Complete vhar_system conclusion
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\section{Summary}
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In this thesis, entitled \enquote{\textbf{\ThesisTitle}}, we showed how wearable haptics, worn on the outside of the hand, can improve direct hand interaction in immersive \AR by augmenting the perception and manipulation of the virtual.
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Wearable haptics can provide a rich tactile feedback on \VOs and augment the perception of real objects, both directly touched with the hand, while preserving the freedom of movement and interaction with the \RE.
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In this thesis, entitled \enquote{\textbf{\ThesisTitle}}, we have shown how wearable haptics, worn on the outside of the hand, can improve direct hand interaction in immersive \AR by augmenting the perception and manipulation of the virtual.
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Wearable haptics can provide a rich tactile feedback on \VOs and augment the perception of real objects, both directly touched by the hand, while preserving the freedom of movement and interaction with the \RE.
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However, their integration with \AR is still in its infancy, and presents many design, technical and human challenges.
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We structured our research on two axes: \textbf{(I) modifying the texture perception of tangible surfaces}, and \textbf{(II) improving the manipulation of \VOs}.
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We have structured our research around two axes: \textbf{(I) modifying the texture perception of tangible surfaces}, and \textbf{(II) improving the manipulation of \VOs}.
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\noindentskip In \partref{perception} we focused on modifying the perception of wearable virtual visuo-haptic textures that augments tangible surfaces.
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\noindentskip In \partref{perception} we focused on modifying the perception of wearable and immersive virtual visuo-haptic textures that augment tangible surfaces.
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Texture is a fundamental property of an object, perceived equally by sight and touch.
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It is also one of the most known haptic augmentation, but it had not yet been integrated with \AR or \VR.
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%However, haptic texture augmentation had not yet been integrated with \AR or \VR.
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%We designed wearable visuo-haptic texture augmentations and evaluated how the degree of virtuality and the rendering of the visuals influenced the perception of the haptic textures.
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We \textbf{(1)} proposed a \textbf{wearable visuo-haptic texture augmentation system}, \textbf{(2)} evaluated how the perception of haptic textures is \textbf{affected by the visual virtuality of the hand} and the environment (real, augmented, or virtual), and \textbf{(3)} investigated the \textbf{perception of co-localized visuo-haptic texture augmentations}.
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It is also one of the most studied haptic augmentations, but it had not yet been integrated into \AR or \VR.
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We \textbf{(1)} proposed a \textbf{wearable visuo-haptic texture augmentation system}, \textbf{(2)} evaluated how the perception of haptic texture augmentations is \textbf{affected by the visual virtuality of the hand} and the environment (real, augmented, or virtual), and \textbf{(3)} investigated the \textbf{perception of co-localized visuo-haptic texture augmentations}.
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In \chapref{vhar_system},
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In \chapref{vhar_system}, we presented a system for \textbf{augmenting any tangible surface} with virtual \textbf{visuo-haptic roughness textures} using an immersive \AR headset and a wearable vibrotactile device worn on the middle phalanx of the finger.
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It allows a \textbf{free visual and touch exploration} of the textures, as if they were real, allowing the user to view them from different angles and touch them with the bare finger without constraints on hand movements.
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The user studies in the next two chapters are based on this system.
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In \chapref{xr_perception} we explored how the perception of wearable haptic augmented textures is affected by the visual virtuality of the hand and the environment, whether it is real, augmented or virtual.
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We augmented the perceived roughness of the tangible surface with virtual vibrotactile patterned textures, and rendered the visual conditions by switching the \OST-\AR headset to a \VR-only view.
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@@ -71,31 +71,31 @@ This would allow a complete portable and wearable visuo-haptic system to be used
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The main limitation of this user study was the absence of a visual representation of the virtual patterned texture.
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This is indeed a source of information as important as haptic sensations for the perception of both real textures \cite{baumgartner2013visual,bergmanntiest2007haptic,vardar2019fingertip} and virtual textures \cite{degraen2019enhancing,gunther2022smooth}, and their interaction in the overall perception is complex.
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Specifically, it remains to be investigated how to visually represent the vibrotactile patterned textures in a way that is compelling, as the visuo-haptic coupling of such patterned textures is not trivial \cite{unger2011roughness}.% even with real textures \cite{klatzky2003feeling}.
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In particular, it remains to be investigated how the vibrotactile patterned textures can be represented visually in a convincing way, as the visuo-haptic coupling of such patterned textures is not trivial \cite{unger2011roughness}.% even with real textures \cite{klatzky2003feeling}.
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\paragraph{Broader Visuo-Haptic Conditions}
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Our study was conducted with an \OST-\AR headset, but the results may be different with a \VST-\AR headset, where the \RE is seen through cameras and screens, and the perceived simultaneity between visual and haptic stimuli, real or virtual, is different.
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We also focused on the perception of roughness augmentation using wearable vibrotactile haptics and a square wave signal to simulate a patterned texture: Our objective was not to accurately reproduce real textures, but to induce various roughness perception on the same tangible surface with a well controlled parameters.
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Yet, more accurate models to simulate interaction with virtual textures should be transposed to wearable haptic augmentations, such as in \textcite{unger2011roughness}.
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We also focused on the perception of roughness augmentation using wearable vibrotactile haptics and a square wave signal to simulate a patterned texture: Our objective was not to accurately reproduce real textures, but to induce different percevied roughness on the same tangible surface with a well controlled parameters.
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However, more accurate models for simulating interaction with virtual textures should be applied to wearable haptic augmentations, such as in \textcite{unger2011roughness}.
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Another limitation that may have affected the perception of the haptic texture augmentations is the lack of compensation for the frequency response of the actuator and amplifier \cite{asano2012vibrotactile,culbertson2014modeling,friesen2024perceived}.
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The dynamic response of the finger should also be considered, and could vary among individuals.
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The dynamic response of the finger should also be considered, and may vary between individuals.
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\subsection*{Perception of Visual and Haptic Texture Augmentations in Augmented Reality}
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\paragraph{Assess the Applicability of the Method}
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As with the previous chapter, our objective was not to accurately reproduce real textures, but to alter the perception of a tangible surface being touched with simultaneous visual and haptic texture augmentations.
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Yet, the results have also some limitations as they addressed a small set of visuo-haptic textures augmenting the perception of smooth and white tangible surfaces.
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The visuo-haptic texture augmentation may be difficult on surfaces that already have strong visual or haptic patterns \cite{asano2012vibrotactile}, or on objects with complex shapes.
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The role of visuo-haptic texture augmentations should also be evaluated in more complex tasks, such as object recognition and assembly, or in more concrete use cases, such as displaying and touching a museum object or a 3D print before manufacturing it.
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As in the previous chapter, our aim was not to accurately reproduce real textures, but to alter the perception of a tangible surface being touched with simultaneous visual and haptic texture augmentations.
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However, the results also have some limitations, as they addressed a small set of visuo-haptic textures that augmented the perception of smooth and white tangible surfaces.
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Visuo-haptic texture augmentations may be difficult on surfaces that already have strong visual or haptic patterns \cite{asano2012vibrotactile}, or on objects with complex shapes.
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The role of visuo-haptic texture augmentation should also be evaluated in more complex tasks, such as object recognition and assembly, or in more concrete use cases, such as displaying and touching a museum object or a 3D print before it is manufactured.
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%Finally, the visual textures used were also simple color captures not meant to be used in an immersive \VE.
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\paragraph{Adapt to the Specificities of Direct Touch}
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The haptic textures used models from the vibrations of a hand-held probe sliding over real surfaces captured.
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We generated the vibrotactile textures only from the finger speed \cite{culbertson2015should}, but the perceived roughness of real textures also depends on other factors, such as the force of contact, the angle, the posture or the surface of the contact \cite{schafer2017transfer}, but their respective importance in the perception is not yet fully understood \cite{richardson2022learning}.
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The haptic textures used were captures and models of the vibrations of a hand-held probe sliding over real surfaces.
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We generated the vibrotactile textures only from the finger speed \cite{culbertson2015should}, but the perceived roughness of real textures also depends on other factors, such as the contact force, the angle, the posture or the surface of the contact \cite{schafer2017transfer}, but their respective importance in the perception is not yet fully understood \cite{richardson2022learning}.
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It would be interesting to determine the importance of these factors on the perceived realism of virtual vibrotactile textures.
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The virtual texture models should also be adaptable to individual sensitivities \cite{malvezzi2021design,young2020compensating}.
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