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@@ -266,7 +266,7 @@ The virtual force of the device $\tilde{f_r}(t)$ is then controlled to:
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A force sensor embedded in the device measures the reaction force $f_r(t)$.
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The displacement $x_r(t)$ is estimated with the reaction force and the tapping velocity using a predefined model of different materials as described in \textcite{jeon2011extensions}.
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As shown in \figref{jeon2009haptic_2}, the force $\tilde{f_r}(t)$ perceived by the user is modulated, but not the displacement $x_r(t)$, hence the perceived stiffness is $\tilde{k}(t)$.
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This stiffness augmentation technique was then extended to allow tapping and pressing with 3 \DoFs \cite{jeon2010stiffness}, to render friction and weight augmentations \cite{jeon2011extensions}, and to grasp and squeez the real object with two contact points \cite{jeon2012extending}.
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This stiffness augmentation technique was then extended to allow tapping and pressing with 3 \DoFs \cite{jeon2010stiffness}, to render friction and weight augmentations \cite{jeon2011extensions}, and to grasp and squeeze the real object with two contact points \cite{jeon2012extending}.
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\begin{subfigs}{stiffness_rendering_grounded}{
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Augmenting the perceived stiffness of a real surface with a hand-held force-feedback device.
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@@ -1,10 +1,11 @@
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\section{Conclusion}
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\label{conclusion}
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\fig[0.6]{experiment/use_case}{%
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Illustration of the texture augmentation in \AR through an interior design scenario. %
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\fig[0.6]{experiment/use_case}{
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Illustration of the texture augmentation in \AR through an interior design scenario.
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}[
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A user wearing an \AR headset and a wearable vibrotactile haptic device worn on their index is applying different virtual visuo-haptic textures to a real wall to compare them visually and by touch.
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}
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]
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We investigated how users perceived visuo-haptic roughness texture augmentations on tangible surfaces seen in immersive OST-AR and touched directly with the index finger.
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%
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@@ -54,8 +54,8 @@ Our contributions are:
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%
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%We then conduct a psychophysical study with 20 participants, where various virtual haptic textures on a tangible surface directly touched with the finger are compared in a two-alternative forced choice (2AFC) task in three visual rendering conditions: (1) without visual augmentation, (2) with a realistic virtual hand rendering in \AR, and (3) with the same virtual hand in \VR.
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\fig[1]{teaser/teaser2}{%
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\fig[1]{teaser/teaser2}{
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Vibrotactile textures were rendered in real time on a real surface using a wearable vibrotactile device worn on the finger.
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%
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}[
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Participants explored this haptic roughness augmentation with (Real) their real hand alone, (Mixed) a realistic virtual hand overlay in \AR, and (Virtual) the same virtual hand in \VR.
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}
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]
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@@ -9,15 +9,13 @@ The virtual hand is \textbf{displayed superimposed} on the user's hand with thes
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The movement of the virtual hand is also \textbf{constrained to the surface} of the \VO, providing an additional \textbf{feedback on the interaction} with the \VO.
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We \textbf{evaluate in a user study}, using the \OST-\AR headset Microsoft HoloLens~2, the effect of six visual hand renderings on the user performance and experience in two representative manipulation tasks: push-and-slide and grasp-and-place a \VO directly with the hand.
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noindentskip
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The main contributions of this chapter are:
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\noindentskip The main contributions of this chapter are:
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\begin{itemize}
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\item A comparison from the literature of the six most common visual hand renderings used to interact with \VOs in \AR.
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\item A user study evaluating with 24 participants the performance and user experience of the six visual hand renderings superimposed on the real hand during free and direct hand manipulation of \VOs in \OST-\AR.
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\end{itemize}
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noindentskip
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In the next sections, we first present the six visual hand renderings considered in this study and gathered from the literature. We then describe the experimental setup and design, the two manipulation tasks, and the metrics used. We present the results of the user study and discuss the implications of these results for the manipulation of \VOs directly with the hand in \AR.
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\noindentskip In the next sections, we first present the six visual hand renderings we considered and gathered from the literature. We then describe the experimental setup and design, the two manipulation tasks, and the metrics used. We present the results of the user study and discuss the implications of these results for the manipulation of \VOs directly with the hand in \AR.
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\begin{subfigs}{hands}{The six visual hand renderings.}[
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As seen by the user through the \AR headset during the two-finger grasping of a virtual cube.
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@@ -2,13 +2,9 @@
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\label{results}
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Results of each trial metrics were analyzed with an \ANOVA on a \LMM model, with the order of the two manipulation tasks and the six visual hand renderings (\factor{Order}), the visual hand renderings (\factor{Hand}), the target volume position (\factor{Target}), and their interactions as fixed effects and the \factor{Participant} as random intercept.
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%
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For every \LMM, residuals were tested with a Q-Q plot to confirm normality.
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%
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On statistically significant effects, estimated marginal means of the \LMM were compared pairwise using Tukey's \HSD test.
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%
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Only significant results were reported.
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Because \response{Completion Time}, \response{Contacts}, and \response{Time per Contact} measure results were Gamma distributed, they were first transformed with a log to approximate a normal distribution.
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%
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Their analysis results are reported anti-logged, corresponding to geometric means of the measures.
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@@ -9,5 +9,5 @@
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\textbf{Erwan Normand}, Claudio Pacchierotti, Eric Marchand, and Maud Marchal. \enquote{Augmenting the Texture Perception of Tangible Surfaces in Augmented Reality using Vibrotactile Haptic Stimuli}. To appear in \textit{Proceedings of EuroHaptics 2024}, 2024.
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noindentskip
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\noindentskip
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\textbf{Erwan Normand}, Claudio Pacchierotti, Eric Marchand, and Maud Marchal. \enquote{How Different Is the Perception of Vibrotactile Texture Roughness in Augmented versus Virtual Reality?}. To appear in \textit{Proceedings of the 30th ACM Symposium on Virtual Reality Software and Technology (VRST '24)}, 2024.
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