Afference

About Afference

Afference develops the Phantom, a wireless haptic glove that uses neural stimulation to create artificial touch sensations, allowing users to feel digital interactions without physical contact. This technology enhances user experience in virtual, augmented, and mixed reality environments by bridging the gap between the digital and physical worlds.

```xml <problem> Current virtual, augmented, and mixed reality (XR) experiences lack realistic tactile feedback, limiting user immersion and the potential for intuitive interaction with digital environments. Existing haptic devices often rely on cumbersome mechanical actuators or skin vibrations, failing to create convincing and nuanced touch sensations. </problem> <solution> Afference's Phantom is a wireless haptic glove that uses neural stimulation to create artificial touch sensations, enabling users to "feel" digital objects and interactions without physical contact. The Phantom stimulates the user's nerves, creating haptic illusions that the brain interprets as real touch. The lightweight, transparent design allows for seamless interaction with both the digital and physical worlds. The device connects wirelessly to any device, including VR/AR/MR headsets, game consoles, computers, and mobile devices. </solution> <features> - Wireless connectivity via Bluetooth for untethered movement - Neural stimulation technology that creates artificial touch sensations without physical pressure - Adjustable rings for customized sensation on the fingertips - Compatibility with existing AR, VR, and MR headsets via a software development kit (SDK) - Lightweight harness design that allows for seamless interaction with the physical world - Integration with hand-tracking technology from head-mounted displays </features> <target_audience> The primary target audience includes developers and users of virtual, augmented, and mixed reality applications, as well as gamers and professionals seeking more immersive and intuitive digital experiences. </target_audience> ```

What does Afference do?

Afference develops the Phantom, a wireless haptic glove that uses neural stimulation to create artificial touch sensations, allowing users to feel digital interactions without physical contact. This technology enhances user experience in virtual, augmented, and mixed reality environments by bridging the gap between the digital and physical worlds.

Where is Afference located?

Afference is based in Boulder, United States.

When was Afference founded?

Afference was founded in 2022.

How much funding has Afference raised?

Afference has raised 5000000.

Location
Boulder, United States
Founded
2022
Funding
5000000
Employees
12 employees

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Afference

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Executive Summary

Afference develops the Phantom, a wireless haptic glove that uses neural stimulation to create artificial touch sensations, allowing users to feel digital interactions without physical contact. This technology enhances user experience in virtual, augmented, and mixed reality environments by bridging the gap between the digital and physical worlds.

afference.io1K+
cb
Crunchbase
Founded 2022Boulder, United States

Funding

$

Estimated Funding

$5M+

Team (10+)

No team information available.

Company Description

Problem

Current virtual, augmented, and mixed reality (XR) experiences lack realistic tactile feedback, limiting user immersion and the potential for intuitive interaction with digital environments. Existing haptic devices often rely on cumbersome mechanical actuators or skin vibrations, failing to create convincing and nuanced touch sensations.

Solution

Afference's Phantom is a wireless haptic glove that uses neural stimulation to create artificial touch sensations, enabling users to "feel" digital objects and interactions without physical contact. The Phantom stimulates the user's nerves, creating haptic illusions that the brain interprets as real touch. The lightweight, transparent design allows for seamless interaction with both the digital and physical worlds. The device connects wirelessly to any device, including VR/AR/MR headsets, game consoles, computers, and mobile devices.

Features

Wireless connectivity via Bluetooth for untethered movement

Neural stimulation technology that creates artificial touch sensations without physical pressure

Adjustable rings for customized sensation on the fingertips

Compatibility with existing AR, VR, and MR headsets via a software development kit (SDK)

Lightweight harness design that allows for seamless interaction with the physical world

Integration with hand-tracking technology from head-mounted displays

Target Audience

The primary target audience includes developers and users of virtual, augmented, and mixed reality applications, as well as gamers and professionals seeking more immersive and intuitive digital experiences.

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