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@@ -171,29 +171,29 @@ En particulier, nous nous intéressons aux actuateurs portables stimulant les m
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\subsubsection{Texture}
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\label{texture_rendering}
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Several approaches have been proposed to render virtual haptic texture~\autocite{culbertson2018haptics}.
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Several approaches have been proposed to render virtual haptic texture~\cite{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~\autocite{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~\cite{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~\autocite{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~\cite{culbertson2018haptics}.
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In this way, physics-based models~\autocite{chan2021hasti,okamura1998vibration,guruswamy2011iir} 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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In this way, physics-based models~\cite{chan2021hasti,okamura1998vibration,guruswamy2011iir} 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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Notably, \textcite{okamura1998vibration} rendered grating textures with exponentially decaying sinudoids that simulated the strokes of the grooves and ridges of the surface, while \textcite{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~\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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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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% For example, when comparing the same virtual texture pairwise, but with different parameters, \textcite{culbertson2015should} showed that the roughness vibrations generated should vary with user speed, but not necessarily with user force.
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% Virtual data-driven textures were perceived as similar to real textures, except for friction, which was not rendered properly.
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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}, 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~\cite{culbertson2014modeling,ujitoko2019modulating} or directly with the finger wearing the vibrotactile actuator~\cite{asano2015vibrotactile}, 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)~\autocite{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)~\cite{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~\autocite{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~\cite{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~\autocite{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~\cite{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~\autocite{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~\cite{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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