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A multisensory devicefor home.

Motion, vibration, airflow, and sound in one device. We are currently developing a chair prototype.

Design render of the current chair prototype, showing its white seat and black exterior from a low three-quarter angle.
Design render of the current chair prototype, under development.

Features and mechanisms

The design combines seat motion, vibration, airflow, and temperature changes. Explore movement and component placement in CG.

Choose which sensations to display. You can select more than one.

Design render with translucent seat upholstery and actuator covers revealing vibration units and drive mechanisms.
Design CG illustrating the mechanisms. Motion, vibration, and airflow are schematic.

Chair prototype

Motion, vibration, airflow

Change seat height and tilt
Four actuators change the seat height and tilt forward, backward, and sideways.
10 vibration units in the seat and backrest
Four seat units and six backrest units provide vibration, illustrated by simultaneous red ripples from all units. Audio is envisaged through the chair’s speakers or headphones.
Airflow and temperature at the armrests
Air flows through both armrests. We are also exploring ways to cool and warm it.

Vibration illustrationCool airflowWarm airflow

This is a design illustration. Physical testing will establish how the outputs feel and how strong they should be.

Combining the senses

Combining film or sound with motion, vibration, and airflow can change how an experience feels. Crossmodal perception, which concerns relationships between the senses, is one of the ideas informing our design.

We will use physical testing to explore which combinations are useful in particular situations.

Using it at home

We are designing the chair for use in front of a TV or monitor, as well as with a head-mounted display (HMD). Motion, vibration and airflow can accompany the visuals.

We will also evaluate operating noise, vibration transmitted to the floor, wiring, and everyday controls for home use.

Two people watching a clearly visible TV in a living room, one seated in the black-and-white chair and the other on a sofa.

In front of the TV

For watching a film or playing a game in the living room. We are exploring how chair movement, vibration and airflow can accompany what is happening on the TV.

A person seated in the black-and-white chair holding a controller and looking at a clearly visible desktop monitor in a study, with the desk, window and shelves in view.

With a monitor in your study

For games and videos on a desktop monitor. We envisage placing the chair in front of a desk and using it with a controller or other input devices.

A front three-quarter view of a person wearing an HMD in the black-and-white chair, in a personal room with shelves and a side table.

With an HMD

We also envisage enjoying VR with an HMD. We are exploring experiences that combine changes in the view with chair movement, vibration and airflow.

Listen through speakers or headphones

For both screen-based and HMD use, we envisage audio through the chair’s speakers or through headphones, alongside vibration from the seat and backrest.

AI-generated illustrations of intended use, not photographs of a working prototype. Supported devices and connection methods are still being considered.

Experiences we are exploring

We will explore the timing and intensity that make these combinations feel natural, as well as how they differ from watching a film alone.

Motion and airflow with a film

Gently move the seat and send airflow from the armrests while watching a journey along the coast. We will test how these combinations affect the experience.

Vibration with music

We are considering seat and backrest vibration that follows the rhythm and bass of music.

Responses to game controls

We are also exploring motion and airflow that follow actions such as moving, turning, and stopping in a game.

These are examples for development. Supported content and services have not been determined.

Explore the features and mechanisms

Seat and exterior design

We are designing the seat, armrests, and the exterior around the mechanisms. These images are renders of the current model.

A close-up design render of the curved black armrest and white upholstery of the current Blender model.
The armrest and seat contoursCurrent-model CG
Close-up design CG of the white seat and curved black rear cover on the current model.
The curve around the seatCurrent-model CG

Development

We have built chair prototypes and tested motors and control electronics. We are using that work to develop the exterior, internal layout, and additional sensory outputs.

A physical chair prototype with its frame, actuators, wiring, and control electronics beneath the seat.

Chair prototype

An earlier physical prototype used to check seat movement and control.

Motors, control circuits, and power supplies wired together on a workbench for testing.

Drive and control electronics

Testing motors, power supplies, and control circuits. Video analysis and motion generation software are also in development.

Frequently asked questions

Get in touch

Get in touch about developing the hardware or control software together, creating and evaluating experiences, or supporting development.

We also welcome ideas about when you would use the device and questions about putting it in your home.