WIP vhar_system
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@@ -31,8 +31,9 @@ It consisted of a \qtyproduct{300 x 210 x 400}{\mm} medium-density fibreboard (M
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A single light source of \qty{800}{\lumen} placed \qty{70}{\cm} above the table fully illuminated the inside of the box.
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Participants rated the roughness of the paper (without any texture augmentation) before the experiment on a 7-point Likert scale (1~=~Extremely smooth, 7~=~Extremely rough) as quite smooth (\mean{2.5}, \sd{1.3}).
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The visual rendering of the virtual hand and environment was achieved using the \OST-\AR headset Microsoft HoloLens~2 (\secref[vhar_system]{virtual_real_alignment}) running at \qty{60}{FPS} a custom application made with Unity 2021.1 and Mixed Reality Toolkit (MRTK) 2.7.2\footnoteurl{https://learn.microsoft.com/windows/mixed-reality/mrtk-unity}.
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The visual rendering of the virtual hand and environment was achieved using the \OST-\AR headset Microsoft HoloLens~2 (\secref[vhar_system]{virtual_real_alignment}) running at \qty{60}{FPS} a custom application made with Unity 2021.1 and Mixed Reality Toolkit (MRTK) 2.7.2.
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An \OST-\AR headset was chosen over a \VST-\AR headset because the former only adds virtual content to the \RE, while the latter streams a real-time video capture of the \RE, and one of our objectives was to directly compare a \VE replicating a real one, not to a video feed that introduces many other visual limitations (\secref[related_work]{ar_displays}).
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The \VE carefully reproduced the \RE, including the geometry of the box, textures, lighting, and 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 that used by \textcite{schwind2017these}.
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Its size was adjusted to match the real hand of the participants before the experiment.
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