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In recent years, there has been an explosion in the number and range of commercial touch-enabled digital devices in society at large. In this narrative review, we critically evaluate the evidence concerning the tactile augmentation of a range of dynamic visual experiences such as those offered by film, gaming, and virtual reality. We consider the various mechanisms (both diegetic and nondiegetic) that may underlie such cross-modal effects. These include attentional capture, mood induction, ambiguity resolution, and the transmission of semantically meaningful information (i.e., such as directional cues for navigation) by means of patterned tactile stimulation. By drawing parallels with the literature on olfactory augmentation in the context of live performance, we identify several additional ways in which touch could potentially be used to augment both passive (e.g., cinema) and active (e.g., gaming) media experiences in the future. That said, a number of the technical, financial, and psychological challenges associated with delivering such cross-modal, or multisensory, enhancement effects via tactile augmentation are also highlighted. Finally, we suggest a number of novel lines of future research in this rapidly evolving area of technological innovation.

More information Original publication

DOI

10.1163/22134808-bja10161

Type

Journal article

Publication Date

2025-10-14T00:00:00+00:00

Volume

38

Pages

289 - 324

Total pages

35

Keywords

Humans, Touch Perception, Touch, Visual Perception, Virtual Reality, Attention, Video Games