Update xr-perception chapter
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\section{User Study}
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\label{experiment}
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\begin{subfigs}{renderings}{
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The three visual rendering conditions and the experimental procedure of the \TIFC psychophysical study.
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}[
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During a trial, two tactile textures were rendered on the augmented area of the paper sheet (black rectangle) for \qty{3}{\s} each, one after the other, then the participant chose which one was the roughest.
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The visual rendering stayed the same during the trial.
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%The pictures are captured directly from the Microsoft HoloLens 2 headset.
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][
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\item The real environment and real hand view without any visual augmentation.
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\item The real environment and hand view with the virtual hand.
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\item Virtual environment with the virtual hand.
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]
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\subfig[0.32]{experiment/real}
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\subfig[0.32]{experiment/mixed}
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\subfig[0.32]{experiment/virtual}
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\end{subfigs}
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The visuo-haptic rendering system, described in \secref[vhar_system]{method}, allows free exploration of virtual vibrotactile textures on tangible surfaces directly touched with the bare finger to simulate roughness augmentation, while the visual rendering of the hand and environment can be controlled to be in \AR or \VR.
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%
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The user study aimed to investigate the effect of visual hand rendering in \AR or \VR on the perception of roughness texture augmentation. % of a touched tangible surface.
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@@ -28,15 +12,15 @@ In order not to influence the perception, as vision is an important source of in
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\subsection{Participants}
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\label{participants}
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Twenty participants were recruited for the study (16 males, 3 females, 1 prefer not to say), aged between 18 and 61 years old (\median{26}{}, \iqr{6.8}{}).
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Twenty participants were recruited for the study (16 males, 3 females, 1 preferred not to say), aged between 18 and 61 years (\median{26}{}, \iqr{6.8}{}).
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%
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All participants had normal or corrected-to-normal vision, none of them had a known hand or finger impairment.
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All participants had normal or corrected-to-normal vision, and none had a known hand or finger impairment.
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%
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One was left-handed while the rest were right-handed; they all performed the task with their right index.
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One was left-handed and the rest were right-handed; they all performed the task with their right index.
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%
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In rating their experience with haptics, \AR and \VR (\enquote{I use it several times a year}), 12 were experienced with haptics, 5 with \AR, and 10 with \VR.
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When rating their experience with haptics, \AR and \VR (\enquote{I use it several times a year}), 12 were experienced with haptics, 5 with \AR, and 10 with \VR.
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%
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Experiences were correlated between haptics and \VR (\pearson{0.59}), and \AR and \VR (\pearson{0.67}) but not haptics and \AR (\pearson{0.20}) nor haptics, \AR, or \VR with age (\pearson{0.05} to \pearson{0.12}).
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Experience was correlated between haptics and \VR (\pearson{0.59}), and \AR and \VR (\pearson{0.67}), but not haptics and \AR (\pearson{0.20}), nor haptics, \AR, or \VR with age (\pearson{0.05} to \pearson{0.12}).
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%
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Participants were recruited at the university on a voluntary basis.
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@@ -45,19 +29,19 @@ They all signed an informed consent form before the user study and were unaware
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\subsection{Apparatus}
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\label{apparatus}
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An experimental environment similar as \textcite{gaffary2017ar} was created to ensure a similar visual rendering in \AR and \VR (\figref{renderings}).
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An experimental environment was created to ensure a similar visual rendering in \AR and \VR (\figref{renderings}).
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%
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It consisted of a \qtyproduct{300 x 210 x 400}{\mm} medium-density fibreboard (MDF) box with a paper sheet glued inside, and a \qtyproduct{15 x 5}{\mm} rectangle printed on the sheet to delimit the area where the tactile textures were rendered.
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It consisted of a \qtyproduct{300 x 210 x 400}{\mm} medium-density fibreboard (MDF) box with a paper sheet glued inside and a \qtyproduct{50 x 15}{\mm} rectangle printed on the sheet to delimit the area where the tactile textures were rendered.
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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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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 Microsoft HoloLens~2, an OST-AR headset with a \qtyproduct{43 x 29}{\degree} field of view (FoV) and a \qty{60}{\Hz} refresh rate, running a custom application made with Unity 2021.1.0f1 and Mixed Reality Toolkit (MRTK) 2.7.2.
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%f
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The virtual environment was carefully reproducing the real environment including the geometry of the box, the textures, the lighting, and the shadows (\figref{renderings}, \level{Virtual}).
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The virtual environment carefully reproduced the real environment, including the geometry of the box, textures, lighting, and shadows (\figref{renderings}, \level{Virtual}).
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%
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The virtual hand model was a gender-neutral human right hand with realistic skin texture, similar to the one used by \textcite{schwind2017these}.
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The virtual hand model was a gender-neutral human right hand with realistic skin texture, similar to that used by \textcite{schwind2017these}.
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Its size was adjusted to match the real hand of the participants before the experiment.
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@@ -67,11 +51,11 @@ The visual rendering of the virtual hand and environment is described in \secref
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%In the \level{Virtual} rendering, a cardboard mask (with holes for sensors) was attached to the headset to block the view of the real environment and simulate a \VR headset (\figref{method/headset}).
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%
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To ensure for the same FoV in all \factor{Visual Rendering} condition, a cardboard mask was attached to the \AR headset (\figref{method/headset}).
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To ensure the same \FoV in all \factor{Visual Rendering} condition, a cardboard mask was attached to the \AR headset (\figref{method/headset}).
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%
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In the \level{Virtual} rendering, the mask had only holes for sensors to block the view of the real environment and simulate a \VR headset.
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In the \level{Virtual} rendering, the mask only had holes for sensors to block the view of the real environment and simulate a \VR headset.
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In the \level{Mixed} and \level{Real} conditions, the mask had two additional holes for the eyes that matched the FoV of the HoloLens~2 (\figref{method/headset}).
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In the \level{Mixed} and \level{Real} conditions, the mask had two additional holes for the eyes that matched the \FoV of the HoloLens~2 (\figref{method/headset}).
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\figref{renderings} shows the resulting views in the three considered \factor{Visual Rendering} conditions.
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@@ -79,7 +63,7 @@ In the \level{Mixed} and \level{Real} conditions, the mask had two additional ho
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%This voice-coil was chosen for its wide frequency range (\qtyrange{10}{1000}{\Hz}) and its relatively low acceleration distortion, as specified by the manufacturer\footnotemark[1].
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%
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%It was driven by an audio amplifier (XY-502, not branded) connected to a computer that generated the audio signal of the textures as described in \secref{xr_perception:method}, using the NAudio library and the WASAPI driver in exclusive mode.
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%It was driven by an audio amplifier (XY-502, not branded) connected to a computer that generated the audio signal of the textures as described in \secref{method}, using the NAudio library and the WASAPI driver in exclusive mode.
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%
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%The position of the finger relative to the sheet was estimated using a webcam placed on top of the box (StreamCam, Logitech) and the OpenCV library by tracking a \qty{2}{\cm} square fiducial marker (AprilTag) glued to top of the vibrotactile actuator.
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@@ -91,11 +75,13 @@ Participants sat comfortably in front of the box at a distance of \qty{30}{\cm},
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%A vibrotactile voice-coil actuator (HapCoil-One, Actronika) was encased in a 3D printed plastic shell with a \qty{2}{\cm} AprilTag glued to top, and firmly attached to the middle phalanx of the right index finger of the participants using a Velcro strap.
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%
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The generation of the virtual texture and the control of the virtual hand is described in \secref{method}.
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The generation of the virtual texture and the control of the virtual hand are described in \secref{method}.
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They also wore headphones with a pink 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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The experimental setup was held in a quiet room with no windows.
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The user study took on average one hour to complete.
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\subsection{Procedure}
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\label{procedure}
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@@ -130,7 +116,11 @@ The order of presentation was randomised and not revealed to the participants.
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All textures were rendered as described in \secref{texture_generation} with period $\lambda$ of \qty{2}{\mm}, but with different amplitudes $A$ to create different levels of roughness.
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Preliminary studies allowed us to determine a range of amplitudes that could be felt by the participants and were not too uncomfortable, and the reference texture was chosen to be the one with the middle amplitude.
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Preliminary studies allowed us to determine a range of amplitudes that could be felt by the participants and were not too uncomfortable.
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%
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The reference texture was chosen to be the one with the middle amplitude to compare it with lower and higher roughness levels and to determine key perceptual variables such as the \PSE and the \JND of each \factor{Visual Rendering} condition.
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%
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The chosen \TIFC task is a common psychophysical method used in haptics to determine \PSE and \JND by testing comparison stimuli against a fixed reference stimulus and by fitting a psychometric function to the participant's responses \cite{jones2013application}.
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\subsection{Experimental Design}
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\label{experimental_design}
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@@ -138,17 +128,17 @@ Preliminary studies allowed us to determine a range of amplitudes that could be
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The user study was a within-subjects design with two factors:
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%
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\begin{itemize}
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\item \factor{Visual Rendering}, consisting of the augmented or virtual view of the environment, the hand and the wearable haptic device, with 3 levels: real environment and real hand view without any visual augmentation (\figref{renderings}, \level{Real}), real environment and hand view with the virtual hand (\figref{renderings}, \level{Mixed}) and virtual environment with the virtual hand (\figref{renderings}, \level{Virtual}).
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\item \factor{Amplitude Difference}, consisting of the difference in amplitude between the comparison and the reference textures, with 6 levels: \qtylist{0; +-12.5; +-25.0; +-37.5}{\%}.
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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 real hand view without any visual augmentation (\figref{renderings}, \level{Real}), real environment and hand view with the virtual hand (\figref{renderings}, \level{Mixed}) and virtual environment 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{+-12.5; +-25.0; +-37.5}{\%}.
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\end{itemize}
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A trial consisted on a \TIFC task where a participant had to touch two virtual vibrotactile textures one after the other and decide which one was the roughest.
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A trial consisted of a \TIFC task in which the participant touched two virtual vibrotactile textures one after the other and decided which one was the roughest.
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To avoid any order effect, the order of \factor{Visual Rendering} conditions was counterbalanced between participants using a balanced Latin square design.
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Within each condition, the order of presentation of the reference and comparison textures was also counterbalanced, and all possible texture pairs were presented in random order and repeated three times.
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Within each condition, the presentation order of the reference and comparison textures was also counterbalanced, and all possible texture pairs were presented in random order and repeated three times.
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%
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A total of 3 visual renderings \x 6 amplitude differences \x 2 texture presentation order \x 3 repetitions = 107 trials were performed by each participant.
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A total of 3 visual renderings \x 6 amplitude differences \x 2 texture presentation order \x 3 repetitions = 108 trials were performed by each participant.
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\subsection{Collected Data}
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\label{collected_data}
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@@ -157,22 +147,23 @@ For each trial, the \response{Texture Choice} by the participant as the roughest
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The \response{Response Time} between the end of the trial and the choice of the participant was also measured as an indicator of the difficulty of the task.
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At each frame the \response{Finger Position} and \response{Finger Speed} were recorded to control for possible differences in texture exploration behaviour.
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At each frame, the \response{Finger Position} and \response{Finger Speed} were recorded to control for possible differences in texture exploration behaviour.
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After each \factor{Visual Rendering} block of trials, participants rated their experience with the vibrotactile textures (all blocks), the vibrotactile device (all blocks), the virtual hand rendering (all except \level{Mixed} block) and the virtual environment (\level{Virtual} block) using the questions shown in \tabref{questions}.
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Participants also rated their experience after each \factor{Visual Rendering} block of trials using the questions shown in \tabref{questions}.
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%After each \factor{Visual Rendering} block of trials, participants rated their experience with the vibrotactile textures (all blocks), the vibrotactile device (all blocks), the virtual hand rendering (all except \level{Mixed} block) and the virtual environment (\level{Virtual} block) using the questions shown in \tabref{questions}.
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%
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%They also assessed their workload with the NASA Task Load Index (\response{NASA-TLX}) questionnaire after each blocks of trials.
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They also assessed their workload with the NASA Task Load Index (\response{NASA-TLX}) questionnaire after each blocks of trials.
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%
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For all questions, participants were shown only labels (\eg \enquote{Not at all} or \enquote{Extremely}) and not the actual scale values (\eg 1 or 5), following the recommendations of \textcite{muller2014survey}.
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For all questions, participants were shown only labels (\eg \enquote{Not at all} or \enquote{Extremely}) and not the actual scale values (\eg 1 or 5) \cite{muller2014survey}.
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\newcommand{\scalegroup}[2]{\multirow{#1}{1\linewidth}{#2}}
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\begin{tabwide}{questions}
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{Questions asked to participants after each \factor{Visual Rendering} block of trials.}
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[
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Unipolar scale questions were 5-point Likert scales (1 = Not at all, 2 = Slightly, 3 = Moderately, 4 = Very and 5 = Extremely), and %
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bipolar scale questions were 7-point Likert scales (1 = Extremely A, 2 = Moderately A, 3 = Slightly A, 4 = Neither A nor B, 5 = Slightly B, 6 = Moderately B, 7 = Extremely B), %
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Unipolar scale questions were 5-point Likert scales (1 = Not at all, 2 = Slightly, 3 = Moderately, 4 = Very and 5 = Extremely).
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Bipolar scale questions were 7-point Likert scales (1 = Extremely A, 2 = Moderately A, 3 = Slightly A, 4 = Neither A nor B, 5 = Slightly B, 6 = Moderately B, 7 = Extremely B),
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where A and B are the two poles of the scale (indicated in parentheses in the Scale column of the questions).
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%, and NASA TLX questions were bipolar 100-points scales (0 = Very Low and 100 = Very High, except for Performance where 0 = Perfect and 100 = Failure). %
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NASA TLX questions were bipolar 100-points scales (0 = Very Low and 100 = Very High, except for Performance where 0 = Perfect and 100 = Failure).
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Participants were shown only the labels for all questions.
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]
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\begin{tabularx}{\linewidth}{l X p{0.2\linewidth}}
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@@ -198,13 +189,13 @@ For all questions, participants were shown only labels (\eg \enquote{Not at all}
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\midrule
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Virtual Realism & How realistic was the virtual environment? & \scalegroup{2}{Unipolar (1-5)} \\
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Virtual Similarity & How similar was the virtual environment to the real one? & \\
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%\midrule
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%Mental Demand & How mentally demanding was the task? & \scalegroup{6}{Bipolar (0-100)} \\
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%Temporal Demand & How hurried or rushed was the pace of the task? & \\
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%Physical Demand & How physically demanding was the task? & \\
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%Performance & How successful were you in accomplishing what you were asked to do? & \\
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%Effort & How hard did you have to work to accomplish your level of performance? & \\
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%Frustration & How insecure, discouraged, irritated, stressed, and annoyed were you? & \\
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\midrule
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Mental Demand & How mentally demanding was the task? & \scalegroup{6}{Bipolar (0-100)} \\
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Temporal Demand & How hurried or rushed was the pace of the task? & \\
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Physical Demand & How physically demanding was the task? & \\
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Performance & How successful were you in accomplishing what you were asked to do? & \\
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Effort & How hard did you have to work to accomplish your level of performance? & \\
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Frustration & How insecure, discouraged, irritated, stressed, and annoyed were you? & \\
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\bottomrule
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\end{tabularx}
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\end{tabwide}
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