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@@ -13,13 +13,13 @@ We have structured our research around two axes: \textbf{(I) modifying the textu
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\noindentskip In \partref{perception} we focused on modifying the perception of wearable and immersive virtual visuo-haptic textures that augment real surfaces.
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Texture is a fundamental property of an object, perceived equally by sight and touch.
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It is also one of the most studied haptic augmentations, but it had not yet been integrated into \AR or \VR.
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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}.
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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}.
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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.
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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.
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The user studies in the next two chapters are based on this system.
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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.
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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.
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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.
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We then conducted a psychophysical user study with 20 participants and extensive questionnaires to evaluate the perceived roughness augmentation in these three visual conditions.
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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.
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