Haptics & HCI

Can a Wrist Squeeze Teach a Better Pool Shot?

We explore concurrent wrist-based haptic guidance during a complex, multi-joint action—an identical 45° billiards shot in immersive VR—and share a practical design approach for what to cue, and when.

Concurrent haptics VR motor learning

Backstory (from the authors)

Concurrent haptic feedback is underexplored in haptics/HCI, especially for complex movements like a pool shot. We wanted to probe its impact on task performance and—equally important—offer a designable recipe for what kind of wrist feedback to provide during such tasks, grounded by a small exploratory study.

Why concurrent haptics?

VR is famously visual-first. That’s great for presence, but it can drown out proprioceptive cues that drive fluent motor control—especially in bimanual, dynamically coupled actions. Gentle, during-movement wrist cues aim to re-balance attention toward intrinsic states as the motion unfolds.

  • Targets how you move (kinematics), not just what you achieve (task outcome).
  • Lightweight, wearable, and timing-precise for the “shot window”.
  • Complements (not replaces) visual guidance in VR training.

What we built

  • Task: Immersive VR billiards with an identical 45° shot and tracked hands/cue.
  • Device: Tasbi-style wrist bands (squeeze + vibrotactile) paired with head-mounted display tracking.
  • Paradigm: Baseline → Adaptation (with haptics for one group) → Washout.
  • Signals: Candidate mappings piloted; a velocity-linked squeeze offered the clearest timing cue.

Study at a glance

DimensionWhat we didWhy it matters
Task Repeated 45° cut shot in VR with tracked hands & cue Complex, multi-joint action; repeatable & analyzable
Groups Haptics vs. visual-only control Isolates the added value of wrist guidance
Phases Baseline → Adaptation → Washout Observe change with feedback, and what remains without it
Signals Velocity-linked squeeze + two tactile “events” (slide/impact) Maps to the spatiotemporal “feel” of the shot
Metrics Shot-window hand kinematics + a simple outcome score Separates efficiency from task success

This post is a teaser. The paper reports what changed, when, and what persisted across phases.

Design menu we explored (pilot)

  • Chosen Velocity-linked squeeze
  • Delayed bilateral squeeze (100 ms offset)
  • Hand-distance-linked squeeze
  • Aim-accuracy-linked squeeze

Pilot participants preferred the velocity-linked mapping for conveying the shot’s timing and “feel.”

One-minute timeline

Baseline ──▶ Adaptation (with concurrent cues) ──▶ Washout

Figures & visual placeholders

Replace each placeholder with the corresponding figure from the paper. For convenience we reference the pages where these appear.

FIGURE A — VR setup & task
Insert paper Fig. 1 (see p. 6). Show HMD, trackers, Tasbi bands, and virtual table.
Physical setup (A) and immersive billiards scene (B). Page 6.
FIGURE B — Hand path & velocity
Insert paper Fig. 2 (see p. 7). Highlight the shot window and peak in the velocity profile.
Top-down path and corresponding hand kinematics. Page 7.
FIGURE C — Ball trajectories example
Insert paper Fig. 3 (see p. 8). Example paths for cue & target balls.
Trajectories after impact; example trial visualization. Page 8.
FIGURE D — Metric over trials
Insert paper Fig. 4 (see p. 9). Time-series view across all trials.
Per-trial metric trend (no numerical spoilers). Page 9.
FIGURE E — Metric by phase
Insert paper Fig. 5 (see p. 10). Phase-level summary visualization.
Phase comparison for the kinematic metric. Page 10.
FIGURE F — Outcome trend
Insert paper Fig. 6 (see p. 11). Five-trial outcome averages as a visual cue (no values).
Outcome metric trend over time (teaser). Page 11.

What to watch for (no spoilers!)

  • Two kinds of “better”: one metric tracks movement efficiency, another tracks task success. They don’t always change in lockstep.
  • Timing matters: some changes appear with the cues; others become clear after cues stop.
  • Bimanual nuance: wrist cues on the shot-driving hand can influence the whole coordinated action.
  • Design takeaway: mapping feedback to movement state (not just events) can feel informative rather than distracting.

How to read the paper

  1. Skim Methods for the signal-mapping rationale and the clean task design.
  2. Browse Results with an eye for efficiency vs. accuracy and phase-wise patterns.
  3. Don’t miss the Discussion on attention, proprioception, and design heuristics for training & rehab.

Who should care?

  • VR training designers (sports, surgery, manufacturing)
  • Rehab engineers & clinicians exploring wearable guidance
  • HCI researchers moving beyond “click buzzes” to continuous cues

Read the full paper for the details, figures, and stats.

© Your Lab — This post summarizes and teases findings from our paper on concurrent wrist-based haptics for complex motor actions in VR. Replace placeholders with your assets and links.