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2025-04-18 11:21:19 +02:00
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@@ -34,12 +34,12 @@ Participants rated the roughness of the paper (without any texture augmentation)
The visual rendering of the virtual hand and the \VE was achieved using the \OST-\AR headset Microsoft HoloLens~2 running at \qty{60}{FPS} a custom application made with Unity (v2021.1) and Mixed Reality Toolkit (v2.7).
An \OST-\AR headset was chosen over a \VST-\AR headset because the former only adds virtual content to the \RE, while the latter streams a real-time video capture of the \RE, and one of our objectives was to directly compare a \VE replicating a real one, not to a video feed that introduces many other visual limitations (\secref[related_work]{ar_displays}).
\comans{JG}{In addition, the lag between the real and virtual hand in the Mixed condition could have been quantified (e.g. using a camera filming through the headset) to shed more light on the reported differences, as also noted in Section 4.5, as well as the registration error between the real and the virtual hand (as visible in Figure 4.1, Mixed).}{This has been added.}
We carefully reproduced the \RE in the \VE, including the geometry of the box, textures, lighting, and shadows (\figref{renderings}, \level{Virtual}).
The virtual hand model was a gender-neutral human right hand with realistic skin texture, similar to that used by \textcite{schwind2017these}.
Prior to the experiment, the virtual hand and the \VE were registered to the real hand of the participant and the \RE, respectively, as described in \secref[vhar_system]{virtual_real_registration}.
The size of the virtual hand was also manually adjusted to match the real hand of the participant.
A \qty{\pm .5}{\cm} spatial alignment error (\secref[vhar_system]{virtual_real_registration}) and a \qty{160 \pm 30}{\ms} lag (\secref[vhar_system]{virtual_real_registration}) between the real hand the virtual hand were measured.
\comans{JG}{In addition, the lag between the real and virtual hand in the Mixed condition could have been quantified (e.g. using a camera filming through the headset) to shed more light on the reported differences, as also noted in Section 4.5, as well as the registration error between the real and the virtual hand (as visible in Figure 4.1, Mixed).}{This has been added.}
To ensure the same \FoV in all \factor{Visual Rendering} condition, a cardboard mask was attached to the \AR headset (\figref{experiment/headset}).
In the \level{Virtual} rendering, the mask only had holes for sensors to block the view of the \RE and simulate a \VR headset.