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@@ -7,8 +7,6 @@ To create the illusion of touching a pattern with a fixed spatial period, the fr
Previous work either used mechanical system to track the movement at high frequency \cite{strohmeier2017generating,friesen2024perceived}, or required the user to move at a constant speed to keep the signal frequency constant \cite{asano2015vibrotactile,ujitoko2019modulating}.
However, this method has not yet been integrated in an \AR headset context, where the user should be able to freely touch and explore the visuo-haptic texture augmentations.
%which either constrained hand to a constant speed to keep the signal frequency constant \cite{asano2015vibrotactile,friesen2024perceived}, or used mechanical sensors attached to the hand \cite{friesen2024perceived,strohmeier2017generating}
In this chapter, we propose a \textbf{system for rendering visual and haptic virtual textures that augment real surfaces}.
It is implemented with the \OST-\AR headset Microsoft HoloLens~2 and a wearable vibrotactile (voice-coil) device worn on the outside of finger (not covering the fingertip).
The visuo-haptic augmentations rendered with this design allow a user to \textbf{see the textures from any angle} and \textbf{explore them freely with the bare finger}, as if they were real textures.

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\section{Conclusion}
\label{conclusion}
%Summary of the research problem, method, main findings, and implications.
In this chapter, we designed and implemented a system for rendering virtual visuo-haptic textures that augment a real surface.
Directly touched with the fingertip, the perceived roughness of the surface can be increased using a wearable vibrotactile voice-coil device mounted on the middle phalanx of the finger.
We adapted the 1D sinusoidal grating rendering method, common in the literature but not yet integrated in a direct touch context, for use with vision-based pose estimation of the finger and paired it with an \OST-\AR headset.
@@ -12,9 +10,3 @@ It also allows a free exploration of the textures, as if they were real (\secref
The visual latency we measured is typical of \AR systems, and the haptic latency is below the perceptual detection threshold for vibrotactile rendering.
This system forms the basis of the apparatus for the user studies presented in the next two chapters, which evaluate the user perception of these visuo-haptic texture augmentations.
%\noindentskip This work was presented and published at the VRST 2024 conference:
%
%Erwan Normand, Claudio Pacchierotti, Eric Marchand, and Maud Marchal.
%\enquote{How Different Is the Perception of Vibrotactile Texture Roughness in Augmented versus Virtual Reality?}.
%In: \textit{ACM Symposium on Virtual Reality Software and Technology}. Trier, Germany, October 2024. pp. 287--296.