WIP related work

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% Answer the following four questions: “Who else has done work with relevance to this work of yours? What did they do? What did they find? And how is your work here different?”
% spatial and temporal integration of visuo-haptic feedback as perceptual cues vs proprioception and real touch sensations
% delocalized : not at the point of contact = difficult to integrate with other perceptual cues ?
%Go back to the main objective "to understand how immersive visual and \WH feedback compare and complement each other in the context of direct hand perception and manipulation with augmented objects" and the two research challenges: "providing plausible and coherent visuo-haptic augmentations, and enabling effective manipulation of the augmented environment."
%Also go back to the \figref[introduction]{visuo-haptic-rv-continuum3} : we present previous work that either did haptic AR (the middle row), or haptic VR with visual AR, or visuo-haptic AR.
% One of the roles of haptic systems is to render virtual interactions and sensations that are \emph{similar and comparable} to those experienced by the haptic sense with real objects, particularly in \v-\VE~\cite{maclean2008it,culbertson2018haptics}. Moreover, a haptic \AR system should \enquote{modulating the feel of a real object by virtual [haptic] feedback}~\cite{jeon2009haptic}, \ie a touch interaction with a real object whose perception is modified by the addition of virtual haptic feedback.
\subsection{Influence of Visual Rendering on Haptic Perception}
\label{visual_haptic_influence}
@@ -21,6 +25,9 @@ Particularly for real textures, it is known that both touch and sight individual
%
Thus, the overall perception can be modified by changing one of the modalities, as shown by \textcite{yanagisawa2015effects}, who altered the perception of roughness, stiffness and friction of some real tactile textures touched by the finger by superimposing different real visual textures using a half-mirror.
% Spring compliance is perceived by combining the sensed force exerted by the spring with the displacement caused by the action (sensed through vision and proprioception). diluca2011effects
% The ability to discriminate whether two stimuli are simultaneous is important to determine whether stimuli should be bound together and form a single multisensory perceptual object. diluca2019perceptual
Similarly but in VR, \textcite{degraen2019enhancing} combined visual textures with different passive haptic hair-like structure that were touched with the finger to induce a larger set of visuo-haptic materials perception.
\textcite{gunther2022smooth} studied in a complementary way how the visual rendering of a virtual object touching the arm with a tangible object influenced the perception of roughness.
Likewise, visual textures were combined in VR with various tangible objects to induce a larger set of visuo-haptic material perceptions, in both active touch~\cite{degraen2019enhancing} and passive touch~\cite{gunther2022smooth} contexts.
@@ -29,6 +36,8 @@ A common finding of these studies is that haptic sensations seem to dominate the
\subsubsection{Pseudo-Haptic Feedback}
\label{pseudo_haptic}
% Visual feedback in VR and AR is known to influence haptic perception [13]. The phenomenon of ”visual dominance” was notably observed when estimating the stiffness of virtual objects. L´ecuyer et al. [13] based their ”pseudo-haptic feedback” approach on this notion of visual dominance gaffary2017ar
A few works have also used pseudo-haptic feedback to change the perception of haptic stimuli to create richer feedback by deforming the visual representation of a user input~\cite{ujitoko2021survey}.
For example, different levels of stiffness can be simulated on a grasped virtual object with the same passive haptic device~\cite{achibet2017flexifingers} or
the perceived softness of tangible objects can be altered by superimposing in AR a virtual texture that deforms when pressed by the hand~\cite{punpongsanon2015softar}, or in combination with vibrotactile rendering in VR~\cite{choi2021augmenting}.
@@ -51,14 +60,56 @@ Conversely, as discussed by \textcite{ujitoko2021survey} in their review, a co-l
Even before manipulating a visual representation to induce a haptic sensation, shifts and latencies between user input and co-localised visuo-haptic feedback can be experienced differently in AR and VR, which we aim to investigate in this work.
\subsubsection{Comparing Haptic Perception in AR \vs VR}
\subsubsection{Perception of Visuo-Haptic Rendering in AR and VR}
\label{AR_vs_VR}
A few studies specifically compared visuo-haptic perception in AR \vs VR.
Rendering a virtual piston pressed with one's real hand using a video see-through (VST) AR headset and a force feedback haptic device, \textcite{knorlein2009influence} showed that a visual delay increased the perceived stiffness of the piston, whereas a haptic delay decreased it.
\textcite{diluca2011effects} went on to explain how these delays affected the weighting of visual and haptic information in perceived stiffness.
In a similar setup, but with an optical see-through (OST) AR headset, \textcite{gaffary2017ar} found that the virtual piston was perceived as less stiff in AR than in VR, without participants noticing this difference.
While a large literature has investigated these differences in visual perception, as well as for VR, \eg , less is known about visuo-haptic perception in AR and VR.
Some studies have investigated the visuo-haptic perception of virtual objects in \AR and \VR.
They have shown how the latency of the visual rendering of an object with haptic feedback or the type of environment (\VE or \RE) can affect the perception of an identical haptic rendering.
Indeed, there are indeed inherent and unavoidable latencies in the visual and haptic rendering of virtual objects, and the visual-haptic feedback may not appear to be simultaneous.
In an immersive \VST-\AR setup, \textcite{knorlein2009influence} rendered a virtual piston using force-feedback haptics that participants pressed directly with their hand (see \figref{visuo-haptic-stiffness}).
In a \TAFC task, participants pressed two pistons and indicated which was stiffer.
One had a reference stiffness but an additional visual or haptic delay, while the other varied with a comparison stiffness but had no delay. \footnote{Participants were not told about the delays and stiffness tested, nor which piston was the reference or comparison. The order of the pistons (which one was pressed first) was also randomized.}%
Adding a visual delay increased the perceived stiffness of the reference piston, while adding a haptic delay decreased it, and adding both delays cancelled each other out (see \figref{knorlein2009influence_2}).
\begin{subfigs}{visuo-haptic-stiffness}{Perception of haptic stiffness in \VST-\AR ~\cite{knorlein2009influence}. }[
\item Participant pressing a virtual piston rendered by a force-feedback device with their hand.
\item Proportion of comparison piston perceived as stiffer than reference piston (vertical axis) as a function of the comparison stiffness (horizontal axis) and visual and haptic delays of the reference (colors).
]
\subfig[.44]{knorlein2009influence_1}
\subfig[.55]{knorlein2009influence_2}
\end{subfigs}
%explained how these delays affected the integration of the visual and haptic perceptual cues of stiffness.
The stiffness $k$ of the piston is indeed estimated by both sight and proprioception as the ratio of the exerted force $F$ and the displacement $D$ of the piston, following \eqref{stiffness}.
But a delay $\Delta t$ modify the equation to:
\begin{equation}
\label{eq:stiffness_delay}
k = \frac{F(t_A)}{D (t_B)}
\end{equation}
where $t_B = t_A + \Delta t$.
Therefore, a haptic delay (positive $\Delta t$) increases the perceived stiffness $k$, while a visual delay in displacement (negative $\Delta t$) decreases perceived $k$~\cite{diluca2011effects}.
In a similar \TAFC user study, participants compared perceived stiffness of virtual pistons in \OST-\AR and \VR~\cite{gaffary2017ar}.
However, the force-feedback device and the participant's hand were not visible (see \figref{gaffary2017ar}).
The reference piston was judged to be stiffer when seen in \VR than in \AR, without participants noticing this difference, and more force was exerted on the piston overall in \VR.
This suggests that the haptic stiffness of virtual objects feels \enquote{softer} in an \AE than in a full \VE.
%Two differences that could be worth investigating with the two previous studies are the type of \AR (visuo or optical) and to see the hand touching the virtual object.
\begin{subfigs}{gaffary2017ar}{Perception of haptic stiffness in \OST-\AR \vs \VR~\cite{gaffary2017ar}. }[
\item Experimental setup: a virtual piston was pressed with a force-feedback placed to the side of the participant.
\item View of the virtual piston seen in front of the participant in \OST-\AR and
\item in \VR.
]
\subfig[0.35]{gaffary2017ar_1}
\subfig[0.3]{gaffary2017ar_3}
\subfig[0.3]{gaffary2017ar_4}
\end{subfigs}
Finally, \textcite{diluca2019perceptual} investigated perceived simultaneity of visuo-haptic feedback in \VR.
In a user study, participants touched a virtual cube with a virtual hand: The contact was both rendered with a vibrotactile piezo-electric device on the fingertip and a visual change in the cube color.
The visuo-haptic simultaneity varied by either adding a visual delay or by triggering earlier the haptic feedback.
No participant (out of 19) was able to detect a \qty{50}{\ms} visual lag and a \qty{15}{\ms} haptic lead and only half of them detected a \qty{100}{\ms} visual lag and a \qty{70}{\ms} haptic lead.
\subsection{Wearable Haptics for AR}
@@ -132,21 +183,20 @@ These two studies were also conducted in non-immersive setups, where users looke
\subfig{maisto2017evaluation}
\end{subfigs}
\subsubsection{Wrist Bracelet Devices}
With their \enquote{Tactile And Squeeze Bracelet Interface} (Tasbi), already mentioned in \secref{belt_actuators}, \textcite{pezent2019tasbi} and \textcite{pezent2022design} explored the use of a wrist-worn bracelet actuator.
It is capable of providing a uniform pressure sensation (up to \qty{15}{\N} and \qty{10}{\Hz}) and vibration with six \LRAs (\qtyrange{150}{200}{\Hz} bandwidth).
Although the device has not been tested in \AR, a user study was conducted in \VR to compare the perception of visuo-haptic stiffness rendering~\cite{pezent2019tasbi}.
Participants pressed a virtual button with different levels of stiffness using a virtual hand, constrained by the \VE (see \figref{pezent2019tasbi_2}).
A user study was conducted in \VR to compare the perception of visuo-haptic stiffness rendering~\cite{pezent2019tasbi}.
In a \TAFC task, participants pressed a virtual button with different levels of stiffness via a virtual hand constrained by the \VE (see \figref{pezent2019tasbi_2}).
A higher visual stiffness required a larger physical displacement to press the button (C/D ratio, see \secref{pseudo_haptic}), while the haptic stiffness control the rate of the pressure feedback when pressing.
When the visual and haptic stiffness were coherent or when only the haptic stiffness changed, participants easily discriminated two buttons with different stiffness levels (see \figref{pezent2019tasbi_3}).
When the visual and haptic stiffness were coherent or when only the haptic stiffness changed, participants easily discriminated two buttons with different stiffness levels (see \figref{pezent2019tasbi_3}).
However, if only the visual stiffness changed, participants were not able to discriminate the different stiffness levels (see \figref{pezent2019tasbi_4}).
This suggests that in \VR, the haptic pressure is more important perceptual cue than the visual displacement to render stiffness.
A short vibration (\qty{25}{\ms} \qty{175}{\Hz} square-wave) was also rendered when contacting the button, but kept constant across all conditions: It may have affected the overall perception when only the visual stiffness changed.
\begin{subfigs}{pezent2019tasbi}{Visuo-haptic stiffness rendering of a virtual button in \VR with the Tasbi bracelet. }[
\item The \VE seen by the user: the virtual hand (in beige) is constrained by the virtual button. The displacement is proportional to the visual stiffness. The real hand (in green) is hidden by the \VE.
\item The \VE seen by the user: the virtual hand (in beige) is constrained by the virtual button. The displacement is proportional to the visual stiffness. The real hand (in green) is hidden by the \VE.
\item When the rendered visuo-haptic stiffness are coherents (in purple) or only the haptic stiffness change (in blue), participants easily discrimated the different levels.
\item When varying only the visual stiffness (in red) but keeping the haptic stiffness constant, participants were not able to discriminate the different stiffness levels.
]
@@ -156,6 +206,7 @@ A short vibration (\qty{25}{\ms} \qty{175}{\Hz} square-wave) was also rendered w
\subfig{pezent2019tasbi_4}
\end{subfigs}
\subsection{Conclusion}
\label{visuo_haptic_conclusion}