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@@ -100,7 +100,7 @@ Finally, \AR displays can be head-worn like \VR \emph{headsets} or glasses, prov
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%Despite the clear and acknowledged definition presented in \secref{ar_definition} and the viewpoint of this thesis that \AR and \VR are two type of \MR experience with different levels of mixing real and virtual environments, as presented in \secref[introduction]{visuo_haptic_augmentations}, there is still a debate on defining \AR and \MR as well as how to characterize and categorized such experiences \cite{speicher2019what,skarbez2021revisiting}.
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Presence and embodiment are two key concepts that characterize the user experience in \AR and \VR.
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While there is a large literature on these topics in \VR, they are less defined and studied for \AR \cite{tran2024survey,genay2022being}.
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While there is a large literature on these topics in \VR, they are less defined and studied for \AR \cite{genay2022being,tran2024survey}.
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Still, these concepts are useful to design, evaluate and discuss our contributions in the next chapters.
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\paragraph{Presence}
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@@ -110,15 +110,15 @@ Still, these concepts are useful to design, evaluate and discuss our contributio
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Such experience of disbelief suspension in \VR is what is called \emph{presence}, and it can be decomposed into two dimensions: place illusion and plausibility \cite{slater2009place}.
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Place illusion is the sense of the user of \enquote{being there} in the \VE (\figref{presence-vr}).
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It emerges from the real time rendering of the \VE from the user's perspective: to be able to move around inside the \VE and look from different point of views.
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plausibility is the illusion that the virtual events are really happening, even if the user knows that they are not real.
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Plausibility is the illusion that the virtual events are really happening, even if the user knows that they are not real.
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It doesn't mean that the virtual events are realistic, but that they are plausible and coherent with the user's expectations.
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%The \AR presence is far less defined and studied than for \VR \cite{tran2024survey}
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For \AR, \textcite{slater2022separate} proposed to invert place illusion to what we can call \enquote{object illusion}, \ie the sense of the \VO to \enquote{feels here} in the \RE (\figref{presence-ar}).
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As with VR, \VOs must be able to be seen from different angles by moving the head but also, this is more difficult, be consistent with the \RE, \eg occlude or be occluded by real objects \cite{macedo2023occlusion}, cast shadows or reflect lights.
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The plausibility can be applied to \AR as is, but the \VOs must additionally have knowledge of the \RE and react accordingly to it.
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\textcite{skarbez2021revisiting} also named place illusion for \AR as \enquote{immersion} and plausibility as \enquote{coherence}, and these terms will be used in the remainder of this thesis.
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One main issue with presence is how to measure it both in \VR \cite{slater2022separate} and \AR \cite{tran2024survey}.
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%\textcite{skarbez2021revisiting} also named place illusion for \AR as \enquote{immersion} and plausibility as \enquote{coherence}, and these terms will be used in the remainder of this thesis.
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%One main issue with presence is how to measure it both in \VR \cite{slater2022separate} and \AR \cite{tran2024survey}.
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\begin{subfigs}{presence}{The sense of immersion in virtual and augmented environments. Adapted from \textcite{stevens2002putting}. }[
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\item Place illusion is the sense of the user of \enquote{being there} in the \VE.
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