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\begin{subfigs}{setup}{%
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User Study.
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\item The nine visuo-haptic textures used in the user study, selected from the HaTT database~\cite{culbertson2014one}. %
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\item The nine visuo-haptic textures used in the user study, selected from the HaTT database \cite{culbertson2014one}. %
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The texture names were never shown, so as to prevent the use of the user's visual or haptic memory of the textures.
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\item Experimental setup. %
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Participant sat in front of the tangible surfaces, which were augmented with visual textures displayed by the HoloLens~2 AR headset and haptic roughness textures rendered by the vibrotactile haptic device placed on the middle index phalanx. %
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The user study aimed at analyzing the user perception of tangible surfaces when augmented through a visuo-haptic texture using AR and vibrotactile haptic feedback provided on the finger touching the surfaces.
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Nine representative visuo-haptic texture pairs from the HaTT database~\cite{culbertson2014one} were investigated in two tasks:
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Nine representative visuo-haptic texture pairs from the HaTT database \cite{culbertson2014one} were investigated in two tasks:
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(1) a matching task, where participants had to find the haptic texture that best matched a given visual texture; and (2) a ranking task, where participants had to rank only the haptic textures, only the visual textures, and the visuo-haptic texture pairs according to their perceived roughness.
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@@ -30,7 +30,7 @@ Our objective is to assess which haptic textures were associated with which visu
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\subsection{The textures}
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\label{textures}
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The 100 visuo-haptic texture pairs of the HaTT database~\cite{culbertson2014one} were preliminary tested and compared using AR and vibrotactile haptic feedback on the finger on a tangible surface.
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The 100 visuo-haptic texture pairs of the HaTT database \cite{culbertson2014one} were preliminary tested and compared using AR and vibrotactile haptic feedback on the finger on a tangible surface.
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These texture models were chosen as they are visuo-haptic representations of a wide range of real textures that are publicly available online.
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@@ -54,11 +54,11 @@ Positioned \qty{20}{\cm} above the surfaces, a webcam (StreamCam, Logitech) film
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The visual textures were displayed on the tangible surfaces using the HoloLens~2 OST-AR headset (\figref{setup}, middle and right) within a \qtyproduct{43 x 29}{\degree} field of view at \qty{60}{\Hz}; a set of empirical tests enabled us to choose the best rendering characteristics in terms of transparency and brightness for the visual textures, that were used throughout the user study.
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When a haptic texture was touched, a \qty{48}{kHz} audio signal was generated using the corresponding HaTT haptic texture model and the measured tangential speed of the finger, using the rendering procedure described in Culbertson \etal~\cite{culbertson2014modeling}.
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When a haptic texture was touched, a \qty{48}{kHz} audio signal was generated using the corresponding HaTT haptic texture model and the measured tangential speed of the finger, using the rendering procedure described in Culbertson \etal \cite{culbertson2014modeling}.
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The normal force on the texture was assumed to be constant at \qty{1.2}{\N} to generate the audio signal from the model, as Culbertson \etal~\cite{culbertson2015should}, who found that the HaTT textures can be rendered using only the speed as input without decreasing their perceived realism.
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The normal force on the texture was assumed to be constant at \qty{1.2}{\N} to generate the audio signal from the model, as Culbertson \etal \cite{culbertson2015should}, who found that the HaTT textures can be rendered using only the speed as input without decreasing their perceived realism.
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An amplifier (XY-502, not branded) converted this audio signal to a current transmitted to the vibrotactile voice-coil actuator (HapCoil-One, Actronika), that was encased in a 3D-printed plastic shell firmly attached to the middle index phalanx of the participant's dominant hand, similarly to previous studies~\cite{asano2015vibrotactile,friesen2024perceived}.
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An amplifier (XY-502, not branded) converted this audio signal to a current transmitted to the vibrotactile voice-coil actuator (HapCoil-One, Actronika), that was encased in a 3D-printed plastic shell firmly attached to the middle index phalanx of the participant's dominant hand, similarly to previous studies \cite{asano2015vibrotactile,friesen2024perceived}.
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This voice-coil actuator was chosen for its wide frequency range (\qtyrange{10}{1000}{\Hz}) and its relatively low acceleration distortion, as specified by the manufacturer\footnoteurl{https://www.actronika.com/haptic-solutions}.
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@@ -92,7 +92,7 @@ The placement of the haptic textures was randomized before each trial.
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Participants were instructed to look closely at the details of the visual textures and explore the haptic textures with a constant pressure and various speeds to find the haptic texture that best matched the visual texture, \ie choose the surface with the most coherent visual-haptic texture pair.
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The texture names were never given or shown to prevent the use of visual or haptic memory of the textures, nor a definition of what roughness is was given, so as to let participants complete the task as naturally as possible, similarly to Bergmann Tiest \etal~\cite{bergmanntiest2007haptic}.
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The texture names were never given or shown to prevent the use of visual or haptic memory of the textures, nor a definition of what roughness is was given, so as to let participants complete the task as naturally as possible, similarly to Bergmann Tiest \etal \cite{bergmanntiest2007haptic}.
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Then, participants performed the \emph{ranking task}, employing the same setup as the matching task and the same 9 textures.
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