Fix acronyms
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In this section, we describe a system for rendering vibrotactile roughness texture in real time, on any tangible surface, touched directly with the index fingertip, with no constraints on hand movement and using a simple camera to track the finger pose.
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We also describe how to pair this tactile rendering with an immersive AR or VR headset visual display to provide a coherent, multimodal visuo-haptic augmentation of the real environment.
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We also describe how to pair this tactile rendering with an immersive \AR or \VR headset visual display to provide a coherent, multimodal visuo-haptic augmentation of the real environment.
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\section{Principle}
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\label{principle}
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@@ -36,7 +36,7 @@ The system is composed of three main components: the pose estimation of the trac
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\begin{subfigs}{setup}{Visuo-haptic texture rendering system setup. }[][
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\item HapCoil-One voice-coil actuator with a fiducial marker on top attached to a participant's right index finger.
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\item HoloLens~2 AR headset, the two cardboard masks to switch the real or virtual environments with the same field of view, and the 3D-printed piece for attaching the masks to the headset.
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\item HoloLens~2 \AR headset, the two cardboard masks to switch the real or virtual environments with the same field of view, and the 3D-printed piece for attaching the masks to the headset.
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\item User exploring a virtual vibrotactile texture on a tangible sheet of paper.
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]
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\subfig[0.325]{device}
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@@ -70,7 +70,7 @@ In addition, the pose and size of the virtual textures are defined on the virtua
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During the experiment, the system uses marker pose estimates to align the virtual models with their real-world counterparts. %, according to the condition being tested.
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This allows to detect if a finger touches a virtual texture using a collision detection algorithm (Nvidia PhysX), and to show the virtual elements and textures in real-time, aligned with the real environment (\figref{renderings}), using the considered AR or VR headset.
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This allows to detect if a finger touches a virtual texture using a collision detection algorithm (Nvidia PhysX), and to show the virtual elements and textures in real-time, aligned with the real environment (\figref{renderings}), using the considered \AR or \VR headset.
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In our implementation, the virtual hand and environment are designed with Unity and the Mixed Reality Toolkit (MRTK).
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@@ -80,7 +80,7 @@ It was chosen over VST-AR because OST-AR only adds virtual content to the real e
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Indeed, one of our objectives (\secref{experiment}) is to directly compare a virtual environment that replicates a real one. %, rather than a video feed that introduces many supplementary visual limitations.
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To simulate a VR headset, a cardboard mask (with holes for sensors) is attached to the headset to block the view of the real environment (\figref{headset}).
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To simulate a \VR headset, a cardboard mask (with holes for sensors) is attached to the headset to block the view of the real environment (\figref{headset}).
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\section{Vibrotactile Signal Generation and Rendering}
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\label{texture_generation}
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@@ -139,7 +139,7 @@ The tactile texture is described and rendered in this work as a one dimensional
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%As shown in \figref{diagram} and described above, the system includes various haptic and visual sensors and rendering devices linked by software processes for image processing, 3D rendering and audio generation.
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Because the chosen AR headset is a standalone device (like most current AR/VR headsets) and cannot directly control the sound card and haptic actuator, the image capture, pose estimation and audio signal generation steps are performed on an external computer.
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Because the chosen \AR headset is a standalone device (like most current AR/VR headsets) and cannot directly control the sound card and haptic actuator, the image capture, pose estimation and audio signal generation steps are performed on an external computer.
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All computation steps run in a separate thread to parallelize them and reduce latency, and are synchronised with the headset via a local network and the ZeroMQ library.
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@@ -157,7 +157,7 @@ The haptic loop also includes the voice-coil latency \qty{15}{\ms} (as specified
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The total haptic latency is below the \qty{60}{\ms} detection threshold in vibrotactile feedback \cite{okamoto2009detectability}.
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The total visual latency can be considered slightly high, yet it is typical for an AR rendering involving vision-based tracking \cite{knorlein2009influence}.
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The total visual latency can be considered slightly high, yet it is typical for an \AR rendering involving vision-based tracking \cite{knorlein2009influence}.
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The two filters also introduce a constant lag between the finger movement and the estimated position and velocity, measured at \qty{160 +- 30}{\ms}.
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