How to create virtual physicality, making its experience fully intuitive and multi-dimensional?

    How to bring presence to the content that we can see in AR & VR technologies?

    How to improve human-machine interation?
    Wyzwanie Icon



    Is travel in time and space possible?

    We are building a door handle to the virtual world, limited only by human imagination!

    Often, the breathtaking graphics build scenery and action, arousing our emotions. However they are empty and flat.

    Impressions of the sense of touch and an unlimited form of interaction will change the world as we know.
    Perspektywa 01


    The times of mice, thousands of home remote controls or keyboards are passing by!

    Imagine virtual knobs, sliders or buttons that you always have at hand, although you can't see them.

    Imagine a smartphone screen in your pocket, which you can recall with a snap of your fingers in the air and which you start to browse without using your eyes, just by touch alone.
    Perspektywa 02


    Interacting with the machine using gestures?
    Do you want to control the movement of the food processor or the flight of the drone? Just free hand movement, it's all it takes!

    Our solutions will deepen the experience of spontaneous interaction with the machine, eliminating distance and other limitations related to the mechanics of physical, visual or voice interfaces.
    Perspektywa 03


    Don't want to hold up before you make up your mind? Feel the shape and texture of the item you are buying?

    Check the quality of design and important details of any 3D model, and save the time and money.

    The edges, textures and depth of details will not only allow you to work more efficiently, but the presentation will also delight your customers.
    Perspektywa 04

    How is this possible?

    When we touch an object, the sequence of tactile sensations is transmitted through the hard and soft tissues of the hands. Combined with signals from other senses (e.g. sight or hearing), they shape our perception of the physical and psychosocial world.

    Thanks to receptor mapping and hand tracking algorithms, we create sensory libraries and new physicality, this time virtual, supplementing the spectrum of interactive sensations with a tactile dimension.
    Perspektywa 04


    Zastosowania 1

    Our technology will change many fields ranging from the electronics industry (computer equipment and accessories, electronics and household appliances), through industrial design, e-commerce, education, science and training sectors, to robotics and smart systems (Internet of Things, Industry 4.0)

    Zastosowania 1

    Disabled people are an important recipient for us. Thanks to Haptology it will be possible to translate images and sounds into touch and vice versa.

    Blind people will be able not only to use warning systems, but also take advantage of the benefits of the digital world for work, study and entertainment.


    We are a group of engineers, designers, researchers and scientists focused on refining and implementing technology enabling intuitive, spontaneous communication with machines using gestures and virtual Touch.

    Brygida Dzidek Fotografia
    haptic engineer, skin contact mechanics researcher, tactile applications designer
    Jarek Łoboda Fotografia
    marketeer and business developer
    Anna Grosiak Fotografia
    project manager and business developer
    Bartosz Łączyński Fotografia
    super hero engineer
    Piotr Ziółkowski Fotografia
    startup lawyer, business strategy, IP legal support
    Tomasz Adamczyk Fotografia
    The goal of this project is a development of a new product for haptic interaction in virtual video games.

    The system will emulate the experience of physical touch combined with integrated gesture recognition, that exploit new paradigm of interactions such as texture exploration, depth of 3D objects, grasping, catching, pinching, fiddling, and many more. The product will be implemented in the own Applicant's business activity and will be distributed in the B2B2C model throughout video game publishers and consoles to end users – game players and in B2B model to VR/AR producers.

    Financial support from EU: 4 047 923,22 PLN