EP137 | The Frontier of Haptics and Human Embodiment with Ivan Isakov
Ivan Isakov, CEO and founder of Valkyrie Industries, discusses neuromuscular haptics, rehabilitation, and human embodiment with Anna and Brian on the Amata World Podcast.
In this talk
- 0:52
From flexible electronics to haptics
After research in microfabrication and flexible electronics, Isakov started Valkyrie Industries in 2017. The company combines electrical muscle stimulation with software and physical models to create sensations such as resistance, impact, and weight in digital environments.
- 6:15
Using stimulation for stroke rehabilitation
Electrical stimulation can contract muscles when a person cannot move them reliably on their own. In a virtual fishing game, for example, stimulation can help a stroke patient practice reaching and catching repeatedly. Isakov says the team’s approach combines stimulation, immersive environments, and repetition, with the expectation that this may support recovery.
- 9:45
Early study and route to home use
A feasibility study with 27 people recovering from stroke, conducted with Guy’s and St Thomas’ Hospital, King’s College London, and Helps Rehabilitation, found high acceptability and enjoyment after a brief session. Isakov says the study did not establish recovery benefits; a planned three to six week study will examine improvement. Valkyrie aims to move from private clinics to hospitals and eventually home use.
- 13:54
Products, applications, and adoption barriers
Valkyrie’s Air Training app pairs Quest workouts with optional Air Bands, while its armbands also work with a mobile app and a Unity SDK for developers. Potential uses include physiotherapy, accessibility support for daily tasks, fitness, and game effects such as simulated climbing or bow drawing. Isakov identifies integration across experiences and proof of value as adoption challenges, alongside price.
- 28:59
Embodiment and future interfaces
Isakov expects immersive devices to move toward glasses-sized form factors and sees many possible input methods, from speech and finger movements to tongue sensors. He also points to richer social presence and brain-computer interfaces as possible paths toward broader sensory experiences. For him, XR’s lasting potential lies in how people experience their bodies and interact with physical or virtual objects.
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