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@@ -13,13 +13,13 @@ We have structured our research around two axes: \textbf{(I) modifying the textu
\noindentskip In \partref{perception} we focused on modifying the perception of wearable and immersive virtual visuo-haptic textures that augment real surfaces.
Texture is a fundamental property of an object, perceived equally by sight and touch.
It is also one of the most studied haptic augmentations, but it had not yet been integrated into \AR or \VR.
We \textbf{(1)} proposed a \textbf{wearable visuo-haptic texture augmentation system}, \textbf{(2)} evaluated how the perception of haptic texture augmentations is \textbf{affected by the visual virtuality of the hand} and the environment (real, augmented, or virtual), and \textbf{(3)} investigated the \textbf{perception of co-localized visuo-haptic texture augmentations}.
We \textbf{(1)} proposed a \textbf{wearable visuo-haptic texture augmentation system}, \textbf{(2)} evaluated how the perception of haptic texture augmentations is \textbf{affected by the visual feedback of the virtual hand} and the environment (real, augmented, or virtual), and \textbf{(3)} investigated the \textbf{perception of co-localized visuo-haptic texture augmentations}.
In \chapref{vhar_system}, we presented a system for \textbf{augmenting any real surface} with virtual \textbf{visuo-haptic roughness textures} using an immersive \AR headset and a wearable vibrotactile device worn on the middle phalanx of the finger.
It allows a \textbf{free visual and touch exploration} of the textures, as if they were real, allowing the user to view them from different angles and touch them with the bare finger without constraints on hand movements.
The user studies in the next two chapters are based on this system.
In \chapref{xr_perception} we explored how the perception of wearable haptic augmented textures is affected by the visual virtuality of the hand and the environment, whether it is real, augmented or virtual.
In \chapref{xr_perception} we explored how the perception of wearable haptic augmented textures is affected by the visual feedback of the virtual hand and the environment, whether it is real, augmented or virtual.
We augmented the perceived roughness of the real surface with virtual vibrotactile patterned textures, and rendered the visual conditions by switching the \OST-\AR headset to a \VR-only view.
We then conducted a psychophysical user study with 20 participants and extensive questionnaires to evaluate the perceived roughness augmentation in these three visual conditions.
The textures were perceived as \textbf{rougher when touched with the real hand alone compared to a virtual hand} in either \AR or \VR, possibly due to the \textbf{perceived latency} between finger movements and different visual, haptic, and proprioceptive feedbacks.