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\paragraph{Richer Haptic Feedback}
The haptic rendering we considered was limited to vibrotactile feedback using \ERM motors.
While the simpler contact vibration technique (Impact technique) was sufficient to confirm contacts with the cube, richer vibrotactile renderings may be required for more complex interactions, such as rendering hardness (\secref[related_work]{hardness_rendering}), textures (\secref[related_work]{texture_rendering}), friction (\secref{konyo2008alternative,jeon2011extensions,salazar2020altering}), or edges and shape of \VOs.
While the simpler contact vibration technique (Impact technique) was sufficient to confirm contacts with the cube, richer vibrotactile renderings may be required for more complex interactions, such as rendering hardness (\secref[related_work]{hardness_rendering}), textures (\secref[related_work]{texture_rendering}), friction \cite{konyo2008alternative,jeon2011extensions,salazar2020altering}, or edges and shape of \VOs.
This will require to consider a broader ranger of haptic actuators and sensations (\secref[related_work]{wearable_haptic_devices}), such as pressure or stretching of the skin.
More importantly, the best compromise between well-round haptic feedback and wearability of the system with respect to \AR constraints should be analyzed (\secref[related_work]{vhar_haptics}).

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\part{Conclusion}
\label{part:conclusion}
\mainlabel{conclusion_appendices}