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@@ -88,7 +88,8 @@ In particular, we will investigate the effect of the visual feedback of the virt
\paragraph{Presence}
\label{ar_presence}
\AR and \VR are both essentially illusions as the virtual content does not physically exist but is just digitally simulated and rendered to the user's senses through display devices.
\AR and \VR are both essentially illusions.
The virtual content does not actually exist physically, but is only digitally simulated and rendered to the user's senses through display devices.
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,slater2022separate}.
\emph{Place illusion} is the sense of the user of \enquote{being there} in the \VE (\figref{presence-vr}).
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.
@@ -131,9 +132,9 @@ In all examples of \AR applications shown in \secref{ar_applications}, the user
For a user to interact with a computer system (desktop, mobile, \AR, etc.), they first perceive the state of the system and then acts upon it through an input device \cite[p.145]{laviolajr20173d}.
Such input devices form an input \emph{\UI} that captures and translates user's actions to the computer.
Similarly, an output \UI render and display the state of the system to the user (such as a \AR/\VR display, \secref{ar_displays}, or an haptic actuator, \secref{wearable_haptic_devices}).
Similarly, an output \UI render and display the state of the system to the user (such as an \AR/\VR display, \secref{ar_displays}, or an haptic actuator, \secref{wearable_haptic_devices}).
Inputs \UI can be either an \emph{active sensing}, a held or worn device, such as a mouse, a touch screen, or a hand-held controller, or a \emph{passive sensing}, that does not require a contact, such as eye trackers, voice recognition, or hand tracking \cite[p.294]{laviolajr20173d}.
Inputs \UI can be either an \emph{active sensing}, \ie a held or worn device, such as a mouse, a touch screen, or a hand-held controller, or a \emph{passive sensing}, that does not require a contact, such as eye trackers, voice recognition, or hand tracking \cite[p.294]{laviolajr20173d}.
The captured information from the sensors is then translated into actions within the computer system by an \emph{interaction technique}.
For example, a cursor on a screen can be moved using either with a mouse or with the arrow keys on a keyboard, or a two-finger swipe on a touchscreen can be used to scroll or zoom an image.
Choosing useful and efficient \UIs and interaction techniques is crucial for the user experience and the tasks that can be performed within the system.