In an exciting development that brings us closer to the world of science fiction, researchers from the Public University of Navarra have unveiled a revolutionary technology that allows users to directly manipulate holograms, also referred to as volumetric displays. Unlike traditional holograms, which many people are familiar with but are limited in interactivity, this new technology enables individuals to engage with 3D objects using their hands, much like they would interact with apps on a smartphone screen.

The implications of this technology are vast, particularly in educational settings such as classrooms and museums where hands-on interaction can enhance learning experiences. The research team is set to present their findings at the prestigious 2025 Conference on Human Factors in Computing Systems, scheduled to be held in Yokohama, Japan, from April 26 to May 1. Their study detailing this groundbreaking work has already been published in the scientific journal HAL.

Traditional volumetric displays operate on a principle that uses a rapidly oscillating sheet known as a diffuser. This diffuser projects images at various points during its oscillation, creating the illusion of a complete 3D volume that our eyes perceive as solid. However, this technology has a significant limitation: it does not permit direct interaction with the images. As noted by the researchers, the rigid nature of conventional diffusers poses a danger; any contact with a users hand during the oscillation could lead to injury or device damage.

To mitigate these safety concerns, the research team developed a novel approach by utilizing an elastic diffuser. This innovative design incorporates multiple elastic strips aligned side by side, allowing users to insert their fingers between the strips while the diffuser oscillates. The real-time adjustment of images compensates for the distortions caused by the elastic material, enabling users to manipulate the 3D graphics safely.

According to the researchers, this technology allows for exciting interactions. For instance, users can grasp a virtual cube using their fingers to move and rotate it, or simulate walking movements with their fingers on a surface. This level of interactivity would have been impossible with traditional, rigid diffusers, where even attempting such manipulation could result in injury.

The potential applications of this technology extend beyond just entertainment. In educational contexts, direct manipulation of 3D graphics could significantly enhance learning by allowing students to visualize complex systems, such as the assembly of engine parts. Furthermore, in museums, this technology could revolutionize visitor experiences, enabling them to approach exhibits and interact with digital content in an intuitive way.

In essence, this advancement marks a significant step toward creating a real-world equivalent of the holodeck from Star Trek, bringing us closer to a future where immersive and interactive experiences are commonplace.