Structure related work
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@@ -114,7 +114,7 @@ The combination of the two axes defines 9 types of \vh environments, with 3 poss
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For example, a \v-\AE that uses a tangible (touchable) object as a proxy to manipulate virtual content is considered a \h-\RE (\eg \figref{kahl2023using}; bottom middle cell in \figref{visuo-haptic-rv-continuum3}), whereas a device that provides synthetic haptic feedback when touching a \VO is considered a \h-\VE (\eg \figref{meli2018combining}; top middle cell in \figref{visuo-haptic-rv-continuum3}).
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Haptic \AR is then the combination of real and virtual haptic stimuli~\cite{bhatia2024augmenting} (middle row in \figref{visuo-haptic-rv-continuum3}).
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Haptic \AR (\h-\AR) is then the combination of real and virtual haptic stimuli~\cite{bhatia2024augmenting} (middle row in \figref{visuo-haptic-rv-continuum3}).
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In particular, it has been implemented by enhancing the haptic perception of tangible objects by providing timely tactile stimuli using \WHs.
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@@ -157,7 +157,7 @@ Our goal is to enable congruent, intuitive and seamless perception and manipulat
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The experience of such a \vh-\AE relies on an interaction loop with the user, as illustrated in \figref{interaction-loop}.
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The \RE and the user's hand are tracked in real time by sensors and reconstructed in visual and haptic VEs.
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The \RE and the user's hand are tracked in real time by sensors and reconstructed in visual and haptic \VEs.
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The interactions between the virtual hand and objects are then simulated and rendered as visual and haptic feedback to the user using an \AR headset and a \WH device.
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@@ -197,7 +197,7 @@ As such, in \VR, visual sensations are particularly dominant in perception, and
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Moreover, many \WH devices take the form of controllers, gloves or exoskeletons, all of which cover the fingertips and are therefore not suitable for \AR.
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The user's hand must be indeed free to touch and interact with the \RE.
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The user's hand must be indeed free to touch and interact with the \RE while wearing a \WH device.
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It is possible instead to place the haptic actuator close to the point of contact with the \RE, as described above to implement \h-\AR, \eg providing haptic feedback on another phalanx~\cite{asano2015vibrotactile,salazar2020altering} or the wrist~\cite{sarac2022perceived} for rendering fingertip contacts with virtual content.
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@@ -217,7 +217,7 @@ It is therefore unclear to what extent the real and virtual visuo-haptic sensati
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\subsectionstarbookmark{Enable Effective Manipulation of the Augmented Environment}
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Touching, grasping and manipulating \VOs are fundamental interactions for \AR~\cite{kim2018revisiting}, \VR~\cite{bergstrom2021how} and VEs in general~\cite{laviola20173d}.
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Touching, grasping and manipulating \VOs are fundamental interactions for \AR~\cite{kim2018revisiting}, \VR~\cite{bergstrom2021how} and \VEs in general~\cite{laviola20173d}.
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As the hand is not occupied or covered with a haptic device to not impair interaction with the \RE, as described in the previous section, one can expect a seamless and direct manipulation of the hand with the virtual content as if it were real.
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@@ -245,7 +245,7 @@ Yet, it is unclear which type of visual and haptic feedback is the best suited t
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\section{Approach and Contributions}
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\label{contributions}
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The aim of this thesis is to understand how immersive visual and \WH feedback compare and complement each other in the context of direct hand perception and manipulation with augmented objects.
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The aim of this thesis is to understand how immersive visual and \WH augmentations compare and complement each other in the context of direct hand perception and manipulation with augmented objects.
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As described in the Research Challenges section above, providing a convincing, consistent and effective \vh-\AE to a user is complex and raises many issues.
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