Visual hands

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@@ -29,17 +29,17 @@ Thus, the overall perception can be modified by changing one of the modalities,
% The ability to discriminate whether two stimuli are simultaneous is important to determine whether stimuli should be bound together and form a single multisensory perceptual object. diluca2019perceptual
Similarly but in VR, \textcite{degraen2019enhancing} combined visual textures with different passive haptic hair-like structure that were touched with the finger to induce a larger set of visuo-haptic materials perception.
\textcite{gunther2022smooth} studied in a complementary way how the visual rendering of a virtual object touching the arm with a tangible object influenced the perception of roughness.
\textcite{gunther2022smooth} studied in a complementary way how the visual rendering of a \VO touching the arm with a tangible object influenced the perception of roughness.
Likewise, visual textures were combined in VR with various tangible objects to induce a larger set of visuo-haptic material perceptions, in both active touch~\cite{degraen2019enhancing} and passive touch~\cite{gunther2022smooth} contexts.
A common finding of these studies is that haptic sensations seem to dominate the perception of roughness, suggesting that a smaller set of haptic textures can support a larger set of visual textures.
\subsubsection{Pseudo-Haptic Feedback}
\label{pseudo_haptic}
% Visual feedback in VR and AR is known to influence haptic perception [13]. The phenomenon of ”visual dominance” was notably observed when estimating the stiffness of virtual objects. L´ecuyer et al. [13] based their ”pseudo-haptic feedback” approach on this notion of visual dominance gaffary2017ar
% Visual feedback in VR and AR is known to influence haptic perception [13]. The phenomenon of ”visual dominance” was notably observed when estimating the stiffness of \VOs. L´ecuyer et al. [13] based their ”pseudo-haptic feedback” approach on this notion of visual dominance gaffary2017ar
A few works have also used pseudo-haptic feedback to change the perception of haptic stimuli to create richer feedback by deforming the visual representation of a user input~\cite{ujitoko2021survey}.
For example, different levels of stiffness can be simulated on a grasped virtual object with the same passive haptic device~\cite{achibet2017flexifingers} or
For example, different levels of stiffness can be simulated on a grasped \VO with the same passive haptic device~\cite{achibet2017flexifingers} or
the perceived softness of tangible objects can be altered by superimposing in AR a virtual texture that deforms when pressed by the hand~\cite{punpongsanon2015softar}, or in combination with vibrotactile rendering in VR~\cite{choi2021augmenting}.
\cite{ban2012modifying}
@@ -63,9 +63,9 @@ Even before manipulating a visual representation to induce a haptic sensation, s
\subsubsection{Perception of Visuo-Haptic Rendering in AR and VR}
\label{AR_vs_VR}
Some studies have investigated the visuo-haptic perception of virtual objects in \AR and \VR.
Some studies have investigated the visuo-haptic perception of \VOs in \AR and \VR.
They have shown how the latency of the visual rendering of an object with haptic feedback or the type of environment (\VE or \RE) can affect the perception of an identical haptic rendering.
Indeed, there are indeed inherent and unavoidable latencies in the visual and haptic rendering of virtual objects, and the visual-haptic feedback may not appear to be simultaneous.
Indeed, there are indeed inherent and unavoidable latencies in the visual and haptic rendering of \VOs, and the visual-haptic feedback may not appear to be simultaneous.
In an immersive \VST-\AR setup, \textcite{knorlein2009influence} rendered a virtual piston using force-feedback haptics that participants pressed directly with their hand (\figref{visuo-haptic-stiffness}).
In a \TAFC task, participants pressed two pistons and indicated which was stiffer.
@@ -93,8 +93,8 @@ Therefore, a haptic delay (positive $\Delta t$) increases the perceived stiffnes
In a similar \TAFC user study, participants compared perceived stiffness of virtual pistons in \OST-\AR and \VR~\cite{gaffary2017ar}.
However, the force-feedback device and the participant's hand were not visible (\figref{gaffary2017ar}).
The reference piston was judged to be stiffer when seen in \VR than in \AR, without participants noticing this difference, and more force was exerted on the piston overall in \VR.
This suggests that the haptic stiffness of virtual objects feels \enquote{softer} in an \AE than in a full \VE.
%Two differences that could be worth investigating with the two previous studies are the type of \AR (visuo or optical) and to see the hand touching the virtual object.
This suggests that the haptic stiffness of \VOs feels \enquote{softer} in an \AE than in a full \VE.
%Two differences that could be worth investigating with the two previous studies are the type of \AR (visuo or optical) and to see the hand touching the \VO.
\begin{subfigs}{gaffary2017ar}{Perception of haptic stiffness in \OST-\AR \vs \VR~\cite{gaffary2017ar}. }[
\item Experimental setup: a virtual piston was pressed with a force-feedback placed to the side of the participant.
@@ -125,15 +125,16 @@ A first reason is that they permanently cover the fingertip and affect the inter
Another category of actuators relies on systems that cannot be considered as portable, such as REVEL~\cite{bau2012revel} that provide friction sensations with reverse electrovibration that need to modify the real objects to augment, or Electrical Muscle Stimulation (EMS) devices~\cite{lopes2018adding} that provide kinesthetic feedback by contracting the muscles.
\subsubsection{Nail-Mounted Devices}
\label{vhar_nails}
\textcite{ando2007fingernailmounted} were the first to propose this approach that they experimented with a voice-coil mounted on the index nail (\figref{ando2007fingernailmounted}).
The sensation of crossing edges of a virtual patterned texture (\secref{texture_rendering}) on a real sheet of paper were rendered with \qty{20}{\ms} vibration impulses at \qty{130}{\Hz}.
Participants were able to match the virtual patterns to their real counterparts of height \qty{0.25}{\mm} and width \qtyrange{1}{10}{\mm}, but systematically overestimated the virtual width to be \qty{4}{\mm} longer.
This approach was later extended by \textcite{teng2021touch} with Touch\&Fold, a haptic device mounted on the nail but able to unfold its end-effector on demand to make contact with the fingertip when touching virtual objects (\figref{teng2021touch}).
This approach was later extended by \textcite{teng2021touch} with Touch\&Fold, a haptic device mounted on the nail but able to unfold its end-effector on demand to make contact with the fingertip when touching \VOs (\figref{teng2021touch}).
This moving platform also contains a \LRA (\secref{moving_platforms}) and provides contact pressure (\qty{0.34}{\N} force) and texture (\qtyrange{150}{190}{\Hz} bandwidth) sensations.
%The whole system is very compact (\qtyproduct{24 x 24 x 41}{\mm}), lightweight (\qty{9.5}{\g}), and fully portable by including a battery and Bluetooth wireless communication. \qty{20}{\ms} for the Bluetooth
When touching virtual objects in \OST-\AR with the index finger, this device was found to be more realistic overall (5/7) than vibrations with a \LRA at \qty{170}{\Hz} on the nail (3/7).
When touching \VOs in \OST-\AR with the index finger, this device was found to be more realistic overall (5/7) than vibrations with a \LRA at \qty{170}{\Hz} on the nail (3/7).
Still, there is a high (\qty{92}{\ms}) latency for the folding mechanism and this design is not suitable for augmenting real tangible objects.
% teng2021touch: (5.27+3.03+5.23+5.5+5.47)/5 = 4.9
@@ -158,21 +159,23 @@ However, as for \textcite{teng2021touch}, finger speed was not taken into accoun
\end{subfigs}
\subsubsection{Ring Belt Devices}
\label{vhar_rings}
The haptic ring belt devices of \textcite{minamizawa2007gravity} and \textcite{pacchierotti2016hring}, presented in \secref{belt_actuators}, have been employed to improve the manipulation of real and virtual objects in \AR.
The haptic ring belt devices of \textcite{minamizawa2007gravity} and \textcite{pacchierotti2016hring}, presented in \secref{belt_actuators}, have been employed to improve the manipulation of \VOs in \AR, which is a fundamental task with a \VE (\secref{ar_interaction}).
In a \VST-\AR setup, \textcite{scheggi2010shape} explored the effect of rendering the weight (\secref{weight_rendering}) of a virtual cube placed on a real surface hold with the thumb, index, and middle fingers (\figref{scheggi2010shape}).
The middle phalanx of each of these fingers was equipped with a haptic ring of \textcite{minamizawa2007gravity}.
However, no proper user study was conducted to evaluate this feedback.% on the manipulation of the cube.
%However, no proper user study was conducted to evaluate this feedback.% on the manipulation of the cube.
%that simulated the weight of the cube.
%A virtual cube that could push on the cube was manipulated with the other hand through a force-feedback device.
%\textcite{scheggi2010shape} report that \percent{80} of the participants appreciated the weight feedback.
\textcite{scheggi2010shape} report that 12 out of 15 participants found the weight haptic feedback essential to feel the presence of the virtual cube.
In pick-and-place tasks in non-immersive \VST-\AR involving both virtual and real objects (\figref{maisto2017evaluation}), \textcite{maisto2017evaluation} and \textcite{meli2018combining} compared the effects of providing haptic feedback about contacts at the fingertips using either the haptic ring of \textcite{pacchierotti2016hring}, or on the proximal phalanx, the moving platform of \textcite{chinello2020modular} on the fingertip.
They showed that the haptic feedback improved the performance (completion time), reduced the exerted force on the cubes over a visual feedback alone.
In a pick-and-place task in non-immersive \VST-\AR involving direct hand manipulation of both virtual and real objects (\figref{maisto2017evaluation}), \textcite{maisto2017evaluation} and \textcite{meli2018combining} compared the effects of providing haptic or visual feedback about fingertip-object contacts.
They compared the haptic ring of \textcite{pacchierotti2016hring} on the proximal phalanx, the moving platform of \textcite{chinello2020modular} on the fingertip, and a visual rendering of the tracked fingertips as virtual points.
They showed that the haptic feedback improved the completion time, reduced the exerted force on the cubes over the visual feedback (\figref{ar_visual_hands}).
The haptic ring was also perceived by users to be more effective than the moving platform.
However, the measured difference in performance could be attributed to either the device or the device position (proximal vs fingertip), or both.
These two studies were also conducted in non-immersive setups, where users looked at a screen displaying the visual interactions, and only compared haptic and visual feedback, but did not examine them together.
These two studies were also conducted in non-immersive setups, where users looked at a screen displaying the visual interactions, and only compared haptic and visual rendering of the hand-object contacts, but did not examine them together.
\begin{subfigs}{ar_rings}{Wearable haptic ring devices for \AR. }[
\item Rendering weight of a virtual cube placed on a real surface~\cite{scheggi2010shape}.
@@ -184,6 +187,7 @@ These two studies were also conducted in non-immersive setups, where users looke
\end{subfigs}
\subsubsection{Wrist Bracelet Devices}
\label{vhar_bracelets}
With their \enquote{Tactile And Squeeze Bracelet Interface} (Tasbi), already mentioned in \secref{belt_actuators}, \textcite{pezent2019tasbi} and \textcite{pezent2022design} explored the use of a wrist-worn bracelet actuator.
It is capable of providing a uniform pressure sensation (up to \qty{15}{\N} and \qty{10}{\Hz}) and vibration with six \LRAs (\qtyrange{150}{200}{\Hz} bandwidth).