Fix acronyms
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@@ -18,16 +18,16 @@ Worn on the finger, but not directly on the fingertip to keep it free to interac
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However, the use of wearable haptic devices has been little explored in Augmented Reality (AR), where visual virtual content is integrated into the real-world environment, especially for augmenting texture sensations \cite{punpongsanon2015softar,maisto2017evaluation,meli2018combining,chan2021hasti,teng2021touch,fradin2023humans}.
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A key difference in AR compared to VR is that the user can still see the real-world surroundings, including their hands, the augmented tangible objects and the worn haptic devices.
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A key difference in \AR compared to \VR is that the user can still see the real-world surroundings, including their hands, the augmented tangible objects and the worn haptic devices.
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One additional issue of current AR systems is their visual display limitations, or virtual content that may not be seen as consistent with the real world \cite{kim2018revisiting,macedo2023occlusion}.
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One additional issue of current \AR systems is their visual display limitations, or virtual content that may not be seen as consistent with the real world \cite{kim2018revisiting,macedo2023occlusion}.
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These two factors have been shown to influence the perception of haptic stiffness rendering \cite{knorlein2009influence,gaffary2017ar}.
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It remains to be investigated whether simultaneous and co-localized visual and 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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It remains to be investigated whether simultaneous and co-localized visual and 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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Being able to coherently substitute the visuo-haptic texture of an everyday surface directly touched by a finger is an important step towards new AR applications capable of visually and haptically augmenting the real environment of a user in a plausible way.
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Being able to coherently substitute the visuo-haptic texture of an everyday surface directly touched by a finger is an important step towards new \AR applications capable of visually and haptically augmenting the real environment of a user in a plausible way.
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In this paper, we investigate how users perceive a tangible surface touched with the index finger when it is augmented with a visuo-haptic roughness texture using immersive optical see-through AR (OST-AR) and wearable vibrotactile stimuli provided on the index.
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In this paper, we investigate how users perceive a tangible surface touched with the index finger when it is augmented with a visuo-haptic roughness texture using immersive optical see-through \AR (OST-AR) and wearable vibrotactile stimuli provided on the index.
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In a user study, twenty participants freely explored and evaluated the coherence, realism and roughness of the combination of nine representative pairs of visuo-haptic texture augmentations (\figref{setup}, left) from the HaTT database \cite{culbertson2014one}.
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@@ -5,9 +5,9 @@
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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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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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A webcam above the surfaces tracked the finger movements.
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\item First person view of the user study, as seen through the immersive AR headset HoloLens~2.
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\item First person view of the user study, as seen through the immersive \AR headset HoloLens~2.
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The visual texture overlays are statically displayed on the surfaces, allowing the user to move around to view them from different angles.
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The haptic roughness texture is generated based on HaTT data-driven texture models and finger speed, and it is rendered on the middle index phalanx as it slides on the considered surface.
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@@ -16,7 +16,7 @@
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\subfig[0.32]{experiment/view}
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\end{subfigs}
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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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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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@@ -27,7 +27,7 @@ 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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@@ -69,7 +69,7 @@ The user study was held in a quiet room with no windows, with one light source o
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Participants were first given written instructions about the experimental setup, the tasks, and the procedure of the user study.
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Then, after having signed an informed consent form, they were asked to seat in front of the table with the experimental setup and to wear the HoloLens~2 AR headset. The experimenter firmly attached the plastic shell encasing the vibrotactile actuator to the middle index phalanx of their dominant hand.
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Then, after having signed an informed consent form, they were asked to seat in front of the table with the experimental setup and to wear the HoloLens~2 \AR headset. The experimenter firmly attached the plastic shell encasing the vibrotactile actuator to the middle index phalanx of their dominant hand.
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As the haptic device generated no audible noise, participants did not wear any noise reduction headphones.
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@@ -119,9 +119,9 @@ One participant was left-handed, all others were right-handed; they all performe
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All participants had normal or corrected-to-normal vision and none of them had a known hand or finger impairment.
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They rated their experience with haptics, AR, and VR (\enquote{I use it every month or more}); 10 were experienced with haptics, 2 with AR, and 10 with VR.
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They rated their experience with haptics, \AR, and \VR (\enquote{I use it every month or more}); 10 were experienced with haptics, 2 with \AR, and 10 with \VR.
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Experiences were correlated between haptics and AR (\spearman{0.53}), haptics and VR (\spearman{0.61}), and AR and VR (\spearman{0.74}); but not with age (\spearman{-0.06} to \spearman{-0.05}) or gender (\spearman{0.10} to \spearman{0.27}).
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Experiences were correlated between haptics and \AR (\spearman{0.53}), haptics and \VR (\spearman{0.61}), and \AR and \VR (\spearman{0.74}); but not with age (\spearman{-0.06} to \spearman{-0.05}) or gender (\spearman{0.10} to \spearman{0.27}).
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Participants were recruited at the university on a voluntary basis.
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@@ -12,7 +12,7 @@
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The number in a cell is the proportion of times the corresponding haptic texture was selected in response to the presentation of the corresponding visual texture.
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The diagonal represents the expected correct answers.
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Holm-Bonferroni adjusted binomial test results are marked in bold when the proportion is higher than chance (\ie more than 11~\%, \pinf{0.05}).
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\item Means with bootstrap 95~\% confidence interval of the three rankings of the haptic textures alone, the visual textures alone, and the visuo-haptic texture pairs.
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\item Means with bootstrap 95~\% \CI of the three rankings of the haptic textures alone, the visual textures alone, and the visuo-haptic texture pairs.
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A lower rank means that the texture was considered rougher, a higher rank means smoother.
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\subfig[0.58]{results/matching_confusion_matrix}%
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@@ -50,7 +50,7 @@ To verify that the difficulty with all the visual textures was the same on the m
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As the \textit{Completion Time} results were Gamma distributed, they were transformed with a log to approximate a normal distribution.
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A linear mixed model (LMM) on the log \textit{Completion Time} with the \textit{Visual Texture} as fixed effect and the \textit{Participant} as random intercept was performed.
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A \LMM on the log \textit{Completion Time} with the \textit{Visual Texture} as fixed effect and the \textit{Participant} as random intercept was performed.
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Normality was verified with a QQ-plot of the model residuals.
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@@ -169,7 +169,7 @@ This shows that the participants consistently identified the roughness of each v
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\figref{results_questions} presents the questionnaire results of the matching and ranking tasks.
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A non-parametric analysis of variance based on the Aligned Rank Transform (ART) was used on the \textit{Difficulty} and \textit{Realism} question results, while the other question results were analyzed using Wilcoxon signed-rank tests.
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A non-parametric \ANOVA on an \ART model was used on the \textit{Difficulty} and \textit{Realism} question results, while the other question results were analyzed using Wilcoxon signed-rank tests.
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On \textit{Difficulty}, there were statistically significant effects of \textit{Task} (\anova{1}{57}{13}, \pinf{0.001}) and of \textit{Modality} (\anova{1}{57}{8}, \p{0.007}), but no interaction effect \textit{Task} \x \textit{Modality} (\anova{1}{57}{2}, \ns).
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@@ -1,7 +1,7 @@
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\section{Discussion}
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\label{discussion}
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In this study, we investigated the perception of visuo-haptic texture augmentation of tangible surfaces touched directly with the index fingertip, using visual texture overlays in AR and haptic roughness textures generated by a vibrotactile device worn on the middle index phalanx.
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In this study, we investigated the perception of visuo-haptic texture augmentation of tangible surfaces touched directly with the index fingertip, using visual texture overlays in \AR and haptic roughness textures generated by a vibrotactile device worn on the middle index phalanx.
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The nine evaluated pairs of visuo-haptic textures, taken from the HaTT database \cite{culbertson2014one}, are models of real texture captures.
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@@ -41,7 +41,7 @@ The last visuo-haptic roughness ranking (\figref{results_matching_ranking}, righ
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Several strategies were reported: some participants first classified visually and then corrected with haptics, others classified haptically and then integrated visuals.
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While visual sensation did influence perception, as observed in previous haptic AR studies \cite{punpongsanon2015softar,gaffary2017ar,fradin2023humans}, haptic sensation dominated here.
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While visual sensation did influence perception, as observed in previous haptic \AR studies \cite{punpongsanon2015softar,gaffary2017ar,fradin2023humans}, haptic sensation dominated here.
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This indicates that participants were more confident and relied more on the haptic roughness perception than on the visual roughness perception when integrating both in one coherent perception.
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@@ -65,9 +65,9 @@ Another limitation that may have affected the perception of haptic textures is t
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Finally, the visual textures used were also simple color captures not meant to be used in an immersive virtual environment.
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However, our objective was not to accurately reproduce real textures, but to alter the perception of simultaneous visual and haptic roughness augmentation of a real surface directly touched by the finger in AR.
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However, our objective was not to accurately reproduce real textures, but to alter the perception of simultaneous visual and haptic roughness augmentation of a real surface directly touched by the finger in \AR.
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In addition of these limitations, both visual and haptic texture models should be improved by integrating the rendering of spatially localized breaks, edges or patterns, like real textures \cite{richardson2022learning}, and by being adaptable to individual sensitivities, as personalized haptics is a promising approach \cite{malvezzi2021design,young2020compensating}.
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More generally, a wide range of haptic feedbacks should be integrated to form rich and complete haptic augmentations in AR \cite{maisto2017evaluation,detinguy2018enhancing,salazar2020altering}.
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More generally, a wide range of haptic feedbacks should be integrated to form rich and complete haptic augmentations in \AR \cite{maisto2017evaluation,detinguy2018enhancing,salazar2020altering}.
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@@ -2,8 +2,8 @@
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\label{conclusion}
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\fig[0.6]{experiment/use_case}{%
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Illustration of the texture augmentation in AR through an interior design scenario. %
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A user wearing an AR headset and a wearable vibrotactile haptic device worn on their index is applying different virtual visuo-haptic textures to a real wall to compare them visually and by touch.
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Illustration of the texture augmentation in \AR through an interior design scenario. %
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A user wearing an \AR headset and a wearable vibrotactile haptic device worn on their index is applying different virtual visuo-haptic textures to a real wall to compare them visually and by touch.
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}
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We investigated how users perceived visuo-haptic roughness texture augmentations on tangible surfaces seen in immersive OST-AR and touched directly with the index finger.
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@@ -18,8 +18,8 @@ The texture rankings did indeed show that participants perceived the roughness o
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There are still many improvements to be made to the respective renderings of the haptic and visual textures used in this work to make them more realistic for finger perception and immersive virtual environment contexts.
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However, these results suggest that AR visual textures that augments tangible surfaces can be enhanced with a set of data-driven vibrotactile haptic textures in a coherent and realistic manner.
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However, these results suggest that \AR visual textures that augments tangible surfaces can be enhanced with a set of data-driven vibrotactile haptic textures in a coherent and realistic manner.
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This paves the way for new AR applications capable of augmenting a real environment with virtual visuo-haptic textures, such as visuo-haptic painting in artistic, object design or interior design contexts.
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This paves the way for new \AR applications capable of augmenting a real environment with virtual visuo-haptic textures, such as visuo-haptic painting in artistic, object design or interior design contexts.
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The latter is illustrated in \figref{experiment/use_case}, where a user applies different visuo-haptic textures to a wall to compare them visually and by touch.
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