Woojer Is A Wearable Audio Accessory For Bass Junkies Who Want To Feel The Noise

Woojer with Phone Image

Woojer is a wearable mobile accessory designed to allow its wearer to feel what they’re listening to on their mobile device — via the medium of haptic feedback — rather than simply having banging tunes inserted into their earholes. It’s also being aimed at gamers who want a more immersive in-game experience, or for watching movies or other audiovisual content on a mobile device.

The Israel-based startup behind Woojer, which closed a $600,000 angel round earlier this year, has been developing the product since the start of 2011. It currently has a working prototype — and plans to launch a Kickstarter campaign next month to raise funding for an initial production run. If that’s successful, they hope to ship to backers in early Spring 2014.

How exactly does Woojer work? Its creators describe it as a “tactile transducer” that reproduces sound as a polyphonic vibration, allowing a haptic, noiseless element to augment the standard stereo audio the user hears via their own headphones (which plug into the Woojer box via a 3.5mm headphone jack).

Unlike some of the rival offerings in this space, such as subpac and bassAware Holster, Woojer doesn’t require the user to strap on some form of backpack or wear a special headset. (Or look like they buy all their clothes at Cyberdog.) Instead, the roughly matchbox-sized box is clipped to clothing so it rests against the body. Its low frequency vibrations then create a physical bass sensation — similar to hearing live music at a concert or cinema surround sound. Or that’s the theory.

Here’s how Woojer explains the tech — which it will be showing off next week at Pepcom in San Francisco:

The key Woojer know-how lies in the novel tactile transducer that reproduces sound as a polyphonic vibration. The device has accurate frequency response throughout the sonic and subsonic ranges. Clipped to the clothing along strategic meridian bodylines, the signal synergy convinces the brain that the whole body is exposed to high acoustic energy by the principle of “Perceptual Inference”. The device is compact, low cost, energy efficient and scalable. We have demonstrated both corded and wireless configurations.

“When playing games on smartphones or tablets with headsets the audio experience is two dimensional. With our device you ‘feel the sound’ in a similar manner when in the presence of strong speakers. Users claim it feels like being at a club or in a cinema with surround sound,” adds Woojer founder Neal Naimer.

“The Woojer device can be used in many ways — to give some simple examples: simulators, in games to provide subsonic sensation — unaudible feelings of people walking behind you, earthquakes [etc].”

Advantages over rival offerings in this space include its small size and portability; lower price (final retail price is still being decided but Naimer suggests a ballpark figure of $70 for two devices vs $300 for some rival offerings); polyphonic sound; improved latency over rivals’ so that the tactile sensation doesn’t lag the audiovisuals; and a longer play time (Woojer will be good for more than four hours of use), according to Naimer.

The startup is taking to Kickstarter to push production forward rather than attempting to partner with games or headset makers as a faster way to get to market.

“We can partner with any of the OEMs (both games and headsets) and are in touch with a number, but their decision cycle is proving to be too long for us,” Naimer told TechCrunch earlier this year, adding: “There is no real need for a formal relationship at the outset as we are backwardly compatible with all headsets and all consoles that have a standard audio jack.”

Here’s a video of Woojer’s Naimer pitching the concept earlier this year:



AblePlanet’s haptic headset adopts Linx Fusion moniker, we go hands-on

AblePlanet's haptic headset adopts Linx Fusion moniker, we go handson

In case you hadn’t noticed, “next-gen” is sort of the theme of E3 2013, and the term applies to far more than just video game consoles. Take headphones, for instance — Able Planet tells us that it’s developed what it believes to be the next generation in personal audio: a haptic headset outfitted with ViViTouch technology. Put simply, these things subtly vibrate with an audio source, but in a non-distracting way. The company first showed us this device back at CES 2013, but that prototype was unnamed, rough around the edges and had limited control options. Today, AblePlanet introduced us to the final prototype for what it now calls its Linx Fusion headset. We gave the cans a listen to see what had changed.

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More Bad News For Mobile Maker HTC As Haptics Company Immersion Applies To Restart Patent Litigation & Push For Damages

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As if smartphone maker HTC doesn’t have enough to worry about in an Android space so saturated with Samsung-branded hardware it’s driving HTC’s sales back to 2010 levels. But now the Taiwanese company is facing the prospect of having to fork out for damages if haptics company Immersion gets its way. Immersion, which counts Samsung among the licensees for its “touch feedback technology”, had been content to stay a U.S. lawsuit against HTC — in order to wait for the completion of an International Trade Commission investigation into whether HTC has been infringing some of its patents. But, given HTC’s recent performance in the mobile space, Immersion has decided this strategy is no longer appropriate and today said it plans to ask for the stay of its lawsuit to be lifted — so that it “may prosecute its claim against HTC for damages immediately”.

The ITC action was originally scheduled for “final determination” on October 28, 2013 — after which Immersion may have been able to secure an exclusion order against HTC preventing infringing devices being imported into the United States. But with HTC’s fortunes in the doldrums, Immersion reckons it can get a better outcome via the U.S. District Court route, where it can win damages, attorneys’ fees, and potentially injunctive relief.

“Given HTC’s recent performance in the mobile market, we believe an exclusion order preventing HTC from importing infringing devices would no longer be an impactful win, and we are turning our energies to seeking damages for past and ongoing shipments of infringing devices,” noted Immersion CEO Victor Viegas in a statement.

Immersion filed its original complaint against HTC (and also Motorola) with the ITC on February 7, 2012, alleging infringement of six U.S. patents relating to the use of haptics technology — namely: 6,429,846 (“the ’846 patent”); 7,592,999 (“the ’999 patent”); 7,969,288 (“the ’288 patent”); 7,982,720 (“the ’720 patent”); 8,031,181 (“the ’181 patent”); and 8,059,105 (“the ’105 patent”).

A multi-year license for Immersion’s haptics technology signed by Samsung last week included a patent license covering “Samsung’s prior and future use of simple forms of haptic effects, sometimes referred to as Basic Haptics, in its smartphones and other mobile devices”, according to the company.

Immersion, which was founded back in 1993, says it has more than 1,300 issued or pending patents in the U.S. and other countries.

AblePlanet preps a gaming headset with smart haptics, we preview the tech inside (hands-on)

AblePlanet and ViviTouch releasing a haptic gaming headset, we preview the technology behind it handson

Headsets with vibrating haptics aren’t exactly novel — we’ve already seen such offerings from Skullcandy as well as Sony. Now AblePlanet is coming out with something similar, but the underlying technology makes it considerably smarter than anything currently on the market. The company recently announced it’s pairing up with haptics firm ViviTouch to make a gaming headset that offers different-feeling vibrations depending on what kind of music you’re listening to, or what’s happening in the game. The as-yet-unnamed headset will go on sale within the next six to nine months, according to AblePlanet, with pricing to be announced at a later date.

Additionally, the companies plan to team up on other projects, including ear canal devices for field workers (firefighters, etc.) and even products for the hearing impaired. Before we get ahead of ourselves, though, we want to give you a quick preview of the headset, which we tested for a few minutes here at CES. Unfortunately, the set we tested today was merely a retrofitted NC1000CH plugged into a control box. Still, it gave us a good sense of what we can expect when the final product drops later this year. Meet us after the break to learn more.

Continue reading AblePlanet preps a gaming headset with smart haptics, we preview the tech inside (hands-on)

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