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@@ -226,7 +226,7 @@ For patterned textures, as illustrated in \figref{delhaye2012textureinduced}, th
\lambda \sim \frac{v}{f_p}
\end{equation}
The vibrations generated by exploring everyday textures are also very specific to each texture and similar between individuals, making them identifiable by vibration alone \cite{manfredi2014natural,greenspon2020effect}.
The vibrations generated by exploring everyday textures are also specific to each texture and similar between individuals, making them identifiable by vibration alone \cite{manfredi2014natural,greenspon2020effect}.
This shows the importance of vibration cues even for macro textures and the possibility of generating virtual texture sensations with vibrotactile rendering.
\fig[0.55]{delhaye2012textureinduced}{Speed of finger exploration (horizontal axis) on grating textures with different periods $\lambda$ of spacing (in color) and frequency of the vibration intensity peak $f_p$ propagated in the wrist (vertical axis) \cite{delhaye2012textureinduced}.}

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@@ -38,7 +38,7 @@ However, it cannot constrain the movements of the wrist and the reaction force i
Such \emph{body-grounded} devices are often heavy and bulky and cannot be considered wearable.
\textcite{pacchierotti2017wearable} defined that : \enquote{A wearable haptic interface should also be small, easy to carry, comfortable, and it should not impair the motion of the wearer}.
An approach is then to move the grounding point very close to the end-effector (\figref{pacchierotti2017wearable_3}): the interface is limited to cutaneous haptic feedback, but its design is more compact, lightweight, comfortable and portable, \eg in \figref{grounded_to_wearable}.
An approach is then to move the grounding point close to the end-effector (\figref{pacchierotti2017wearable_3}): the interface is limited to cutaneous haptic feedback, but its design is more compact, lightweight, comfortable and portable, \eg in \figref{grounded_to_wearable}.
Moreover, as detailed in \secref{object_properties}, cutaneous sensations are necessary and often sufficient for the perception of the haptic properties of an object explored with the hand, as also argued by \textcite{pacchierotti2017wearable}.
\begin{subfigs}{grounded_to_wearable}{Haptic devices for the hand with different wearability levels. }[][
@@ -73,7 +73,7 @@ However, these platforms are specifically designed to provide haptic feedback to
\subsubsection{Pin and Pneumatic Arrays}
\label{array_actuators}
A pin-array is a surface made up of small, rigid pins arranged very close together in a grid and that can be moved individually.
A pin-array is a surface made up of small, rigid pins arranged close together in a grid and that can be moved individually.
When placed in contact with the fingertip, it can create sensations of edge, pressure and texture.
The \figref{sarakoglou2012high} shows an example of a pin-array consisting of \numproduct{4 x 4} pins of \qty{1.5}{\mm} diameter and \qty{2}{\mm} height, spaced at \qty{2}{\mm} \cite{sarakoglou2012high}.
Pneumatic systems use a fluid such as air or water to inflate membranes under the skin, creating sensations of contact and pressure \cite{raza2024pneumatically}.
@@ -153,7 +153,7 @@ A voice-coil actuator is a \LRA but capable of generating vibration at two \DoF,
They are larger in size than \ERMs and \LRAs, but can generate more complex renderings.
Piezoelectric actuators deform a solid material when a voltage is applied.
They are very small and thin and provide two \DoFs of amplitude and frequency control.
They are small and thin and provide two \DoFs of amplitude and frequency control.
However, they require high voltages to operate, limiting their use in wearable devices.
\begin{subfigs}{lra}{Diagram and performance of \LRAs. }[][
@@ -219,7 +219,7 @@ More complex models have also been developed to be physically accurate and repro
\paragraph{Data-driven Models}
Because simulations of realistic virtual textures can be very complex to design and to render in real-time, direct capture and models of real textures have been developed \cite{culbertson2018haptics}.
Because simulations of realistic virtual textures can be complex to design and to render in real-time, direct capture and models of real textures have been developed \cite{culbertson2018haptics}.
\textcite{okamura1998vibration} were the first to measure the vibrations produced by the interaction of a stylus dragged over sandpaper and patterned surfaces.
They found that the contact vibrations with patterns can be modeled as exponentially decaying sinusoids (\eqref{contact_transient}) that depend on the normal force and the scanning velocity of the stylus on the surface.

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@@ -188,7 +188,7 @@ The \emph{system control tasks} are changes to the system state through commands
In \AR and \VR, the state of the system is displayed to the user as a \ThreeD spatial \VE.
In an immersive and portable \AR system, this \VE is experienced at a 1:1 scale and as an integral part of the \RE.
The rendering gap between the real and virtual elements, as described on the interaction loop in \figref[introduction]{interaction-loop}, is thus experienced as very narrow or even not consciously perceived by the user.
The rendering gap between the real and virtual elements, as described on the interaction loop in \figref[introduction]{interaction-loop}, is thus experienced as narrow or even not consciously perceived by the user.
This manifests as a sense of presence of the virtual, as described in \secref{ar_presence}.
As the gap between real and virtual rendering is reduced, one could expects a similar and seamless interaction with the \VE as with a \RE, which \textcite{jacob2008realitybased} called \emph{reality based interactions}.

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@@ -179,14 +179,14 @@ They can also simulate a texture sensation by rapidly rotating in and out.
In a user study not in \AR, but directly touching images on a tablet, Fingeret was found to be more realistic (4/7) than a \LRA at \qty{100}{\Hz} on the nail (3/7) for rendering buttons and a patterned texture (\secref{texture_rendering}), but not different from vibrations for rendering high-frequency textures (3.5/7 for both).
However, as with \textcite{teng2021touch}, finger speed was not taken into account when rendering vibrations, which may have been detrimental to texture perception, as described in \secref{texture_rendering}.
Finally, \textcite{preechayasomboon2021haplets} (\figref{preechayasomboon2021haplets}) and \textcite{sabnis2023haptic} designed Haplets and Haptic Servo, respectively: These are very compact and lightweight vibrotactile \LRA devices designed to provide both integrated finger motion sensing and very low latency haptic feedback (\qty{<5}{ms}).
Finally, \textcite{preechayasomboon2021haplets} (\figref{preechayasomboon2021haplets}) and \textcite{sabnis2023haptic} designed Haplets and Haptic Servo, respectively: These are compact and lightweight vibrotactile \LRA devices designed to provide both integrated finger motion sensing and low latency haptic feedback (\qty{<5}{ms}).
However, no proper user study has been conducted to evaluate these devices in \AR.
\begin{subfigs}{ar_wearable}{Nail-mounted wearable haptic devices designed for \AR. }[][
%\item A voice-coil rendering a virtual haptic texture on a real sheet of paper \cite{ando2007fingernailmounted}.
\item Touch\&Fold provide contact pressure and vibrations on demand to the fingertip \cite{teng2021touch}.
\item Fingeret is a finger-side wearable haptic device that pulls and pushs the fingertip skin \cite{maeda2022fingeret}.
\item Haplets is a very compact nail device with integrated sensing and vibrotactile feedback \cite{preechayasomboon2021haplets}.
\item Haplets is a compact nail device with integrated sensing and vibrotactile feedback \cite{preechayasomboon2021haplets}.
]
\subfigsheight{33mm}
%\subfig{ando2007fingernailmounted}