Interactive Entertainment Devices

The Vizio 2026 Project Envisions Multisensory Experiences

The idea of entertainment and entertainment consoles have already evolved so much over the last few years, but the Vizio 2026 project envisions what it may look like in another 10 years. Considering the fact that 2006 seems like yesterday, that's not too far away. Building off of Vizio TV, Vizio 2026 predicts multisensory experiences through three products in particular.

Designed by Daniel Kim, the first is Sense, which connects to TVs or smartphones to convert sound into physical waves, transcribing them onto its soft touch fabric. Second is Ocular, a tactile projection system that detects and follows the user’s actions. Last is Cushy, the personal A.I. system that learns and grows with the user in three stages: observation, interaction and companionship. Together, Vizio 2026 predicts a promising and exciting future.

Multisensory Entertainment
The Vizio 2026 project envisions entertainment consoles that create multisensory experiences through devices like Sense, Ocular, and Cushy.
Physical Sound Waves
Sense by Vizio 2026 converts sound into physical waves and transcribes them onto a soft touch fabric, providing new opportunities for interactive experiences.
Tactile Projection
Ocular, a tactile projection system by Vizio 2026, detects and follows the user’s actions, enabling immersive and interactive experiences like never before.

Sectors Adopting This

Consumer Electronics
The multisensory and interactive entertainment devices envisioned by Vizio 2026 present opportunities for the consumer electronics industry to innovate and create new products.
Artificial Intelligence
Cushy by Vizio 2026 is a personal A.I. system that learns and grows with the user in three stages, suggesting opportunities for advancement and innovation in the field of artificial intelligence.
Entertainment
The Vizio 2026 project envisions a future of immersive and interactive entertainment that could disrupt the entire industry and create new opportunities for growth and innovation.
SCORE
3.5 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 54%
Activity 42%
Freshness 8%