WIP vhar_textures
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% Delivers the motivation for your paper. It explains why you did the work you did.
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Most of the haptic augmentations of tangible surfaces using with wearable haptic devices, including roughness textures (\secref[related_work]{texture_rendering}), have been studied without a visual feedback, and none have considered the influence of the visual rendering on their perception or integrated them in \AR and \VR (\secref[related_work]{texture_rendering}).
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\noindent Most of the haptic augmentations of tangible surfaces using with wearable haptic devices, including roughness textures (\secref[related_work]{texture_rendering}), have been studied without a visual feedback, and none have considered the influence of the visual rendering on their perception or integrated them in \AR and \VR (\secref[related_work]{texture_rendering}).
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Still, it is known that the visual rendering of a tangible can influence the perception of its haptic properties (\secref[related_work]{visual_haptic_influence}), and that the perception of same haptic force-feedback or vibrotactile rendering can differ between \AR and \VR, probably due to difference in perceived simultaneity between visual and haptic stimuli (\secref[related_work]{ar_vr_haptic}).
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Indeed, while in \AR, the user can see their own hand touching, the haptic device worn and the \RE, in \VR they are hidden by the \VE while.
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Indeed, in \AR, the user can see their own hand touching, the haptic device worn and the \RE, while in \VR they are hidden by the \VE.
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In this chapter, we investigate the role of the visual virtuality of the hand (real or virtual) and its environment (\AR or \VR) on the perception of a \textbf{tangible surface whose haptic roughness is augmented with a wearable vibrotactile} device worn on the finger.
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In this chapter, we investigate the \textbf{role of the visual virtuality} of the hand (real or virtual) and its environment (\AR or \VR) on the perception of a \textbf{tangible surface whose haptic roughness is augmented} with a wearable voice-coil device worn on the finger.
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To do so, we used the visuo-haptic system presented in \chapref{vhar_system} to render virtual vibrotactile patterned textures (\secref[related_work]{texture_rendering}) to augment the tangible surface being touched.% touched by the finger.% that can be directly touched with the bare finger.
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We evaluated, in \textbf{user study with psychophysical methods and extensive questionnaire}, the perceived roughness augmentation in three visual rendering conditions: \textbf{(1) without visual augmentation}, in \textbf{(2) \OST-\AR with a realistic virtual hand} rendering, and in \textbf{(3) \VR with the same virtual hand}.
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To control for the influence of the visual rendering, the tangible surface was not visually augmented.
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To control for the influence of the visual rendering, the tangible surface was not visually augmented and stayed the same in all conditions.
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\noindentskip The contributions of this chapter is: A psychophysical user study with 20 participants to evaluate the effect of visual hand rendering in \OST-\AR or \VR on the perception of haptic roughness texture augmentations, using wearable vibrotactile haptics.
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\noindentskip The contributions of this chapter are:
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\begin{itemize}
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\item A psychophysical user study with 20 participants to evaluate the effect of visual hand rendering in \OST-\AR or \VR on the perception of haptic roughness texture augmentations, using wearable vibrotactile haptics.
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\item A discussion and recommendations on the integration of wearable haptic augmentations in direct touch context with \AR and \VR.
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\end{itemize}
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\noindentskip In the remainder of this chapter, we first describe the experimental design and apparatus of the user study.
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We then present the results obtained and discuss them before concluding.
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We then present the results obtained, discuss them, and outline recommendations for future \AR/\VR works using wearable haptic augmentations.
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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 \RE.
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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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