More \RE and \VE uses
This commit is contained in:
@@ -20,7 +20,7 @@ The haptic textures are rendered as a vibrotactile signal representing a pattern
|
||||
\item A system to provide a coherent visuo-haptic texture augmentations of the \RE in a direct touch context using an \OST-\AR headset and wearable haptics.
|
||||
\end{itemize}
|
||||
|
||||
\noindentskip In the remainder of this chapter, we describe the principles of the system, how the real and virtual environments are registered, the generation of the vibrotactile textures, and measures of visual and haptic rendering latencies.
|
||||
\noindentskip In the remainder of this chapter, we describe the principles of the system, how the \RE and \VE are registered, the generation of the vibrotactile textures, and measures of visual and haptic rendering latencies.
|
||||
|
||||
\bigskip
|
||||
|
||||
|
||||
@@ -11,7 +11,7 @@ Conversely, there was less consensus on the perceived roughness of visual textur
|
||||
Regarding the final roughness perception ranking of the original visuo-haptic pairs, the haptic roughness sensation dominated the perception.
|
||||
This suggests that \AR visual textures that augments real surfaces can be enhanced with a set of data-driven vibrotactile haptic textures in a coherent and realistic manner.
|
||||
|
||||
This paves the way for new \AR applications capable of augmenting a real environment with virtual visuo-haptic textures, such as visuo-haptic painting in artistic or object design context, or viewing and touching virtual objects in a museum or a showroom.
|
||||
This paves the way for new \AR applications capable of augmenting a \RE with virtual visuo-haptic textures, such as visuo-haptic painting in artistic or object design context, or viewing and touching virtual objects in a museum or a showroom.
|
||||
The latter is illustrated in \figref{experiment/use_case}, where a user applies different visuo-haptic textures to a wall, in an interior design scenario, to compare them visually and by touch.
|
||||
|
||||
We instinctively perceive the properties of everyday objects by touching and exploring them, but we essentially interact with them by grasping in order to manipulate them.
|
||||
|
||||
@@ -51,7 +51,7 @@ They also wore headphones with a brown noise masking the sound of the voice-coil
|
||||
The user study was held in a quiet room with no windows.
|
||||
|
||||
\begin{subfigs}{setup}{Visuo-haptic textures rendering setup. }[][
|
||||
\item HoloLens~2 \OST-\AR headset, the two cardboard masks to switch the real or virtual environments with the same \FoV, and the \ThreeD-printed piece for attaching the masks to the headset.
|
||||
\item HoloLens~2 \OST-\AR headset, the two cardboard masks to switch the \RE and \VE with the same \FoV, and the \ThreeD-printed piece for attaching the masks to the headset.
|
||||
\item User exploring a virtual vibrotactile texture on a real sheet of paper.
|
||||
]
|
||||
\subfigsheight{48.5mm}
|
||||
@@ -88,7 +88,7 @@ The user study took on average one hour to complete.
|
||||
|
||||
The user study was a within-subjects design with two factors:
|
||||
\begin{itemize}
|
||||
\item \factor{Visual Rendering} consists of the augmented or virtual view of the environment, the hand and the wearable haptic device, with 3 levels: real environment and hand view without any visual augmentation (\figref{renderings}, \level{Real}), real environment and hand view with the superimposed virtual hand (\figref{renderings}, \level{Mixed}) and virtual environment with the virtual hand (\figref{renderings}, \level{Virtual}).
|
||||
\item \factor{Visual Rendering} consists of the augmented or virtual view of the environment, the hand and the wearable haptic device, with 3 levels: \RE and real hand view without any visual augmentation (\figref{renderings}, \level{Real}), \AE with real hand view and the superimposed virtual hand (\figref{renderings}, \level{Mixed}), and \VE with the virtual hand (\figref{renderings}, \level{Virtual}).
|
||||
\item \factor{Amplitude Difference} consists of the difference in amplitude of the comparison texture with the reference texture (which is identical for all visual renderings), with 6 levels: \qtylist{\pm 12.5; \pm 25.0; \pm 37.5}{\%}.
|
||||
\end{itemize}
|
||||
|
||||
|
||||
@@ -17,7 +17,7 @@ We hypothesized that this difference in perception was due to the \emph{perceive
|
||||
This study suggests that attention should be paid to the respective latencies of the visual and haptic sensory feedbacks inherent in such systems and, more importantly, to \emph{the perception of their possible asynchrony}.
|
||||
Latencies should be measured \cite{friston2014measuring}, minimized to an acceptable level for users and kept synchronized with each other \cite{diluca2019perceptual}.
|
||||
It seems also that the visual aspect of the hand or the environment on itself has little effect on the perception of haptic feedback, but the degree of visual virtuality can affect the asynchrony perception of the latencies, even though the latencies remain identical.
|
||||
When designing for wearable haptics or integrating it into \AR/\VR, it seems important to test its perception in real, augmented and virtual environments.
|
||||
When designing for wearable haptics or integrating it into \AR/\VR, it seems important to test its perception in real (\RE), augmented (\AE) and virtual (\VE) environments.
|
||||
%With a better understanding of how visual factors influence the perception of haptically augmented real objects, the many wearable haptic systems that already exist but have not yet been fully explored with \AR can be better applied and new visuo-haptic renderings adapted to \AR can be designed.
|
||||
%Finally, a visual hand representation in OST-\AR together with wearable haptics should be avoided until acceptable tracking latencies \are achieved, as was also observed for virtual object interaction with the bare hand \cite{normand2024visuohaptic}.
|
||||
|
||||
|
||||
Reference in New Issue
Block a user