Tangibles

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2024-09-17 17:28:14 +02:00
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@@ -119,16 +119,16 @@ As presence, \SoE in \AR is a recent topic and little is known about its percept
\subsection{Direct Hand Manipulation in AR}
Both \AR/\VR and haptic systems are able to render virtual objects and environments as sensations displayed to the user's senses.
However, as presented in \figref[introduction]{interaction-loop}, the user must be able to manipulate the virtual objects and environments to complete the loop, \eg through a hand-held controller, a tangible object, or even directly with the hands.
An \emph{interaction technique} is then required to map user inputs to actions on the \VE~\cite{laviola20173d}.
However, as presented in \figref[introduction]{interaction-loop}, the user must be able to manipulate the virtual objects and environments to complete the loop through a \UI, \eg using a hand-held controller, a tangible object, or even directly with the hands.
A \emph{interaction technique} is then required to map these user inputs to actions on the \VE~\cite{laviola20173d}.
\subsubsection{Interaction Techniques}
\subsubsection{User Interfaces and Interaction Techniques}
For a user to interact with a computer system, they first perceive the state of the system and then act on it using an input interface.
An input interface can be either an \emph{active sensing}, physically held or worn device, such as a mouse, a touchscreen, or a hand-held controller, or a \emph{passive sensing}, not requiring any physical contact, such as eye trackers, voice recognition, or hand tracking.
The sensors' information gathered by the input interface are then translated into actions within the computer system by an interaction technique.
For a user to interact with a computer system, they first perceive the state of the system and then act on it with inputs through a \UI.
An input \UI can be either an \emph{active sensing}, physically held or worn device, such as a mouse, a touchscreen, or a hand-held controller, or a \emph{passive sensing}, not requiring any physical contact, such as eye trackers, voice recognition, or hand tracking.
The sensors' information gathered by the \UI are then translated into actions within the computer system by an interaction technique.
For example, a cursor on a screen can be moved either with a mouse or with arrow keys on a keyboard, or a two-finger swipe on a touchscreen can be used to scroll or zoom an image.
Choosing useful and efficient input interfaces and interaction techniques is crucial for the user experience and the tasks that can be performed within the system~\cite{laviola20173d}.
Choosing useful and efficient \UIs and interaction techniques is crucial for the user experience and the tasks that can be performed within the system~\cite{laviola20173d}.
\fig[0.5]{interaction-technique}{An interaction technique map user inputs to actions within a computer system. Adapted from \textcite{billinghurst2005designing}.}
@@ -178,9 +178,18 @@ Such \emph{reality based interaction}~\cite{jacob2008realitybased} in immersive
\paragraph{Manipulating with Tangibles}
\cite{issartel2016tangible}
\cite{englmeier2020tangible}
en OST-AR \cite{kahl2021investigation,kahl2022influence,kahl2023using}
As \AR integrates visual virtual content into the \RE perception, it can involve real surrounding objects as a \UI: to visually augment them, \eg by superimposing a visual texture~\cite{gupta2020replicate}, and to use them as physical proxies to support the interaction with \VOs~\cite{ishii1997tangible}.
According to \textcite{billinghurst2005designing}, each \VO is coupled with a tangible object, and the \VO is physically manipulated via the tangible object, providing a direct, efficient and seamless interactions with both the real and virtual content.
This is a technique similar to mapping a physical mouse movement to a virtual cursor on a screen.
Methods have been developed to automatically pair and adapt the \VOs to render with available tangibles of similar shape and size~\cite{simeone2015substitutional,hettiarachchi2016annexing}.
The issue with these \enquote{space-multiplexed} interfaces is the high number and the diversity of tangibles required.
An alternative is to use a single \enquote{universal} tangible object, such as a cube~\cite{issartel2016tangible} or a sphere~\cite{englmeier2020tangible}, like a hand-held controller
Such \enquote{time-multiplexed} interfaces require interaction techniques to allow the user to pair the tangible with any \VO, \eg by placing the tangible into the \VO and pressing the fingers~\cite{issartel2016tangible}, similar to a real grasp (\secref{grasp_types}).
Still, the virtual visual rendering and the tangible haptic sensations can be inconsistent.
When performing a precision grasp (\secref{grasp_types}) in \VR, only a certain relative difference between the tangible and the \VO is noticeable: \percent{6} for the object width, \percent{44} for the surface orientation, and \percent{67} for the surface curvature~\cite{detinguy2019how}.
Similarly, in immersive \OST-\AR,
Triple problème :
il faut un tangible par objet, problème de l'association qui ne fonctionne pas toujours (\cite{hettiarachchi2016annexing}) et du nombre de tangibles à avoir

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@@ -59,6 +59,8 @@
\acronym{RE}{real environment}
\acronym{RV}{reality-virtuality}
\acronym{SoE}{sense of embodiment}
\acronym{TUI}{tangible user interface}
\acronym{UI}{user interface}
\acronym{v}{visual}
\acronym{VCA}{voice-coil actuator}
\acronym{VE}{virtual environment}