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\section{Manipulating Object with the Hands in AR}
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\label{augmented_reality}
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The first \AR headset was invented by \textcite{sutherland1968headmounted}: With the technology available at the time, it was already capable of displaying \VOs at a fixed point in space in real time, giving the user the illusion that the content was present in the room.
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Fixed to the ceiling, the headset displayed a stereoscopic (one image per eye) perspective projection of the virtual content on a transparent screen, taking into account the user's position, and thus already following the interaction loop presented in \figref[introduction]{interaction-loop}.
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As with haptic systems (\secref{wearable_haptics}), visual \AR devices generate and integrate virtual content into the user's perception of the \RE, creating the illusion of the presence of the virtual.
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Immersive systems such as headsets leave the hands free to interact with \VOs, promising natural and intuitive interactions similar to those with everyday real objects.
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%\begin{subfigs}{sutherland1968headmounted}{Photos of the first \AR system~\cite{sutherland1968headmounted}. }[
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% \item The \AR headset.
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@@ -17,6 +17,9 @@ Fixed to the ceiling, the headset displayed a stereoscopic (one image per eye) p
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\subsection{What is Augmented Reality?}
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\label{what_is_ar}
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The first \AR headset was invented by \textcite{sutherland1968headmounted}: With the technology available at the time, it was already capable of displaying \VOs at a fixed point in space in real time, giving the user the illusion that the content was present in the room.
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Fixed to the ceiling, the headset displayed a stereoscopic (one image per eye) perspective projection of the virtual content on a transparent screen, taking into account the user's position, and thus already following the interaction loop presented in \figref[introduction]{interaction-loop}.
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\subsubsection{A Definition}
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\label{ar_definition}
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@@ -336,10 +339,10 @@ Taken together, these results suggest that a visual hand rendering in \AR could
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\subsection{Conclusion}
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\label{ar_conclusion}
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\AR systems integrate \VOs into the visual perception as if they were part of the \RE.
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\AR systems integrate virtual content into the user's perception as if it is part of the \RE.
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\AR headsets now enable real-time tracking of the head and hands, and high-quality display of virtual content, while being portable and mobile.
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They enable highly immersive \AEs that users can explore with a strong sense of the presence of the virtual content.
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But without a direct and seamless interaction with the \VOs using the hands, the coherence of the \AE experience is compromised.
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In particular, there is a lack of mutual occlusion and interaction cues between hands and virtual content while manipulating \VOs in \OST-\AR that could be mitigated by visual rendering of the hand.
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A common alternative approach is to use tangible objects as proxies for interaction with \VOs, but this raises concerns about their number and association with \VOs, as well as consistency with the visual rendering.
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A common alternative approach is to use tangible objects as proxies for interaction with \VOs, but this raises concerns about their consistency with the visual rendering.
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In this context, the use of wearable haptic systems worn on the hand seems to be a promising solution both for improving direct hand manipulation of \VOs and for coherent visuo-haptic augmentation of touched tangible objects.
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