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@@ -28,7 +28,7 @@ Fixed to the ceiling, the headset displayed a stereoscopic (one image per eye) p
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The first formal definition of \AR was proposed by \textcite{azuma1997survey}: (1) combine real and virtual, (2) be interactive in real time, and (3) register real and virtual\footnotemark.
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Each of these characteristics is essential: the real-virtual combination distinguishes \AR from \VR, a movie with integrated digital content is not interactive and a \TwoD overlay like an image filter is not registered.
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There are also two key aspects to this definition: it does not focus on technology or method, but on the user's perspective of the system experience, and it does not specify a particular human sense, \ie it can be auditory \cite{yang2022audio}, haptic \cite{bhatia2024augmenting}, or even olfactory \cite{brooks2021stereosmell} or gustatory \cite{brooks2023taste}.
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Yet, most of the research have focused on visual augmentations, and the term \AR (without a prefix) is almost always understood as \v-\AR.
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Yet, most of the research have focused on visual augmentations, and the term \AR (without a prefix) is almost always understood as visual \AR.
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\footnotetext{This third characteristic has been slightly adapted to use the version of \textcite{marchand2016pose}, the original definition was: \enquote{registered in \ThreeD}.}
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%For example, \textcite{milgram1994taxonomy} proposed a taxonomy of \MR experiences based on the degree of mixing real and virtual environments, and \textcite{skarbez2021revisiting} revisited this taxonomy to include the user's perception of the experience.
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@@ -107,21 +107,21 @@ Still, these concepts are useful to design, evaluate and discuss our contributio
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\label{ar_presence}
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\AR and \VR are both essentially illusions as the virtual content does not physically exist but is just digitally simulated and rendered to the user's senses through display \UIs.
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Such experience of disbelief suspension in \VR is what is called \emph{presence}, and it can be decomposed into two dimensions: \PI and \PSI \cite{slater2009place}.
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\PI is the sense of the user of \enquote{being there} in the \VE (\figref{presence-vr}).
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Such experience of disbelief suspension in \VR is what is called \emph{presence}, and it can be decomposed into two dimensions: place illusion and plausibility \cite{slater2009place}.
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Place illusion is the sense of the user of \enquote{being there} in the \VE (\figref{presence-vr}).
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It emerges from the real time rendering of the \VE from the user's perspective: to be able to move around inside the \VE and look from different point of views.
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\PSI is the illusion that the virtual events are really happening, even if the user knows that they are not real.
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plausibility is the illusion that the virtual events are really happening, even if the user knows that they are not real.
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It doesn't mean that the virtual events are realistic, but that they are plausible and coherent with the user's expectations.
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%The \AR presence is far less defined and studied than for \VR \cite{tran2024survey}
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For \AR, \textcite{slater2022separate} proposed to invert \PI to what we can call \enquote{object illusion}, \ie the sense of the \VO to \enquote{feels here} in the \RE (\figref{presence-ar}).
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For \AR, \textcite{slater2022separate} proposed to invert place illusion to what we can call \enquote{object illusion}, \ie the sense of the \VO to \enquote{feels here} in the \RE (\figref{presence-ar}).
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As with VR, \VOs must be able to be seen from different angles by moving the head but also, this is more difficult, be consistent with the \RE, \eg occlude or be occluded by real objects \cite{macedo2023occlusion}, cast shadows or reflect lights.
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The \PSI can be applied to \AR as is, but the \VOs must additionally have knowledge of the \RE and react accordingly to it.
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\textcite{skarbez2021revisiting} also named \PI for \AR as \enquote{immersion} and \PSI as \enquote{coherence}, and these terms will be used in the remainder of this thesis.
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The plausibility can be applied to \AR as is, but the \VOs must additionally have knowledge of the \RE and react accordingly to it.
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\textcite{skarbez2021revisiting} also named place illusion for \AR as \enquote{immersion} and plausibility as \enquote{coherence}, and these terms will be used in the remainder of this thesis.
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One main issue with presence is how to measure it both in \VR \cite{slater2022separate} and \AR \cite{tran2024survey}.
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\begin{subfigs}{presence}{The sense of immersion in virtual and augmented environments. Adapted from \textcite{stevens2002putting}. }[
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\item Place Illusion (PI) is the sense of the user of \enquote{being there} in the \VE.
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\item Place illusion is the sense of the user of \enquote{being there} in the \VE.
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\item Objet illusion is the sense of the \VO to \enquote{feels here} in the \RE.
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]
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\subfigsheight{35mm}
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@@ -132,7 +132,7 @@ One main issue with presence is how to measure it both in \VR \cite{slater2022se
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\paragraph{Embodiment}
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\label{ar_embodiment}
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The \SoE is the \enquote{subjective experience of using and having a body} \cite{blanke2009fullbody}, \ie the feeling that a body is our own.
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The sense of embodiment is the \enquote{subjective experience of using and having a body} \cite{blanke2009fullbody}, \ie the feeling that a body is our own.
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In everyday life, we are used to being, seeing and controlling our own body, but it is possible to embody a virtual body as an avatar while in \AR \cite{genay2022being} or \VR \cite{guy2023sense}.
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This illusion arises when the visual, proprioceptive and (if any) haptic sensations of the virtual body are coherent \cite{kilteni2012sense}.
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It can be decomposed into three subcomponents: \emph{Agency}, which is the feeling of controlling the body; \emph{Ownership}, which is the feeling that \enquote{the body is the source of the experienced sensations}; and \emph{Self-Location}, which is the feeling \enquote{spatial experience of being inside [the] body} \cite{kilteni2012sense}.
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@@ -309,7 +309,7 @@ Rendering the real hand as a semi-transparent hand in \VST-\AR is perceived as l
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Similarly, \textcite{blaga2017usability} evaluated direct hand manipulation in non-immersive \VST-\AR with a skeleton-like rendering \vs no visual hand rendering: while user performance did not improve, participants felt more confident with the virtual hand (\figref{blaga2017usability}).
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%\textcite{krichenbauer2018augmented} found that participants were \percent{22} faster in immersive \VST-\AR than in \VR in the same pick-and-place manipulation task, but no visual hand rendering was used in \VR while the real hand was visible in \AR.
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In a collaborative task in immersive \OST-\AR \vs \VR, \textcite{yoon2020evaluating} showed that a realistic human hand rendering was the most preferred over a low-polygon hand and a skeleton-like hand for the remote partner.
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\textcite{genay2021virtual} found that the \SoE with robotic hands overlay in \OST-\AR was stronger when the environment contained both real and virtual objects (\figref{genay2021virtual}).
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\textcite{genay2021virtual} found that the sense of embodiment with robotic hands overlay in \OST-\AR was stronger when the environment contained both real and virtual objects (\figref{genay2021virtual}).
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Finally, \textcite{maisto2017evaluation} and \textcite{meli2018combining} compared the visual and haptic rendering of the hand in \VST-\AR, as detailed in the next section (\secref{vhar_rings}).
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Taken together, these results suggest that a visual rendering of the hand in \AR could improve usability and performance in direct hand manipulation tasks, but the best rendering has yet to be determined.
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%\cite{chan2010touching} : cues for touching (selection) \VOs.
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