Split xr-perception chapter
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@@ -1,16 +1,5 @@
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\section{Introduction}
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\label{introduction}
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% Delivers the motivation for your paper. It explains why you did the work you did.
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% Insist on the advantage of wearable : augment any surface see bau2012revel
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\fig[1]{teaser/teaser2}{%
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Vibrotactile textures were rendered in real time on a real surface using a wearable vibrotactile device worn on the finger.
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%
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Participants explored this haptic roughness augmentation with (Real) their real hand alone, (Mixed) a realistic virtual hand overlay in AR, and (Virtual) the same virtual hand in VR.
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}
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% Even before manipulating a visual representation to induce a haptic sensation, shifts and latencies between user input and co-localised visuo-haptic feedback can be experienced differently in AR and VR, which we aim to investigate in this work.
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%Imagine you're an archaeologist or in a museum, and you want to examine an ancient object.
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@@ -56,12 +45,17 @@ By understanding how these visual factors influence the perception of haptically
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Our contributions are:
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%
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\begin{itemize}
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\item A system for rendering virtual vibrotactile roughness textures in real time on a tangible surface touched directly with the finger, integrated with an immersive visual AR/VR headset to provide a coherent multimodal visuo-haptic augmentation of the real environment.
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\item A psychophysical study with 20 participants to evaluate the perception of these virtual roughness textures in three visual rendering conditions: without visual augmentation, with a realistic virtual hand rendering in AR, and with the same virtual hand in VR.
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\item A system for rendering virtual vibrotactile roughness textures in real time on a tangible surface touched directly with the finger, integrated with an immersive visual AR/VR headset to provide a coherent multimodal visuo-haptic augmentation of the real environment.
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\item A psychophysical study with 20 participants to evaluate the perception of these virtual roughness textures in three visual rendering conditions: without visual augmentation, with a realistic virtual hand rendering in AR, and with the same virtual hand in VR.
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\end{itemize}
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%First, we present a system for rendering virtual vibrotactile textures in real time without constraints on hand movements and integrated with an immersive visual AR/VR headset to provide a coherent multimodal visuo-haptic augmentation of the real environment.
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%
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%An experimental setup is then presented to compare haptic roughness augmentation with an optical AR headset (Microsoft HoloLens~2) that can be transformed into a VR headset using a cardboard mask.
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%
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%We then conduct a psychophysical study with 20 participants, where various virtual haptic textures on a tangible surface directly touched with the finger are compared in a two-alternative forced choice (2AFC) task in three visual rendering conditions: (1) without visual augmentation, (2) with a realistic virtual hand rendering in AR, and (3) with the same virtual hand in VR.
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%
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\fig[1]{teaser/teaser2}{%
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Vibrotactile textures were rendered in real time on a real surface using a wearable vibrotactile device worn on the finger.
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%
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Participants explored this haptic roughness augmentation with (Real) their real hand alone, (Mixed) a realistic virtual hand overlay in AR, and (Virtual) the same virtual hand in VR.
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}
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