Fix intro

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2025-04-21 12:40:26 +02:00
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@@ -76,7 +76,7 @@ It is technically and conceptually closely related to \emph{\VR}, which complete
\AR and \VR can be placed on a reality-virtuality continuum, as proposed by \textcite{milgram1994taxonomy} and illustrated in \figref{rv-continuum}. \AR and \VR can be placed on a reality-virtuality continuum, as proposed by \textcite{milgram1994taxonomy} and illustrated in \figref{rv-continuum}.
\footnote{On the original reality-virtuality continuum of \textcite{milgram1994taxonomy}, augmented virtuality is also considered, as the incorporation of real objects into a \VE, and is placed between \AR and \VR. For simplicity, we only consider \AR and \VR in this thesis.} \footnote{On the original reality-virtuality continuum of \textcite{milgram1994taxonomy}, augmented virtuality is also considered, as the incorporation of real objects into a \VE, and is placed between \AR and \VR. For simplicity, we only consider \AR and \VR in this thesis.}
It describes the degree of virtuality of the environment along an axis, with one end being \RE and the other end being pure \VE, \ie indistinguishable from the real world (as in \emph{The Matrix} movies). It describes the degree of virtuality of the environment along an axis, with one end being \RE and the other end being pure \VE, \ie indistinguishable from the real world.
Between these two extremes lies \MR, which includes \AR and \VR as different levels of mixing real and virtual environments \cite{skarbez2021revisiting}. Between these two extremes lies \MR, which includes \AR and \VR as different levels of mixing real and virtual environments \cite{skarbez2021revisiting}.
\footnote{This is the original and classic definition of \MR, but there is still debate about how to define and characterize \AR and \MR experiences \cite{speicher2019what,skarbez2021revisiting}.} \footnote{This is the original and classic definition of \MR, but there is still debate about how to define and characterize \AR and \MR experiences \cite{speicher2019what,skarbez2021revisiting}.}
@@ -153,7 +153,7 @@ As mentioned above, models of the \RE are needed to properly register the \VE, b
Haptic \AR also often needs models of the user's contacts with the augmented objects. Haptic \AR also often needs models of the user's contacts with the augmented objects.
Depending on the rendered haptic property and the required feedback fidelity, these can be complex estimates of the contacts (points, forces) and object properties (shape, material, mass, deformation, etc.). Depending on the rendered haptic property and the required feedback fidelity, these can be complex estimates of the contacts (points, forces) and object properties (shape, material, mass, deformation, etc.).
Computational and rendering models are also needed to render the virtual visual and haptic stimuli to the user. Computational and rendering models are also needed to render the virtual visual and haptic stimuli to the user.
While \ThreeD visual rendering is mature, rendering haptic properties still faces many research challenges, especially for wearable haptics \cite{pacchierotti2017wearable,culbertson2018haptics}. While \ThreeD visual rendering is mature, rendering haptic properties still faces many research challenges due to the complexity of the human touch \cite{pacchierotti2017wearable,culbertson2018haptics}.
However, a balance has to be found between the perceptual accuracy of all models used and the real-time constraints of the interaction loop. However, a balance has to be found between the perceptual accuracy of all models used and the real-time constraints of the interaction loop.
\section{Research Challenges of Wearable Visuo-Haptic Augmented Reality} \section{Research Challenges of Wearable Visuo-Haptic Augmented Reality}