Simpler section reference labels

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2024-08-13 09:57:40 +02:00
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29 changed files with 99 additions and 99 deletions

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\section{Introduction}
\label{sec:introduction}
\label{introduction}
% Delivers the motivation for your paper. It explains why you did the work you did.

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\section{Visuo-Haptic Texture Rendering in Mixed Reality}
\label{sec:method}
\label{method}
\figwide[1]{method/diagram}{%
Diagram of the visuo-haptic texture rendering system.
@@ -42,7 +42,7 @@ The system is composed of three main components: the pose estimation of the trac
\subsection{Pose Estimation and Virtual Environment Alignment}
\label{sec:virtual_real_alignment}
\label{virtual_real_alignment}
\begin{subfigs}{setup}{Visuo-haptic texture rendering system setup}[%
\item HapCoil-One voice-coil actuator with a fiducial marker on top attached to a participant's right index finger. %
@@ -95,7 +95,7 @@ To simulate a VR headset, a cardboard mask (with holes for sensors) is attached
\subsection{Vibrotactile Signal Generation and Rendering}
\label{sec:texture_generation}
\label{texture_generation}
A voice-coil actuator (HapCoil-One, Actronika) is used to display the vibrotactile signal, as it allows the frequency and amplitude of the signal to be controlled independently over time, covers a wide frequency range (\qtyrange{10}{1000}{\Hz}), and outputs the signal accurately with relatively low acceleration distortion\footnote{HapCoil-One specific characteristics are described in its data sheet: \url{https://web.archive.org/web/20240228161416/https://tactilelabs.com/wp-content/uploads/2023/11/HapCoil_One_datasheet.pdf}}.
%
@@ -149,7 +149,7 @@ The tactile texture is described and rendered in this work as a one dimensional
\subsection{System Latency}
\label{sec:latency}
\label{latency}
%As shown in \figref{method/diagram} and described above, the system includes various haptic and visual sensors and rendering devices linked by software processes for image processing, 3D rendering and audio generation.
%

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\section{User Study}
\label{sec:experiment}
\label{experiment}
\begin{subfigswide}{renderings}{%
The three visual rendering conditions and the experimental procedure of the two-alternative forced choice (2AFC) psychophysical study.
@@ -32,7 +32,7 @@ In order not to influence the perception, as vision is an important source of in
\subsection{Participants}
\label{sec:participants}
\label{participants}
Twenty participants were recruited for the study (16 males, 3 females, 1 prefer not to say), aged between 18 and 61 years old (\median{26}{}, \iqr{6.8}{}).
%
@@ -50,7 +50,7 @@ They all signed an informed consent form before the user study and were unaware
\subsection{Apparatus}
\label{sec:apparatus}
\label{apparatus}
An experimental environment similar as \textcite{gaffary2017ar} was created to ensure a similar visual rendering in AR and VR (see \figref{renderings}).
%
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\subsection{Procedure}
\label{sec:procedure}
\label{procedure}
Participants were first given written instructions about the experimental setup and procedure, the informed consent form to sign, and a demographic questionnaire.
%
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\subsection{Experimental Design}
\label{sec:experimental_design}
\label{experimental_design}
The user study was a within-subjects design with two factors:
%
@@ -161,7 +161,7 @@ A total of 3 visual renderings \x 6 amplitude differences \x 2 texture presentat
\subsection{Collected Data}
\label{sec:collected_data}
\label{collected_data}
For each trial, the \textit{Texture Choice} by the participant as the roughest of the pair was recorded.
%

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\section{Results}
\label{sec:results}
\label{results}
\subsection{Trial Measures}
\label{sec:results_trials}
\label{results_trials}
All measures from trials were analysed using linear mixed models (LMM) or generalised linear mixed models (GLMM) with \factor{Visual Rendering}, \factor{Amplitude Difference} and their interaction as within-participant factors, and by-participant random intercepts.
%
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\subsubsection{Discrimination Accuracy}
\label{sec:discrimination_accuracy}
\label{discrimination_accuracy}
A GLMM was adjusted to the \response{Texture Choice} in the 2AFC vibrotactile texture roughness discrimination task, with by-participant random intercepts but no random slopes, and a probit link function (see \figref{results/trial_predictions}).
%
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\subsubsection{Response Time}
\label{sec:response_time}
\label{response_time}
A LMM analysis of variance (AOV) with by-participant random slopes for \factor{Visual Rendering}, and a log transformation (as \response{Response Time} measures were gamma distributed) indicated a statistically significant effects on \response{Response Time} of \factor{Visual Rendering} (\anova{2}{18}{6.2}, \p{0.009}, see \figref{results/trial_response_times}).
%
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\subsubsection{Finger Position and Speed}
\label{sec:finger_position_speed}
\label{finger_position_speed}
The frames analysed were those in which the participants actively touched the comparison textures with a finger speed greater than \SI{1}{\mm\per\second}.
%
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\subsection{Questionnaires}
\label{sec:questions}
\label{questions}
%\figref{results/question_heatmaps} shows the median and interquartile range (IQR) ratings to the questions in \tabref{questions} and to the NASA-TLX questionnaire.
%

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\section{Discussion}
\label{sec:discussion}
\label{discussion}
%Interpret the findings in results, answer to the problem asked in the introduction, contrast with previous articles, draw possible implications. Give limitations of the study.

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\section{Conclusion}
\label{sec:conclusion}
\label{conclusion}
%Summary of the research problem, method, main findings, and implications.