Correct vhar system equations
This commit is contained in:
@@ -99,7 +99,7 @@ For example, (visual) \AR using a real object as a proxy to manipulate a virtual
|
||||
In this thesis we call \AR/\VR \emph{systems} the computational set of hardware (input devices, sensors, displays and haptic devices) and software (tracking, simulation and rendering) that allows the user to interact with the \VE. % by implementing the interaction loop we proposed in \figref{interaction-loop}.
|
||||
Many \AR displays have been explored, from projection systems to hand-held displays.
|
||||
\textbf{\AR headsets are the most promising display technology as they are portable and provide the user with an immersive augmented environment} \cite{hertel2021taxonomy}.
|
||||
Commercial headsets also have integrated real-time self-location and mapping of the \RE and hand tracking of the user.
|
||||
Commercial headsets also have integrated real-time self-location and mapping of the \RE and hand pose estimation of the user.
|
||||
While \AR and \VR systems can address any of the human senses, most focus only on visual augmentation \cite[p.144]{billinghurst2015survey} and \cite{kim2018revisiting}.
|
||||
%but the most \textbf{promising devices are \AR headsets}, which are \textbf{portable displays worn directly on the head}, providing the user with an \textbf{immersive visual augmented environment}.
|
||||
|
||||
@@ -284,7 +284,7 @@ We evaluate how the visual feedback of the hand (real or virtual), the environme
|
||||
|
||||
In \textbf{\chapref{vhar_system}}, we design and implement a system for rendering visuo-haptic virtual textures that augment real surfaces. %, using an immersive \OST-\AR headset and a wearable vibrotactile device.
|
||||
The haptic textures represent a periodical patterned texture rendered by a wearable vibrotactile actuator worn on the middle phalanx of the finger touching the surface.
|
||||
The tracking of the real hand and the environment is achieved using a marker-based technique.
|
||||
The pose estimation of the real hand and the environment is achieved using a vision-based technique.
|
||||
The visual rendering is done using the immersive \OST-\AR headset Microsoft HoloLens~2.
|
||||
The system allows free visual and haptic exploration of the textures, as if they were real, and forms the basis of the next two chapters.
|
||||
|
||||
|
||||
Reference in New Issue
Block a user