Complete related work
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@@ -204,7 +204,7 @@ The simplest texture simulation model is a 1D sinusoidal grating $v(t)$ with spa
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\begin{equation}{grating_rendering}
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v(t) = A \sin(\frac{2 \pi \dot{x}(t)}{\lambda})
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\end{equation}
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That is, this model generates a periodic signal whose frequency is proportional to the user's velocity, implementing the speed-frequency ratio observed with real patterned textures (\eqref{grating_vibrations}).
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That is, this model generates a periodic signal whose frequency is modulated and proportional to the user's velocity, implementing the speed-frequency ratio observed with real patterned textures (\eqref{grating_vibrations}).
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It gives the user the illusion of a texture with a \emph{fixed spatial period} that approximate the real manufactured grating textures (\secref{roughness}).
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The user's position could have been used instead of the velocity, but it requires measuring the position and generating the signal at frequencies too high (\qty{10}{\kHz}) for most sensors and haptic actuators \cite{campion2005fundamental}.
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@@ -212,6 +212,7 @@ With a voice-coil actuator attached to the middle phalanx of the finger, \textci
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Participants moved their finger over real grating textures (\qtyrange{0.15}{.29}{\mm} groove and ridge width) with a virtual sine grating (\qty{1}{\mm} spatial period) superimposed, rendered after \eqref{grating_rendering}.
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The perceived roughness increased proportionally to the virtual texture amplitude, but a high amplitude decreased it instead.
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\textcite{ujitoko2019modulating} instead used a square wave signal and a hand-held stylus with an embedded voice-coil.
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\textcite{friesen2024perceived} compared the frequency modulation of \eqref{grating_rendering} with amplitude modulation (\figref{friesen2024perceived}), and found that the frequency modulation was perceived as more similar to real sinusoidal gratings for lower spatial periods (\qty{0.5}{\mm}) but both modulations were effective for higher spatial periods (\qty{1.5}{\mm}).
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%\textcite{friesen2024perceived} proposed
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@@ -239,13 +240,13 @@ When comparing real textures felt through a stylus with their virtual models ren
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\begin{subfigs}{textures_rendering_data}{Augmentating haptic texture perception with voice-coil actuators. }[
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\item Increasing and decreasing the perceived roughness of a real patterned texture in direct touch \cite{asano2015vibrotactile}.
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%\item Comparing real patterned texture with virtual texture augmentation in direct touch \cite{friesen2024perceived}.
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\item Comparing real patterned texture with virtual texture augmentation in direct touch \cite{friesen2024perceived}.
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\item Rendering virtual contacts in direct touch with the virtual texture \cite{ando2007fingernailmounted}.
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\item Rendering an isotropic virtual texture over a real surface while sliding a hand-held stylus across it \cite{culbertson2012refined}.
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]
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\subfigsheight{38mm}
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\subfigsheight{36mm}
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\subfig{asano2015vibrotactile_2}
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%\subfig{friesen2024perceived}
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\subfig{friesen2024perceived}
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\subfig{ando2007fingernailmounted}
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\subfig{culbertson2012refined}
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\end{subfigs}
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@@ -358,7 +359,8 @@ Haptic systems aim to provide virtual interactions and sensations similar to tho
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The complexity of the haptic sense has led to the design of numerous haptic devices and renderings.
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While many haptic devices can be worn on the hand, only a few can be considered wearable as they are compact and portable, but they are limited to cutaneous feedback.
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If the haptic rendering is timely associated with the user's touch actions on a real object, the perceived haptic properties of the object can be modified.
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Several rendering methods have been developed to modify the perceived roughness and hardness, but not all of them have been already transposed to wearable haptics.
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Several rendering methods have been developed to modify the perceived roughness and hardness, mostly using vibrotactile feedback and, to a lesser extent, pressure feedback.
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However, not all of these haptic augmentations have been already transposed to wearable haptics.
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%, unlike most previous actuators that are designed specifically for fingertips and would require mechanical adaptation to be placed on other parts of the hand.
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% thanks to the vibration propagation and the sensory capabilities distributed throughout the skin, they can be placed without adaption and on any part of the hand
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