Update xr-perception chapter

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2024-09-27 09:23:52 +02:00
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% Insist on the advantage of wearable : augment any surface see bau2012revel
% Delivers the motivation for your paper. It explains why you did the work you did.
% 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.
% Insist on the advantage of wearable : augment any surface see bau2012revel
%Imagine you're an archaeologist or in a museum, and you want to examine an ancient object.
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%Such tactile augmentation is made possible by wearable haptic devices, which are worn directly on the finger or hand and can provide a variety of sensations on the skin, while being small, light and discreet \cite{pacchierotti2017wearable}.
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Wearable haptic devices, worn directly on the finger or hand, have been used to render a variety of tactile sensations to virtual objects seen in \VR \cite{choi2018claw,detinguy2018enhancing,pezent2019tasbi} or \AR \cite{maisto2017evaluation,meli2018combining,teng2021touch}.
Wearable haptic devices, worn directly on the finger or hand, have been used to render a variety of tactile sensations to virtual objects in \VR \cite{detinguy2018enhancing,pezent2019tasbi} and \AR \cite{maisto2017evaluation,teng2021touch}.
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They have also been used to alter the perception of roughness, stiffness, friction, and local shape perception of real tangible objects \cite{asano2015vibrotactile,detinguy2018enhancing,salazar2020altering}.
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@@ -28,9 +28,9 @@ Although \AR and \VR are closely related, they have significant differences that
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%Current \AR systems also suffer from display and rendering limitations not present in \VR, affecting the user experience with virtual content that may be less realistic or inconsistent with the real augmented environment \cite{kim2018revisiting,macedo2023occlusion}.
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It therefore seems necessary to investigate and understand the potential effect of these differences in visual rendering on the perception of haptically augmented tangible objects.
Therefore, it seems necessary to investigate and understand the potential effect of these differences in visual rendering on the HAR perception.
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Previous works have shown, for example, that the stiffness of a virtual piston rendered with a force feedback haptic system seen in \AR is perceived as less rigid than in \VR \cite{gaffary2017ar} or when the visual rendering is ahead of the haptic rendering \cite{diluca2011effects,knorlein2009influence}.
For example, previous works have shown that the stiffness of a virtual piston rendered with a force feedback haptic system seen in \AR is perceived as less rigid than in \VR \cite{gaffary2017ar}, or when the visual rendering is ahead of the haptic rendering \cite{diluca2011effects,knorlein2009influence}.
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%Taking our example from the beginning of this introduction, you now want to learn more about the context of the discovery of the ancient object or its use at the time of its creation by immersing yourself in a virtual environment in \VR.
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@@ -39,16 +39,24 @@ Previous works have shown, for example, that the stiffness of a virtual piston r
The goal of this paper is to study the role of the visual rendering of the hand (real or virtual) and its environment (AR or \VR) on the perception of a tangible surface whose texture is augmented with a wearable vibrotactile device worn on the finger.
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We focus on the perception of roughness, one of the main tactile sensations of materials \cite{baumgartner2013visual,hollins1993perceptual,okamoto2013psychophysical} and one of the most studied haptic augmentations \cite{asano2015vibrotactile,culbertson2014modeling,friesen2024perceived,strohmeier2017generating,ujitoko2019modulating}.
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By understanding how these visual factors influence the perception of haptically augmented tangible 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.
Our contributions are:
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\begin{itemize}
\item A system for rendering virtual vibrotactile roughness textures in real time on a tangible surface touched directly with the finger, integrated with an immersive visual AR/VR headset to provide a coherent multimodal visuo-haptic augmentation of the real environment.
\item A psychophysical study with 20 participants to evaluate the perception of these virtual roughness textures in three visual rendering conditions: without visual augmentation, with a realistic virtual hand rendering in \AR, and with the same virtual hand in \VR.
\item A system for rendering virtual vibrotactile roughness textures in real time on a tangible surface touched directly with the finger, integrated with an immersive visual \AR/\VR headset to provide a coherent multimodal visuo-haptic augmentation of the real environment; and %It is presented in \secref{method}.
\item A psychophysical study with 20 participants to evaluate the perception of these virtual roughness textures in three visual rendering conditions: without visual augmentation, with a realistic virtual hand rendering in \AR, and with the same virtual hand in \VR. %It is described in \secref{experiment} and those results are detailed in \secref{discussion}.
\end{itemize}
%First, we present a system for rendering virtual vibrotactile textures in real time without constraints on hand movements and integrated with an immersive visual AR/VR headset to provide a coherent multimodal visuo-haptic augmentation of the real environment.
%In the remainder of this paper, we first present related work on wearable haptic texture augmentations and the haptic perception in \AR and \VR in \secref{related_work}.
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%We then describe the visuo-haptic texture rendering system in \secref{method}.
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%We present the experimental protocol and apparatus of the user study in \secref{experiment}, and the results obtained in \secref{results}.
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%We discuss these results in \secref{discussion}, and conclude in \secref{conclusion}.
%In the remainder of this paper, we first present related work on perception in \VR and \AR in Section 2. Then, in Section 3, we describe the protocol and apparatus of our experimental study. The results obtained are presented in Section 4, followed by a discussion in Section 5. The paper ends with a general conclusion in Section 6.
%First, we present a system for rendering virtual vibrotactile textures in real time without constraints on hand movements and integrated with an immersive visual \AR/\VR headset to provide a coherent multimodal visuo-haptic augmentation of the real environment.
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%An experimental setup is then presented to compare haptic roughness augmentation with an optical \AR headset (Microsoft HoloLens~2) that can be transformed into a \VR headset using a cardboard mask.
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