Haptic device building WS2025/26 - VU703329
Here you can read more about the interesting haptic devices built by the students of this year's haptics course VU703329.
Sandbox
In this project, the objective was to implement haptic feedback using a selected device. The available options included the Hapkit, the Phantom Omni, the Haply, and the Falcon. We opted to create a simulation inspired by the game Sandbox, which can be accessed at https://sandboxels.r74n.com . In Sandbox, users can design environments using various materials that interact for example through applied energy sources such as heat or cold. For our implementation, a simplified version of this concept was developed, focusing on the interaction of sand and water, where their combination forms wet sand. Initially, we attempted to connect the Haply device to our simulation; however we faced, technical challenges here. Subsequently, we switched to using the Hapkit. The Hapkit allows you to experience the various feelings of different materials in the designed environment.
by Leonhard Kohl-Lörting & Greta Karbon

3D Pinball Space Cadet
This project proposes the integration of haptic feedback into an open-source implementation of the classic Space Cadet Pinball game. Using the SDL2-based open-source version of the game, two haptic 1-DOF controllers are mapped to the left and right flippers. Each controller provides tactile feedback when the ball interacts with the corresponding flipper, enhancing realism and player immersion. The project focuses on coupling in-game collision events with real-time haptic responses, demonstrating how force feedback can augment user experience in interactive digital environments.
by Martin Berktold and Johannes Schneider

HapFlex Trainer
This project aims to design and implement a gamified haptic rehabilitation system specifically tailored to climbers recovering from hand injuries. The system integrates force-feedback devices with a software framework that enables real-time position tracking, configurable safety constraints, and external program control through a networked interface. By decoupling low-level hardware control from high-level rehabilitation or game logic, the system allows flexible development of interactive training scenarios while ensuring safe operation of the haptic devices.
The goal of this work is to demonstrate that a low-cost, modular haptic system can support engaging rehabilitation exercises that are both technically robust and therapeutically relevant.
by Sebastian Bergner & Max Gallinat
