Better figures

This commit is contained in:
2024-09-24 15:07:13 +02:00
parent 9ba5d344a5
commit b8b799df3d
18 changed files with 383 additions and 418 deletions

View File

@@ -31,7 +31,7 @@ Instead, wearable interfaces are directly mounted on the body to provide cutaneo
\begin{subfigs}{haptic-categories}{
Haptic devices can be classified into three categories according to their interface with the user:
}[
}[][
\item graspable,
\item touchable, and
\item wearable. Adapted from \textcite{culbertson2018haptics}.
@@ -48,7 +48,7 @@ But their use in combination with \AR has been little explored so far.
\begin{subfigs}{wearable-haptics}{
Wearable haptic devices can render sensations on the skin as feedback to real or virtual objects being touched.
}[
}[][
\item Wolverine, a wearable exoskeleton that simulate contact and grasping of virtual objects with force feedback on the fingers \cite{choi2016wolverine}.
\item Touch\&Fold, a wearable haptic device mounted on the nail that fold on demand to render contact, normal force and vibrations to the fingertip \cite{teng2021touch}.
\item The hRing, a wearable haptic ring mounted on the proximal phalanx able to render normal and shear forces to the finger \cite{pacchierotti2016hring}.
@@ -72,7 +72,7 @@ Between these two extremes lies \MR, which comprises \AR and \VR as different le
\AR/\VR is most often understood as addressing only the visual sense, and as haptics, it can take many forms as a user interface.
The most promising devices are \AR headset, which are portable displays worn directly on the head, providing the user with an immersive \AE/\VE.
\begin{subfigs}{rv-continuums}{Reality-virtuality continuums. }[
\begin{subfigs}{rv-continuums}{Reality-virtuality continuums. }[][
\item For the visual sense, as originally proposed by and adapted from \textcite{milgram1994taxonomy}.
\item Extension to include the haptic sense on a second, orthogonal axis, proposed by and adapted from \textcite{jeon2009haptic}.
]
@@ -94,9 +94,7 @@ All visual \VOs are inherently intangible and cannot physically constrain a user
It is therefore necessary to provide haptic feedback that is consistent with the visual \AE and ensures the best possible user experience.
The integration of wearable haptics with \AR seems to be one of the most promising solutions, but it remains challenging due to their many respective characteristics and the additional constraints of combining them.
\begin{subfigs}{visuo-haptic-environments}{
Visuo-haptic environments with different degrees of reality-virtuality.
}[
\begin{subfigs}{visuo-haptic-environments}{Visuo-haptic environments with different degrees of reality-virtuality. }[][
\item Visual \AR environment with a real, tangible haptic object used as a proxy to manipulate a \VO \cite{kahl2023using}.
\item Visual \AR environment with a wearable haptic device that provides virtual, synthetic feedback from contact with a \VO \cite{meli2018combining}.
\item A tangible object seen in a visual \VR environment whose haptic perception of stiffness is augmented with the hRing haptic device \cite{salazar2020altering}.
@@ -121,9 +119,7 @@ The \RE and the user's hand are tracked in real time by sensors and reconstructe
The interactions between the virtual hand and objects are then simulated and rendered as visual and haptic feedback to the user using an \AR headset and a wearable haptic device.
Because the visuo-haptic \VE is displayed in real time, colocalized and aligned with the real one, the user is given the illusion of directly perceiving and interacting with the virtual content as if it were part of the \RE.
\fig{interaction-loop}{
The interaction loop between a user and a visuo-haptic augmented environment.
}[
\fig{interaction-loop}{The interaction loop between a user and a visuo-haptic augmented environment.}[
One interact with the visual (in blue) and haptic (in red) virtual environment through a virtual hand (in purple) interaction technique that tracks real hand movements and simulates contact with \VOs.
The virtual environment is rendered back to the user co-localized with the real one (in gray) using a visual \AR headset and a wearable haptic device.
]
@@ -186,12 +182,10 @@ We consider two main axes of research, each addressing one of the research chall
\end{enumerate*}
Our contributions in these two axes are summarized in \figref{contributions}.
\fig[0.95]{contributions}{
Summary of our contributions through the simplified interaction loop.
}[
\fig[0.95]{contributions}{Summary of our contributions through the simplified interaction loop.}[
The contributions are represented in dark gray boxes, and the research axes in light green circles.
The first (I) axis designs and evaluates the perception of visuo-haptic texture augmentations of tangible surfaces, directly touched by the hand.
The second (II) axis focuses on improving the manipulation of \VOs with the bare hand using visuo-haptic augmentations of the hand as interaction feedback.
The first axis is \textbf{(I)} the design and evaluation of the perception of visuo-haptic texture augmentations of tangible surfaces, directly touched by the hand.
The second axis focuses on \textbf{(II)} improving the manipulation of \VOs with the bare hand using visuo-haptic augmentations of the hand as interaction feedback.
]
\subsectionstarbookmark{Modifying the Perception of Tangible Surfaces with Visuo-Haptic Texture Augmentations}