WIP related work

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@@ -64,8 +64,9 @@ While a large literature has investigated these differences in visual perception
\subsection{Wearable Haptics for AR}
\label{vhar_haptics}
A few wearable haptic devices have been specifically designed for direct hand interaction in immersive \AR.
Some wearable haptic devices have been specifically designed for direct hand interaction in immersive \AR.
The main challenge of wearable haptics for \AR is to provide haptic sensations of virtual or augmented objects that are touched and manipulated directly with the fingers while keeping the fingertips free to interact with the \RE.
%In this context of integrating \WHs with \AR to create a \vh-\AE (see \chapref{introduction}), the definition of \textcite{pacchierotti2017wearable} can be extended to an additional criterion: The wearable haptic interface should not impair the interaction with the \RE, \ie the user should be able to touch and manipulate objects in the real world while wearing the haptic device.
%Many approaches have been proposed and they differ greatly in the actuators used (see \secref{wearable_haptic_devices}), the type of rendered object (real or virtual), the rendered haptic property (contact, hardness, texture, see \secref{tactile_rendering}), and the placement of the haptic rendering.
As with the general overview of wearable haptic devices for the hand in \secref{wearable_haptics}, the type of the actuator used strongly determines the haptic feedback.
@@ -110,16 +111,15 @@ However, as for \textcite{teng2021touch}, finger speed was not taken into accoun
\subfig{maeda2022fingeret}
\end{subfigs}
\paragraph{Wrist-Mounted Devices}
\paragraph{Bracelet Devices}
With their \enquote{Tactile And Squeeze Bracelet Interface} (Tasbi), already mentioned in \secref{belt_actuators}, \textcite{pezent2019tasbi} explored the use of a wrist-worn belt actuator.
With their \enquote{Tactile And Squeeze Bracelet Interface} (Tasbi), already mentioned in \secref{belt_actuators}, \textcite{pezent2019tasbi} explored the use of a wrist-worn bracelet actuator.
It is capable of providing a uniform pressure sensation (up to \qty{15}{\N} and \qty{10}{\Hz}) and vibration with six \LRAs (\qtyrange{150}{200}{\Hz} bandwidth).
Although the device has not been tested in \AR, a user study conducted in \VR to compare the perception of haptic and visual stiffness rendering of a virtual button is detailed in the \secref{vhar_interaction}.
\subsubsection{Electrical Based Rendering}
[@Bau2010Teslatouch] created a touch-based surface rendering textures using electrovibration and friction feedback between the surface and the user's finger.
They extended this prototype to in [@Bau2012REVEL] to alter the texture of touched real objects using reverse electrovibration. They call this kind of haptic devices that can alter the touch perception of any object without any setup as *intrinsic haptic displays*.
\cite{bau2012revel} alterer the texture of touched real objects using reverse electrovibration. They call this kind of haptic devices that can alter the touch perception of any object without any setup as *intrinsic haptic displays*.
\cite{lopes2018adding}
@@ -127,15 +127,16 @@ They extended this prototype to in [@Bau2012REVEL] to alter the texture of touch
\subsection{Improving the Interactions with Virtual Objects}
\label{vhar_interaction}
\cite{scheggi2010shape}
\cite{pacchierotti2015cutaneous}
Conjointly, a few studies have explored and compared the effects of visual and haptic feedback in tasks involving the manipulation of virtual objects with the hand.
\textcite{sarac2022perceived} and \textcite{palmer2022haptic} studied the effects of providing haptic feedback about contacts at the fingertips using haptic devices worn at the wrist, testing different mappings.
Results proved that moving the haptic feedback away from the point(s) of contact is possible and effective, and that its impact is more significant when the visual feedback is limited.
In pick-and-place tasks in AR involving both virtual and real objects, \textcite{maisto2017evaluation} and \textcite{meli2018combining} showed that having a haptic {rendering of the} fingertip interactions with the virtual objects led to better performance and perceived effectiveness than having only a visual rendering of the hand.
Moreover, employing the haptic ring of~\cite{pacchierotti2016hring} on the proximal finger phalanx led to an improved performance with respect to more standard fingertip haptic devices~\cite{chinello2020modular}.
However, the measured difference in performance could be attributed to either the device or the device position (proximal vs fingertip), or both.
Conjointly, a few studies have explored and compared the effects of visual and haptic feedback in tasks involving the manipulation of virtual objects with the hand.
\textcite{sarac2022perceived} and \textcite{palmer2022haptic} studied the effects of providing haptic feedback about contacts at the fingertips using haptic devices worn at the wrist, testing different mappings.
Results proved that moving the haptic feedback away from the point(s) of contact is possible and effective, and that its impact is more significant when the visual feedback is limited.
Furthermore, all of these studies were conducted in non-immersive setups, where users looked at a screen displaying the visual interactions, and only compared haptic and visual feedback, but did not examine them together.
The improved performance and perceived effectiveness of a delocalized haptic feedback over a visual feedback alone, or their multimodal combination, remains to be verified in an immersive OST-AR setup.