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Haptics 2020-2030: Technologies, Markets and Players

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


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Haptics are key technologies found throughout many different types of electronic device today. The involve the use of actuators to stimulate the sense of touch and are used as part of the user interface in many different types of products. Examples include the provision of notification alerts in a vibrating smartphone, smartwatch or even vehicle, used to give feedback when replacing buttons with solid force sensors, right through to attempts to create highly realistic haptic sensations in the most immersive types of virtual reality platform. This report is a comprehensive study of haptics, including technology, value chain, players, applications, markets and forecasts, and concludes that the market will reach $4.8bn by 2030.
 
Haptics are not a new inclusion into devices. They have been included in products such as games console controllers for at least 30 years, and can be found in the majority of smartphones, smartwatches and several other key types of electronic product today. As such, the haptics industry as a whole involves the inclusion of the haptic actuator hardware and associated technology into over a billion devices each year. However, with a variety of different markets requiring different types of haptic technologies, and evolution of these markets over time, we have witnessed a shift in the core haptics technology over the last five years, and an even more significant shift in the direction of innovation efforts to develop the haptics technologies of the future.
 
This report takes a systematic approach to looking at every prominent type of technology for haptics, and markets/products in which they are included. The report looks at various incumbent technologies, including the prominent electromagnetic actuators that dominate the market today: eccentric rotating mass (ERM) motors and linear resonant actuators (LRAs). The report also lists many different emerging and more niche haptic actuator technologies, from other electromagnetic actuators such as voice coil motors (VCMs), to other technologies such as piezoelectric actuators (ceramic, composite and polymer based), shape memory alloys, microfluidic systems, electrostatic systems and several more. The report also looks at haptics in several other categories, including various technologies for contactless haptics, specific options for dedicated surface/display haptics or button haptics, through to the established and prominent, but largely separate markets around kinaesthetic haptics. All are covered in detail in the report, including key technology principles, examples, interviews with key players, historic market data and market forecasts.
 
This includes looking at specific product data back to 2010, including sales volumes of by product sector, and assessment of key product types to understand the haptics that they used. This gives an extremely granular set of historic data, presenting the number of devices sold with each type of haptics, and how this has changed over time. This is a key part of the assessment, allowing for historic trends to be observed, and for future market forecasts to be contextualized against historic data. This extremely granular approach to data collection and forecasting comes from IDTechEx's position as a technology market research firm; extensive research around consumer electronics (particularly including areas such as wearables, AR/VR, and so on), automotive markets (particularly including automotive user interfaces) and even related areas such as robotics provides key data sets which can be used to help understand the haptics market.
 
 
Historic data on the haptics market, including device sales, spend per device, percentage of devices with haptics and haptics revenue. Full historic data from 2010-2019 and market forecasts from 2020-2030 are included with the report.
Source: IDTechEx
 
This data reveals several significant challenges and opportunities for haptics. For example, smartphones have been a really key market for haptics, allowing the industry to rise to unprecedented sales volumes for actuators. However, as growth slows in several of these key markets, haptics companies and end users alike are looking to higher value haptics to both maintain growth in the industry and to increasingly produce better haptics in products. As some leading markets begin to see challenges, others are emerging with excellent prospects. For example, haptics are a particular piece in the VR puzzle which many leading players in that industry have identified as one of their key technology challenges. Similarly, adoption of haptics into the automotive space is now beginning to accelerate, from various systems for driver alerts, to use in infotainment systems, and beyond. The report looks at the current dynamic for each key industry sector (smartphones, tablets, laptops, games console controllers, handheld games consoles, wearables, VR/AR/MR, other electronic devices, vehicles, other haptic devices), as well as specific case studies for specific ideas for new places where haptics can be used (in VR, automotive, as button haptics, as surface/display haptics, kinaesthetic haptics, contactless haptics).
 
The most critical part of the research behind this report is the interviews that IDTechEx analysts have conducted with players throughout the value chain. IDTechEx analysts develop technical expertise in specific fields of coverage, enabling a critical understanding of how different technologies compare. IDTechEx have listed over 120 companies in the whole haptics value chain as part of this report. The report also contains more than 25 full interview profiles, in which the IDTechEx team has visited, or conducted phone interviews with key leadership and/or technical personnel in each of the companies mentioned. IDTechEx have been covering the haptics space over a period of around 5 years, with parallel relevant technology coverage going back even further. Therefore, this means that IDTechEx has developed a large network in the space, attended many of the leading events (from which some summaries are included with the report) and have a key understanding of the current industry dynamic.
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Table of Contents
1.INTRODUCTION
1.1.What are haptics?
1.2.How the sense of touch works
1.3.Types of haptics: Features
1.4.Types of haptics: Technology
1.5.Types of haptics: Applications and markets
1.6.Types of haptics: Examples
1.7.Types of haptics: Revenue and number of devices
1.8.The potential value-adds from haptic feedback
1.9.Potential vs actual use of haptics
1.10.Haptics over the last decade
1.11.The old status quo: ERMs dominate
1.12.ERM motors are a difficult incumbent to replace
1.13.Recent changes: LRAs gain market share
1.14.Displacing the incumbent technologies
1.15.New markets provide the greatest opportunities
1.16.Emerging haptics find their niches
1.17.The next challenge for haptics
2.HAPTICS TECHNOLOGIES
2.1.Structure of this report
2.2.Core vs peripheral haptics
2.3.Technology Readiness and Adoption
2.4.Technology benchmarking: Core haptic actuators
3.ELECTROMAGNETIC HAPTIC ACTUATORS: ERMS, LRAS, VCMS AND EMERGING OPTIONS
3.1.Eccentric Rotating Mass Motors (ERM motors or ERMs)
3.2.ERM Motor Structure
3.3.ERM Drivers
3.4.SWOT Analysis - ERM Motors
3.5.Linear resonant actuators (LRAs)
3.6.LRA Structure
3.7.LRA Structure
3.8.Apple's Taptic Engine
3.9.Typical LRA specs
3.10.SWOT: Linear Resonant Actuators (LRAs)
3.11.Voice coil motors (VCMs)
3.12.Voice coil motor structure
3.13.Nidec Sankyo: VCMs for haptics
3.14.SWOT: Voice coil motors (VCMs)
3.15.New versions of electromagnetic actuators
3.16.General Vibration: "SAVANT"
3.17.SAVANT with ERM motors - the Gemini Drive
3.18.Nanoport R&D: Tachammer
3.19.Examples of leading suppliers
3.20.Examples of ERM & LRA Suppliers
3.21.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.Piezoelectric composites are also an option
4.5.Value chain for piezoelectric actuators
4.6.Device Integration
4.7.Challenges with integration: Durability
4.8.Driver innovation
4.9.Use cases for piezoelectric haptics
4.10.Coupled sensor-actuator systems with piezoelectrics
4.11.Use in surface haptics
4.12.SWOT: Piezoelectric Ceramics
5.ELECTROACTIVE POLYMERS (EAPS)
5.1.Types of electroactive polymer (EAP)
5.2.Types of electroactive polymer (continued)
5.3.Comparing physical properties of EAPs
5.4.Dielectric elastomers (DEAs)
5.5.Comparing DEAs with Ceramics and SMAs
5.6.Dielectric elastomers as haptic actuators
5.7.Artificial Muscle: Ownership and progress
5.8.SWOT: Dielectric elastomers
5.9.Piezoelectric Polymers
5.10.Background and Definitions: Piezoelectric constants
5.11.Why use a polymer? - Materials Choices
5.12.PVDF-based polymer options for haptic actuators
5.13.Demonstrator product with polymer haptics
5.14.SWOT: Piezoelectric polymers
5.15.Conclusions: Soft actuators
5.16.Technology benchmarking: Soft actuators
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 ON A SURFACE
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.Electrostatic Friction (ESF)
7.13.O-Film's acquisition of Senseg
7.14.SWOT: Electrostatic Friction
7.15.Ultrasonic Vibration (USV)
7.16.Example: Hap2U
7.17.SWOT: Ultrasonic vibration
7.18.Microfluidic surface haptics
7.19.Microfluidics: Tactus Technology
7.20.SWOT: Microfluidic surface haptics
7.21.Other microfluidic haptics: HaptX (formerly Axon VR)
7.22.Surface haptics: Conclusions
7.23.Technology benchmarking: Surface haptics
7.24.Conclusions: Surface haptics
7.25.Surface haptics revenue, forecast (2020 - 2030)
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
8.12.Contactless haptics revenue, historic (2010-2019)
8.13.Contactless haptics revenue, forecast (2020-2030)
9.KINAESTHETIC HAPTICS
9.1.Medical
9.2.Related topic: Power-assist exoskeletons and apparel
9.3.Power assist exoskeletons
9.4.The relationship between assistive devices and kinaesthetic haptics
9.5.Roots in medical rehabilitation
9.6.Example: Ekso Bionics
9.7.Rehabotics Medical Technology
9.8.Sense Glove
9.9.BrainCo creates affordable smart prosthetics
9.10.Rapael smart glove for home rehab
9.11.Towards other application areas
9.12.Power assist suits from UPR
9.13.Power assist apparel - Superflex
9.14.AIM and Racer
9.15.Teslasuit
9.16.Geographical and market trends
9.17.Data and forecast for kinaesthetic haptics
10.MARKETS AND FORECASTS:
10.1.Forecast details and assumptions
10.2.Device sales drive haptics sales (historic data & forecast)
10.3.More devices are adding haptics (historic data & forecast)
10.4.Haptics spend per device is increasing (historic data & forecast)
10.5.Haptics revenue over time (historic data & forecast)
10.6.Haptics forecasts as a derivative of device forecasts
10.7.Sales volumes of devices that contain haptics, historic (2010-2019)
10.8.Sales volumes of devices that contain haptics, forecast (2020-2030)
10.9.Haptics market data by system type
10.10.Haptics revenue by type of haptics, historic (2010-2019)
10.11.Haptics revenue by type of haptics, forecast (2020-2030)
10.12.Haptics revenue by device type, historic (2010-2019)
10.13.Haptics revenue by device type, forecast (2020-2030)
10.14.Haptics market data by technology
10.15.Haptics revenue by actuator technology, historic (2010-2019)
10.16.Haptics revenue by actuator technology, forecast (2020-2030)
11.SMARTPHONES
11.1.Introduction: Haptics in smartphones
11.2.Smartphone haptics revenue, historic (2010-2019)
11.3.Smartphone haptics revenue, forecast (2020-2030)
12.GAMING (CONSOLE & HANDHELD)
12.1.Introduction: Haptics in console gaming
12.2.PS3 (DualShock 3) - Summary
12.3.PS4 (DualShock 4) - Summary
12.4.Xbox 360 - Summary
12.5.Xbox One - Summary
12.6.Gaming (controllers) haptics revenue, historic (2010-2019)
12.7.Gaming (controllers) haptics revenue, forecast (2020-2030)
12.8.Introduction: Haptics in handheld gaming
12.9.Nintendo Switch - summary
12.10.Handheld gaming haptics revenue, historic (2010-2019)
12.11.Handheld gaming haptics revenue, forecast (2020-2030)
13.CASE STUDY: HAPTICS IN VR
13.1.Stimulating the senses: Sight, sound, touch and beyond
13.2.Haptics in mainstream VR today
13.3.PlayStation Move (PSVR controller)
13.4.Oculus Touch (Oculus Rift controller)
13.5.HTC Vive controller
13.6.Categories for the technology today
13.7.Haptics in controllers: inertial and surface actuation
13.8.Example: Surface actuation on a controller
13.9.Motion simulators and vehicles: established platforms
13.10.Motion simulators are still used to show off VR
13.11.Examples: personal VR motion simulators and vehicles
13.12.Wearable haptic interfaces
13.13.Wearable haptic interfaces - rings
13.14.Commercial examples: GoTouchVR
13.15.Wearable haptic interfaces - gloves
13.16.Examples: Virtuix, NeuroDigital Technologies
13.17.Wearable haptic interfaces - shoes
13.18.Commercial examples: Nidec, CEREVO, and others
13.19.Wearable haptic interfaces - harnesses and apparel
13.20.Wearable haptic interfaces - exoskeletons
13.21.Commercial examples: Dexta Robotics
13.22.Kinaesthetic haptics
13.23.Kinaesthetic devices: types and process flow
13.24.Exoskeletons
13.25.Manipulandums
13.26.FundamentalVR - haptics for training surgeons in VR
13.27.Robotics: Hacking existing platforms to build kinaesthetic haptics
13.28.The case for contactless haptics in VR
13.29.VR haptics revenue, historic (2010-2019)
13.30.VR haptics revenue, forecast (2020-2030)
14.HAPTICS IN WEARABLES
14.1.Consumer Electronics: Wearables
14.2.Wearables haptics revenue, historic (2010-2019)
14.3.Wearables haptics revenue, forecast (2020-2030)
15.HAPTICS IN OTHER CONSUMER ELECTRONICS
15.1.Consumer Electronics: Tablets
15.2.Consumer Electronics: Laptops
15.3.Other consumer electronics haptics revenue, historic (2010-2019)
15.4.Other consumer electronics haptics revenue, forecast (2020-2030)
16.CASE STUDY: HAPTICS IN AUTOMOTIVE
16.1.Automotive
16.2.Example: Nidec targeting the automotive sector
16.3.Contactless haptics for automotive: Bosch and Ultrahaptics
16.4.Automotive haptics revenue, historic (2010-2019)
16.5.Automotive haptics revenue, forecast (2020-2030)
17.OTHER HAPTICS
17.1.Home appliance, commercial and other uses
18.MARKET FORECAST DATA
18.1.Haptics revenue by device type: Historic (2010-2018) & forecast (2019-2030)
18.2.Smartphone haptics revenue: Historic (2010-2018) & forecast (2019-2030)
18.3.Gaming (controllers) haptics revenue: Historic (2010-2018) & forecast (2019-2030)
18.4.VR haptics revenue: Historic (2010-2018) & forecast (2019-2030)
18.5.Handheld gaming haptics revenue: Historic (2010-2018) & forecast (2019-2030)
18.6.Wearables haptics revenue: Historic (2010-2018) & forecast (2019-2030)
18.7.Other consumer electronics haptics revenue: Historic (2010-2018) & forecast (2019-2030)
18.8.Automotive haptics revenue: Historic (2010-2018) & forecast (2019-2030)
18.9.Haptics market data by technology
18.10.Haptics revenue by type of haptics: Historic (2010-2018) & forecast (2019-2030)
18.11.Haptics revenue by actuator technology: Historic (2010-2018) & forecast (2019-2030)
18.12.Button haptics revenue: Historic (2010-2018) & forecast (2019-2030)
18.13.Kinaesthetic haptics revenue: Historic (2010-2018) & forecast (2019-2030)
19.HAPTICS VALUE CHAIN AND COMPANY DATABASE
19.1.Value chain summary
19.2.Lists of haptics companies (by technology and value chain position)
19.3.List of haptics companies: technology and component manufacturing (33)
19.4.List of haptics companies: Supporting ecosystem (22)
19.5.List of haptics companies: End users (37)
20.HAPTICS AT CES 2018
20.1.Haptics at CES 2018
20.2.AIM and Racer
20.3.AIM (Handout)
20.4.Cerevo
20.5.GoTouch VR
20.6.List CEA Tech
20.7.Metasonics
20.8.Nanomagnetics & Nanoport
20.9.Nanoport - Tachammer
20.10.Nidec (Copal & Sankyo)
20.11.Nidec Copal - surface haptics
20.12.Nidec Sankyo - VCM haptics
20.13.Rehabotics Medical Technology
20.14.Sense Glove
20.15.Tactical Haptics
20.16.Teslasuit
20.17.Ultrahaptics
20.18.Ultrahaptics + Meta + Zerolight
20.19.BrainCo creates affordable smart prosthetics
20.20.Rapael smart glove for home rehab
21.HAPTICS AT CES 2019
21.1.TDK
21.2.Boréas Technologies
21.3.Immersion
21.4.Nidec (booth)
21.5.Teslasuit
21.6.Other haptics at CES
22.COMPANY PROFILES
22.1.Interview-based company profiles
22.1.1.Artificial Muscle Inc.
22.1.2.Piezotech (Arkema group)
22.1.3.Thalmic Labs
22.1.4.Immersion Corporation
22.1.5.Ultrahaptics
22.1.6.Precision Microdrives
22.1.7.General Vibration
22.1.8.Aito
22.1.9.Redux Labs
22.1.10.V Technical Textiles
22.1.11.Novasentis, Inc
22.1.12.HAP2U
22.1.13.SRI International
22.1.14.Nidec Sankyo - VCMs for haptics
22.1.15.Nanomagnetics and Nanoport
22.1.16.Boréas Technologies
22.1.17.hap2U
22.2.Background Company Profiles
22.2.1.Quad Industries
22.2.2.Nidec Corporation
22.2.3.Vitali
22.2.4.Intel - Project Alloy
22.2.5.Hanyang University - Ultrasonic haptics
22.2.6.AIM - Advanced Intelligent Mechatronics
22.2.7.Cerevo
22.2.8.GoTouchVR
22.2.9.List, CEA Tech
22.2.10.Metasonics
22.2.11.Nidec (Copal & Sankyo)
22.2.12.Rehabotics Medical Technology
22.2.13.Sense Glove
22.2.14.Tactical Haptics
22.2.15.Teslasuit
22.2.16.Glatus
22.2.17.HabitAware
22.2.18.Redux acquisition
22.2.19.MAS Innovation
22.2.20.Teslasuit
22.2.21.TDK
22.2.22.Immersion
22.3.Other Companies Mentioned
22.3.1.Acura
22.3.2.Apple
22.3.3.Bosch
22.3.4.CML
22.3.5.Control VR
22.3.6.DARPA
22.3.7.Dexta Robotics
22.3.8.Disney Research
22.3.9.Ekso Bionics
22.3.10.Feel VR
22.3.11.Fujitsu
22.3.12.Fundamental VR
22.3.13.Geomagic
22.3.14.Google
22.3.15.Guangshou NINED Digital Technology
22.3.16.Icaros
22.3.17.Leap Technologies
22.3.18.Microsoft Research
22.3.19.NeruoDigital Technologies
22.3.20.Nullspace VR
22.3.21.O-Film (Senseg)
22.3.22.Qualcomm
22.3.23.Queen's University Belfast
22.3.24.Samsung
22.3.25.Seismic (Superflex)
22.3.26.SensAble
22.3.27.SkiFi Labs
22.3.28.Sony
22.3.29.Stanford University
22.3.30.UPR
22.3.31.Virtuix
 

Report Statistics

Slides 413
Forecasts to 2030
 
 
 
 

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