Remove "see" before section or figure reference

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2024-09-16 12:57:05 +02:00
parent 8705affcc4
commit 3b66b69fa1
21 changed files with 145 additions and 133 deletions

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@@ -15,7 +15,7 @@
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If so, the velocity of the finger marker ${}^c\dot{\mathbf{X}}_f$ is estimated using discrete derivative of position and adaptive low-pass filtering, then transformed onto the texture frame $\mathcal{F}_t$.
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The vibrotactile signal $s_k$ is generated by modulating the finger velocity ${}^t\hat{\dot{X}}_f$ in the texture direction with the texture period $\lambda$ (see \eqref{signal}).
The vibrotactile signal $s_k$ is generated by modulating the finger velocity ${}^t\hat{\dot{X}}_f$ in the texture direction with the texture period $\lambda$ (\eqref{signal}).
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The signal is sampled at 48~kHz and sent to the voice-coil actuator via an audio amplifier.
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@@ -56,9 +56,9 @@ The system is composed of three main components: the pose estimation of the trac
\subfig[0.992]{method/apparatus}
\end{subfigs}
A fiducial marker (AprilTag) is glued to the top of the actuator (see \figref{method/device}) to track the finger pose with a camera (StreamCam, Logitech) which is placed above the experimental setup and capturing \qtyproduct{1280 x 720}{px} images at \qty{60}{\hertz} (see \figref{method/apparatus}).
A fiducial marker (AprilTag) is glued to the top of the actuator (\figref{method/device}) to track the finger pose with a camera (StreamCam, Logitech) which is placed above the experimental setup and capturing \qtyproduct{1280 x 720}{px} images at \qty{60}{\hertz} (\figref{method/apparatus}).
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Other markers are placed on the tangible surfaces to augment to estimate the relative position of the finger with respect to the surfaces (see \figref{setup}).
Other markers are placed on the tangible surfaces to augment to estimate the relative position of the finger with respect to the surfaces (\figref{setup}).
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Contrary to similar work which either constrained hand to a constant speed to keep the signal frequency constant~\cite{asano2015vibrotactile,friesen2024perceived}, or used mechanical sensors attached to the hand~\cite{friesen2024perceived,strohmeier2017generating}, using vision-based tracking allows both to free the hand movements and to augment any tangible surface.
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@@ -75,13 +75,13 @@ The velocity of the marker is estimated using the discrete derivative of the pos
To be able to compare virtual and augmented realities, we then create a virtual environment that closely replicate the real one.
%Before a user interacts with the system, it is necessary to design a virtual environment that will be registered with the real environment during the experiment.
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Each real element tracked by a marker is modelled virtually, \ie the hand and the augmented tangible surface (see \figref{renderings}).
Each real element tracked by a marker is modelled virtually, \ie the hand and the augmented tangible surface (\figref{renderings}).
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In addition, the pose and size of the virtual textures are defined on the virtual replicas.
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During the experiment, the system uses marker pose estimates to align the virtual models with their real-world counterparts. %, according to the condition being tested.
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This allows to detect if a finger touches a virtual texture using a collision detection algorithm (Nvidia PhysX), and to show the virtual elements and textures in real-time, aligned with the real environment (see \figref{renderings}), using the considered AR or VR headset.
This allows to detect if a finger touches a virtual texture using a collision detection algorithm (Nvidia PhysX), and to show the virtual elements and textures in real-time, aligned with the real environment (\figref{renderings}), using the considered AR or VR headset.
In our implementation, the virtual hand and environment are designed with Unity and the Mixed Reality Toolkit (MRTK).
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@@ -89,9 +89,9 @@ The visual rendering is achieved using the Microsoft HoloLens~2, an OST-AR heads
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It was chosen over VST-AR because OST-AR only adds virtual content to the real environment, while VST-AR streams a real-time video capture of the real environment~\cite{macedo2023occlusion}.
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Indeed, one of our objectives (see \secref{experiment}) is to directly compare a virtual environment that replicates a real one. %, rather than a video feed that introduces many supplementary visual limitations.
Indeed, one of our objectives (\secref{experiment}) is to directly compare a virtual environment that replicates a real one. %, rather than a video feed that introduces many supplementary visual limitations.
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To simulate a VR headset, a cardboard mask (with holes for sensors) is attached to the headset to block the view of the real environment (see \figref{method/headset}).
To simulate a VR headset, a cardboard mask (with holes for sensors) is attached to the headset to block the view of the real environment (\figref{method/headset}).
\subsection{Vibrotactile Signal Generation and Rendering}
@@ -99,7 +99,7 @@ To simulate a VR headset, a cardboard mask (with holes for sensors) is attached
A voice-coil actuator (HapCoil-One, Actronika) is used to display the vibrotactile signal, as it allows the frequency and amplitude of the signal to be controlled independently over time, covers a wide frequency range (\qtyrange{10}{1000}{\Hz}), and outputs the signal accurately with relatively low acceleration distortion\footnote{HapCoil-One specific characteristics are described in its data sheet: \url{https://web.archive.org/web/20240228161416/https://tactilelabs.com/wp-content/uploads/2023/11/HapCoil_One_datasheet.pdf}}.
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The voice-coil actuator is encased in a 3D printed plastic shell and firmly attached to the middle phalanx of the user's index finger with a Velcro strap, to enable the fingertip to directly touch the environment (see \figref{method/device}).
The voice-coil actuator is encased in a 3D printed plastic shell and firmly attached to the middle phalanx of the user's index finger with a Velcro strap, to enable the fingertip to directly touch the environment (\figref{method/device}).
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The actuator is driven by a Class D audio amplifier (XY-502 / TPA3116D2, Texas Instrument). %, which has proven to be an effective type of amplifier for driving moving-coil~\cite{mcmahan2014dynamic}.
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@@ -131,7 +131,7 @@ Note that the finger position and velocity are transformed from the camera frame
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However, when a new finger position is estimated at time $t_j$, the phase $\phi_j$ needs to be adjusted as well with the frequency to ensure a continuity in the signal as described in \eqref{signal}.
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This approach avoids sudden changes in the actuator movement thus affecting the texture perception in an uncontrolled way (see \figref{method/phase_adjustment}) and, contrary to previous work~\cite{asano2015vibrotactile,friesen2024perceived}, it enables no constraints a free exploration of the texture by the user with no constraints on the finger speed.
This approach avoids sudden changes in the actuator movement thus affecting the texture perception in an uncontrolled way (\figref{method/phase_adjustment}) and, contrary to previous work~\cite{asano2015vibrotactile,friesen2024perceived}, it enables no constraints a free exploration of the texture by the user with no constraints on the finger speed.
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Finally, as \textcite{ujitoko2019modulating}, a square wave is chosen over a sine wave to get a rendering closer to a real grating texture with the sensation of crossing edges, and because the roughness perception of sine wave textures has been shown not to reproduce the roughness perception of real grating textures~\cite{unger2011roughness}.
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@@ -26,7 +26,7 @@ Our visuo-haptic rendering system, described in \secref{method}, allows free exp
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The user study aimed to investigate the effect of visual hand rendering in AR or VR on the perception of roughness texture augmentation. % of a touched tangible surface.
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In a two-alternative forced choice (2AFC) task, participants compared the roughness of different tactile texture augmentations in three visual rendering conditions: without any visual augmentation (see \figref{renderings}, \level{Real}), in AR with a realistic virtual hand superimposed on the real hand (see \figref{renderings}, \level{Mixed}), and in VR with the same virtual hand as an avatar (see \figref{renderings}, \level{Virtual}).
In a two-alternative forced choice (2AFC) task, participants compared the roughness of different tactile texture augmentations in three visual rendering conditions: without any visual augmentation (\figref{renderings}, \level{Real}), in AR with a realistic virtual hand superimposed on the real hand (\figref{renderings}, \level{Mixed}), and in VR with the same virtual hand as an avatar (\figref{renderings}, \level{Virtual}).
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In order not to influence the perception, as vision is an important source of information and influence for the perception of texture~\cite{bergmanntiest2007haptic,yanagisawa2015effects,normand2024augmenting,vardar2019fingertip}, the touched surface was visually a uniform white; thus only the visual aspect of the hand and the surrounding environment is changed.
@@ -52,7 +52,7 @@ They all signed an informed consent form before the user study and were unaware
\subsection{Apparatus}
\label{apparatus}
An experimental environment similar as \textcite{gaffary2017ar} was created to ensure a similar visual rendering in AR and VR (see \figref{renderings}).
An experimental environment similar as \textcite{gaffary2017ar} was created to ensure a similar visual rendering in AR and VR (\figref{renderings}).
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It consisted of a \qtyproduct{300 x 210 x 400}{\mm} medium-density fibreboard (MDF) box with a paper sheet glued inside, and a \qtyproduct{15 x 5}{\mm} rectangle printed on the sheet to delimit the area where the tactile textures were rendered.
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@@ -62,7 +62,7 @@ Participants rated the roughness of the paper (without any texture augmentation)
%The visual rendering of the virtual hand and environment was achieved using the Microsoft HoloLens~2, an OST-AR headset with a \qtyproduct{43 x 29}{\degree} field of view (FoV) and a \qty{60}{\Hz} refresh rate, running a custom application made with Unity 2021.1.0f1 and Mixed Reality Toolkit (MRTK) 2.7.2.
%f
The virtual environment was carefully reproducing the real environment including the geometry of the box, the textures, the lighting, and the shadows (see \figref{renderings}, \level{Virtual}).
The virtual environment was carefully reproducing the real environment including the geometry of the box, the textures, the lighting, and the shadows (\figref{renderings}, \level{Virtual}).
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The virtual hand model was a gender-neutral human right hand with realistic skin texture, similar to the one used by \textcite{schwind2017these}.
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@@ -72,17 +72,17 @@ Its size was adjusted to match the real hand of the participants before the expe
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The visual rendering of the virtual hand and environment is described in \secref{virtual_real_alignment}.
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%In the \level{Virtual} rendering, a cardboard mask (with holes for sensors) was attached to the headset to block the view of the real environment and simulate a VR headset (see \figref{method/headset}).
%In the \level{Virtual} rendering, a cardboard mask (with holes for sensors) was attached to the headset to block the view of the real environment and simulate a VR headset (\figref{method/headset}).
%
To ensure for the same FoV in all \factor{Visual Rendering} condition, a cardboard mask was attached to the AR headset (see \figref{method/headset}).
To ensure for the same FoV in all \factor{Visual Rendering} condition, a cardboard mask was attached to the AR headset (\figref{method/headset}).
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In the \level{Virtual} rendering, the mask had only holes for sensors to block the view of the real environment and simulate a VR headset.
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In the \level{Mixed} and \level{Real} conditions, the mask had two additional holes for the eyes that matched the FoV of the HoloLens~2 (see \figref{method/headset}).
In the \level{Mixed} and \level{Real} conditions, the mask had two additional holes for the eyes that matched the FoV of the HoloLens~2 (\figref{method/headset}).
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\figref{renderings} shows the resulting views in the three considered \factor{Visual Rendering} conditions.
%A vibrotactile voice-coil device (HapCoil-One, Actronika), incased in a 3D-printed plastic shell, was firmly attached to the right index finger of the participants using a Velcro strap (see \figref{method/device}), was used to render the textures
%A vibrotactile voice-coil device (HapCoil-One, Actronika), incased in a 3D-printed plastic shell, was firmly attached to the right index finger of the participants using a Velcro strap (\figref{method/device}), was used to render the textures
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%This voice-coil was chosen for its wide frequency range (\qtyrange{10}{1000}{\Hz}) and its relatively low acceleration distortion, as specified by the manufacturer\footnotemark[1].
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@@ -110,7 +110,7 @@ The user study was held in a quiet room with no windows.
Participants were first given written instructions about the experimental setup and procedure, the informed consent form to sign, and a demographic questionnaire.
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%They were then asked to sit in front of the box and wear the HoloLens~2 and headphones while the experimenter firmly attached the vibrotactile device to the middle phalanx of their right index finger (see \figref{method/apparatus}).
%They were then asked to sit in front of the box and wear the HoloLens~2 and headphones while the experimenter firmly attached the vibrotactile device to the middle phalanx of their right index finger (\figref{method/apparatus}).
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A calibration was then performed to adjust the HoloLens~2 to the participant's interpupillary distance, the virtual hand to the real hand size, and the fiducial marker to the finger position.
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@@ -147,7 +147,7 @@ Preliminary studies allowed us to determine a range of amplitudes that could be
The user study was a within-subjects design with two factors:
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\begin{itemize}
\item \factor{Visual Rendering}, consisting of the augmented or virtual view of the environment, the hand and the wearable haptic device, with 3 levels: real environment and real hand view without any visual augmentation (see \figref{renderings}, \level{Real}), real environment and hand view with the virtual hand (see \figref{renderings}, \level{Mixed}) and virtual environment with the virtual hand (see \figref{renderings}, \level{Virtual}).
\item \factor{Visual Rendering}, consisting of the augmented or virtual view of the environment, the hand and the wearable haptic device, with 3 levels: real environment and real hand view without any visual augmentation (\figref{renderings}, \level{Real}), real environment and hand view with the virtual hand (\figref{renderings}, \level{Mixed}) and virtual environment with the virtual hand (\figref{renderings}, \level{Virtual}).
\item \factor{Amplitude Difference}, consisting of the difference in amplitude between the comparison and the reference textures, with 6 levels: \qtylist{0; +-12.5; +-25.0; +-37.5}{\%}.
\end{itemize}

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@@ -18,7 +18,7 @@ Each estimate is reported with its 95\% confidence interval (CI) as follows: \ci
\subsubsection{Discrimination Accuracy}
\label{discrimination_accuracy}
A GLMM was adjusted to the \response{Texture Choice} in the 2AFC vibrotactile texture roughness discrimination task, with by-participant random intercepts but no random slopes, and a probit link function (see \figref{results/trial_predictions}).
A GLMM was adjusted to the \response{Texture Choice} in the 2AFC vibrotactile texture roughness discrimination task, with by-participant random intercepts but no random slopes, and a probit link function (\figref{results/trial_predictions}).
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The points of subjective equality (PSEs, see \figref{results/trial_pses}) and just-noticeable differences (JNDs, see \figref{results/trial_jnds}) for each visual rendering and their respective differences were estimated from the model, along with their corresponding 95\% CI, using a non-parametric bootstrap procedure (1000 samples).
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@@ -95,7 +95,7 @@ All pairwise differences were statistically significant: \level{Real} \vs \level
%\figref{results/question_heatmaps} shows the median and interquartile range (IQR) ratings to the questions in \tabref{questions} and to the NASA-TLX questionnaire.
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Friedman tests were employed to compare the ratings to the questions (see \tabref{questions}), with post-hoc Wilcoxon signed-rank tests and Holm-Bonferroni adjustment, except for the questions regarding the virtual hand that were directly compared with Wilcoxon signed-rank tests.
Friedman tests were employed to compare the ratings to the questions (\tabref{questions}), with post-hoc Wilcoxon signed-rank tests and Holm-Bonferroni adjustment, except for the questions regarding the virtual hand that were directly compared with Wilcoxon signed-rank tests.
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\figref{question_plots} shows these ratings for questions where statistically significant differences were found (results are shown as mean $\pm$ standard deviation):
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@@ -8,15 +8,15 @@
The results showed a difference in vibrotactile roughness perception between the three visual rendering conditions.
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Given the estimated point of subjective equality (PSE), the textures in the \level{Real} rendering were on average perceived as \enquote{rougher} than in the \level{Virtual} (\percent{-2.8}) and \level{Mixed} (\percent{-6.0}) renderings (see \figref{results/trial_pses}).
Given the estimated point of subjective equality (PSE), the textures in the \level{Real} rendering were on average perceived as \enquote{rougher} than in the \level{Virtual} (\percent{-2.8}) and \level{Mixed} (\percent{-6.0}) renderings (\figref{results/trial_pses}).
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\textcite{gaffary2017ar} found a PSE difference in the same range between AR and VR for perceived stiffness, with the VR perceived as \enquote{stiffer} and the AR as \enquote{softer}.
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%However, the difference between the \level{Virtual} and \level{Mixed} conditions was not significant.
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Surprisingly, the PSE of the \level{Real} rendering was shifted to the right (to be "rougher", \percent{7.9}) compared to the reference texture, whereas the PSEs of the \level{Virtual} (\percent{5.1}) and \level{Mixed} (\percent{1.9}) renderings were closer to the reference texture, being perceived as \enquote{smoother} (see \figref{results/trial_predictions}).
Surprisingly, the PSE of the \level{Real} rendering was shifted to the right (to be "rougher", \percent{7.9}) compared to the reference texture, whereas the PSEs of the \level{Virtual} (\percent{5.1}) and \level{Mixed} (\percent{1.9}) renderings were closer to the reference texture, being perceived as \enquote{smoother} (\figref{results/trial_predictions}).
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The sensitivity of participants to roughness differences (just-noticeable differences, JND) also varied between all the visual renderings, with the \level{Real} rendering having the best JND (\percent{26}), followed by the \level{Virtual} (\percent{30}) and \level{Virtual} (\percent{33}) renderings (see \figref{results/trial_jnds}).
The sensitivity of participants to roughness differences (just-noticeable differences, JND) also varied between all the visual renderings, with the \level{Real} rendering having the best JND (\percent{26}), followed by the \level{Virtual} (\percent{30}) and \level{Virtual} (\percent{33}) renderings (\figref{results/trial_jnds}).
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These JND values are in line with and at the upper end of the range of previous studies~\cite{choi2013vibrotactile}, which may be due to the location of the actuator on the top of the middle phalanx of the finger, being less sensitive to vibration than the fingertip.
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@@ -24,15 +24,15 @@ Thus, compared to no visual rendering (\level{Real}), the addition of a visual r
Differences in user behaviour were also observed between the visual renderings (but not between the haptic textures).
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On average, participants responded faster (\percent{-16}), explored textures at a greater distance (\percent{+21}) and at a higher speed (\percent{+16}) without visual augmentation (\level{Real} rendering) than in VR (\level{Virtual} rendering) (see \figref{results_finger}).
On average, participants responded faster (\percent{-16}), explored textures at a greater distance (\percent{+21}) and at a higher speed (\percent{+16}) without visual augmentation (\level{Real} rendering) than in VR (\level{Virtual} rendering) (\figref{results_finger}).
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The \level{Mixed} rendering, displaying both the real and virtual hands, was always in between, with no significant difference from the other two renderings.
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This suggests that touching a virtual vibrotactile texture on a tangible surface with a virtual hand in VR is different from touching it with one's own hand: users were more cautious or less confident in their exploration in VR.
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This seems not due to the realism of the virtual hand or environment, nor the control of the virtual hand, that were all rated high to very high by the participants (see \secref{questions}) in both the \level{Mixed} and \level{Virtual} renderings.
This seems not due to the realism of the virtual hand or environment, nor the control of the virtual hand, that were all rated high to very high by the participants (\secref{questions}) in both the \level{Mixed} and \level{Virtual} renderings.
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Very interestingly, the evaluation of the vibrotactile device and textures was also the same between the visual rendering, with a very high sensation of control, a good realism and a very low perceived latency of the textures (see \secref{questions}).
Very interestingly, the evaluation of the vibrotactile device and textures was also the same between the visual rendering, with a very high sensation of control, a good realism and a very low perceived latency of the textures (\secref{questions}).
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However, the perceived latency of the virtual hand (\response{Hand Latency} question) seems to be related to the perceived roughness of the textures (with the PSEs).
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@@ -40,7 +40,7 @@ The \level{Mixed} rendering had the lowest PSE and highest perceived latency, th
Our visuo-haptic augmentation system aimed to provide a coherent multimodal virtual rendering integrated with the real environment.
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Yet, it involves different sensory interaction loops between the user's movements and the visuo-haptic feedback (see \figref{method/diagram}), which are subject to different latencies and may not be in synchronised with each other, or may even being inconsistent with other sensory modalities such as proprioception.
Yet, it involves different sensory interaction loops between the user's movements and the visuo-haptic feedback (\figref{method/diagram}), which are subject to different latencies and may not be in synchronised with each other, or may even being inconsistent with other sensory modalities such as proprioception.
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When a user runs their finger over a vibrotactile virtual texture, the haptic sensations and eventual display of the virtual hand lag behind the visual displacement and proprioceptive sensations of the real hand.
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