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@@ -11,37 +11,37 @@ Yet visual and haptic sensations are often combined in everyday life, and it is
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\subsection{Augmenting Haptic Texture Roughness}
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\sublabel{vibrotactile_roughness}
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When running a finger over a surface, the deformations and vibrations of the skin caused by the micro-height differences of the material induce the sensation of roughness~\cite{klatzky2003feeling}.
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When running a finger over a surface, the deformations and vibrations of the skin caused by the micro-height differences of the material induce the sensation of roughness~\autocite{klatzky2003feeling}.
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%Several approaches have been proposed to render virtual haptic texture~\cite{culbertson2018haptics}.
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%Several approaches have been proposed to render virtual haptic texture~\autocite{culbertson2018haptics}.
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%High-fidelity force feedback devices can reproduce patterned textures with great precision and provide similar perceptions to real textures, but they are expensive, have a limited workspace, and impose to hold a probe to explore the texture~\cite{unger2011roughness}.
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%High-fidelity force feedback devices can reproduce patterned textures with great precision and provide similar perceptions to real textures, but they are expensive, have a limited workspace, and impose to hold a probe to explore the texture~\autocite{unger2011roughness}.
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%As more traditional force feedback systems are unable to accurately render such micro-details on a simulated surface, vibrotactile devices attached to the end effector instead generate vibrations to simulate interaction with the virtual texture~\cite{culbertson2018haptics}.
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%As more traditional force feedback systems are unable to accurately render such micro-details on a simulated surface, vibrotactile devices attached to the end effector instead generate vibrations to simulate interaction with the virtual texture~\autocite{culbertson2018haptics}.
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%In this way, physics-based models~\cite{chan2021hasti,okamura1998vibration} and data-based models~\cite{culbertson2015should,romano2010automatic} have been developed and evaluated, the former being simpler but more approximate to real textures, and the latter being more realistic but limited to the captured textures.
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%In this way, physics-based models~\autocite{chan2021hasti,okamura1998vibration} and data-based models~\autocite{culbertson2015should,romano2010automatic} have been developed and evaluated, the former being simpler but more approximate to real textures, and the latter being more realistic but limited to the captured textures.
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%Notably, \citeauthorcite{okamura1998vibration} rendered grating textures with exponentially decaying sinudoids that simulated the strokes of the grooves and ridges of the surface, while \citeauthorcite{culbertson2014modeling} captured and modelled the roughness of real surfaces to render them using the speed and force of the user.
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An effective approach to rendering virtual roughness is to generate vibrations to simulate interaction with the virtual texture~\cite{culbertson2018haptics}, relying on the user's real-time measurements of position, velocity and force. % to modulate the frequencies and amplitudes of the vibrations, with position and velocity being the most important parameters~\cite{culbertson2015should}.
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An effective approach to rendering virtual roughness is to generate vibrations to simulate interaction with the virtual texture~\autocite{culbertson2018haptics}, relying on the user's real-time measurements of position, velocity and force. % to modulate the frequencies and amplitudes of the vibrations, with position and velocity being the most important parameters~\autocite{culbertson2015should}.
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The perceived roughness of real surfaces can be then modified when touched by a tool with a vibrotactile actuator attached~\cite{culbertson2014modeling,ujitoko2019modulating} or directly with the finger wearing the vibrotactile actuator~\cite{asano2015vibrotactile,normand2024augmenting}, creating a haptic texture augmentation.
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The perceived roughness of real surfaces can be then modified when touched by a tool with a vibrotactile actuator attached~\autocite{culbertson2014modeling,ujitoko2019modulating} or directly with the finger wearing the vibrotactile actuator~\autocite{asano2015vibrotactile,normand2024augmenting}, creating a haptic texture augmentation.
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%The objective is not just to render a virtual texture, but to alter the perception of a real, tangible surface, usually with wearable haptic devices, in what is known as haptic augmented reality (HAR)~\cite{bhatia2024augmenting,jeon2009haptic}.
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%The objective is not just to render a virtual texture, but to alter the perception of a real, tangible surface, usually with wearable haptic devices, in what is known as haptic augmented reality (HAR)~\autocite{bhatia2024augmenting,jeon2009haptic}.
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One additional challenge of augmenting the finger touch is to keep the fingertip free to touch the real environment, thus delocalizing the actuator elsewhere on the hand~\cite{ando2007fingernailmounted,friesen2024perceived,normand2024visuohaptic,teng2021touch}.
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One additional challenge of augmenting the finger touch is to keep the fingertip free to touch the real environment, thus delocalizing the actuator elsewhere on the hand~\autocite{ando2007fingernailmounted,friesen2024perceived,normand2024visuohaptic,teng2021touch}.
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Of course, the fingertip skin is not deformed by the virtual texture and only vibrations are felt, but it has been shown that the vibrations produced on the fingertip skin running over a real surface are texture specific and similar between individuals~\cite{manfredi2014natural}.
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Of course, the fingertip skin is not deformed by the virtual texture and only vibrations are felt, but it has been shown that the vibrations produced on the fingertip skin running over a real surface are texture specific and similar between individuals~\autocite{manfredi2014natural}.
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A common method vibrotactile rendering of texture is to use a sinusoidal signal whose frequency is modulated by the finger position or velocity~\cite{asano2015vibrotactile,friesen2024perceived,strohmeier2017generating,ujitoko2019modulating}.
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A common method vibrotactile rendering of texture is to use a sinusoidal signal whose frequency is modulated by the finger position or velocity~\autocite{asano2015vibrotactile,friesen2024perceived,strohmeier2017generating,ujitoko2019modulating}.
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It remains unclear whether such vibrotactile texture augmentation is perceived the same when integrated into visual AR or VR environments or touched with a virtual hand instead of the real hand.
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%We also add a phase adjustment to this sinusoidal signal to allow free exploration movements of the finger with a simple camera-based tracking system.
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%Another approach is to use ultrasonic vibrating screens, which are able to modulate their friction~\cite{brahimaj2023crossmodal,rekik2017localized}.
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%Another approach is to use ultrasonic vibrating screens, which are able to modulate their friction~\autocite{brahimaj2023crossmodal,rekik2017localized}.
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%Combined with vibrotactile rendering of roughness using a voice-coil actuator attached to the screen, they can produce realistic haptic texture sensations~\cite{ito2019tactile}.
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%Combined with vibrotactile rendering of roughness using a voice-coil actuator attached to the screen, they can produce realistic haptic texture sensations~\autocite{ito2019tactile}.
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%However, this method is limited to the screen and does not allow to easily render textures on virtual (visual) objects or to alter the perception of real surfaces.
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@@ -55,30 +55,30 @@ When the same object property is sensed simultaneously by vision and touch, the
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The phychophysical model of \citeauthorcite{ernst2002humans} established that the sense with the least variability dominates perception.
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%In particular, this effect has been used to better understand the visuo-haptic perception of texture and to design better feedback for virtual objects.
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Particularly for real textures, it is known that both touch and sight individually perceive textures equally well and similarly~\cite{bergmanntiest2007haptic,baumgartner2013visual,vardar2019fingertip}.
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Particularly for real textures, it is known that both touch and sight individually perceive textures equally well and similarly~\autocite{bergmanntiest2007haptic,baumgartner2013visual,vardar2019fingertip}.
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Thus, the overall perception can be modified by changing one of the modalities, as shown by \citeauthorcite{yanagisawa2015effects}, who altered the perception of roughness, stiffness and friction of some real tactile textures touched by the finger by superimposing different real visual textures using a half-mirror.
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%Similarly but in VR, \citeauthorcite{degraen2019enhancing} combined visual textures with different passive haptic hair-like structure that were touched with the finger to induce a larger set of visuo-haptic materials perception.
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%\citeauthorcite{gunther2022smooth} studied in a complementary way how the visual rendering of a virtual object touching the arm with a tangible object influenced the perception of roughness.
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Likewise, visual textures were combined in VR with various tangible objects to induce a larger set of visuo-haptic material perceptions, in both active touch~\cite{degraen2019enhancing} and passive touch~\cite{gunther2022smooth} contexts.
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Likewise, visual textures were combined in VR with various tangible objects to induce a larger set of visuo-haptic material perceptions, in both active touch~\autocite{degraen2019enhancing} and passive touch~\autocite{gunther2022smooth} contexts.
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\citeauthorcite{normand2024augmenting} also investigated the roughness perception of tangible surfaces touched with the finger and augmented with visual textures in AR and with wearable vibrotactile textures.
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%A common finding of these studies is that haptic sensations seem to dominate the perception of roughness, suggesting that a smaller set of haptic textures can support a larger set of visual textures.
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Conversely, virtual hand rendering is also known to influence how an object is grasped in VR~\cite{prachyabrued2014visual,blaga2020too} and AR~\cite{normand2024visuohaptic}, or even how real bumps and holes are perceived in VR~\cite{schwind2018touch}, but its effect on the perception of a haptic texture augmentation has not yet been investigated.
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Conversely, virtual hand rendering is also known to influence how an object is grasped in VR~\autocite{prachyabrued2014visual,blaga2020too} and AR~\autocite{normand2024visuohaptic}, or even how real bumps and holes are perceived in VR~\autocite{schwind2018touch}, but its effect on the perception of a haptic texture augmentation has not yet been investigated.
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% \cite{degraen2019enhancing} and \cite{gunther2022smooth} showed that the visual rendering of a virtual object can influence the perception of its haptic properties.
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% \cite{yanagisawa2015effects} with real visual textures superimposed on touched real textures affected the perception of the touched textures.
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% \autocite{degraen2019enhancing} and \autocite{gunther2022smooth} showed that the visual rendering of a virtual object can influence the perception of its haptic properties.
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% \autocite{yanagisawa2015effects} with real visual textures superimposed on touched real textures affected the perception of the touched textures.
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A few works have also used pseudo-haptic feedback to change the perception of haptic stimuli to create richer feedback by deforming the visual representation of a user input~\cite{ujitoko2021survey}.
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A few works have also used pseudo-haptic feedback to change the perception of haptic stimuli to create richer feedback by deforming the visual representation of a user input~\autocite{ujitoko2021survey}.
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For example, %different levels of stiffness can be simulated on a grasped virtual object with the same passive haptic device~\cite{achibet2017flexifingers} or
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the perceived softness of tangible objects can be altered by superimposing in AR a virtual texture that deforms when pressed by the hand~\cite{punpongsanon2015softar}, or in combination with vibrotactile rendering in VR~\cite{choi2021augmenting}.
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For example, %different levels of stiffness can be simulated on a grasped virtual object with the same passive haptic device~\autocite{achibet2017flexifingers} or
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the perceived softness of tangible objects can be altered by superimposing in AR a virtual texture that deforms when pressed by the hand~\autocite{punpongsanon2015softar}, or in combination with vibrotactile rendering in VR~\autocite{choi2021augmenting}.
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The vibrotactile sinusoidal rendering of virtual texture cited above was also combined with visual oscillations of a cursor on a screen to increase the roughness perception of the texture~\cite{ujitoko2019modulating}.
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The vibrotactile sinusoidal rendering of virtual texture cited above was also combined with visual oscillations of a cursor on a screen to increase the roughness perception of the texture~\autocite{ujitoko2019modulating}.
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%However, the visual representation was a virtual cursor seen on a screen while the haptic feedback was felt with a hand-held device.
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@@ -95,8 +95,8 @@ Rendering a virtual piston pressed with one's real hand using a video see-throug
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In a similar setup, but with an optical see-through (OST) AR headset, \citeauthorcite{gaffary2017ar} found that the virtual piston was perceived as less stiff in AR than in VR, without participants noticing this difference.
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Using a VST-AR headset have notable consequences, as the "real" view of the environment and the hand is actually a visual stream from a camera, which has a noticeable delay and lower quality (\eg resolution, frame rate, field of view) compared to the direct view of the real environment with OST-AR~\cite{macedo2023occlusion}.
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Using a VST-AR headset have notable consequences, as the "real" view of the environment and the hand is actually a visual stream from a camera, which has a noticeable delay and lower quality (\eg resolution, frame rate, field of view) compared to the direct view of the real environment with OST-AR~\autocite{macedo2023occlusion}.
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While a large literature has investigated these differences in visual perception, as well as for VR, \eg distances are underestimated~\cite{adams2022depth,peillard2019studying}, less is known about visuo-haptic perception in AR and VR.
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While a large literature has investigated these differences in visual perception, as well as for VR, \eg distances are underestimated~\autocite{adams2022depth,peillard2019studying}, less is known about visuo-haptic perception in AR and VR.
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In this work we studied (1) the perception of a \emph{haptic texture augmentation} of a tangible surface and (2) the possible influence of the visual rendering of the environment (OST-AR or VR) and the hand touching the surface (real or virtual) on this perception.
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