Remove "see" before section or figure reference
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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}).
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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 (\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.
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@@ -52,7 +52,7 @@ They all signed an informed consent form before the user study and were unaware
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\subsection{Apparatus}
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\label{apparatus}
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An experimental environment similar as \textcite{gaffary2017ar} was created to ensure a similar visual rendering in AR and VR (see \figref{renderings}).
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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)
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%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.
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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}).
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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}).
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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 (\figref{method/headset}).
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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}).
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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}).
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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 (\figref{method/headset}).
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\figref{renderings} shows the resulting views in the three considered \factor{Visual Rendering} conditions.
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%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
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%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.
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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}).
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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 (\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
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The user study was a within-subjects design with two factors:
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\begin{itemize}
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\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}).
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\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}).
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\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}{\%}.
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\end{itemize}
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