Fix visual-hand chapter
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@@ -5,49 +5,51 @@
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\label{push_tct}
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On the time to complete a trial, there were two statistically significant effects: %
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Hand (\anova{5}{2868}{24.8}, \pinf{0.001}, see \figref{results/Push-ContactsCount-Hand-Overall-Means}) %
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and Target (\anova{7}{2868}{5.9}, \pinf{0.001}).
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%
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Skeleton was the fastest, more than None (\qty{+18}{\%}, \p{0.005}), Occlusion (\qty{+26}{\%}, \pinf{0.001}), Tips (\qty{+22}{\%}, \pinf{0.001}), and Contour (\qty{+20}{\%}, \p{0.001}).
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%
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\factor{Hand} (\anova{5}{2868}{24.8}, \pinf{0.001}, see \figref{results/Push-ContactsCount-Hand-Overall-Means}) %
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and \factor{Target} (\anova{7}{2868}{5.9}, \pinf{0.001}).
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\level{Skeleton} was the fastest, more than \level{None} (\percent{+18}, \p{0.005}), \level{Occlusion} (\percent{+26}, \pinf{0.001}), \level{Tips} (\percent{+22}, \pinf{0.001}), and \level{Contour} (\percent{+20}, \p{0.001}).
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Three groups of targets volumes were identified:
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%
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(1) sides E, W, and SW targets were the fastest;
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%
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(2) back and front NE, S, and SE were slower (\p{0.003});
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%
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and (3) back N and NW targets were the slowest (\p{0.04}).
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(1) sides \level{R}, \level{L}, and \level{LF} targets were the fastest;
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(2) back and front \level{RB}, \level{F}, and \level{RF} were slower (\p{0.003});
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and (3) back \level{B} and \level{LB} targets were the slowest (\p{0.04}).
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\subsubsection{Contacts}
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\label{push_contacts_count}
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On the number of contacts, there were two statistically significant effects: %
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Hand (\anova{5}{2868}{6.7}, \pinf{0.001}, see \figref{results/Push-ContactsCount-Hand-Overall-Means}) %
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and Target (\anova{7}{2868}{27.8}, \pinf{0.001}).
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%
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\figref{results/Push-ContactsCount-Hand-Overall-Means} shows the Contacts for each Hand.
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%
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Less contacts were made with Skeleton than with None (\qty{-23}{\%}, \pinf{0.001}), Occlusion (\qty{-26}{\%}, \pinf{0.001}), Tips (\qty{-18}{\%}, \p{0.004}), and Contour (\qty{-15}{\%}, \p{0.02});
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%
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and less with Mesh than with Occlusion (\qty{-14}{\%}, \p{0.04}).
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%
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\factor{Hand} (\anova{5}{2868}{6.7}, \pinf{0.001}, see \figref{results/Push-ContactsCount-Hand-Overall-Means}) %
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and \factor{Target} (\anova{7}{2868}{27.8}, \pinf{0.001}).
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Less contacts were made with \level{Skeleton} than with \level{None} (\percent{-23}, \pinf{0.001}), \level{Occlusion} (\percent{-26}, \pinf{0.001}), \level{Tips} (\percent{-18}, \p{0.004}), and \level{Contour} (\percent{-15}, \p{0.02});
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and less with \level{Mesh} than with \level{Occlusion} (\percent{-14}, \p{0.04}).
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This indicates how effective a visual hand rendering is: a lower result indicates a smoother ability to push and rotate properly the cube into the target, as one would probably do with a real cube.
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%
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Targets on the left (W) and the right (E, SW) were easier to reach than the back ones (N, NW, \pinf{0.001}).
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Targets on the left (\level{L}, \level{LF}) and the right (\level{R}) were easier to reach than the back ones (\level{B}, \level{LB}, \pinf{0.001}).
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\subsubsection{Time per Contact}
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\label{push_time_per_contact}
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On the mean time spent on each contact, there were two statistically significant effects: %
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Hand (\anova{5}{2868}{8.4}, \pinf{0.001}, see \figref{results/Push-MeanContactTime-Hand-Overall-Means}) %
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and Target (\anova{7}{2868}{19.4}, \pinf{0.001}).
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%
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It was shorter with None than with Skeleton (\qty{-10}{\%}, \pinf{0.001}) and Mesh (\qty{-8}{\%}, \p{0.03});
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%
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and shorter with Occlusion than with Tips (\qty{-10}{\%}, \p{0.002}), Contour (\qty{-10}{\%}, \p{0.001}), Skeleton (\qty{-14}{\%}, \p{0.001}), and Mesh (\qty{-12}{\%}, \p{0.03}).
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%
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\factor{Hand} (\anova{5}{2868}{8.4}, \pinf{0.001}, see \figref{results/Push-MeanContactTime-Hand-Overall-Means}) %
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and \factor{Target} (\anova{7}{2868}{19.4}, \pinf{0.001}).
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It was shorter with \level{None} than with \level{Skeleton} (\percent{-10}, \pinf{0.001}) and \level{Mesh} (\percent{-8}, \p{0.03});
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and shorter with \level{Occlusion} than with \level{Tips} (\percent{-10}, \p{0.002}), \level{Contour} (\percent{-10}, \p{0.001}), \level{Skeleton} (\percent{-14}, \p{0.001}), and \level{Mesh} (\percent{-12}, \p{0.03}).
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This result suggests that users pushed the virtual cube with more confidence with a visible visual hand rendering.
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%
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On the contrary, the lack of visual hand constrained the participants to give more attention to the cube's reactions.
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%
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Targets on the left (W, SW) and the right (E) sides had higher Timer per Contact than all the other targets (\p{0.005}).
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Targets on the left (\level{L}, \level{LF}) and the right (\level{R}) sides had higher \response{Timer per Contact} than all the other targets (\p{0.005}).
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\begin{subfigs}{push_results}{Results of the push task performance metrics for each visual hand rendering. }[
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Geometric means with bootstrap 95~\% \CI
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and Tukey's \HSD pairwise comparisons: *** is \pinf{0.001}, ** is \pinf{0.01}, and * is \pinf{0.05}.
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][
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\item Time to complete a trial.
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\item Number of contacts with the cube.
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\item Time spent on each contact.
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]
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\subfig[0.32]{results/Push-CompletionTime-Hand-Overall-Means}
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\subfig[0.32]{results/Push-ContactsCount-Hand-Overall-Means}
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\subfig[0.32]{results/Push-MeanContactTime-Hand-Overall-Means}
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\end{subfigs}
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