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@@ -3,7 +3,7 @@ Among the various haptic texture augmentations, data-driven methods allow to cap
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Databases of visuo-haptic textures have been developed in this way \cite{culbertson2014one,balasubramanian2024sens3}, but they have not yet been explored in an immersive and direct touch context with \AR and wearable haptics.
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In this chapter, we investigate whether simultaneous and \textbf{co-localized visual and wearable haptic texture augmentation of tangible surfaces} in \AR can be perceived in a coherent and realistic manner, and to what extent each sensory modality would contribute to the overall perception of the augmented texture.
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We used nine pairs of \textbf{data-driven visuo-haptic textures} from the \HaTT database \cite{culbertson2014one}, which we rendered using the wearable visuo-haptic augmentatio nsystem presented in \chapref{vhar_system}.%, an \OST-\AR headset, and a wearable voice-coil device worn on the finger.
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We used nine pairs of \textbf{data-driven visuo-haptic textures} from the \HaTT database \cite{culbertson2014one}, which we rendered using the wearable visuo-haptic augmentatio nsystem presented in \chapref{vhar_system}. %, an \OST-\AR headset, and a wearable voice-coil device worn on the finger.
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In a \textbf{user study}, 20 participants freely explored in direct touch the combination of the visuo-haptic texture pairs to rate their coherence, realism and perceived roughness.
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We aimed to assess \textbf{which haptic textures were matched with which visual textures}, how the roughness of the visual and haptic textures was perceived, and whether \textbf{the perceived roughness} could explain the matches made between them.
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@@ -145,7 +145,7 @@ The coherence of the texture pairs was considered moderate (\mean{4.6}, \sd{1.2}
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\begin{subfigs}{results_questions}{Boxplots of the questionnaire results for each visual hand rendering.}[
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Pairwise Wilcoxon signed-rank tests with Holm-Bonferroni adjustment: * is \pinf{0.05}, ** is \pinf{0.01} and *** is \pinf{0.001}.
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Lower is better for Difficulty and Uncomfortable; higher is better for Realism and Textures Match.%
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Lower is better for Difficulty and Uncomfortable; higher is better for Realism and Textures Match.
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][
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\item By modality.
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\item By task.
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@@ -2,8 +2,8 @@
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Still, it is known that the visual rendering of a tangible can influence the perception of its haptic properties (\secref[related_work]{visual_haptic_influence}), and that the perception of same haptic force-feedback or vibrotactile rendering can differ between \AR and \VR, probably due to difference in perceived simultaneity between visual and haptic stimuli (\secref[related_work]{ar_vr_haptic}).
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Indeed, in \AR, the user can see their own hand touching, the haptic device worn and the \RE, while in \VR they are hidden by the \VE.
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In this chapter, we investigate the \textbf{role of the visual virtuality} of the hand (real or virtual) and its environment (\AR or \VR) on the perception of a \textbf{tangible surface whose haptic roughness is augmented} with a wearable haptics.%voice-coil device worn on the finger.
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To do so, we used the visuo-haptic system presented in \chapref{vhar_system} to render virtual vibrotactile patterned textures (\secref[related_work]{texture_rendering}) to augment the tangible surface being touched.% touched by the finger.% that can be directly touched with the bare finger.
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In this chapter, we investigate the \textbf{role of the visual virtuality} of the hand (real or virtual) and its environment (\AR or \VR) on the perception of a \textbf{tangible surface whose haptic roughness is augmented} with a wearable haptics. %voice-coil device worn on the finger.
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To do so, we used the visuo-haptic system presented in \chapref{vhar_system} to render virtual vibrotactile patterned textures (\secref[related_work]{texture_rendering}) to augment the tangible surface being touched. % touched by the finger.% that can be directly touched with the bare finger.
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We evaluated, in \textbf{user study with psychophysical methods and extensive questionnaire}, the perceived roughness augmentation in three visual rendering conditions: \textbf{(1) without visual augmentation}, in \textbf{(2) \OST-\AR with a realistic virtual hand} rendering, and in \textbf{(3) \VR with the same virtual hand}.
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To control for the influence of the visual rendering, the tangible surface was not visually augmented and stayed the same in all conditions.
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@@ -27,9 +27,8 @@ All pairwise differences were statistically significant.
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]
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\begin{subfigs}{discrimination_accuracy}{Results of the vibrotactile texture roughness discrimination task. }[][
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\item Estimated \PSE of each visual rendering, defined as the amplitude difference at which both reference and comparison textures are perceived to be equivalent.%, \ie the accuracy in discriminating vibrotactile roughness.
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\item Estimated \JND of each visual rendering.
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%, defined as the minimum perceptual amplitude difference, \ie the sensitivity to vibrotactile roughness differences.
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\item Estimated \PSE of each visual rendering, defined as the amplitude difference at which both reference and comparison textures are perceived to be equivalent. %, \ie the accuracy in discriminating vibrotactile roughness.
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\item Estimated \JND of each visual rendering. %, defined as the minimum perceptual amplitude difference, \ie the sensitivity to vibrotactile roughness differences.
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]
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\subfig[0.35]{results/trial_pses}
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\subfig[0.35]{results/trial_jnds}
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@@ -8,7 +8,7 @@ A \PSE difference in the same range was found for perceived stiffness, with the
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%However, the difference between the \level{Virtual} and \level{Mixed} conditions was not significant.
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%
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Surprisingly, the \PSE of the \level{Real} rendering was shifted to the right (to be "rougher", \percent{7.9}) compared to the reference texture, whereas the \PSEs of the \level{Virtual} (\percent{5.1}) and \level{Mixed} (\percent{1.9}) renderings were perceived as \enquote{smoother} and closer to the reference texture (\figref{results/trial_predictions}).
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The sensitivity of participants to roughness differences also varied, with the \level{Real} rendering having the best \JND (\percent{26}), followed by the \level{Virtual} (\percent{30}) and \level{Virtual} (\percent{33}) renderings (\figref{results/trial_jnds}).
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The sensitivity of participants to roughness differences also varied, with the \level{Real} rendering having the best \JND (\percent{26}), followed by the \level{Virtual} (\percent{30}) and \level{Mixed} (\percent{33}) renderings (\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 finger middle phalanx, 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 roughness perception (\PSE), as if the virtual vibrotactile textures felt \enquote{smoother}.
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