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@@ -18,7 +18,7 @@ Surprisingly, the PSE of the \level{Real} rendering was shifted to the right (to
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The sensitivity of participants to roughness differences (just-noticeable differences, JND) also varied between all the visual renderings, with the \level{Real} rendering having the best JND (\percent{26}), followed by the \level{Virtual} (\percent{30}) and \level{Virtual} (\percent{33}) renderings (see \figref{results/trial_jnds}).
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These JND values are in line with and at the upper end of the range of previous studies~\cite{choi2013vibrotactile}, which may be due to the location of the actuator on the top of the middle phalanx of the finger, being less sensitive to vibration than the fingertip.
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These JND values are in line with and at the upper end of the range of previous studies~\autocite{choi2013vibrotactile}, which may be due to the location of the actuator on the top of the middle phalanx of the finger, being less sensitive to vibration than the fingertip.
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Thus, compared to no visual rendering (\level{Real}), the addition of a visual rendering of the hand or environment reduced the roughness sensitivity (JND) and the average roughness perception (PSE), as if the virtual haptic textures felt \enquote{smoother}.
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@@ -50,15 +50,15 @@ Thereby, we hypothesise that the differences in the perception of vibrotactile r
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\citeauthorcite{diluca2011effects} demonstrated, in a VST-AR setup, how visual latency relative to proprioception increased the perception of stiffness of a virtual piston, while haptic latency decreased it.
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Another complementary explanation could be a pseudo-haptic effect of the displacement of the virtual hand, as already observed with this vibrotactile texture rendering, but seen on a screen in a non-immersive context~\cite{ujitoko2019modulating}.
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Another complementary explanation could be a pseudo-haptic effect of the displacement of the virtual hand, as already observed with this vibrotactile texture rendering, but seen on a screen in a non-immersive context~\autocite{ujitoko2019modulating}.
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Such hypotheses could be tested by manipulating the latency and tracking accuracy of the virtual hand or the vibrotactile feedback. % to observe their effects on the roughness perception of the virtual textures.
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The main limitation of our study is, of course, the absence of a visual representation of the touched virtual texture.
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This is indeed a source of information as important as haptic sensations for perception for both real textures~\cite{baumgartner2013visual,bergmanntiest2007haptic,vardar2019fingertip} and virtual textures~\cite{degraen2019enhancing,gunther2022smooth,normand2024augmenting}.
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This is indeed a source of information as important as haptic sensations for perception for both real textures~\autocite{baumgartner2013visual,bergmanntiest2007haptic,vardar2019fingertip} and virtual textures~\autocite{degraen2019enhancing,gunther2022smooth,normand2024augmenting}.
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%Specifically, it remains to be investigated how to visually represent vibrotactile textures in an immersive AR or VR context, as the visuo-haptic coupling of such grating textures is not trivial~\cite{unger2011roughness} even with real textures~\cite{klatzky2003feeling}.
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%Specifically, it remains to be investigated how to visually represent vibrotactile textures in an immersive AR or VR context, as the visuo-haptic coupling of such grating textures is not trivial~\autocite{unger2011roughness} even with real textures~\autocite{klatzky2003feeling}.
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The interactions between the visual and haptic sensory modalities is complex and deserves further investigations, in particular in the context of visuo-haptic AR.
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