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@@ -20,7 +20,7 @@ It might be therefore interesting to study how haptic and visual augmentations o
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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.
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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.}
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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}.
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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.
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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.
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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
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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.
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\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.
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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.
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%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.%
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%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.%
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%While it as been perceived more realistic in rendering virtual textures, covering the finger pad is only suitable for rendering mid-air virtual objects.
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%[[chan2021hasti]] tried to combine homogenous textures with patterned textures with vibrotactile in VR.
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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.
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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.
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\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.
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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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