Add back augmented environment (AE) acronym

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2025-04-11 23:06:10 +02:00
parent 1eb5ed0e42
commit 97e35ca282
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.