HAPTIC FEEDBACK AND PRESENCE IN VIRTUAL REALITY: AN EXPERIMENTAL STUDY ON THE IMPACT OF TACTILE SENSATIONS ON USER IMMERSION
Abstract
The integration of haptic feedback into Virtual Reality (VR) systems has gained significant attention as a means to enhance user immersion and presence. While visual and auditory feedback have been extensively studied, the impact of tactile sensations on users' experience of immersion in VR environments remains underexplored. This study investigates the effects of different types of haptic feedback on user presence and immersion in VR. The research aims to determine how tactile sensations, such as vibration and force feedback, influence users' engagement and emotional involvement in virtual environments. A mixed-methods approach was used, involving 90 participants who were exposed to three conditions: no haptic feedback, basic haptic feedback (vibration), and advanced haptic feedback (force and texture simulation). Quantitative data were collected through immersion and presence questionnaires, while qualitative data were gathered through post-experiment interviews. The results show that advanced haptic feedback significantly improves both user presence and immersion compared to the other two conditions. Participants in the advanced feedback group reported higher emotional engagement, greater realism, and improved cognitive involvement. These findings suggest that haptic feedback plays a critical role in enhancing VR experiences by fostering a stronger sense of being "there" in the virtual world. The study concludes that incorporating sophisticated tactile feedback is essential for improving user immersion in VR.
Full text article
References
Aslam, A. M., Chaudhary, R., Bhardwaj, A., Kumar, N., & Buyya, R. (2025). Digital twins-enabled game theoretical models and techniques for metaverse Connected and Autonomous Vehicles: A survey. Journal of Network and Computer Applications, 238, 104138. https://doi.org/https://doi.org/10.1016/j.jnca.2025.104138
Bhatia, A., Hornbæk, K., & Seifi, H. (2024). Augmenting the feel of real objects: An analysis of haptic augmented reality. International Journal of Human-Computer Studies, 185, 103244. https://doi.org/https://doi.org/10.1016/j.ijhcs.2024.103244
Cho, D., Zhong, S., Vasudevan, M. K., & Obrist, M. (2025). Mindful touch: Mid-air haptics facilitates novices’ subjective experiences of audio-guided mindfulness meditation. International Journal of Human-Computer Studies, 201, 103528. https://doi.org/https://doi.org/10.1016/j.ijhcs.2025.103528
Deusdado, L. D., & Antunes, A. F. J. (2024). Anatomy of a Hug in Virtual Reality. Procedia Computer Science, 239, 1180–1187. https://doi.org/https://doi.org/10.1016/j.procs.2024.06.285
Gatto, C., Barba, M. C., Chiarello, S., Corchia, L., Faggiano, F., Nuzzo, B. L., Sumerano, G., De Luca, V., & De Paolis, L. T. (2025). Breaking the barriers: Extended reality and innovative technologies for enhanced accessibility of the Ceramics Museum of Cutrofiano. Digital Applications in Archaeology and Cultural Heritage, 36, e00400. https://doi.org/https://doi.org/10.1016/j.daach.2025.e00400
Hüseyino?lu, S., & Yaz?c?, S. (2025). The use and efficacy of an innovative virtual reality application in teaching the mechanism of labor: A randomized controlled trial. Clinical Simulation in Nursing, 100, 101698. https://doi.org/https://doi.org/10.1016/j.ecns.2025.101698
Jiang, X., Zhou, W., Sun, J., Chen, S., & Fung, A. (2025). Empathy enhancement through VR: A practice-led design study. International Journal of Human-Computer Studies, 194, 103397. https://doi.org/https://doi.org/10.1016/j.ijhcs.2024.103397
Khademi, N., Farajolahi, H., Mazloum, S., Bidgoli, M. A., & Ghorbanisharif, M. (2025). Exploring the mediating role of competence in cyclist safety and comfort: A visuo-haptic virtual reality (VR) study?. Safety Science, 191, 106937. https://doi.org/https://doi.org/10.1016/j.ssci.2025.106937
Kim, Y. M., & Rhiu, I. (2024). Development of a virtual reality system usability questionnaire (VRSUQ). Applied Ergonomics, 119, 104319. https://doi.org/https://doi.org/10.1016/j.apergo.2024.104319
Kong, A., & Feng, Z. (2024). Advancing VR edutainment design in blended learning: Learners’ views from wine classroom. Computers & Education: X Reality, 5, 100078. https://doi.org/https://doi.org/10.1016/j.cexr.2024.100078
Li, T.-Y., & Smith, S. (2025). The effects of vibrotactile directions and touch methods on human tactile perceptions. Displays, 88, 103036. https://doi.org/https://doi.org/10.1016/j.displa.2025.103036
Li, Z., Buruk, O. “Oz,” Buji?, M., Kerouš, B., & Hamari, J. (2025). Natural manipulation of virtual reality: The effects of kinesthetic gloves with force feedback on user performance and experience for accurate 3D object manipulation. International Journal of Human-Computer Studies, 199, 103507. https://doi.org/https://doi.org/10.1016/j.ijhcs.2025.103507
Liu, D., Chen, N., Lang, X., Pan, Z., Ren, H., Lin, S., Zhang, M., Li, H., & Huang, Q. (2025). Exploring distilled spirits brewing: Utilizing multimodal interaction and intelligent virtual avatars in a VR liquor culture museum. Entertainment Computing, 52, 100909. https://doi.org/https://doi.org/10.1016/j.entcom.2024.100909
Liu, S., He, J., Jiang, S., Zhang, Z., & Lv, M. (2024). MatStick: Changing the material sensation of objects upon impact. Virtual Reality & Intelligent Hardware, 6(6), 486–501. https://doi.org/https://doi.org/10.1016/j.vrih.2024.11.001
Lukosch, H. K., Swit, C., Novak, R., & White, E. J. (2025). Exploring virtual encounters in early childhood education: Results of a pilot study. Computers & Education: X Reality, 7, 100104. https://doi.org/https://doi.org/10.1016/j.cexr.2025.100104
Macias-Velasquez, S., Medellin-Castillo, H. I., & Garcia-Barrientos, A. (2024). New-user experience evaluation in a semi-immersive and haptic-enabled virtual reality system for assembly operations. International Journal of Human-Computer Studies, 190, 103312. https://doi.org/https://doi.org/10.1016/j.ijhcs.2024.103312
Magalhães, M., Melo, M., Coelho, A., & Bessa, M. (2025). The vividness of mental imagery in virtual reality: A study on multisensory experiences in virtual tourism. Computers & Graphics, 133, 104443. https://doi.org/https://doi.org/10.1016/j.cag.2025.104443
Oliveira, I., Russo, M., Almeida, A. I., Vourvopoulos, A., & Mendes Pereira, C. (2025). Recommendations for Combining Brain-Computer Interface, Motor Imagery, and Virtual Reality in Upper Limb Stroke Rehabilitation: Qualitative Participatory Design Study. JMIR Rehabilitation and Assistive Technologies, 12. https://doi.org/https://doi.org/10.2196/71789
Raheel, A. (2024). Emotion analysis and recognition in 3D space using classifier-dependent feature selection in response to tactile enhanced audio–visual content using EEG. Computers in Biology and Medicine, 179, 108807. https://doi.org/https://doi.org/10.1016/j.compbiomed.2024.108807
Ren, X., He, J., Han, T., Liu, S., Lv, M., & Zhou, R. (2024). Exploring the effect of fingertip aero-haptic feedforward cues in directing eyes-free target acquisition in VR. Virtual Reality & Intelligent Hardware, 6(2), 113–131. https://doi.org/https://doi.org/10.1016/j.vrih.2023.12.001
Roy, M., T, P., Ashika, M. S., Das, G., Patro, B. P., & Bharadwaj, S. (2025). Simulation-based learning in orthopaedics: A qualitative systematic review. Journal of Clinical Orthopaedics and Trauma, 65, 102986. https://doi.org/https://doi.org/10.1016/j.jcot.2025.102986
Rückert, P., Sievers, T. S., Ewers, J., Heine, J., Kuschel, N., Marhenke, L., Wassermann, N., Wedler, G., & Tracht, K. (2024). Adaptive Tool Replicas with Haptic Feedback for Increased Presence Perception in Virtual Reality. Procedia CIRP, 130, 797–801. https://doi.org/https://doi.org/10.1016/j.procir.2024.10.167
Sánchez San Blas, H., García González, S., Sales Mendes, A. F., Villarrubia González, G., & De Paz Santana, J. F. (2025). Improving urban cyclist safety and skills: Integrating a multiagent system and virtual reality training simulations. Computers and Education Open, 8, 100255. https://doi.org/https://doi.org/10.1016/j.caeo.2025.100255
Senk, V., Ghazanfari, M., Rasoulzadeh, S., Vasylevska, K., Kovacs, B. I., Mortezapoor, S., Vonach, E., Kovacic, I., Füssl, J., Kaufmann, H., & Königsberger, M. (2025). HeXA: Haptic-enhanced eXtended reality framework for material-informed Architectural design. Journal of Building Engineering, 108, 112707. https://doi.org/https://doi.org/10.1016/j.jobe.2025.112707
Shayesteh, S., & Jebelli, H. (2025). Elevating immersive construction training with high-fidelity haptic feedback for human–robot collaboration. Canadian Journal of Civil Engineering, 52(10), 1996–2009. https://doi.org/https://doi.org/10.1139/cjce-2025-0139
Singh, A. K. (2025). VR/AR in ergonomics and workspace design: a dual-perspective analysis of applications and implications. Applied Ergonomics, 129, 104612. https://doi.org/https://doi.org/10.1016/j.apergo.2025.104612
Sirwal, S. A., Ahmad, B., & Koul, M. H. (2024). Haptic Rendering of Viscous Media. IFAC-PapersOnLine, 57, 226–231. https://doi.org/https://doi.org/10.1016/j.ifacol.2024.05.039
Soni, S., Arora, P., Kasilingam, D., & Jain, V. (2025). Digital daydreams: Exploring consumer motivations for engaging with the metaverse. Journal of Retailing and Consumer Services, 85, 104294. https://doi.org/https://doi.org/10.1016/j.jretconser.2025.104294
Stefani, A. L., Bisagno, N., Rosani, A., Conci, N., & De Natale, F. (2025). Signal processing for haptic surface modeling: A review. Signal Processing: Image Communication, 138, 117338. https://doi.org/https://doi.org/10.1016/j.image.2025.117338
Vizcay, S., Kourtesis, P., Argelaguet, F., Pacchierotti, C., & Marchal, M. (2023). Design, evaluation and calibration of wearable electrotactile interfaces for enhancing contact information in virtual reality. Computers & Graphics, 111, 199–212. https://doi.org/https://doi.org/10.1016/j.cag.2023.01.013
Wang, F., Xu, X., Li, S., Feng, W., & Almasri, M. (2024). Learning cleanroom microfabrication operations in virtual reality – An immersive and guided learning experience. Computers & Education: X Reality, 5, 100073. https://doi.org/https://doi.org/10.1016/j.cexr.2024.100073
Wang, S., Liu, Y., Mei, X., & Li, J. (2025). Gamified digital therapy for reducing perioperative anxiety in children: Exploring multi-sensory interactive experience. Entertainment Computing, 54, 100962. https://doi.org/https://doi.org/10.1016/j.entcom.2025.100962
Wei, Z., Jin, S., Tong, W., Hui, P., Lee, L.-H., & Xu, X. (2025). MetaCineMoji: Visualizing film set communication in an interactive interface for collaboration in virtual LED production. Visual Informatics, 100284. https://doi.org/https://doi.org/10.1016/j.visinf.2025.100284
YEGANEH, N., MAKAROV, I., KRISTJÁNSSON, Á., & UNNTHORSSON, R. (2025). Vibrotactile pattern recognition:Influence of interstimulus intervals. Virtual Reality & Intelligent Hardware, 7(5), 483–500. https://doi.org/https://doi.org/10.1016/j.vrih.2025.06.001
Zhang, L., Liu, Y., Bai, H., Zou, Q., Chang, Z., He, W., Wang, S., & Billinghurst, M. (2023). Robot-enabled tangible virtual assembly with coordinated midair object placement. Robotics and Computer-Integrated Manufacturing, 79, 102434. https://doi.org/https://doi.org/10.1016/j.rcim.2022.102434
Zhang, M., Li, Y., Sun, Y., & Sun, L. (2025). I feel it, I buy it: Deploy AR-based product presentation to generate satisfying tactile experiences in online retail. Journal of Business Research, 194, 115357. https://doi.org/https://doi.org/10.1016/j.jbusres.2025.115357
Zhang, M., Nie, D., Nai, W., & Sun, X. (2024). Pen-based vibrotactile feedback rendering of surface textures under unconstrained acquisition conditions. Displays, 85, 102844. https://doi.org/https://doi.org/10.1016/j.displa.2024.102844
Zhang, Y., Shao, W., Quach, S., Thaichon, P., & Li, Q. (2024). Examining the moderating effects of shopping orientation, product knowledge and involvement on the effectiveness of Virtual Reality (VR) retail environment. Journal of Retailing and Consumer Services, 78, 103713. https://doi.org/https://doi.org/10.1016/j.jretconser.2024.103713
Zhang, Y., Shao, W., Quach, S., Thaichon, P., & Li, Q. (2025). VR retailing: When and why immersion pays off. Journal of Retailing, 101(3), 348–365. https://doi.org/https://doi.org/10.1016/j.jretai.2025.04.004
Zhao, X., Song, Y., Shi, B., & Fan, Y. (2025). Continuous dynamic microforce reconstruction using electrical stimulation for remote pulse diagnosis. Fundamental Research, 5(6), 2453–2462. https://doi.org/https://doi.org/10.1016/j.fmre.2025.09.002
Zhou, X., Xiang, Z., Bai, P., Wen, X., Dong, C., Liu, C., Li, Y., Zhu, S., Meng, Y., & Tian, Y. (2024). Voltage-controlled finger friction behavior for immersive tactile experience in aqueous environment. Tribology International, 194, 109487. https://doi.org/https://doi.org/10.1016/j.triboint.2024.109487
Zou, N., Chen, Y., Chen, P., & Gong, Q. (2025). Research on multimodal interaction system based on cognitive style in virtual historical and cultural scenes. Design and Artificial Intelligence, 100052. https://doi.org/https://doi.org/10.1016/j.daai.2025.100052
Zou, X., Li, X., Zhang, J., Pan, Q., Yang, Z., & Lai, K. W. C. (2024). An intelligent glove interface with integrated perceptual simulation and motion tracking for enhanced virtual interactions. Cell Reports Physical Science, 5(11), 102287. https://doi.org/https://doi.org/10.1016/j.xcrp.2024.102287
Authors
Copyright (c) 2025 Ethan Tan, Riko Kobayashi, Lena Hoffmann

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.