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@@ -7,8 +7,6 @@ To create the illusion of touching a pattern with a fixed spatial period, the fr
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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}.
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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.
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%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}
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In this chapter, we propose a \textbf{system for rendering visual and haptic virtual textures that augment real surfaces}.
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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).
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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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@@ -1,8 +1,6 @@
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\section{Conclusion}
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\label{conclusion}
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%Summary of the research problem, method, main findings, and implications.
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In this chapter, we designed and implemented a system for rendering virtual visuo-haptic textures that augment a real surface.
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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.
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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.
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@@ -12,9 +10,3 @@ It also allows a free exploration of the textures, as if they were real (\secref
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The visual latency we measured is typical of \AR systems, and the haptic latency is below the perceptual detection threshold for vibrotactile rendering.
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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.
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%\noindentskip This work was presented and published at the VRST 2024 conference:
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%
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%Erwan Normand, Claudio Pacchierotti, Eric Marchand, and Maud Marchal.
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%\enquote{How Different Is the Perception of Vibrotactile Texture Roughness in Augmented versus Virtual Reality?}.
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%In: \textit{ACM Symposium on Virtual Reality Software and Technology}. Trier, Germany, October 2024. pp. 287--296.
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