Conclusion xr_perception chapter

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2024-09-29 14:32:10 +02:00
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@@ -21,7 +21,7 @@ Very interestingly, the evaluation of the vibrotactile device and the textures w
Conversely, the perceived latency of the virtual hand (\response{Hand Latency} question) seemed to be related to the perceived roughness of the textures (with the \PSEs).
The \level{Mixed} rendering had the lowest \PSE and highest perceived latency, the \level{Virtual} rendering had a higher \PSE and lower perceived latency, and the \level{Real} rendering had the highest \PSE and no virtual hand latency (as it was not displayed).
Our visuo-haptic augmentation system, described in \chapref{vhar_system}, aimed to provide a coherent visuo-haptic augmentation integrated with the \RE.
Our wearable visuo-haptic texture augmentation system, described in \chapref{vhar_system}, aimed to provide a coherent visuo-haptic renderings registered with the \RE.
Yet, it involves different sensory interaction loops between the user's movements and the visuo-haptic feedback (\figref{method/diagram} and \figref[introduction]{interaction_loop}), which may not feel to be in synchronized with each other or with proprioception.
%When a user runs their finger over a vibrotactile virtual texture, the haptic sensations and eventual display of the virtual hand lag behind the visual displacement and proprioceptive sensations of the real hand.
%