Virtual reality is no longer just visual. A new device called Shiftly brings physical sensation into immersive experiences by letting users feel what they see. Using an origami-inspired structure, the shape-shifting technology mimics textures and forms in real time by bridging the gap between digital and physical.
How does Shiftly work?
Shiftly is built with a foldable structure inspired by traditional Japanese origami. Users place their hands on a pad that transforms into different shapes — curves, edges or flat surfaces, depending on the virtual scene.
According to IEEE, nearly 150 users tested the device and reported moderate to high accuracy in replicating these shapes. Though still a prototype, Shiftly could become a competitive accessory in the expanding VR market.
Apple Vision Pro’s struggles
Shiftly’s potential is even more striking when contrasted with existing VR products. Apple’s Vision Pro was first introduced in 2023 as a $3,500 spatial computer headset but hasn’t performed as expected.
As reported by Apple Insider, around 370,000 units were sold in the first three quarters on the market. Analysts only projected 50,000 more to sell by the end of 2025.
Tech Times later reported that Apple might stop production of the original Vision Pro models by the end of 2024. Instead, the company is allegedly pivoting to a second-generation version featuring its new M5 chip.
Disney’s Holotile offers another path
Disney also entered the immersive tech space with its Holotile floor, introduced in 2023. The device allows users to walk in any direction without actually moving.
While the Holotile isn’t available for public purchase, it has been tested by several users and gained attention for its futuristic feel.
Barriers to adoption
Despite the buzz around VR innovation, devices like Vision Pro and Holotile still face challenges. High price tags and a lack of perceived necessity are major hurdles.
Another issue could be motion sickness. A 2023 study from the University of Waterloo explored cybersickness and why it affects some people and not others.
A study published in the National Library of Medicine found 65.2% of the participants experienced cybersickness, with 23.9% experiencing it severely.
“Our findings suggest that the severity of a person’s cybersickness is affected by how our senses adjust to the conflict between reality and virtual reality,” Michael Barnett-Cowan, a professor in the Department of Kinesiology and Health Sciences at the University of Waterloo, said in the study.
The study aimed to help VR developers improve user comfort and accessibility — making virtual environments more enjoyable for all.