Replace \citeauthorcite => \textcite

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@@ -20,7 +20,7 @@ It might be therefore interesting to study how haptic and visual augmentations o
An additional challenge in AR is to let the hand of the user free to touch, feel, and interact with the real objects~\autocite{maisto2017evaluation,detinguy2018enhancing,teng2021touch}.
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For example, mounted on the nail, the haptic device of \citeauthorcite{teng2021touch} can be quickly unfolded on demand to the fingertip to render haptic feedback of virtual objects.
For example, mounted on the nail, the haptic device of \textcite{teng2021touch} can be quickly unfolded on demand to the fingertip to render haptic feedback of virtual objects.
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It is however not suitable for rendering haptic feedback when touching real objects.
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@@ -83,11 +83,11 @@ However, as they can be difficult to tune, measurement-based models have been de
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In this work, we employed such data-driven haptic models to augment and studied the visuo-haptic texture perception of tangible surfaces in AR.%\CP{Here the original sentence was: ``We use these data-driven haptic models to augment [...].''. It was not clear what ``we use'' meant. Check that the new sentence is correct.}
To evaluate the perception of virtual haptic textures, the same psycho-physical methods as for real materials are often used, as described by \citeauthorcite{okamoto2013psychophysical}.
To evaluate the perception of virtual haptic textures, the same psycho-physical methods as for real materials are often used, as described by \textcite{okamoto2013psychophysical}.
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For example, when comparing the same virtual texture pairwise, but with different parameters, \citeauthorcite{culbertson2015should} showed that the roughness vibrations generated should vary with user speed, but not necessarily with user force.
For example, when comparing the same virtual texture pairwise, but with different parameters, \textcite{culbertson2015should} showed that the roughness vibrations generated should vary with user speed, but not necessarily with user force.
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Similarly, \citeauthorcite{culbertson2014modeling} compared the similarity of all possible pairs between five real textures and their data-driven virtual equivalents, and rated their perceived properties in terms of hardness, roughness, friction, and smoothness.
Similarly, \textcite{culbertson2014modeling} compared the similarity of all possible pairs between five real textures and their data-driven virtual equivalents, and rated their perceived properties in terms of hardness, roughness, friction, and smoothness.
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Virtual data-driven textures were perceived as similar to real textures, except for friction, which was not rendered properly.
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@@ -100,34 +100,34 @@ In this user study, participants matched the pairs of visual and haptic textures
A few studies have explored vibrotactile haptic devices worn directly on the finger to render virtual textures on real surfaces.
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\citeauthorcite{ando2007fingernailmounted} mounted a vibrotactile actuator on the index nail, which generated impulse vibrations to render virtual edges and gaps on a real surface.
\textcite{ando2007fingernailmounted} mounted a vibrotactile actuator on the index nail, which generated impulse vibrations to render virtual edges and gaps on a real surface.
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%This rendering method was compared later to providing the vibrations with pressure directly on the fingertip in AR and was found more realistic to render virtual objects and textures~\autocite{teng2021touch}.
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%Covering the fingertip is however not suitable for rendering haptic feedback when touching real objects.
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Using a voice-coil actuator worn on the middle index phalanx, \citeauthorcite{asano2015vibrotactile} altered the roughness perception of a grating surface with a \qty{250}{\Hz} vibrotactile stimulus.
Using a voice-coil actuator worn on the middle index phalanx, \textcite{asano2015vibrotactile} altered the roughness perception of a grating surface with a \qty{250}{\Hz} vibrotactile stimulus.
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Small amplitudes as a function of finger speed increased perceived roughness, whereas large constant amplitudes decreased it.
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We used a similar approach, but to augment in AR the visuo-haptic texture perception of \emph{real} surfaces.
%As alternative, \citeauthorcite{teng2021touch} have designed a wearable haptic device specifically for AR scenarios mounted on the nail that can unfold on demand on the finger pad.%
%As alternative, \textcite{teng2021touch} have designed a wearable haptic device specifically for AR scenarios mounted on the nail that can unfold on demand on the finger pad.%
%While it as been perceived more realistic in rendering virtual textures, covering the finger pad is only suitable for rendering mid-air virtual objects.
%[[chan2021hasti]] tried to combine homogenous textures with patterned textures with vibrotactile in VR.
When the same object property is sensed simultaneously by vision and touch, the two modalities are integrated into one single perception.
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The well-known phycho-physical model of \citeauthorcite{ernst2002humans} established that the sense with the least variability dominates perception.
The well-known phycho-physical model of \textcite{ernst2002humans} established that the sense with the least variability dominates perception.
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This effect has been used to alter the texture perception in AR and VR.
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For example, superimposed virtual visual opaque textures on real surfaces in AR can be perceived as coherent together even though they have very different roughnesses~\autocite{kitahara2010sensory}.
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\citeauthorcite{fradin2023humans} explored this effect further, finding that a superimposed AR visual texture slightly different from a colocalized haptic texture affected the ability to recognize the haptic texture.
\textcite{fradin2023humans} explored this effect further, finding that a superimposed AR visual texture slightly different from a colocalized haptic texture affected the ability to recognize the haptic texture.
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Similarly, \citeauthorcite{punpongsanon2015softar} altered the softness perception of a tangible surface using AR-projected visual textures whereas \citeauthorcite{chan2021hasti} evaluated audio-haptic texture perception in VR.
Similarly, \textcite{punpongsanon2015softar} altered the softness perception of a tangible surface using AR-projected visual textures whereas \textcite{chan2021hasti} evaluated audio-haptic texture perception in VR.
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Conversely, colocalized 3D-printed real hair structures were able to correctly render several virtual visual textures seen in VR in terms of haptic hardness and roughness~\autocite{degraen2019enhancing}.
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