Remove "see" before section or figure reference
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@@ -5,7 +5,7 @@ Providing haptic feedback during free-hand manipulation in AR is not trivial, as
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Moreover, it is important to leave the user capable of interacting with both virtual and real objects, avoiding the use of haptic interfaces that cover the fingertips or palm.
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For this reason, it is often considered beneficial to move the point of application of the haptic rendering elsewhere on the hand.% (see \secref{haptics}).
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For this reason, it is often considered beneficial to move the point of application of the haptic rendering elsewhere on the hand.% (\secref{haptics}).
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This second experiment aims to evaluate whether a visuo-haptic hand rendering affects the performance and user experience of manipulation of virtual objects with bare hands in AR.
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@@ -102,7 +102,7 @@ We considered the same two tasks as in Experiment \#1, described in \secref[visu
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\item \emph{{Vibrotactile Positioning}:} the five positionings for providing vibrotactile hand rendering of the virtual contacts, as described in \secref{positioning}.
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\item \emph{Contact Vibration Technique}: the two contact vibration techniques, as described in \secref{technique}.
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\item \emph{visual Hand rendering}: two visual hand renderings from the first experiment, Skeleton (Skel) and None, as described in \secref[visual_hand]{hands}; we considered Skeleton as it performed the best in terms of performance and perceived effectiveness and None as reference.
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\item \emph{Target}: we considered target volumes located at NW and SW during the Push task, and at NE, NW, SW, and SE during the Grasp task (see \figref{tasks}); we considered these targets because they presented different difficulties.
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\item \emph{Target}: we considered target volumes located at NW and SW during the Push task, and at NE, NW, SW, and SE during the Grasp task (\figref{tasks}); we considered these targets because they presented different difficulties.
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\end{itemize}
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To account for learning and fatigue effects, the positioning of the vibrotactile hand rendering (positioning) was counter-balanced using a balanced \numproduct{10 x 10} Latin square.
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