From 648f380ac5b494dbdb63fc40a37ff27784a72fe5 Mon Sep 17 00:00:00 2001 From: Erwan Normand Date: Thu, 17 Oct 2024 14:52:07 +0200 Subject: [PATCH] Define plausibility in intro --- 1-background/introduction/introduction.tex | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/1-background/introduction/introduction.tex b/1-background/introduction/introduction.tex index a565c2d..3a02bb4 100644 --- a/1-background/introduction/introduction.tex +++ b/1-background/introduction/introduction.tex @@ -101,9 +101,11 @@ In particular, it has been implemented by augmenting the haptic perception of re \figref{salazar2020altering} shows an example of modifying the perceived stiffness of a real object in \VR using simultaneous pressure feedback on the finger (left middle cell in \figref{visuo-haptic-rv-continuum5}). \figref{bau2012revel} shows another example of visuo-haptic augmentation of virtual texture when running the finger over a real surface (middle cell in the two axes in \figref{visuo-haptic-rv-continuum5}). -If a (visual) \AR system lacks haptic feedback, it creates a deceptive and incomplete user experience when the hand reaches the virtual content. +The illusion of \enquote{being there} when in \VR or of the virtual content to \enquote{feels here} when in \AR \cite{slater2022separate,skarbez2021revisiting} is called \emph{presence}. +One of the most important aspects of this illusion is the \emph{plausibility}, \ie the illusion that the virtual events are really happening. %, even if the user knows that they are not real. +However, when an \AR/\VR system lacks haptic feedback, it creates a deceptive and incomplete user experience when the hand reaches the virtual content. All visual \VOs are inherently intangible and cannot physically constrain a user's hand, making it difficult to perceive their properties and interact with them with confidence and efficiency. -It is therefore necessary to provide haptic feedback that is coherent with the visual \VOs and ensures the best possible user experience, as we argue in the next section. +It is also necessary to provide a haptic feedback that is coherent with the visual \VOs and ensures the best possible user experience, as we argue in the next section. The \textbf{integration of wearable haptics with \AR} appears to be one of the most promising solutions, but it \textbf{remains challenging due to their many respective characteristics and the additional constraints of combining them}. \begin{subfigs}{visuo-haptic-environments}{Visuo-haptic environments with varying degrees of reality-virtuality. }[][ @@ -164,7 +166,7 @@ It remains to be investigated how such potential discrepancies affect the overal %So far, most of the \AR studies and applications only add visual and haptic sensations to the user's overall perception of the environment, but conversely it is more difficult to remove sensations. %Visual and haptic augmentations of the \RE add sensations to the user's overall perception. -The \textbf{added visual and haptic virtual sensations may be perceived as incoherent} with the sensations of \RE, for example with a lower rendering quality, a temporal latency, a spatial shift, or a combination of these. +The \textbf{added visual and haptic virtual sensations may also be perceived as incoherent} with the sensations of \RE, for example with a lower rendering quality, a temporal latency, a spatial shift, or a combination of these. Moreover, in \AR the user can still see the real world environment, including their hands, augmented real objects and worn haptic devices, unlike \VR where there is total control over the visual rendering. % of the hand and \VE. It is therefore unclear to what extent the real and virtual visuo-haptic sensations will be perceived as a whole, and to what extent they will conflict or complement each other. % in the perception of the \AE. With a better understanding of \textbf{how visual factors can influence the perception of haptic augmentations}, the many wearable haptic systems that already exist but have not yet been fully explored with \AR can be better applied, and new visuo-haptic augmentations adapted to \AR can be designed.