Sony · Filed Dec 10, 2024 · Published Sep 3, 2026 · verified — real USPTO data

Sony's New Patent Makes Surfaces Feel Harder or Softer on Demand

Sony has filed a patent for a device that makes a surface feel harder or softer on demand, not with motors or magnets, but by controlling how air or liquid moves between a set of flexible chambers.

Cross-section of a reaction force controlling system with a bellows-like spring and a fluid-filled chamber. Drawing from patent filing US 2026/0259577 A1.
Cross-section of a reaction force controlling system with a bellows-like spring and a fluid-filled chamber.
See all 36 drawings from this filing ↓
Publication number US 2026/0259577 A1
Applicant Sony Group Corporation
Filing date Dec 10, 2024
Publication date Sep 3, 2026
Inventors Hiroto KAWAGUCHI
CPC classification 60/269
Grant likelihood Medium
Examiner KIM, CRAIG SANG (Art Unit 3741)
Status Non Final Action Mailed (Jul 17, 2026)
Parent application is a National Stage Entry of PCTJP2023018702 (filed 2023-05-19)
Document 20 claims

What Sony's fluid-resistance haptic system actually does

Press your thumb into a stress ball, and it pushes back. That pushback is called reaction force, and right now most gadgets can only fake it with simple vibration motors. Sony wants to change that by building a device that physically adjusts how much resistance you feel when you press on something.

The system uses three connected air (or fluid) pockets. One pocket is the part you press, like a button or a pad. A second pocket sits underneath it, linked by a small hole. A third pocket is separate, and when fluid is pumped in or out of it, a flexible wall between pockets two and three bends, changing how much air can pass through that connecting hole. A bigger opening means the surface gives way more easily. A smaller opening means it feels firmer.

In short, your product can change how solid a button, grip, or pad feels, in real time, just by moving a little fluid around.

From the filing · CLAIM 1
a first deformable body that includes a first space inside of the first deformable body, the first space having a variable volume …

Translation: A flexible main part with an inside area that can change in size.

How two flexible chambers trade pressure to shift resistance

The patent describes a reaction force controlling apparatus made of three key parts: two deformable bodies (flexible chambers that can expand or compress) and a rigid base that connects them.

The first deformable body is the part a user presses. It contains a sealed space whose volume changes when squeezed. That space is linked through a small hole in the base to a second space inside the base itself.

The clever part is the second deformable body, a flexible membrane that sits between the second space and a completely isolated third space. When fluid is pumped into or out of that third space, the membrane bends. As it bends, it physically covers or uncovers the connecting hole between the first and second spaces:

  • Hole more open: air or fluid moves freely, so the surface yields easily when pressed
  • Hole more closed: fluid cannot escape as quickly, so pressure builds and the surface feels much firmer

The system is essentially a variable valve made entirely of flexible materials and fluid. No electric motors, no gears. The stiffness of what you feel under your fingers is dialed up or down by routing a separate fluid supply into or out of that third, isolated space.

From the filing · THE ABSTRACT
… the second deformable body being deformed to change the opening area of the circulation hole, the deformation being performed due to fluid flowing into the third space or flowing out of the third space …

Translation: A second flexible piece moves using fluid flow to adjust the size of an internal hole.

What this means for VR controllers and physical feedback tech

Haptic feedback (the technical term for making a device produce a physical sensation you can feel) has been stuck at simple vibration for years. A phone buzzes; a game controller rumbles. None of that tells your fingertips whether you're pressing something soft or something rigid. Sony's broader push into physical feedback hardware suggests the company is working toward devices where the feel of a surface is as programmable as its screen.

If this system ends up in a VR controller, a medical training tool, or even a gaming peripheral, you could feel the difference between squeezing a sponge and gripping a wrench, all from the same physical device. The practical upside is real: better-designed feedback reduces fatigue, improves precision in simulation training, and makes virtual objects feel meaningfully different from each other.

Sony's seventh filing we've tracked in our Wearable coverage since June adds to a run that includes a three-electrode body signal reader and earbuds that filter ambient sound.

Editorial take

When you pick up a real object, your hand knows what it is before your eyes confirm it. A controller that pushes back against your fingers the way a rope, a trigger, or a handful of wet sand actually would is the difference between feeling present in something and feeling like you're pointing a remote at it.

The mechanism uses fluid and a flexible membrane instead of motors, which means fewer parts to wear out in a device that gets squeezed and dropped thousands of times over years of use.

Sony makes both the hardware and the games, so if this reaches real products, developers could program a distinct physical feel into specific moments rather than relying on a generic buzz to suggest one.

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The drawings

36 drawing sheets from US 2026/0259577 A1 · click any drawing to enlarge

Patent filing page

Source. Full patent text and figures from the official USPTO publication PDF.