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@@ -91,7 +91,7 @@ As illustrated in \figref{sensorimotor_continuum}, \textcite{jones2006human} del
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\item \emph{Gestures}, or non-prehensible skilled movements, are motor activities without constant contact with an object. Examples include pointing at a target, typing on a keyboard, accompanying speech with gestures, or signing in sign language \cite{yoon2020evaluating}.
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\end{itemize}
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\fig[0.65]{sensorimotor_continuum}{ The sensorimotor continuum of the hand function proposed by and adapted from \textcite{jones2006human}.}[%
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\fig[0.65]{sensorimotor_continuum}{ The sensorimotor continuum of the hand function proposed by and adapted from \textcite{jones2006human}.}[
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Functions of the hand are classified into four categories based on the relative importance of sensory and motor components.
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\protect\footnotemark
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]
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@@ -83,12 +83,10 @@ The first dimension was similar to the rankings (\figref{results/ranking_mean_ci
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It seems that the second dimension opposed textures that were perceived as hard with those perceived as softer, as also reported by participants.
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Stiffness is indeed an important perceptual dimension of a material (\secref[related_work]{hardness}).% \cite{okamoto2013psychophysical,culbertson2014modeling}.
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\fig[0.6]{results/matching_correspondence_analysis}{
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Correspondence analysis of the confusion matrix of the \level{Matching} task.
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}[
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The closer the haptic and visual textures are, the more similar they were judged. %
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The first dimension (horizontal axis) explains \percent{60} of the variance, the second dimension (vertical axis) explains \percent{30} of the variance.
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The confusion matrix is \figref{results/matching_confusion_matrix}.
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\fig[1]{results/matching_correspondence_analysis}{Correspondence analysis of the confusion matrix of the \level{Matching} task.}[
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The closer the haptic and visual textures are, the more similar they were judged.
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The first dimension (horizontal axis) explains \percent{60} of the variance, the second dimension (vertical axis) explains \percent{29} of the variance.
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The confusion matrix is shown in \figref{results/matching_confusion_matrix}.
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]
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\paragraph{Hierarchical Clustering}
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@@ -102,15 +100,15 @@ It also shows that the participants compared and ranked the haptic textures duri
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The five identified visual texture clusters were: "Roughest" \{\level{Metal Mesh}\}; "Rougher" \{\level{Sandpaper~100}, \level{Brick~2}, \level{Velcro Hooks}\}; "Medium" \{\level{Cork}, \level{Plastic Mesh~1}\}; "Smoother" \{\level{Sandpaper~320}, \level{Terra Cotta}\}; "Smoothest" \{\level{Coffee Filter}\} (\figref{results/clusters_visual}).
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They are also easily identifiable on the visual ranking results, which also made it possible to name them.
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\begin{subfigs}{results_clusters}{Dendrograms of the hierarchical clusterings of the \level{Matching} task confusion matrix.}[
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\begin{subfigs}{results_clusters}{Dendrograms of the hierarchical clusterings of the confusion matrix of the \level{Matching} task.}[
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Done with the Euclidean distance and the Ward's method on squared distance.
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The height of the dendrograms represents the distance between the clusters.
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][%
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][
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\item For the haptic textures.
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\item For the visual textures.
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]
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\subfig[0.45]{results/clusters_haptic}
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\subfig[0.45]{results/clusters_visual}
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\subfig[0.48]{results/clusters_haptic}
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\subfig[0.48]{results/clusters_visual}
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\end{subfigs}
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\paragraph{Confusion Matrices of Clusters}
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@@ -140,7 +138,7 @@ A non-parametric \ANOVA on \ART models were used for the \response{Difficulty} a
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The other question results were analyzed using Wilcoxon signed-rank tests, with Holm-Bonferroni adjustment.
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The results are shown as mean $\pm$ standard deviation.
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On \response{Difficulty}, there were statistically significant effects of \factor{Task} (\anova{1}{57}{13}, \pinf{0.001}) and of \factor{Modality} (\anova{1}{57}{8}, \p{0.007}), but no interaction effect. % \factor{Task} \x \factor{Modality} (\anova{1}{57}{2}, \ns).
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On \response{Difficulty}, there were statistically significant effects of \factor{Task} (\anova{1}{57}{13}, \pinf{0.001}) and of \factor{Modality} (\anova{1}{57}{8}, \p{0.007}), but no interaction effect \factor{Task} \x \factor{Modality} (\anova{1}{57}{2}, \ns).
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The \level{Ranking} task was found easier (\num{2.9 \pm 1.2}) than the \level{Matching} task (\num{3.9 \pm 1.5}), and the Haptic textures were found easier to discriminate (\num{3.0 \pm 1.3}) than the Visual ones (\num{3.8 \pm 1.5}).
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Both haptic and visual textures were judged moderately realistic for both tasks (\num{4.2 \pm 1.3}), with no statistically significant effect of \factor{Task}, \factor{Modality} or their interaction on \response{Realism}.
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@@ -151,10 +149,10 @@ The coherence of the texture pairs was considered moderate (\num{4.6 \pm 1.2}) a
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Pairwise Wilcoxon signed-rank tests with Holm-Bonferroni adjustment: * is \pinf{0.05}, ** is \pinf{0.01} and *** is \pinf{0.001}.
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Lower is better for Difficulty and Uncomfortable; higher is better for Realism and Textures Match.
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][
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\item By modality.
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\item By task.
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\item By \factor{Modality}.
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\item By \factor{Task}.
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]
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\subfigsheight{70mm}
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\subfig{results/questions_modalities}%
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\subfig{results/questions_tasks}%
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\subfigsheight{75mm}
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\subfig{results/questions_modalities}
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\subfig{results/questions_tasks}
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\end{subfigs}
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@@ -22,7 +22,7 @@ In the next part, we will propose to improve the direct manipulation with the ha
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Erwan Normand, Claudio Pacchierotti, Eric Marchand, and Maud Marchal. \enquote{Augmenting the Texture Perception of Tangible Surfaces in Augmented Reality using Vibrotactile Haptic Stimuli}. In: \textit{EuroHaptics}. Lille, France, July 2024. pp. 469--484.
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\fig[0.5]{experiment/use_case}{
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\fig[0.65]{experiment/use_case}{
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Illustration of the texture augmentation in \AR through an interior design scenario.
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}[
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A user wearing an \AR headset and a wearable vibrotactile haptic device worn on their index is applying different virtual visuo-haptic textures to a real wall to compare them visually and by touch.
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@@ -26,6 +26,6 @@ We then present the results obtained, discuss them, and outline recommendations
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\fig[0.55]{teaser/teaser2}{
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Vibrotactile textures were rendered in real time on a real surface using a wearable vibrotactile device worn on the finger.
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}[%
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}[
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Participants explored this haptic roughness augmentation with (\level{Real}) their real hand alone, (\level{Mixed}) a realistic virtual hand overlay in \AR, and (\level{Virtual}) the same virtual hand in \VR.
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]
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@@ -9,7 +9,7 @@ In order not to influence the perception, as vision is an important source of in
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\begin{subfigs}{renderings}{
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The three visual rendering conditions and the experimental procedure of the \TIFC psychophysical study.
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}[%
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}[
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During a trial, two tactile textures were rendered on the augmented area of the paper sheet (black rectangle) for \qty{3}{\s} each, one after the other, then the participant chose which one was the roughest.
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The visual rendering stayed the same during the trial.
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The pictures are captured directly from the Microsoft HoloLens 2 headset.
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@@ -37,7 +37,7 @@ All pairwise differences were statistically significant.
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\subsubsection{Response Time}
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\label{response_time}
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A \LMM \ANOVA 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 effect on \response{Response Time} of \factor{Visual Rendering} (\anova{2}{18}{6.2}, \p{0.009}, \figref{results/trial_response_times}).
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A \LMM \ANOVA 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 effect 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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Reported response times are \GM.
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Participants took longer on average to respond with the \level{Virtual} rendering (\geomean{1.65}{\s} \ci{1.59}{1.72}) than with the \level{Real} rendering (\geomean{1.38}{\s} \ci{1.32}{1.43}), which is the only statistically significant difference (\ttest{19}{0.3}, \p{0.005}).
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The \level{Mixed} rendering was in between (\geomean{1.56}{\s} \ci{1.49}{1.63}).
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@@ -47,17 +47,17 @@ The \level{Mixed} rendering was in between (\geomean{1.56}{\s} \ci{1.49}{1.63}).
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The frames analyzed 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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A \LMM \ANOVA with by-participant random slopes for \factor{Visual Rendering} indicated only one statistically significant effect on the total distance traveled by the finger in a trial of \factor{Visual Rendering} (\anova{2}{18}{3.9}, \p{0.04}, \figref{results/trial_distances}).
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A \LMM \ANOVA with by-participant random slopes for \factor{Visual Rendering} indicated only one statistically significant effect on the total distance traveled by the finger in a trial of \factor{Visual Rendering} (\anova{2}{18}{3.9}, \p{0.04}, see \figref{results/trial_distances}).
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On average, participants explored a larger distance with the \level{Real} rendering (\geomean{20.0}{\cm} \ci{19.4}{20.7}) than with \level{Virtual} rendering (\geomean{16.5}{\cm} \ci{15.8}{17.1}), which is the only statistically significant difference (\ttest{19}{1.2}, \p{0.03}), with the \level{Mixed} rendering (\geomean{17.4}{\cm} \ci{16.8}{18.0}) in between.
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Another \LMM \ANOVA with by-trial and by-participant random intercepts but no random slopes indicated only one statistically significant effect on \response{Finger Speed} of \factor{Visual Rendering} (\anova{2}{2142}{2.0}, \pinf{0.001}, \figref{results/trial_speeds}).
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Another \LMM \ANOVA with by-trial and by-participant random intercepts but no random slopes indicated only one statistically significant effect on \response{Finger Speed} of \factor{Visual Rendering} (\anova{2}{2142}{2.0}, \pinf{0.001}, see \figref{results/trial_speeds}).
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On average, the textures were explored with the highest speed with the \level{Real} rendering (\geomean{5.12}{\cm\per\second} \ci{5.08}{5.17}), the lowest with the \level{Virtual} rendering (\geomean{4.40}{\cm\per\second} \ci{4.35}{4.45}), and the \level{Mixed} rendering (\geomean{4.67}{\cm\per\second} \ci{4.63}{4.71}) in between.
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All pairwise differences were statistically significant: \level{Real} \vs \level{Virtual} (\ttest{19}{1.17}, \pinf{0.001}), \level{Real} \vs \level{Mixed} (\ttest{19}{1.10}, \pinf{0.001}), and \level{Mixed} \vs \level{Virtual} (\ttest{19}{1.07}, \p{0.02}).
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This means that within the same time window on the same surface, participants explored the comparison texture on average at a greater distance and at a higher speed when in the \RE without visual representation of the hand (\level{Real} condition) than when in \VR (\level{Virtual} condition).
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\begin{subfigs}{results_finger}{Results of the performance metrics for the rendering condition.}[
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Boxplots and geometric means with bootstrap \percent{95} \CI, with Tukey's \HSD pairwise comparisons: * is \pinf{0.05}, ** is \pinf{0.01} and *** is \pinf{0.001}.
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Boxplots and geometric means with bootstrap \percent{95} \CI and Tukey's \HSD pairwise comparisons: * is \pinf{0.05}, ** is \pinf{0.01} and *** is \pinf{0.001}.
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][
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\item Response time at the end of a trial.
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\item Distance travelled by the finger in a trial.
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@@ -135,4 +135,3 @@ Participants were mixed between feeling the vibrations on the surface or on the
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%
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% (Right) Load Index (NASA-TLX) questionnaire (lower values are better).
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%}
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