Better notation of software versions
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@@ -60,7 +60,7 @@ In addition, the pose and size of the virtual textures were defined on the virtu
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During the experiment, the system uses marker pose estimates to align the virtual models with their real world counterparts. %, according to the condition being tested.
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This allows to detect if a finger touches a virtual texture using a collision detection algorithm (Nvidia PhysX), and to show the virtual elements and textures in real-time, aligned with the \RE, using the considered \AR or \VR headset.
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In our implementation, the \VE is designed with Unity and the Mixed Reality Toolkit (MRTK)\footnoteurl{https://learn.microsoft.com/windows/mixed-reality/mrtk-unity}.
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In our implementation, the \VE is designed with Unity (v2021.1) and the Mixed Reality Toolkit (v2.7)\footnoteurl{https://learn.microsoft.com/windows/mixed-reality/mrtk-unity}.
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The visual rendering is achieved using the Microsoft HoloLens~2, an \OST-\AR headset with a \qtyproduct{43 x 29}{\degree} \FoV, a \qty{60}{\Hz} refresh rate, and self-localisation capabilities.
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A \VST-\AR or a \VR headset could have been used as well.
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@@ -28,7 +28,7 @@ Nine \qty{5}{\cm} square cardboards with smooth, white melamine surface, arrange
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Their poses were estimated with three \qty{2}{\cm} AprilTag fiducial markers glued on the surfaces grid.
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Similarly, a \qty{2}{\cm} fiducial marker was glued on top of the vibrotactile actuator to detect the finger pose.
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Positioned \qty{20}{\cm} above the surfaces, a webcam (StreamCam, Logitech) filmed the markers to track finger movements relative to the surfaces, as described in \secref[vhar_system]{virtual_real_alignment}.
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The visual textures were displayed on the real surfaces using the \OST-\AR headset Microsoft HoloLens~2 running a custom application at \qty{60}{FPS} made with Unity 2021.1 and Mixed Reality Toolkit (MRTK) 2.7.2.
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The visual textures were displayed on the real surfaces using the \OST-\AR headset Microsoft HoloLens~2 running a custom application at \qty{60}{FPS} made with Unity (v2021.1) and Mixed Reality Toolkit (v2.7).
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A set of empirical tests enabled us to choose the best rendering characteristics in terms of transparency and brightness for the visual textures, that were used throughout the user study.
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When a virtual haptic texture was touched, a \qty{48}{kHz} audio signal was generated using the rendering procedure described in \cite{culbertson2014modeling} from the corresponding \HaTT haptic texture model and the measured tangential speed of the finger (\secref[vhar_system]{texture_generation}).
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@@ -31,7 +31,7 @@ It consisted of a \qtyproduct{300 x 210 x 400}{\mm} medium-density fibreboard (M
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A single light source of \qty{800}{\lumen} placed \qty{70}{\cm} above the table fully illuminated the inside of the box.
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Participants rated the roughness of the paper (without any texture augmentation) before the experiment on a 7-point Likert scale (1~=~Extremely smooth, 7~=~Extremely rough) as quite smooth (\mean{2.5}, \sd{1.3}).
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The visual rendering of the virtual hand and environment was achieved using the \OST-\AR headset Microsoft HoloLens~2 (\secref[vhar_system]{virtual_real_alignment}) running at \qty{60}{FPS} a custom application made with Unity 2021.1 and Mixed Reality Toolkit (MRTK) 2.7.2.
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The visual rendering of the virtual hand and environment was achieved using the \OST-\AR headset Microsoft HoloLens~2 (\secref[vhar_system]{virtual_real_alignment}) running at \qty{60}{FPS} a custom application made with Unity (v2021.1) and Mixed Reality Toolkit (v2.7).
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An \OST-\AR headset was chosen over a \VST-\AR headset because the former only adds virtual content to the \RE, while the latter streams a real-time video capture of the \RE, and one of our objectives was to directly compare a \VE replicating a real one, not to a video feed that introduces many other visual limitations (\secref[related_work]{ar_displays}).
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The \VE carefully reproduced the \RE, including the geometry of the box, textures, lighting, and shadows (\figref{renderings}, \level{Virtual}).
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