Haptic devices for computers and video-game consoles aim to reproduce touch and to engage the user with ‘force feedback’. Although physical touch is often associated with proximity and intimacy, technologies of touch can reproduce such sensations over a distance, allowing intricate and detailed operations to be conducted through a network such as the Internet. The ‘virtual handshake’ between Boston and London in 2002 is given as an example. This paper is therefore a critical investigation into some technologies of touch, leading to observations about the sociospatial framework in which this technological touching takes place. Haptic devices have now become routinely included with video-game consoles, and have started to be used in computer-aided design and manufacture, medical simulation, and even the cybersex industry. The implications of these new technologies are enormous, as they remould the human–computer interface from being primarily audiovisual to being more truly multisensory, and thereby enhance the sense of ‘presence’ or immersion. But the main thrust of this paper is the development of ideas of presence over a large distance, and how this is enhanced by the sense of touch. By using the results of empirical research, including interviews with key figures in haptics research and engineering and personal experience of some of the haptic technologies available, I build up a picture of how ‘presence’, ‘copresence’, and ‘immersion’, themselves paradoxically intangible properties, are guiding the design, marketing, and application of haptic devices, and the engendering and engineering of a set of feelings of interacting with virtual objects, across a range of distances.