More \RE and \VE uses
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@@ -51,7 +51,7 @@ They also wore headphones with a brown noise masking the sound of the voice-coil
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The user study was held in a quiet room with no windows.
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\begin{subfigs}{setup}{Visuo-haptic textures rendering setup. }[][
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\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.
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\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.
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\item User exploring a virtual vibrotactile texture on a real sheet of paper.
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]
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\subfigsheight{48.5mm}
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@@ -88,7 +88,7 @@ The user study took on average one hour to complete.
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The user study was a within-subjects design with two factors:
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\begin{itemize}
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\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}).
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\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}).
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\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}{\%}.
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\end{itemize}
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