Arrange images
This commit is contained in:
@@ -33,18 +33,9 @@ Yet, most research has focused on visual augmentation, and the term \AR (without
|
|||||||
\footnotetext{This third characteristic has been slightly adapted to use the version of \textcite{marchand2016pose}, the original definition was: \enquote{registered in \ThreeD}.}
|
\footnotetext{This third characteristic has been slightly adapted to use the version of \textcite{marchand2016pose}, the original definition was: \enquote{registered in \ThreeD}.}
|
||||||
%For example, \textcite{milgram1994taxonomy} proposed a taxonomy of \MR experiences based on the degree of mixing real and virtual environments, and \textcite{skarbez2021revisiting} revisited this taxonomy to include the user's perception of the experience.
|
%For example, \textcite{milgram1994taxonomy} proposed a taxonomy of \MR experiences based on the degree of mixing real and virtual environments, and \textcite{skarbez2021revisiting} revisited this taxonomy to include the user's perception of the experience.
|
||||||
|
|
||||||
\subsubsection{Applications of AR}
|
|
||||||
\label{ar_applications}
|
|
||||||
|
|
||||||
Advances in technology, research, and development have enabled many uses of \AR, including medical, educational, industrial, navigation, collaboration, and entertainment applications \cite{dey2018systematic}.
|
|
||||||
For example, \AR can provide surgical training simulations in safe conditions \cite{harders2009calibration} (\figref{harders2009calibration}), or improve student learning of complex concepts and phenomena such as optics or chemistry \cite{bousquet2024reconfigurable}.
|
|
||||||
It can also guide workers in complex tasks, such as assembly, maintenance or verification \cite{hartl2013mobile} (\figref{hartl2013mobile}), reinvent the way we interact with desktop computers \cite{lee2013spacetop} (\figref{lee2013spacetop}), or can create complete new forms of gaming or tourism experiences \cite{roo2017inner} (\figref{roo2017inner}).
|
|
||||||
Most of (visual) \AR/\VR experiences can now be implemented with commercially available hardware and software solutions, especially for tracking, rendering and display.
|
|
||||||
However, the user experience in \AR is still highly dependent on the display used.
|
|
||||||
|
|
||||||
\begin{subfigs}{ar_applications}{Examples of \AR applications. }[][
|
\begin{subfigs}{ar_applications}{Examples of \AR applications. }[][
|
||||||
\item Visuo-haptic surgery training with cutting into virtual soft tisues \cite{harders2009calibration}.
|
\item Visuo-haptic surgery training with cutting into virtual soft tisues \cite{harders2009calibration}.
|
||||||
\item \AR can interactively guide in document verification tasks by recognizing and comparing with virtual references \cite{hartl2013mobile}.
|
\item Interactive guide in document verification tasks by comparing with virtual references \cite{hartl2013mobile}.
|
||||||
\item SpaceTop is transparent \AR desktop computer featuring direct hand manipulation of \ThreeD content \cite{lee2013spacetop}.
|
\item SpaceTop is transparent \AR desktop computer featuring direct hand manipulation of \ThreeD content \cite{lee2013spacetop}.
|
||||||
\item Inner Garden is a spatial \AR zen garden made of real sand visually augmented to create a mini world that can be reshaped by hand \cite{roo2017inner}.
|
\item Inner Garden is a spatial \AR zen garden made of real sand visually augmented to create a mini world that can be reshaped by hand \cite{roo2017inner}.
|
||||||
]
|
]
|
||||||
@@ -55,6 +46,15 @@ However, the user experience in \AR is still highly dependent on the display use
|
|||||||
\subfig{roo2017inner}
|
\subfig{roo2017inner}
|
||||||
\end{subfigs}
|
\end{subfigs}
|
||||||
|
|
||||||
|
\subsubsection{Applications of AR}
|
||||||
|
\label{ar_applications}
|
||||||
|
|
||||||
|
Advances in technology, research, and development have enabled many uses of \AR, including medical, educational, industrial, navigation, collaboration, and entertainment applications \cite{dey2018systematic}.
|
||||||
|
For example, \AR can provide surgical training simulations in safe conditions \cite{harders2009calibration} (\figref{harders2009calibration}), or improve student learning of complex concepts and phenomena such as optics or chemistry \cite{bousquet2024reconfigurable}.
|
||||||
|
It can also guide workers in complex tasks, such as assembly, maintenance or verification \cite{hartl2013mobile} (\figref{hartl2013mobile}), reinvent the way we interact with desktop computers \cite{lee2013spacetop} (\figref{lee2013spacetop}), or can create complete new forms of gaming or tourism experiences \cite{roo2017inner} (\figref{roo2017inner}).
|
||||||
|
Most of (visual) \AR/\VR experiences can now be implemented with commercially available hardware and software solutions, especially for tracking, rendering and display.
|
||||||
|
However, the user experience in \AR is still highly dependent on the display used.
|
||||||
|
|
||||||
\subsubsection{AR Displays}
|
\subsubsection{AR Displays}
|
||||||
\label{ar_displays}
|
\label{ar_displays}
|
||||||
|
|
||||||
@@ -99,7 +99,7 @@ Finally, \AR displays can be head-worn like \VR \emph{headsets} or glasses, prov
|
|||||||
Presence and embodiment are two key concepts that characterize the user experience in \AR and \VR.
|
Presence and embodiment are two key concepts that characterize the user experience in \AR and \VR.
|
||||||
While there is a large literature on these topics in \VR, they are less defined and studied for \AR \cite{genay2022being,tran2024survey}.
|
While there is a large literature on these topics in \VR, they are less defined and studied for \AR \cite{genay2022being,tran2024survey}.
|
||||||
These concepts will be useful for the design, evaluation, and discussion of our contributions:
|
These concepts will be useful for the design, evaluation, and discussion of our contributions:
|
||||||
In particular, we will investigate the effect of the visual feedback of the virtual hand when touching haptic texture augmentation (\chapref{xr_perception}) and manipulating virtual objects (\chapref{visual_hand}), and explore the plausibility of visuo-haptic textures (\chapref{visuo_haptic}).
|
In particular, we will investigate the effect of the visual feedback of the virtual hand when touching haptic texture augmentation (\chapref{xr_perception}) and manipulating virtual objects (\chapref{visual_hand}), and explore the plausibility of co-localized visuo-haptic texture augmentations (\chapref{vhar_textures}).
|
||||||
|
|
||||||
\paragraph{Presence}
|
\paragraph{Presence}
|
||||||
\label{ar_presence}
|
\label{ar_presence}
|
||||||
@@ -150,7 +150,7 @@ In all examples of \AR applications shown in \secref{ar_applications}, the user
|
|||||||
|
|
||||||
For a user to interact with a computer system (desktop, mobile, \AR, etc.), they first perceive the state of the system and then acts upon it through an input device \cite[p.145]{laviolajr20173d}.
|
For a user to interact with a computer system (desktop, mobile, \AR, etc.), they first perceive the state of the system and then acts upon it through an input device \cite[p.145]{laviolajr20173d}.
|
||||||
Such input devices form an input \emph{\UI} that captures and translates user's actions to the computer.
|
Such input devices form an input \emph{\UI} that captures and translates user's actions to the computer.
|
||||||
Similarly, an output \UI render and display the state of the system to the user (such as a \AR/\VR display, \secref{ar_display}, or an haptic actuator, \secref{wearable_haptic_devices}).
|
Similarly, an output \UI render and display the state of the system to the user (such as a \AR/\VR display, \secref{ar_displays}, or an haptic actuator, \secref{wearable_haptic_devices}).
|
||||||
|
|
||||||
Inputs \UI can be either an \emph{active sensing}, a held or worn device, such as a mouse, a touch screen, or a hand-held controller, or a \emph{passive sensing}, that does not require a contact, such as eye trackers, voice recognition, or hand tracking \cite[p.294]{laviolajr20173d}.
|
Inputs \UI can be either an \emph{active sensing}, a held or worn device, such as a mouse, a touch screen, or a hand-held controller, or a \emph{passive sensing}, that does not require a contact, such as eye trackers, voice recognition, or hand tracking \cite[p.294]{laviolajr20173d}.
|
||||||
The captured information from the sensors is then translated into actions within the computer system by an \emph{interaction technique}. %(\figref{interaction-technique}).
|
The captured information from the sensors is then translated into actions within the computer system by an \emph{interaction technique}. %(\figref{interaction-technique}).
|
||||||
|
|||||||
@@ -109,8 +109,8 @@ Adding a visual delay increased the perceived stiffness of the reference piston,
|
|||||||
\begin{subfigs}{visuo-haptic-stiffness}{
|
\begin{subfigs}{visuo-haptic-stiffness}{
|
||||||
Perception of haptic stiffness in \VST-\AR \cite{knorlein2009influence}.
|
Perception of haptic stiffness in \VST-\AR \cite{knorlein2009influence}.
|
||||||
}[][
|
}[][
|
||||||
\item Participant pressing a virtual piston rendered by a force-feedback device with their hand.
|
\item Participant pressing a virtual piston rendered by a force-feedback device.
|
||||||
\item Proportion of comparison piston perceived as stiffer than reference piston (vertical axis) as a function of the comparison stiffness (horizontal axis) and visual and haptic delays of the reference (colors).
|
\item Proportion of comparison piston perceived as stiffer than reference piston (vertical axis) as a function of the comparison stiffness (horizontal axis) and visual-haptic delays of the reference (colors).
|
||||||
]
|
]
|
||||||
\subfigbox[.44]{knorlein2009influence_1}
|
\subfigbox[.44]{knorlein2009influence_1}
|
||||||
\subfig[.55]{knorlein2009influence_2}
|
\subfig[.55]{knorlein2009influence_2}
|
||||||
@@ -129,16 +129,6 @@ The reference piston was judged to be stiffer when seen in \VR than in \AR, with
|
|||||||
This suggests that the haptic stiffness of virtual objects feels \enquote{softer} in an augmented environment than in a full \VE.
|
This suggests that the haptic stiffness of virtual objects feels \enquote{softer} in an augmented environment than in a full \VE.
|
||||||
%Two differences that could be worth investigating with the two previous studies are the type of \AR (visuo or optical) and to see the hand touching the virtual object.
|
%Two differences that could be worth investigating with the two previous studies are the type of \AR (visuo or optical) and to see the hand touching the virtual object.
|
||||||
|
|
||||||
\begin{subfigs}{gaffary2017ar}{Perception of haptic stiffness in \OST-\AR \vs \VR \cite{gaffary2017ar}. }[][
|
|
||||||
\item Experimental setup: a virtual piston was pressed with a force-feedback placed to the side of the participant.
|
|
||||||
\item View of the virtual piston seen in front of the participant in \OST-\AR and
|
|
||||||
\item in \VR.
|
|
||||||
]
|
|
||||||
\subfig[0.35]{gaffary2017ar_1}
|
|
||||||
\subfigbox[0.31]{gaffary2017ar_3}
|
|
||||||
\subfigbox[0.31]{gaffary2017ar_4}
|
|
||||||
\end{subfigs}
|
|
||||||
|
|
||||||
Finally, \textcite{diluca2019perceptual} investigated the perceived simultaneity of visuo-haptic contact with a virtual object in \VR.
|
Finally, \textcite{diluca2019perceptual} investigated the perceived simultaneity of visuo-haptic contact with a virtual object in \VR.
|
||||||
The contact was rendered both by a vibrotactile piezoelectric device on the fingertip and by a visual change in the color of the virtual object.
|
The contact was rendered both by a vibrotactile piezoelectric device on the fingertip and by a visual change in the color of the virtual object.
|
||||||
The visuo-haptic simultaneity was varied by adding a visual delay or by triggering the haptic feedback earlier.
|
The visuo-haptic simultaneity was varied by adding a visual delay or by triggering the haptic feedback earlier.
|
||||||
@@ -147,6 +137,16 @@ No participant (out of 19) was able to detect a \qty{50}{\ms} visual lag and a \
|
|||||||
These studies have shown how the latency of the visual rendering of a virtual object or the type of environment (\VE or \RE) can affect the perceived haptic stiffness of the object, rendered with a grounded force-feedback device.
|
These studies have shown how the latency of the visual rendering of a virtual object or the type of environment (\VE or \RE) can affect the perceived haptic stiffness of the object, rendered with a grounded force-feedback device.
|
||||||
We describe in the next section how wearable haptics have been integrated with immersive \AR.
|
We describe in the next section how wearable haptics have been integrated with immersive \AR.
|
||||||
|
|
||||||
|
\begin{subfigs}{gaffary2017ar}{Perception of haptic stiffness in \OST-\AR \vs \VR \cite{gaffary2017ar}. }[][
|
||||||
|
\item Experimental setup: a virtual piston was pressed with a force-feedback placed to the side of the participant.
|
||||||
|
\item View of the virtual piston seen in front of the participant in \OST-\AR.
|
||||||
|
\item The same view but in \VR.
|
||||||
|
]
|
||||||
|
\subfig[0.35]{gaffary2017ar_1}
|
||||||
|
\subfigbox[0.31]{gaffary2017ar_3}
|
||||||
|
\subfigbox[0.31]{gaffary2017ar_4}
|
||||||
|
\end{subfigs}
|
||||||
|
|
||||||
\subsection{Wearable Haptics for Direct Hand Interaction in AR}
|
\subsection{Wearable Haptics for Direct Hand Interaction in AR}
|
||||||
\label{vhar_haptics}
|
\label{vhar_haptics}
|
||||||
|
|
||||||
|
|||||||
Binary file not shown.
|
Before Width: | Height: | Size: 93 KiB After Width: | Height: | Size: 61 KiB |
Reference in New Issue
Block a user