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\part{Background}
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\label{part:background}
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\mainlabel{background}
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@@ -268,4 +268,4 @@ In \textbf{\chapref{visuo_haptic_hand}}, we evaluate in a user study two vibrota
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They are compared to the two most representative visual hand renderings from the previous chapter, and the user performance and experience are evaluated within the same \OST-\AR setup and manipulation tasks.
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\noindentskip
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In \textbf{\partref{part:conclusion}}, we conclude this thesis and discuss short-term future work and long-term perspectives for each of our contributions and research axes.
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In \textbf{\chapref{conclusion}}, we conclude this thesis and discuss short-term future work and long-term perspectives for each of our contributions and research axes.
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\part{Augmenting the Visuo-haptic Texture Perception of Tangible Surfaces}
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\label{part:perception}
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\mainlabel{perception}
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\part{Improving Virtual Object Manipulation with Visuo-Haptic Augmentations of the Hand}
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\label{part:manipulation}
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\mainlabel{manipulation}
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@@ -33,4 +33,3 @@ Each visual hand rendering, except for \level{Occlusion}, had simultaneously rec
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\subfig[0.4]{results/Question-Efficiency}
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\subfig[0.4]{results/Question-Rating}
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\end{subfigs}
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\section{Results}
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\label{results}
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Results were analyzed similarly as in the user study of the visual hand renderings (\secref{visual_hand}).
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Results were analyzed similarly as in the user study of the visual hand renderings (\secref[visual_hand]{results}).
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The \LMM were fitted with the order of the five vibrotactile positionings (\factor{Order}), the vibrotactile positionings (\factor{Positioning}), the visual hand rendering (\factor{Hand}), the {contact vibration techniques} (\factor{Vibration Technique}), and the target volume position (\factor{Target}), and their interactions as fixed effects and Participant as random intercept.
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@@ -46,7 +46,7 @@ Finally, all visual hand renderings received low and high rank rates from differ
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\paragraph{Richer Haptic Feedback}
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The haptic rendering we considered was limited to vibrotactile feedback using \ERM motors.
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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.
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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.
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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.
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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}
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\label{part:conclusion}
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\mainlabel{conclusion_appendices}
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