&lt;/td&gt;
          &lt;td&gt;Narrow but deep&lt;/td&gt;
      &lt;/tr&gt;
      &lt;tr&gt;
          &lt;td&gt;&lt;strong&gt;Key challenge&lt;/strong&gt;&lt;/td&gt;
          &lt;td&gt;Software support for hardware&lt;/td&gt;
          &lt;td&gt;Hardware accessibility&lt;/td&gt;
      &lt;/tr&gt;
  &lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;The vibrotactile side has massive reach (billions of phones and controllers) but can&amp;rsquo;t get content creators to invest in proper support. The force feedback side has a tiny market but near-perfect interoperability between devices.&lt;/p&gt;
&lt;p&gt;There&amp;rsquo;s something to learn from the force feedback world&amp;rsquo;s accidental success. When the interface is dictated by the domain (physics, in this case) rather than by individual manufacturers, standardization happens for free. The vibrotactile standards efforts are trying to create that same inevitability by defining a domain-level representation that transcends any specific hardware.&lt;/p&gt;
&lt;p&gt;It&amp;rsquo;s hard work. But the force feedback world shows it&amp;rsquo;s possible. Sometimes the standard doesn&amp;rsquo;t need to be written. It just needs to be obvious.&lt;/p&gt;
</description>
    </item>
    
  </channel>
</rss>
