Virtual Reality Bendable Controllers

Minkyu Oh Designs the Cogito Concept with AR Technology

The Cogito concept by Minkyu Oh is a bendable virtual reality controller concept that ensures a uniquely tactile experience. Many AR and VR systems use a stick-like controller and the Cogito concept proposes he idea of a shape-changing rod instead.

It is comprised of various components as the rod can bend and curve to take the form of the object that the technology is aiming to replicate the feeling of. The Cogito concept is rods that trick out brands and hands into believing that we are truly interacting with the imagined ideas, whether it is a gun or a steering wheel when playing a game. The longer controller can also replicate the feeling of holding a virtual guitar.

Image Credit: Minkyu Oh

Shape-changing VR Controllers
The concept of shape-shifting VR controllers opens new avenues for immersive user experiences by providing tactile feedback that adjusts to various virtual scenarios.
Tactile AR Interaction
Incorporating tactile feedback into AR technologies offers a more convincing interaction by mimicking the feel of real-world objects.
Bendable Device Innovation
Bendable devices enhance adaptability in virtual environments, aligning physical sensations with digital experiences for greater immersion.
Virtual Reality Controllers
The rise of innovative VR controller technologies signals a shift towards more interactive and realistic virtual experiences.

Who This Affects Most

Gaming Industry
This concept could revolutionize the gaming industry by enhancing realism and player engagement through sensory interaction.
Augmented Reality Devices
Incorporating bendable controllers in AR systems can transform user experience, making digital interactions more tangible and intuitive.
Consumer Electronics
Enhancing consumer electronics with flexible interfaces has the potential to redefine interaction paradigms, driving growth in tech adoption.
SCORE
6.3 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, South America, Europe, Asia, Africa
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 79%
Activity 74%
Freshness 37%