
For years—decades, really—we’ve relied
on primarily two senses to absorb and
experience our favorite videogames
in all their glory. We see them and we
hear them, simple as that. Sure, countless
technologies intended to more fully immerse
gamers in their games have come along.
Some, such as 3D gaming, have gone, while
others, such as multichannel surround sound,
are here to stay. The fate of others, such as
Oculus and its VR competition, remains to
be seen. What all of these have in common,
though, is that they give our eyes something
different to see or our ears something
different to hear.
Maybe it’s time to give another one of
the five senses some love. Of course, we can
reasonably remove two of those senses, unless
smelling a Last of Us Infected or tasting a
sample of World of Warcraft’s Carrion
Surprise seems appealing to you. That leaves
us with touch, which, in the context of
gaming, is frequently referred to as haptics.
Haptic feedback, which delivers various
physical sensations to the body, is hardly
new to the gaming scene. Videogame
controllers have included various
implementations for nearly two decades—
who remembers the Nintendo 64’s Rumble
Pak? Joysticks with force feedback were
popular among flight sim enthusiasts and
other aviation games. Peripherals and
accessories that use haptic feedback to make
games more immersive are well-established.
Still, there’s plenty of room for
innovation, a fact that Massachusettsbased
Immerz knows well. The company’s
KOR-FX gaming vest, which launched last
year, is designed to take haptic feedback to
new, more realistic, heights. The KOR-FX
vest takes in-game positional audio of all
kinds and translates it into haptic feedback
that will shake you to your core, almost
literally. When a grenade explodes to
your right, the KOR-FX rocks your body accordingly. When a speedboat roars up to
the docks to help you make your getaway,
the KOR-FX delivers the physical sensation
to let you know it’s here.
Make no mistake, though—the
KOR-FX is way more than a rumble pack
you wear on your chest. The latter rely
on small spinning motors to make their
vibrations, while the KOR-FX’s 4DFX
technology uses a pair of specially designed
transducers to produce haptic feedback
that is in a class of its own. This is a harness
that can harness your game’s sounds like
you’ve never before experienced.
Immersion Through Science
Founder and CTO Shahriar Afshar relied
on the principles of neuroscience in order to engineer a product that would shake up the
gaming world.
“We use the human brain as the main
hardware, which our electronics merely
trigger to project tactile/emotional reality,”
Afshar says. “We achieve this by activating
the limbic system in the brain by means
of concurrent audio and tactile feedback,
as well as visual clues that help cement the
experience as highly immersive. The end
result is a physical presence that none of the
preexisting technologies can deliver.”
According to Afshar, the KOR-FX
vest turns the wearer’s chest into an echo
chamber that actually amplifies the vest’s
directional tactile feedback, which it
extracts from in-game audio. Specifically,
proprietary algorithms use a game’s sounds to create haptic information. The vest’s
transducers vibrate in such a way that
mimics the naturally occurring vibrations
that take place in the chest as a response
loud noises or speech. The brain then
interprets the vibrations that the KOR-FX
generates as the real thing.
“In this manner, external sounds, like the
sound of a grenade explosion, are experienced
as a powerful personal sensation that is
immediately internalized and felt as though
it happened in the real world (or something
close to such an experience),” Afshar says.
“The trick was finding how to extract the
haptic information from ordinary audio that’s
available in all forms of entertainment such as
games, music and movies.”

From Kickstarter To Kicking Your Chest
KOR-FX has at least one thing in
common with Oculus VR’s buzzy
virtual reality headset: Both rocketed to
success by using The People’s Venture
Capital Firm: Kickstarter. On June 9,
2014, Immerz launched the KOR-FX
Kickstarter project, seeking a $75,000
investment from prospective backers. The
community jumped all over the project,
ultimately raising over $180,000 to make
the KOR-FX a reality. Immerz began
shipping the vest last year, starting with
its Kickstarter backers, but the company
can trace its history back to 2009, when
Immerz developed the first prototype.
“The whole process was exciting,” says
Immerz CEO Seth Fandetti. “Kickstarter
was a great experience and helped us build
a community of like-minded enthusiasts
who wanted to try our product and help
fund the project. The community gave us
great ideas and suggestions about what
they wanted from a haptic gaming vest.”
In 2009, the first-generation KOR-FX
vest wasn’t a vest at all. The plastic harness
looped over the wearer’s shoulder and looked
like a pair of headphones lying flat against
the chest, just below the collarbone. After
developing two successive plastic prototypes
in 2010 and 2011, Immerz realized that a
different approach was needed to bring the
KOR-FX to market. In 2012, the company
began experimenting with various types and sizes of vest for the KOR-FX. For the next
two years, Immerz honed its vest design.
“Getting the ergonomics right, so
that the unit is both unisex and one-sizefits-
all, was the most challenging aspect
of developing the KOR-FX,” Afshar says.
“It took a few years to finally converge on
the vest form factor as the most flexible
and universal design, allowing for quick
mounting and removal, easy adjustments,
ease of use in any position or sitting
arrangement, and, most importantly, total
comfort during long gaming sessions.”
Afshar says that Immerz wanted the
KOR-FX to be comfortable to the point
that gamers forget they’re wearing it.
Last year, the company settled on a
final design and took it to E3 just days
after launching the Kickstarter campaign.
The move worked, as Immerz reached
its $75,000 goal a week later. After that,
KOR-FX was no longer a prototype; it
was a product. Then the real work began,
as Immerz ramped up production to
fill the orders of the over 1,000 backers
who contributed enough to receive a
KOR-FX vest.
Suit Up
The KOR-FX system consists of two
pieces, the KOR-FX vest and a wireless
dongle that plugs into a 3.5mm audio
source. The 3.5mm plug makes the
wireless dongle compatible with a variety
of audio sources. As you might imagine,
this lets you use the KOR-FX on not only
videogames but also music and movies.
The dongle has a 3.5mm audio out jack
that connects to a pair of headphones. To
power the box, you’ll need a USB power
source or, alternatively, four AA batteries.
The vest itself runs on four AA batteries.
A pair of dials on the dongle adjust
the volume output to the connected
headphones/headset and the intensity of
the vest’s feedback, respectively.
It’s a great setup, but the KOR-FX’s
real magic is the number of “dials and
knobs” it has, which lets you customize
the KOR-FX’s acoustohaptic feedback
according to the game you’re playing. On
the right side of the vest, when you’re
wearing it, you’ll find the power button,
the Bind button (which establishes the
wireless connection between the vest and the dongle), and the Mode button. On
the left side are two buttons that adjust
the intensity of the vest’s haptic feedback.
The two intensity buttons are selfexplanatory,
but the Mode button requires
a brief exploration. Its primary function is
to filter out portions of the audio spectrum
that trigger the vest. So, for example, on
the first setting, the KOR-FX will only
utilize the low end of the audio signal’s
frequency range—in other words, the
bass. Moving up to the second setting will
include the audio’s bass and mids, and this
is the setting that Immerz recommends.
The third and final setting incorporates
the full audio frequency range for the vest’s
haptic feedback.
The Mode button also helps you position
the vest on your body in order to experience
the best possible haptic feedback. By
pressing and holding the Mode, the vest’s
transducers will fire at full strength, letting
you adjust the vest for the best possible fit
and feedback. When you’re set, pressing the
button again cancels the effect.
Naturally, each game you play will have
a different sonic footprint, so you’ll want
to tweak the KOR-FX accordingly for the most immersive experience every time.
We recommend playing each game for at
least a few hours in order to experience
all of its nuances, letting you dial in the
perfect settings.
Once you’ve strapped on the vest and
are ready to use it, Immerz recommends
an 8-hour break-in period before the
KOR-FX is able to deliver the perfect
acoustohaptic experience. Afshar explains
the reasons behind the break-in period:
“It is both an issue of the fabric and the
internal structure harmonizing to haptics
signals. As with any electrical transducer,
our ACH transducers reach peak
performance and highest efficiency after
the initial break-in period.”

The Future According To KOR-FX
Despite the fact that the KOR-FX
vest has yet to celebrate its first official
birthday, Fandetti says that Immerz
is already hard at work developing
new hardware and software to make
acoustohaptics even more immersive.
Like any good piece of hardware, version
2.0 of the KOR-FX vest is already under
development, Fandetti shares. “We had tons of great feedback from our
customers for improvements they would
like to see in the vest,” Fandetti says. “We
also have a list of improvements we have
been working on over the past year that we
are going to build into the next version of
the product.”
According to Fandetti, Immerz is
preparing the next-gen KOR-FX with a
goal of having it ready when upcoming
VR products reach the market. Although
he’s tight-lipped about specific details,
Fandetti reveals, “We are also looking
at other forms and application for our
haptic solutions in our labs and have
some great ideas brewing. . . . In the
future we hope to have a full product
line of haptics products that complement
different applications and uses.”
Although the KOR-FX in its current
for should work with any game, Immerz is
also working on an SDK that will let game
developers tweak and tune their games
specifically for the vest, which should allow
the vest to make games feel even more
realistic. Fandetti admits that the process
hasn’t been without challenges, but he
says that Immerz recognizes the value of
making an SDK available.
“We would love to give developers the
ability to trigger haptic sensations of sorts,”
he says, “to help them craft and conceptualize
their virtual world with visual, audio, and
haptic stimulation. Having this type of
immersion . . . is going to be critical to
making truly immersive titles in the future.
“We still have every intention of
bringing an SDK solution to market, but
we want to make sure we do it correctly.”
Not Your Father’s VR
Clearly, we’re still a long way away from
fanciful implementations of VR, such as a
fully functional holodeck. Nevertheless, the
virtual reality hardware available to gamers
today is miles ahead of its ancestors.
“It’s a very exciting time in technology,
where being immersed in your environment
is the next evolution of many
forms of media,” Fandetti says. We are
evolving our haptic solutions daily and
are so excited to show the world the next
generation of haptics