Teslasuit’s haptic bodysuit lets VR users experience full body immersion
Virtual Reality headsets are all well and good but they only give users a visual experience, and haptic suits literally let you feel everything.
Key takeaways
- In a haptic feedback system users are subjected to stimuli that mimic real world sensations that involve touch, such as shocks, punches, pushes, bumps, and so on.
- Courtesy: Teslasuit Teslasuit uses 68 electrical channels embedded throughout the suit’s fabric to deliver electrical stimulations, and since its debut the company’s now working to expand on that number.
- Among its many features, Teslasuit is also completely wireless, boasts a 10 hour battery life, and is machine washable, which is an important feature if users have been sweating it out in some combat game.
Cite or link to this article
Griffin, M. (2019) 'Teslasuit’s haptic bodysuit lets VR users experience full body immersion', 311 Institute, 25 July. Available at: https://www.311institute.com/teslasuits-haptic-bodysuit-lets-vr-users-experience-full-body-immersion/ (Accessed: 8 October 2026).
Following on from Disney's haptic VR jacket, that let's you "feel the force," and the release of Plexus' haptic gloves that let you touch virtual objects, one of the innovative future technologies that was on display at this year’s Consumer Electronics Show, CES 2019, in Las Vegas was the Teslasuit, a full body Virtual Reality (VR) haptic suit that lets them feel everything that goes on in the game or virtual world they’re in, so in other words, if they’re hit by a sniper in a game, kicked, punched, or even perhaps hugged, then they feel it. Similarly though, and adding a twist here, this same type of technology could also be combined with neurostimulation training to help hone an athlete's technique or, when combined with AI even be used to train world class musicians. Think combinations young futurist, not just tech...
In a haptic feedback system users are subjected to stimuli that mimic real world sensations that involve touch, such as shocks, punches, pushes, bumps, and so on. Teslasuit then combines these with other environmental feedback, including climate control, motion capture, and biometric systems “to give a fully responsive, immersive experience to the user.” And when it’s combined with true-to-life VR graphics, like the ones promised by new metalense technology, the suit could finally give gamers the immersive VR experience they’ve long craved.
The full body sensations of the Teslasuit seem to indicate a new level of experience for virtual reality users, but the haptic capabilities aren’t the only things making it stand out. The suit’s biometric system is designed to use machine learning to analyze heart rate, stress levels, and overall mental and emotional states to create experiences catered to the user. But how this capability is going to be used is up to the games developers., and as data is gathered from biometrics, capabilities will follow.
“This is very important for the gaming industry. We see that in the future, when we come to the end user market, that we will be able to offer a lot of data sensing for the developers to process, for the AI itself to adjust the game to the player,” said Dimitri Mikhalchuk, co-founder of Teslasuit.



Courtesy: Teslasuit
Teslasuit uses 68 electrical channels embedded throughout the suit’s fabric to deliver electrical stimulations, and since its debut the company’s now working to expand on that number. Also included in the suit’s software is a haptic library, enabling game developers to create their own effects to correspond with their virtual worlds. The climate control system adjusts the temperature of the suit, heating and cooling in accordance with the virtual environment, and finally its motion capture and avatar tracking system makes sure the user is interacting with their environment in real time and in the right way.
However, while the Teslasuit brings virtual worlds closer to a potentially action-packed reality, bruises are not part of the experience, according to Mikhalchuk.
The electric stimulation is matched to the users own strength, adapting its responses to the input. In other words, the force a user “hits” within a game is the amount of force used to “hit” back, in other words, electric pulses make the muscles contract within that range.
With the equivalent of a full body shocking device wrapped around players, the question of security also arises, so the suit is protected from cyber attacks with military grade encryption that’s natively built into its wireless control system to ensure users’ bodies are not, literally, hacked into.
Among its many features, Teslasuit is also completely wireless, boasts a 10 hour battery life, and is machine washable, which is an important feature if users have been sweating it out in some combat game.
Other than gaming the company says there are plenty of other applications including astronaut VR training in an ISS module, an oil loading ramp operation VR simulator, emergency evacuation VR training, and a powerplant VR training simulator. But, excluding the astronaut training, gaming sounds more fun.
What this means for your organisation
Touch moves into VR training.
The source lists astronaut training in an ISS module, an oil loading ramp simulator, emergency evacuation training and a powerplant simulator. A suit that lets people feel what happens adds a new layer to this kind of practice. Teams that train for risk should test where felt feedback adds value.
Body data raises the stakes.
The suit's biometric system uses machine learning to read heart rate, stress levels and mental and emotional states. It tailors the experience to the user. How that data is used is up to developers, so leaders need clear rules before any data is gathered.
Security and safety need checking.
The suit has military grade encryption built into its wireless control system. Its electric stimulation is matched to the user's own strength, and bruises are not part of the experience, according to the company. Any firm that buys wearable systems like this should test both claims first.
Three questions for your next leadership meeting
- Which of our training tasks would gain from felt feedback?
- Who owns and protects the biometric data our staff would produce?
- What safety and security checks must a wearable pass before we buy?
The trends and technologies behind this story
From the 311 Starburst, the 311 Strategic Intelligence Unit’s map of the technologies and trends shaping the next 50 years.
Analysis by the 311 Strategic Intelligence Unit, from Matthew Griffin’s article and 311 data. First published on Fanatical Futurist.
FAQ
Why does this matter?
Virtual Reality headsets are all well and good but they only give users a visual experience, and haptic suits literally let you feel everything.

About the author
Matthew Griffin Founder, President and Futurist, 311 Institute
Matthew Griffin is a multi-award winning Futurist and expert in Disruption and Innovation, Geopolitics, Leadership, and Technology, who NASA have described as a "walking encyclopaedia of the future" and a "futurist Polymath."
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Matthew Griffin is a multi-award winning Futurist and expert in Disruption and Innovation, Geopolitics, Leadership, and Technology, who NASA have described as a "walking encyclopaedia of the future" and a "futurist Polymath." 17-time best selling author of the "Codex of the Future" series, Matthew is the Founder, President and Futurist of the 311 Institute, a global Futures and Deep Futures advisory firm working with royal households, world leaders, G7, G20, and G77 governments, NGOs, and multi-national mid and mega cap firms to help them explore, shape, and lead the next 50 years of business and society.
An award-winning YouTube creator with over a million followers, with an unrivalled global reach and impact, Matthew is a highly sought-after international keynote speaker, lecturer, and mentor who collaborates with global leaders through the United Nations Alliance of Civilizations (UNAOC) and United Nations General Assembly (UNGA) to shape pivotal initiatives such as the UN’s AI for Humanity programme, the United Nations Conference of the Parties (UN COP), and the World Economic Forum in Davos.
As the former Global Head of Cloud, National Security, and Enterprise Sales for companies including Atos, Dell-EMC, and IBM, Matthew has a proven track record of building multi-billion dollar business units and turning failing divisions into market leaders. His ability to identify, analyse, and communicate the implications of hundreds of emerging technologies and trends is unparalleled, and his insights are trusted by many of the world’s most respected organisations, including ABB, Accenture, Adidas, AON, ARM, BCG, Centrica, Citi, Coca-Cola, Dentons, Deloitte, Dow Jones, EY, Google, KPMG, Lego, Legal & General, LinkedIn, Microsoft, PepsiCo, Qualcomm, RWE, Samsung, Siemens AG and Siemens Energy, T-Mobile, UBS, VISA, Walmart, Workday, Worldpay and many others.
Regularly featured in the global media including the AP, BBC, Bloomberg, CNBC, Discovery, Forbes, Khaleej Times, Telegraph, TIME, ViacomCBS, WIRED, and the WSJ, Matthews mission is to help organisations create a fair and sustainable future whose benefits are shared by everyone irrespective of their ability, background, or circumstances.
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Sources and further reading
- Teslasuit teslasuit.io
Source: first published by the 311 Institute on 25 July 2019. Cite as: Griffin, M. (2019). Teslasuit’s haptic bodysuit lets VR users experience full body immersion. 311 Institute. https://www.311institute.com/teslasuits-haptic-bodysuit-lets-vr-users-experience-full-body-immersion/
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