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In this manuscript thesis, we show how \AR headset, which integrates visual virtual content into the real world perception, and wearable haptics, which provide tactile sensations on the skin, can improve direct hand interaction with virtual and augmented objects.
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Our goal is to enable users to perceive and interact with wearable visuo-haptic augmentations in a more realistic and effective way, as if they were real.
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\comans{JG}{I was wondering what the difference between an immersive AR headset and a non-immersive AR headset should be. If there is a difference (e.g., derived through headset properties by FoV), it should be stated. If there is none, I would suggest not using the term immersive AR headset but simply AR headset. On this account, in Figure 1.5 another term (“Visual AR Headset”) is introduced (and later OST-AR systems, c.f. also section 2.3.1.3).}{The terms "immersive AR headset" and "visual AR headset" have been replaced by the more appropriate term "AR headset".}
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\section{Visual and Haptic Object Augmentations}
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\label{visuo_haptic_augmentations}
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@@ -130,7 +129,6 @@ The \RE and the user's hand are tracked in real time by sensors and reconstructe
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The interactions between the virtual hand and objects are then simulated, and rendered as feedback to the user using an \AR headset and wearable haptics.
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It is important that the visuo-haptic \VE is registered with the \RE and rendered in real time.
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This gives the user the illusion of directly perceiving and interacting with the virtual content as if it were part of the \RE.
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\comans{SJ}{The chapter could benefit from some expansion. For instance, the current introduction tries to describe the scope of the research in haptic AR but lacks sufficient background on the general issues in this domain. As a result, it may not be very helpful for readers unfamiliar with the field in understanding the significance of the thesis's focus and positioning it within the broader context of haptic AR research.}{This section has been added to provide a better overview of the general research challenges of visuo-haptic augmentations.}
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\fig{interaction-loop}{The interaction loop between a user and a visuo-haptic \AE as proposed in this thesis.}[
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A user interacts with the visual (in blue) and haptic (in red) \VEs through a virtual hand (in purple) interaction technique that tracks real hand movements and simulates contact with virtual objects.
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@@ -164,7 +162,6 @@ In this thesis, we focus on two main research challenges:
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\textbf{(I) providing plausible and coherent visuo-haptic augmentations}, and
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\textbf{(II) enabling effective manipulation of the \AE}.
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Each of these challenges also raises numerous design, technical, perceptual and user experience issues specific to wearable haptics and \AR headsets.
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\comans{JG}{While these research axes seem valid, it could have been described more clearly how they fit into the overarching research fields of visuo-haptic augmentations.}{The previous section has been expanded to better describe the general research challenges of visuo-haptic augmentations.}
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%\footnotetext{%
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% The icons are \href{https://creativecommons.org/licenses/by/3.0/}{CC BY} licensed:
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