Add back augmented environment (AE) acronym

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2025-04-11 23:06:10 +02:00
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5 changed files with 15 additions and 14 deletions

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@@ -102,7 +102,7 @@ As with \VR, virtual objects must be able to be seen from different angles by mo
The plausibility can be applied to \AR as is, but the virtual objects must additionally have knowledge of the \RE and react accordingly to it to be, again, perceived as coherently behaving with the real world \cite{skarbez2021revisiting}.
\begin{subfigs}{presence}{
The sense of immersion in virtual and augmented environments. Adapted from \textcite{stevens2002putting}.
The sense of immersion in virtual and \AEs. Adapted from \textcite{stevens2002putting}.
}[][
\item Place illusion is the sense of the user of \enquote{being there} in the \VE.
\item Objet illusion is the sense of the virtual object to \enquote{feels here} in the \RE.
@@ -304,8 +304,8 @@ Taken together, these results suggest that a visual augmentation of the hand in
\AR systems integrate virtual content into the user's perception as if it were part of the \RE.
\AR headsets now enable real-time pose estimation of the head and hands, and high-quality display of virtual content, while being portable and mobile.
They create augmented environments that users can explore with a strong sense of the presence of the virtual content.
However, without direct and seamless interaction with the virtual objects using the hands, the coherence of the augmented environment experience is compromised.
They create \AEs that users can explore with a strong sense of the presence of the virtual content.
However, without direct and seamless interaction with the virtual objects using the hands, the coherence of the \AE experience is compromised.
In particular, when manipulating virtual objects in \OST-\AR, there is a lack of mutual occlusion and interaction cues between the hands and the virtual content, which could be mitigated by a visual augmentation of the hand.
A common alternative approach is to use real objects as proxies for interaction with virtual objects, but this raises concerns about their coherence with visual augmentations.
In this context, the use of wearable haptic systems worn on the hand seems to be a promising solution both for improving direct hand manipulation of virtual objects and for coherent visuo-haptic augmentation of touched real objects.

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@@ -106,7 +106,7 @@ Therefore, the perceived stiffness $\tilde{k}(t)$ increases with a haptic delay
\textcite{gaffary2017ar} compared perceived stiffness of virtual pistons in \OST-\AR and \VR.
However, the force-feedback device and the participant's hand were not visible (\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 augmented environment than in a full \VE.
This suggests that the haptic stiffness of virtual objects feels \enquote{softer} in an \AE than in a full \VE.
Finally, \textcite{diluca2019perceptual} investigated the perceived simultaneity of visuo-haptic contact with a virtual object in \VR.
The contact was rendered both by a vibrotactile piezoelectric device on the fingertip and by a visual change in the color of the virtual object.

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@@ -6,7 +6,6 @@
\bigskip
This chapter reviews previous work on the perception and manipulation of virtual and augmented objects directly with the hand, using either wearable haptics, \AR, or their combination.
%Experiencing a visual, haptic, or visuo-haptic augmented environment relies on one to many interaction loops between a user and the environment, as shown in \figref[introduction]{interaction-loop}, and each main step must be addressed and understood: the tracking and modelling of the \RE into a \VE, the interaction techniques to act on the \VE, the rendering of the \VE to the user through visual and haptic user interfaces, and, finally, the user's perception and actions on the overall augmented environment.
First, we review how the hand senses and interacts with its environment to perceive and manipulate the haptic properties of real everyday objects.
Second, we present how wearable haptic devices and renderings have been used to augment the haptic perception of roughness and hardness of real objects.
Third, we introduce the principles and user experience of \AR and review the main interaction techniques used to manipulate virtual objects directly with the hand.