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@@ -3,11 +3,11 @@
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%As with haptic systems (\secref{wearable_haptics}), visual
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\AR devices generate and integrate virtual content into the user's perception of their real environment (\RE), creating the illusion of the \emph{presence} of the virtual \cite{azuma1997survey,skarbez2021revisiting}.
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Immersive systems such as headsets leave the hands free to interact with virtual objects (\VOs), promising natural and intuitive interactions similar to those with everyday real objects \cite{billinghurst2021grand,hertel2021taxonomy}.
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Immersive systems such as headsets leave the hands free to interact with virtual objects (virtual objects), promising natural and intuitive interactions similar to those with everyday real objects \cite{billinghurst2021grand,hertel2021taxonomy}.
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%\begin{subfigs}{sutherland1968headmounted}{Photos of the first \AR system \cite{sutherland1968headmounted}. }[
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% \item The \AR headset.
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% \item Wireframe \ThreeD \VOs were displayed registered in the \RE (as if there were part of it).
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% \item Wireframe \ThreeD virtual objects were displayed registered in the \RE (as if there were part of it).
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% ]
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% \subfigsheight{45mm}
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% \subfig{sutherland1970computer3}
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@@ -17,7 +17,7 @@ Immersive systems such as headsets leave the hands free to interact with virtual
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\subsection{What is Augmented Reality?}
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\label{what_is_ar}
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The first \AR headset was invented by \textcite{sutherland1968headmounted}: With the technology available at the time, it was already capable of displaying \VOs at a fixed point in space in real time, giving the user the illusion that the content was present in the room.
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The first \AR headset was invented by \textcite{sutherland1968headmounted}: With the technology available at the time, it was already capable of displaying virtual objects at a fixed point in space in real time, giving the user the illusion that the content was present in the room.
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Fixed to the ceiling, the headset displayed a stereoscopic (one image per eye) perspective projection of the virtual content on a transparent screen, taking into account the user's position, and thus already following our interaction loop presented in \figref[introduction]{interaction-loop}.
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\subsubsection{A Definition of AR}
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@@ -99,7 +99,7 @@ Finally, \AR displays can be head-worn like \VR \emph{headsets} or glasses, prov
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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{genay2022being,tran2024survey}.
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These concepts will be useful for the design, evaluation, and discussion of our contributions:
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In particular, we will investigate the effect of the visual feedback of the virtual hand when touching haptic texture augmentation (\chapref{xr_perception}) and manipulating \VOs (\chapref{visual_hand}), and explore the plausibility of visuo-haptic textures (\chapref{visuo_haptic}).
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In particular, we will investigate the effect of the visual feedback of the virtual hand when touching haptic texture augmentation (\chapref{xr_perception}) and manipulating virtual objects (\chapref{visual_hand}), and explore the plausibility of visuo-haptic textures (\chapref{visuo_haptic}).
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\paragraph{Presence}
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\label{ar_presence}
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@@ -113,9 +113,9 @@ It doesn't mean that the virtual events are realistic, \ie that reproduce the re
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In the same way, a film can be plausible even if it is not realistic, such as a cartoon or a science-fiction movie.
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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, appear to be coherent enough with the \RE \cite{skarbez2021revisiting}, \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 to be, again, perceived as coherently behaving with the real world \cite{skarbez2021revisiting}.
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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 virtual object to \enquote{feels here} in the \RE (\figref{presence-ar}).
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As with \VR, virtual objects must be able to be seen from different angles by moving the head, but also, this is more difficult, appear to be coherent enough with the \RE \cite{skarbez2021revisiting}, \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 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}.
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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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@@ -123,7 +123,7 @@ The plausibility can be applied to \AR as is, but the \VOs must additionally hav
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The sense of immersion in virtual and augmented environments. Adapted from \textcite{stevens2002putting}.
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}[][
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\item Place illusion is the sense of the user of \enquote{being there} in the \VE.
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\item Objet illusion is the sense of the \VO to \enquote{feels here} in the \RE.
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\item Objet illusion is the sense of the virtual object to \enquote{feels here} in the \RE.
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]
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\subfigsheight{35mm}
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\subfig{presence-vr}
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@@ -166,18 +166,18 @@ Choosing useful and efficient \UIs and interaction techniques is crucial for the
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\textcite{hertel2021taxonomy} proposed a taxonomy of interaction techniques specifically for immersive \AR.
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The \emph{manipulation tasks} are the most fundamental tasks in \AR and \VR systems, and the building blocks for more complex interactions.
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\emph{Selection} is the identification or acquisition of a specific \VO, \eg pointing at a target as in \figref{grubert2015multifi}, touching a button with a finger, or grasping an object with a hand.
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\emph{Selection} is the identification or acquisition of a specific virtual object, \eg pointing at a target as in \figref{grubert2015multifi}, touching a button with a finger, or grasping an object with a hand.
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\emph{Positioning} and \emph{rotation} of a selected object are the change of its position and orientation in \ThreeD space respectively.
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It is also common to \emph{resize} a \VO to change its size.
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It is also common to \emph{resize} a virtual object to change its size.
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These three operations are geometric (rigid) manipulations of the object: they do not change its shape.
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The \emph{navigation tasks} are the movements of the user within the \VE.
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Travel is the control of the position and orientation of the viewpoint in the \VE, \eg physical walking, velocity control, or teleportation.
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Wayfinding is the cognitive planning of the movement, such as path finding or route following (\figref{grubert2017pervasive}).
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The \emph{system control tasks} are changes to the system state through commands or menus such as creating, deleting, or modifying \VOs, \eg as in \figref{roo2017onea}. It is also the input of text, numbers, or symbols.
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The \emph{system control tasks} are changes to the system state through commands or menus such as creating, deleting, or modifying virtual objects, \eg as in \figref{roo2017onea}. It is also the input of text, numbers, or symbols.
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In this thesis we focus on manipulation tasks of virtual content directly with the hands, more specifically on touching visuo-haptic textures with a finger (\partref{perception}) and positioning and rotating \VOs pushed and grasp by the hand.
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In this thesis we focus on manipulation tasks of virtual content directly with the hands, more specifically on touching visuo-haptic textures with a finger (\partref{perception}) and positioning and rotating virtual objects pushed and grasp by the hand.
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\begin{subfigs}{interaction-techniques}{Interaction techniques in \AR. }[][
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\item Spatial selection of virtual item of an extended display using a hand-held smartphone \cite{grubert2015multifi}.
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@@ -210,26 +210,26 @@ It is often achieved using two interaction techniques: \emph{tangible objects} a
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\subsubsection{Manipulating with Tangibles}
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\label{ar_tangibles}
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As \AR integrates visual virtual content into \RE perception, it can involve real surrounding objects as \UI: to either visually augment them (\figref{roo2017inner}), or to use them as physical proxies to support interaction with \VOs \cite{ishii1997tangible}.
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As \AR integrates visual virtual content into \RE perception, it can involve real surrounding objects as \UI: to either visually augment them (\figref{roo2017inner}), or to use them as physical proxies to support interaction with virtual objects \cite{ishii1997tangible}.
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%According to \textcite{billinghurst2005designing}
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Each \VO is coupled to a real object and physically manipulated through it, providing a direct, efficient and seamless interaction with both the real and virtual content \cite{billinghurst2005designing}.
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Each virtual object is coupled to a real object and physically manipulated through it, providing a direct, efficient and seamless interaction with both the real and virtual content \cite{billinghurst2005designing}.
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The real objects are called \emph{tangible} in this usage context.
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%This technique is similar to mapping the movements of a mouse to a virtual cursor on a screen.
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Methods have been developed to automatically pair and adapt the \VOs for rendering with available tangibles of similar shape and size \cite{hettiarachchi2016annexing,jain2023ubitouch} (\figref{jain2023ubitouch}).
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Methods have been developed to automatically pair and adapt the virtual objects for rendering with available tangibles of similar shape and size \cite{hettiarachchi2016annexing,jain2023ubitouch} (\figref{jain2023ubitouch}).
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The issue with these \emph{space-multiplexed} interfaces is the large number and variety of tangibles required.
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An alternative is to use a single \emph{universal} tangible object like a hand-held controller, such as a cube \cite{issartel2016tangible} or a sphere \cite{englmeier2020tangible}.
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These \emph{time-multiplexed} interfaces require interaction techniques that allow the user to pair the tangible with any \VO, \eg by placing the tangible into the \VO and pressing the fingers \cite{issartel2016tangible} (\figref{issartel2016tangible}), similar to a real grasp (\secref{grasp_types}).
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These \emph{time-multiplexed} interfaces require interaction techniques that allow the user to pair the tangible with any virtual object, \eg by placing the tangible into the virtual object and pressing the fingers \cite{issartel2016tangible} (\figref{issartel2016tangible}), similar to a real grasp (\secref{grasp_types}).
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Still, the virtual visual rendering and the real haptic sensations can be incoherent.
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Especially in \OST-\AR, since the \VOs are inherently slightly transparent allowing the paired real objects to be seen through them.
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In a pick-and-place task with real objects, a difference in size \cite{kahl2021investigation} (\figref{kahl2021investigation}) and shape \cite{kahl2023using} (\figref{kahl2023using_1}) of the \VOs does not affect user performance or presence, and that small variations (\percent{\sim 10} for size) were not even noticed by the users.
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This suggests the feasibility of using simplified real obejcts in \AR whose spatial properties (\secref{object_properties}) abstract those of the \VOs.
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Especially in \OST-\AR, since the virtual objects are inherently slightly transparent allowing the paired real objects to be seen through them.
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In a pick-and-place task with real objects, a difference in size \cite{kahl2021investigation} (\figref{kahl2021investigation}) and shape \cite{kahl2023using} (\figref{kahl2023using_1}) of the virtual objects does not affect user performance or presence, and that small variations (\percent{\sim 10} for size) were not even noticed by the users.
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This suggests the feasibility of using simplified real obejcts in \AR whose spatial properties (\secref{object_properties}) abstract those of the virtual objects.
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Similarly, in \secref{tactile_rendering} we described how a material property (\secref{object_properties}) of a touched real object can be modified using wearable haptic devices \cite{detinguy2018enhancing,salazar2020altering}: it could be used to render coherent visuo-haptic material perceptions directly touched with the hand in \AR.
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\begin{subfigs}{ar_tangibles}{Manipulating \VOs through real objects. }[][
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\begin{subfigs}{ar_tangibles}{Manipulating virtual objects through real objects. }[][
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\item Ubi-Touch paired the movements and screw interaction of a virtual drill with a real vaporizer held by the user \cite{jain2023ubitouch}.
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\item A real cube that can be moved into the \VE and used to grasp and manipulate \VOs \cite{issartel2016tangible}.
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\item A real cube that can be moved into the \VE and used to grasp and manipulate virtual objects \cite{issartel2016tangible}.
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\item Size and
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\item shape difference between a real object and a virtual one is acceptable for manipulation in \AR \cite{kahl2021investigation,kahl2023using}.
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]
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@@ -252,20 +252,20 @@ The simplest models represent the hand as a rigid \ThreeD object that follows th
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An alternative is to model only the fingertips (\figref{lee2007handy}) or the whole hand (\figref{hilliges2012holodesk_1}) as points.
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The most common technique is to reconstruct all the phalanges of the hand in an articulated kinematic model (\secref{hand_anatomy}) \cite{borst2006spring}.
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The contacts between the virtual hand model and the \VOs are then simulated using heuristic or physics-based techniques \cite[p.405]{laviolajr20173d}.
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Heuristic techniques use rules to determine the selection, manipulation and release of a \VO (\figref{piumsomboon2013userdefined_1}).
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The contacts between the virtual hand model and the virtual objects are then simulated using heuristic or physics-based techniques \cite[p.405]{laviolajr20173d}.
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Heuristic techniques use rules to determine the selection, manipulation and release of a virtual object (\figref{piumsomboon2013userdefined_1}).
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However, they produce unrealistic behaviour and are limited to the cases predicted by the rules.
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Physics-based techniques simulate forces at the points of contact between the virtual hand and the \VO.
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Physics-based techniques simulate forces at the points of contact between the virtual hand and the virtual object.
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In particular, \textcite{borst2006spring} proposed an articulated kinematic model in which each phalanx is a rigid body simulated with the god-object method \cite{zilles1995constraintbased}:
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The virtual phalanx follows the movements of the real phalanx, but remains constrained to the surface of the \VOs during contact.
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The virtual phalanx follows the movements of the real phalanx, but remains constrained to the surface of the virtual objects during contact.
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The forces acting on the object are calculated as a function of the distance between the real and virtual hands (\figref{borst2006spring}).
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More advanced techniques simulate the friction phenomena \cite{talvas2013godfinger} and finger deformations \cite{talvas2015aggregate}, allowing highly accurate and realistic interactions, but which can be difficult to compute in real time.
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\begin{subfigs}{virtual-hand}{Manipulating \VOs with virtual hands. }[][
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\item A fingertip tracking that allows to select a \VO by opening the hand \cite{lee2007handy}.
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\begin{subfigs}{virtual-hand}{Manipulating virtual objects with virtual hands. }[][
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\item A fingertip tracking that allows to select a virtual object by opening the hand \cite{lee2007handy}.
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\item Physics-based hand-object manipulation with a virtual hand made of numerous many small rigid-body spheres \cite{hilliges2012holodesk}.
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\item Grasping a through gestures when the fingers are detected as opposing on the \VO \cite{piumsomboon2013userdefined}.
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\item A kinematic hand model with rigid-body phalanges (in beige) that follows the real tracked hand (in green) but kept physically constrained to the \VO. Applied forces are shown as red arrows \cite{borst2006spring}.
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\item Grasping a through gestures when the fingers are detected as opposing on the virtual object \cite{piumsomboon2013userdefined}.
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\item A kinematic hand model with rigid-body phalanges (in beige) that follows the real tracked hand (in green) but kept physically constrained to the virtual object. Applied forces are shown as red arrows \cite{borst2006spring}.
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]
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\subfigsheight{37mm}
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\subfigbox{lee2007handy}
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@@ -275,7 +275,7 @@ More advanced techniques simulate the friction phenomena \cite{talvas2013godfing
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\end{subfigs}
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However, the lack of physical constraints on the user's hand movements makes manipulation actions tiring \cite{hincapie-ramos2014consumed}.
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While the user's fingers traverse the \VO, a physics-based virtual hand remains in contact with the object, a discrepancy that may degrade the user's performance in \VR \cite{prachyabrued2012virtual}.
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While the user's fingers traverse the virtual object, a physics-based virtual hand remains in contact with the object, a discrepancy that may degrade the user's performance in \VR \cite{prachyabrued2012virtual}.
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Finally, in the absence of haptic feedback on each finger, it is difficult to estimate the contact and forces exerted by the fingers on the object during grasping and manipulation \cite{maisto2017evaluation,meli2018combining}.
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While a visual feedback of the virtual hand in \VR can compensate for these issues \cite{prachyabrued2014visual}, the visual and haptic feedback of the virtual hand, or their combination, in \AR needs to be investigated as well.
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@@ -284,24 +284,24 @@ While a visual feedback of the virtual hand in \VR can compensate for these issu
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%In \VR, since the user is fully immersed in the \VE and cannot see their real hands, it is necessary to represent them virtually (\secref{ar_embodiment}).
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When interacting with a physics-based virtual hand method (\secref{ar_virtual_hands}) in \VR, the visual feedback of the virtual hand has an influence on perception, interaction performance, and preference of users \cite{prachyabrued2014visual,argelaguet2016role,grubert2018effects,schwind2018touch}.
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In a pick-and-place manipulation task in \VR, \textcite{prachyabrued2014visual} and \textcite{canales2019virtual} found that the visual hand feedback whose motion was constrained to the surface of the \VOs similar as to \textcite{borst2006spring} (\enquote{Outer Hand} in \figref{prachyabrued2014visual}) performed the worst, while the visual hand feedback following the tracked human hand (thus penetrating the \VOs, \enquote{Inner Hand} in \figref{prachyabrued2014visual}) performed the best, though it was rather disliked.
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In a pick-and-place manipulation task in \VR, \textcite{prachyabrued2014visual} and \textcite{canales2019virtual} found that the visual hand feedback whose motion was constrained to the surface of the virtual objects similar as to \textcite{borst2006spring} (\enquote{Outer Hand} in \figref{prachyabrued2014visual}) performed the worst, while the visual hand feedback following the tracked human hand (thus penetrating the virtual objects, \enquote{Inner Hand} in \figref{prachyabrued2014visual}) performed the best, though it was rather disliked.
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\textcite{prachyabrued2014visual} also found that the best compromise was a double feedback, showing both the virtual hand and the tracked hand (\enquote{2-Hand} in \figref{prachyabrued2014visual}).
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While a realistic rendering of the human hand increased the sense of ownership \cite{lin2016need}, a skeleton-like rendering provided a stronger sense of agency \cite{argelaguet2016role} (\secref{ar_embodiment}), and a minimalist fingertip rendering reduced typing errors \cite{grubert2018effects}.
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A visual hand feedback while in \VE also seems to affect how one grasps an object \cite{blaga2020too}, or how real bumps and holes are perceived \cite{schwind2018touch}.
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\fig{prachyabrued2014visual}{Visual hand feedback affect user experience in \VR \cite{prachyabrued2014visual}.}
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Conversely, a user sees their own hands in \AR, and the mutual occlusion between the hands and the \VOs is a common issue (\secref{ar_displays}), \ie hiding the \VO when the real hand is in front of it, and hiding the real hand when it is behind the \VO (\figref{hilliges2012holodesk_2}).
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Conversely, a user sees their own hands in \AR, and the mutual occlusion between the hands and the virtual objects is a common issue (\secref{ar_displays}), \ie hiding the virtual object when the real hand is in front of it, and hiding the real hand when it is behind the virtual object (\figref{hilliges2012holodesk_2}).
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%For example, in \figref{hilliges2012holodesk_2}, the user is pinching a virtual cube in \OST-\AR with their thumb and index fingers, but while the index is behind the cube, it is seen as in front of it.
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While in \VST-\AR, this could be solved as a masking problem by combining the real and virtual images \cite{battisti2018seamless}, \eg in \figref{suzuki2014grasping}, in \OST-\AR, this is much more difficult because the \VE is displayed as a transparent \TwoD image on top of the \ThreeD \RE, which cannot be easily masked \cite{macedo2023occlusion}.
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%Yet, even in \VST-\AR,
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%An alternative is to render the \VOs and the virtual hand semi-transparents, so that they are partially visible even when one is occluding the other (\figref{buchmann2005interaction}).
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%An alternative is to render the virtual objects and the virtual hand semi-transparents, so that they are partially visible even when one is occluding the other (\figref{buchmann2005interaction}).
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%Although perceived as less natural, this seems to be preferred to a mutual visual occlusion in \VST-\AR \cite{buchmann2005interaction,ha2014wearhand,piumsomboon2014graspshell} and \VR \cite{vanveldhuizen2021effect}, but has not yet been evaluated in \OST-\AR.
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%However, this effect still causes depth conflicts that make it difficult to determine if one's hand is behind or in front of a \VO, \eg the thumb is in front of the virtual cube, but could be perceived to be behind it.
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%However, this effect still causes depth conflicts that make it difficult to determine if one's hand is behind or in front of a virtual object, \eg the thumb is in front of the virtual cube, but could be perceived to be behind it.
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Since the \VE is intangible, adding a visual feedback of the virtual hand in \AR that is physically constrained to the \VOs would achieve a similar result to the double-hand feedback of \textcite{prachyabrued2014visual}.
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A \VO overlaying a real object object in \OST-\AR can vary in size and shape without degrading user experience or manipulation performance \cite{kahl2021investigation,kahl2023using}.
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Since the \VE is intangible, adding a visual feedback of the virtual hand in \AR that is physically constrained to the virtual objects would achieve a similar result to the double-hand feedback of \textcite{prachyabrued2014visual}.
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A virtual object overlaying a real object object in \OST-\AR can vary in size and shape without degrading user experience or manipulation performance \cite{kahl2021investigation,kahl2023using}.
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This suggests that a visual hand feedback superimposed on the real hand as a partial avatarization (\secref{ar_embodiment}) might be helpful without impairing the user.
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Few works have compared different visual feedback of the virtual hand in \AR or with wearable haptic feedback.
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@@ -313,13 +313,13 @@ In a collaborative task in immersive \OST-\AR \vs \VR, \textcite{yoon2020evaluat
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\textcite{genay2021virtual} found that the sense of embodiment with robotic hands overlay in \OST-\AR was stronger when the environment contained both real and virtual objects (\figref{genay2021virtual}).
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Finally, \textcite{maisto2017evaluation} and \textcite{meli2018combining} compared the visual and haptic feedback of the hand in \VST-\AR, as detailed in the next section (\secref{vhar_rings}).
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Taken together, these results suggest that a visual augmentation of the hand in \AR could improve usability and performance in direct hand manipulation tasks, but the best rendering has yet to be determined.
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%\cite{chan2010touching} : cues for touching (selection) \VOs.
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%\textcite{saito2021contact} found that masking the real hand with a textured \ThreeD opaque virtual hand did not improve performance in a reach-to-grasp task but displaying the points of contact on the \VO did.
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%To the best of our knowledge, evaluating the role of a visual rendering of the hand displayed \enquote{and seen} directly above real tracked hands in immersive OST-AR has not been explored, particularly in the context of \VO manipulation.
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%\cite{chan2010touching} : cues for touching (selection) virtual objects.
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%\textcite{saito2021contact} found that masking the real hand with a textured \ThreeD opaque virtual hand did not improve performance in a reach-to-grasp task but displaying the points of contact on the virtual object did.
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%To the best of our knowledge, evaluating the role of a visual rendering of the hand displayed \enquote{and seen} directly above real tracked hands in immersive OST-AR has not been explored, particularly in the context of virtual object manipulation.
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\begin{subfigs}{visual-hands}{Visual feedback of the virtual hand in \AR. }[][
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\item Grasping a \VO in \OST-\AR with no visual hand feedback \cite{hilliges2012holodesk}.
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\item Simulated mutual-occlusion between the hand grasping and the \VO in \VST-\AR \cite{suzuki2014grasping}.
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\item Grasping a virtual object in \OST-\AR with no visual hand feedback \cite{hilliges2012holodesk}.
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\item Simulated mutual-occlusion between the hand grasping and the virtual object in \VST-\AR \cite{suzuki2014grasping}.
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\item Grasping a real object with a semi-transparent hand in \VST-\AR \cite{buchmann2005interaction}.
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\item Skeleton rendering overlaying the real hand in \VST-\AR \cite{blaga2017usability}.
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\item Robotic rendering overlaying the real hands in \OST-\AR \cite{genay2021virtual}.
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@@ -338,8 +338,8 @@ Taken together, these results suggest that a visual augmentation of the hand in
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\AR systems integrate virtual content into the user's perception as if it were part of the \RE.
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\AR headsets now enable real-time tracking of the head and hands, and high-quality display of virtual content, while being portable and mobile.
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They enable highly immersive \AEs that users can explore with a strong sense of the presence of the virtual content.
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However, without direct and seamless interaction with the \VOs using the hands, the coherence of the \AE experience is compromised.
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In particular, when manipulating \VOs 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.
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A common alternative approach is to use real objects as proxies for interaction with \VOs, but this raises concerns about their coherence with visual augmentations.
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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 \VOs and for coherent visuo-haptic augmentation of touched real objects.
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They enable highly immersive augmented environments that users can explore with a strong sense of the presence of the virtual content.
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However, without direct and seamless interaction with the virtual objects using the hands, the coherence of the augmented environment experience is compromised.
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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.
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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.
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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.
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