Define plausibility in intro
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@@ -101,9 +101,11 @@ In particular, it has been implemented by augmenting the haptic perception of re
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\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}).
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\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}).
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If a (visual) \AR system lacks haptic feedback, it creates a deceptive and incomplete user experience when the hand reaches the virtual content.
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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}.
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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.
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However, when an \AR/\VR system lacks haptic feedback, it creates a deceptive and incomplete user experience when the hand reaches the virtual content.
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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.
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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.
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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.
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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}.
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\begin{subfigs}{visuo-haptic-environments}{Visuo-haptic environments with varying degrees of reality-virtuality. }[][
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@@ -164,7 +166,7 @@ It remains to be investigated how such potential discrepancies affect the overal
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%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.
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%Visual and haptic augmentations of the \RE add sensations to the user's overall perception.
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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.
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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.
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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.
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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.
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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.
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