Fix acronyms

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% Insist on the advantage of wearable : augment any surface see bau2012revel
% Even before manipulating a visual representation to induce a haptic sensation, shifts and latencies between user input and co-localised visuo-haptic feedback can be experienced differently in AR and VR, which we aim to investigate in this work.
% Even before manipulating a visual representation to induce a haptic sensation, shifts and latencies between user input and co-localised visuo-haptic feedback can be experienced differently in \AR and \VR, which we aim to investigate in this work.
%Imagine you're an archaeologist or in a museum, and you want to examine an ancient object.
%
@@ -12,7 +12,7 @@
%
%Such tactile augmentation is made possible by wearable haptic devices, which are worn directly on the finger or hand and can provide a variety of sensations on the skin, while being small, light and discreet \cite{pacchierotti2017wearable}.
%
Wearable haptic devices, worn directly on the finger or hand, have been used to render a variety of tactile sensations to virtual objects seen in VR \cite{choi2018claw,detinguy2018enhancing,pezent2019tasbi} or AR \cite{maisto2017evaluation,meli2018combining,teng2021touch}.
Wearable haptic devices, worn directly on the finger or hand, have been used to render a variety of tactile sensations to virtual objects seen in \VR \cite{choi2018claw,detinguy2018enhancing,pezent2019tasbi} or \AR \cite{maisto2017evaluation,meli2018combining,teng2021touch}.
%
They have also been used to alter the perception of roughness, stiffness, friction, and local shape perception of real tangible objects \cite{asano2015vibrotactile,detinguy2018enhancing,salazar2020altering}.
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@@ -20,42 +20,42 @@ Such techniques place the actuator \emph{close} to the point of contact with the
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This combined use of wearable haptics with tangible objects enables a haptic \emph{augmented} reality (HAR) \cite{bhatia2024augmenting} that can provide a rich and varied haptic feedback.
The degree of reality/virtuality in both visual and haptic sensory modalities can be varied independently, but wearable haptic AR has been little explored with VR and (visual) AR \cite{choi2021augmenting}.
The degree of reality/virtuality in both visual and haptic sensory modalities can be varied independently, but wearable haptic \AR has been little explored with \VR and (visual) \AR \cite{choi2021augmenting}.
%
Although AR and VR are closely related, they have significant differences that can affect the user experience \cite{genay2021virtual,macedo2023occlusion}.
Although \AR and \VR are closely related, they have significant differences that can affect the user experience \cite{genay2021virtual,macedo2023occlusion}.
%
%By integrating visual virtual content into the real environment, AR keeps the hand of the user, the haptic devices worn and the tangibles touched visible, unlike VR where they are hidden by immersing the user into a visual virtual environment.
%By integrating visual virtual content into the real environment, \AR keeps the hand of the user, the haptic devices worn and the tangibles touched visible, unlike \VR where they are hidden by immersing the user into a visual virtual environment.
%
%Current AR systems also suffer from display and rendering limitations not present in VR, affecting the user experience with virtual content that may be less realistic or inconsistent with the real augmented environment \cite{kim2018revisiting,macedo2023occlusion}.
%Current \AR systems also suffer from display and rendering limitations not present in \VR, affecting the user experience with virtual content that may be less realistic or inconsistent with the real augmented environment \cite{kim2018revisiting,macedo2023occlusion}.
%
It therefore seems necessary to investigate and understand the potential effect of these differences in visual rendering on the perception of haptically augmented tangible objects.
%
Previous works have shown, for example, that the stiffness of a virtual piston rendered with a force feedback haptic system seen in AR is perceived as less rigid than in VR \cite{gaffary2017ar} or when the visual rendering is ahead of the haptic rendering \cite{diluca2011effects,knorlein2009influence}.
Previous works have shown, for example, that the stiffness of a virtual piston rendered with a force feedback haptic system seen in \AR is perceived as less rigid than in \VR \cite{gaffary2017ar} or when the visual rendering is ahead of the haptic rendering \cite{diluca2011effects,knorlein2009influence}.
%
%Taking our example from the beginning of this introduction, you now want to learn more about the context of the discovery of the ancient object or its use at the time of its creation by immersing yourself in a virtual environment in VR.
%Taking our example from the beginning of this introduction, you now want to learn more about the context of the discovery of the ancient object or its use at the time of its creation by immersing yourself in a virtual environment in \VR.
%
%But how different is the perception of the haptic augmentation in AR compared to VR, with a virtual hand instead of the real hand?
%But how different is the perception of the haptic augmentation in \AR compared to \VR, with a virtual hand instead of the real hand?
The goal of this paper is to study the role of the visual rendering of the hand (real or virtual) and its environment (AR or VR) on the perception of a tangible surface whose texture is augmented with a wearable vibrotactile device worn on the finger.
The goal of this paper is to study the role of the visual rendering of the hand (real or virtual) and its environment (AR or \VR) on the perception of a tangible surface whose texture is augmented with a wearable vibrotactile device worn on the finger.
%
We focus on the perception of roughness, one of the main tactile sensations of materials \cite{baumgartner2013visual,hollins1993perceptual,okamoto2013psychophysical} and one of the most studied haptic augmentations \cite{asano2015vibrotactile,culbertson2014modeling,friesen2024perceived,strohmeier2017generating,ujitoko2019modulating}.
%
By understanding how these visual factors influence the perception of haptically augmented tangible objects, the many wearable haptic systems that already exist but have not yet been fully explored with AR can be better applied and new visuo-haptic renderings adapted to AR can be designed.
By understanding how these visual factors influence the perception of haptically augmented tangible objects, the many wearable haptic systems that already exist but have not yet been fully explored with \AR can be better applied and new visuo-haptic renderings adapted to \AR can be designed.
Our contributions are:
%
\begin{itemize}
\item A system for rendering virtual vibrotactile roughness textures in real time on a tangible surface touched directly with the finger, integrated with an immersive visual AR/VR headset to provide a coherent multimodal visuo-haptic augmentation of the real environment.
\item A psychophysical study with 20 participants to evaluate the perception of these virtual roughness textures in three visual rendering conditions: without visual augmentation, with a realistic virtual hand rendering in AR, and with the same virtual hand in VR.
\item A psychophysical study with 20 participants to evaluate the perception of these virtual roughness textures in three visual rendering conditions: without visual augmentation, with a realistic virtual hand rendering in \AR, and with the same virtual hand in \VR.
\end{itemize}
%First, we present a system for rendering virtual vibrotactile textures in real time without constraints on hand movements and integrated with an immersive visual AR/VR headset to provide a coherent multimodal visuo-haptic augmentation of the real environment.
%
%An experimental setup is then presented to compare haptic roughness augmentation with an optical AR headset (Microsoft HoloLens~2) that can be transformed into a VR headset using a cardboard mask.
%An experimental setup is then presented to compare haptic roughness augmentation with an optical \AR headset (Microsoft HoloLens~2) that can be transformed into a \VR headset using a cardboard mask.
%
%We then conduct a psychophysical study with 20 participants, where various virtual haptic textures on a tangible surface directly touched with the finger are compared in a two-alternative forced choice (2AFC) task in three visual rendering conditions: (1) without visual augmentation, (2) with a realistic virtual hand rendering in AR, and (3) with the same virtual hand in VR.
%We then conduct a psychophysical study with 20 participants, where various virtual haptic textures on a tangible surface directly touched with the finger are compared in a two-alternative forced choice (2AFC) task in three visual rendering conditions: (1) without visual augmentation, (2) with a realistic virtual hand rendering in \AR, and (3) with the same virtual hand in \VR.
\fig[1]{teaser/teaser2}{%
Vibrotactile textures were rendered in real time on a real surface using a wearable vibrotactile device worn on the finger.
%
Participants explored this haptic roughness augmentation with (Real) their real hand alone, (Mixed) a realistic virtual hand overlay in AR, and (Virtual) the same virtual hand in VR.
Participants explored this haptic roughness augmentation with (Real) their real hand alone, (Mixed) a realistic virtual hand overlay in \AR, and (Virtual) the same virtual hand in \VR.
}

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@@ -2,7 +2,7 @@
\label{experiment}
\begin{subfigs}{renderings}{
The three visual rendering conditions and the experimental procedure of the two-alternative forced choice (2AFC) psychophysical study.
The three visual rendering conditions and the experimental procedure of the \TIFC psychophysical study.
}[
During a trial, two tactile textures were rendered on the augmented area of the paper sheet (black rectangle) for \qty{3}{\s} each, one after the other, then the participant chose which one was the roughest.
The visual rendering stayed the same during the trial.
@@ -17,11 +17,11 @@
\subfig[0.32]{experiment/virtual}
\end{subfigs}
Our visuo-haptic rendering system, described in \secref{method}, allows free exploration of virtual vibrotactile textures on tangible surfaces directly touched with the bare finger to simulate roughness augmentation, while the visual rendering of the hand and environment can be controlled to be in AR or VR.
Our visuo-haptic rendering system, described in \secref{method}, allows free exploration of virtual vibrotactile textures on tangible surfaces directly touched with the bare finger to simulate roughness augmentation, while the visual rendering of the hand and environment can be controlled to be in \AR or \VR.
%
The user study aimed to investigate the effect of visual hand rendering in AR or VR on the perception of roughness texture augmentation. % of a touched tangible surface.
The user study aimed to investigate the effect of visual hand rendering in \AR or \VR on the perception of roughness texture augmentation. % of a touched tangible surface.
%
In a two-alternative forced choice (2AFC) task, participants compared the roughness of different tactile texture augmentations in three visual rendering conditions: without any visual augmentation (\figref{renderings}, \level{Real}), in AR with a realistic virtual hand superimposed on the real hand (\figref{renderings}, \level{Mixed}), and in VR with the same virtual hand as an avatar (\figref{renderings}, \level{Virtual}).
In a \TIFC task, participants compared the roughness of different tactile texture augmentations in three visual rendering conditions: without any visual augmentation (\figref{renderings}, \level{Real}), in \AR with a realistic virtual hand superimposed on the real hand (\figref{renderings}, \level{Mixed}), and in \VR with the same virtual hand as an avatar (\figref{renderings}, \level{Virtual}).
%
In order not to influence the perception, as vision is an important source of information and influence for the perception of texture \cite{bergmanntiest2007haptic,yanagisawa2015effects,vardar2019fingertip}, the touched surface was visually a uniform white; thus only the visual aspect of the hand and the surrounding environment is changed.
@@ -34,9 +34,9 @@ All participants had normal or corrected-to-normal vision, none of them had a kn
%
One was left-handed while the rest were right-handed; they all performed the task with their right index.
%
In rating their experience with haptics, AR and VR (\enquote{I use it several times a year}), 12 were experienced with haptics, 5 with AR, and 10 with VR.
In rating their experience with haptics, \AR and \VR (\enquote{I use it several times a year}), 12 were experienced with haptics, 5 with \AR, and 10 with \VR.
%
Experiences were correlated between haptics and VR (\pearson{0.59}), and AR and VR (\pearson{0.67}) but not haptics and AR (\pearson{0.20}) nor haptics, AR, or VR with age (\pearson{0.05} to \pearson{0.12}).
Experiences were correlated between haptics and \VR (\pearson{0.59}), and \AR and \VR (\pearson{0.67}) but not haptics and \AR (\pearson{0.20}) nor haptics, \AR, or \VR with age (\pearson{0.05} to \pearson{0.12}).
%
Participants were recruited at the university on a voluntary basis.
%
@@ -45,7 +45,7 @@ They all signed an informed consent form before the user study and were unaware
\subsection{Apparatus}
\label{apparatus}
An experimental environment similar as \textcite{gaffary2017ar} was created to ensure a similar visual rendering in AR and VR (\figref{renderings}).
An experimental environment similar as \textcite{gaffary2017ar} was created to ensure a similar visual rendering in \AR and \VR (\figref{renderings}).
%
It consisted of a \qtyproduct{300 x 210 x 400}{\mm} medium-density fibreboard (MDF) box with a paper sheet glued inside, and a \qtyproduct{15 x 5}{\mm} rectangle printed on the sheet to delimit the area where the tactile textures were rendered.
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@@ -65,11 +65,11 @@ Its size was adjusted to match the real hand of the participants before the expe
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The visual rendering of the virtual hand and environment is described in \secref{virtual_real_alignment}.
%
%In the \level{Virtual} rendering, a cardboard mask (with holes for sensors) was attached to the headset to block the view of the real environment and simulate a VR headset (\figref{method/headset}).
%In the \level{Virtual} rendering, a cardboard mask (with holes for sensors) was attached to the headset to block the view of the real environment and simulate a \VR headset (\figref{method/headset}).
%
To ensure for the same FoV in all \factor{Visual Rendering} condition, a cardboard mask was attached to the AR headset (\figref{method/headset}).
To ensure for the same FoV in all \factor{Visual Rendering} condition, a cardboard mask was attached to the \AR headset (\figref{method/headset}).
%
In the \level{Virtual} rendering, the mask had only holes for sensors to block the view of the real environment and simulate a VR headset.
In the \level{Virtual} rendering, the mask had only holes for sensors to block the view of the real environment and simulate a \VR headset.
%
In the \level{Mixed} and \level{Real} conditions, the mask had two additional holes for the eyes that matched the FoV of the HoloLens~2 (\figref{method/headset}).
%
@@ -142,7 +142,7 @@ The user study was a within-subjects design with two factors:
\item \factor{Amplitude Difference}, consisting of the difference in amplitude between the comparison and the reference textures, with 6 levels: \qtylist{0; +-12.5; +-25.0; +-37.5}{\%}.
\end{itemize}
A trial consisted on a two-alternative forced choice (2AFC) task where a participant had to touch two virtual vibrotactile textures one after the other and decide which one was the roughest.
A trial consisted on a \TIFC task where a participant had to touch two virtual vibrotactile textures one after the other and decide which one was the roughest.
%
To avoid any order effect, the order of \factor{Visual Rendering} conditions was counterbalanced between participants using a balanced Latin square design.
%

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\subsection{Trial Measures}
\label{results_trials}
All measures from trials were analysed using linear mixed models (LMM) or generalised linear mixed models (GLMM) with \factor{Visual Rendering}, \factor{Amplitude Difference} and their interaction as within-participant factors, and by-participant random intercepts.
All measures from trials were analysed using \LMM or \GLMM with \factor{Visual Rendering}, \factor{Amplitude Difference} and their interaction as within-participant factors, and by-participant random intercepts.
%
Depending on the data, different random effect structures were tested.
%
Only the best converging models are reported, with the lowest Akaike Information Criterion (AIC) values.
%
Post-hoc pairwise comparisons were performed using the Tukey's Honest Significant Difference (HSD) test.
Post-hoc pairwise comparisons were performed using the Tukey's \HSD test.
%
Each estimate is reported with its 95\% confidence interval (CI) as follows: \ci{\textrm{lower limit}}{\textrm{upper limit}}.
Each estimate is reported with its 95\% \CI as follows: \ci{\textrm{lower limit}}{\textrm{upper limit}}.
\subsubsection{Discrimination Accuracy}
\label{discrimination_accuracy}
A GLMM was adjusted to the \response{Texture Choice} in the 2AFC vibrotactile texture roughness discrimination task, with by-participant random intercepts but no random slopes, and a probit link function (\figref{results/trial_predictions}).
A \GLMM was adjusted to the \response{Texture Choice} in the \TIFC vibrotactile texture roughness discrimination task, with by-participant random intercepts but no random slopes, and a probit link function (\figref{results/trial_predictions}).
%
The points of subjective equality (PSEs, see \figref{results/trial_pses}) and just-noticeable differences (JNDs, see \figref{results/trial_jnds}) for each visual rendering and their respective differences were estimated from the model, along with their corresponding 95\% CI, using a non-parametric bootstrap procedure (1000 samples).
The \PSEs (\figref{results/trial_pses}) and \JNDs (\figref{results/trial_jnds}) for each visual rendering and their respective differences were estimated from the model, along with their corresponding 95\% \CI, using a non-parametric bootstrap procedure (1000 samples).
%
The PSE represents the estimated amplitude difference at which the comparison texture was perceived as rougher than the reference texture 50\% of the time. %, \ie it is the accuracy of participants in discriminating vibrotactile roughness.
A \PSE represents the estimated amplitude difference at which the comparison texture was perceived as rougher than the reference texture 50\% of the time. %, \ie it is the accuracy of participants in discriminating vibrotactile roughness.
%
The \level{Real} rendering had the highest PSE (\percent{7.9} \ci{1.2}{4.1}) and was statistically significantly different from the \level{Mixed} rendering (\percent{1.9} \ci{-2.4}{6.1}) and from the \level{Virtual} rendering (\percent{5.1} \ci{2.4}{7.6}).
A \level{Real} rendering had the highest \PSE (\percent{7.9} \ci{1.2}{4.1}) and was statistically significantly different from the \level{Mixed} rendering (\percent{1.9} \ci{-2.4}{6.1}) and from the \level{Virtual} rendering (\percent{5.1} \ci{2.4}{7.6}).
%
The JND represents the estimated minimum amplitude difference between the comparison and reference textures that participants could perceive,
The \JND represents the estimated minimum amplitude difference between the comparison and reference textures that participants could perceive,
% \ie the sensitivity to vibrotactile roughness differences,
calculated at the 84th percentile of the predictions of the GLMM (\ie one standard deviation of the normal distribution) \cite{ernst2002humans}.
calculated at the 84th percentile of the predictions of the \GLMM (\ie one standard deviation of the normal distribution) \cite{ernst2002humans}.
%
The \level{Real} rendering had the lowest JND (\percent{26} \ci{23}{29}), the \level{Mixed} rendering had the highest (\percent{33} \ci{30}{37}), and the \level{Virtual} rendering was in between (\percent{30} \ci{28}{32}).
The \level{Real} rendering had the lowest \JND (\percent{26} \ci{23}{29}), the \level{Mixed} rendering had the highest (\percent{33} \ci{30}{37}), and the \level{Virtual} rendering was in between (\percent{30} \ci{28}{32}).
%
All pairwise differences were statistically significant.
\begin{subfigs}{discrimination_accuracy}{Results of the vibrotactile texture roughness discrimination task. }[
Curves represent predictions from the GLMM model (probit link function), and points are estimated marginal means with non-parametric bootstrap 95\% confidence intervals.
Curves represent predictions from the \GLMM model (probit link function), and points are estimated marginal means with non-parametric bootstrap 95\% confidence intervals.
][
\item Proportion of trials in which the comparison texture was perceived as rougher than the reference texture, as a function of the amplitude difference between the two textures and the visual rendering.
\item Estimated points of subjective equality (PSE) of each visual rendering.
\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.
\item Estimated just-noticeable difference (JND) of each visual rendering.
\item Estimated \JND of each visual rendering.
%, defined as the minimum perceptual amplitude difference, \ie the sensitivity to vibrotactile roughness differences.
]
\subfig[0.85]{results/trial_predictions}\\
@@ -50,7 +50,7 @@ All pairwise differences were statistically significant.
\subsubsection{Response Time}
\label{response_time}
A LMM analysis of variance (AOV) with by-participant random slopes for \factor{Visual Rendering}, and a log transformation (as \response{Response Time} measures were gamma distributed) indicated a statistically significant effects on \response{Response Time} of \factor{Visual Rendering} (\anova{2}{18}{6.2}, \p{0.009}, see \figref{results/trial_response_times}).
A \LMM \ANOVA with by-participant random slopes for \factor{Visual Rendering}, and a log transformation (as \response{Response Time} measures were gamma distributed) indicated a statistically significant effects on \response{Response Time} of \factor{Visual Rendering} (\anova{2}{18}{6.2}, \p{0.009}, see \figref{results/trial_response_times}).
%
Participants took longer on average to respond with the \level{Virtual} rendering (\geomean{1.65}{s} \ci{1.59}{1.72}) than with the \level{Real} rendering (\geomean{1.38}{s} \ci{1.32}{1.43}), which is the only statistically significant difference (\ttest{19}{0.3}, \p{0.005}).
%
@@ -61,20 +61,20 @@ The \level{Mixed} rendering was in between (\geomean{1.56}{s} \ci{1.49}{1.63}).
The frames analysed were those in which the participants actively touched the comparison textures with a finger speed greater than \SI{1}{\mm\per\second}.
%
A LMM AOV with by-participant random slopes for \factor{Visual Rendering} indicated only one statistically significant effect on the total distance traveled by the finger in a trial of \factor{Visual Rendering} (\anova{2}{18}{3.9}, \p{0.04}, see \figref{results/trial_distances}).
A \LMM \ANOVA with by-participant random slopes for \factor{Visual Rendering} indicated only one statistically significant effect on the total distance traveled by the finger in a trial of \factor{Visual Rendering} (\anova{2}{18}{3.9}, \p{0.04}, see \figref{results/trial_distances}).
%
On average, participants explored a larger distance with the \level{Real} rendering (\geomean{20.0}{\cm} \ci{19.4}{20.7}) than with \level{Virtual} rendering (\geomean{16.5}{\cm} \ci{15.8}{17.1}), which is the only statistically significant difference (\ttest{19}{1.2}, \p{0.03}), with the \level{Mixed} rendering (\geomean{17.4}{\cm} \ci{16.8}{18.0}) in between.
%
Another LMM AOV with by-trial and by-participant random intercepts but no random slopes indicated only one statistically significant effect on \response{Finger Speed} of \factor{Visual Rendering} (\anova{2}{2142}{2.0}, \pinf{0.001}, see \figref{results/trial_speeds}).
Another \LMM \ANOVA with by-trial and by-participant random intercepts but no random slopes indicated only one statistically significant effect on \response{Finger Speed} of \factor{Visual Rendering} (\anova{2}{2142}{2.0}, \pinf{0.001}, see \figref{results/trial_speeds}).
%
On average, the textures were explored with the highest speed with the \level{Real} rendering (\geomean{5.12}{\cm\per\second} \ci{5.08}{5.17}), the lowest with the \level{Virtual} rendering (\geomean{4.40}{\cm\per\second} \ci{4.35}{4.45}), and the \level{Mixed} rendering (\geomean{4.67}{\cm\per\second} \ci{4.63}{4.71}) in between.
%
All pairwise differences were statistically significant: \level{Real} \vs \level{Virtual} (\ttest{19}{1.17}, \pinf{0.001}), \level{Real} \vs \level{Mixed} (\ttest{19}{1.10}, \pinf{0.001}), and \level{Mixed} \vs \level{Virtual} (\ttest{19}{1.07}, \p{0.02}).
%
%This means that within the same time window on the same surface, participants explored the comparison texture on average at a greater distance and at a higher speed when in the real environment without visual representation of the hand (\level{Real} condition) than when in VR (\level{Virtual} condition).
%This means that within the same time window on the same surface, participants explored the comparison texture on average at a greater distance and at a higher speed when in the real environment without visual representation of the hand (\level{Real} condition) than when in \VR (\level{Virtual} condition).
\begin{subfigs}{results_finger}{Results of the performance metrics for the rendering condition. }[
Boxplots and geometric means with bootstrap 95~\% confidence interval, with pairwise Tukey's HSD tests: * is \pinf{0.05}, ** is \pinf{0.01} and *** is \pinf{0.001}.
Boxplots and geometric means with bootstrap 95~\% \CI, with Tukey's \HSD pairwise comparisons: * is \pinf{0.05}, ** is \pinf{0.01} and *** is \pinf{0.001}.
][
\item Response time at the end of a trial.
\item Distance travelled by the finger in a trial.
@@ -105,7 +105,7 @@ Overall, participants' sense of control over the virtual hand was very high (\re
%
The textures were also overall found to be very much caused by the finger movements (\response{Texture Agency}, \num{4.5 +- 1.0}) with a very low perceived latency (\response{Texture Latency}, \num{1.6 +- 0.8}), and to be quite realistic (\response{Texture Realism}, \num{3.6 +- 0.9}) and quite plausible (\response{Texture Plausibility}, \num{3.6 +- 1.0}).
%
Participants were mixed between feeling the vibrations on the surface or on the top of their finger (\response{Vibration Location}, \num{3.9 +- 1.7}); the distribution of scores was split between the two poles of the scale with \level{Real} and \level{Mixed} renderings (42.5\% more on surface or on finger top, 15\% neutral), but there was a trend towards the top of the finger in VR renderings (65\% \vs 25\% more on surface and 10\% neutral), but this difference was not statistically significant neither.
Participants were mixed between feeling the vibrations on the surface or on the top of their finger (\response{Vibration Location}, \num{3.9 +- 1.7}); the distribution of scores was split between the two poles of the scale with \level{Real} and \level{Mixed} renderings (42.5\% more on surface or on finger top, 15\% neutral), but there was a trend towards the top of the finger in \VR renderings (65\% \vs 25\% more on surface and 10\% neutral), but this difference was not statistically significant neither.
%
The vibrations were felt a slightly weak overall (\response{Vibration Strength}, \num{4.2 +- 1.1}), and the vibrotactile device was perceived as neither distracting (\response{Device Distraction}, \num{1.2 +- 0.4}) nor uncomfortable (\response{Device Discomfort}, \num{1.3 +- 0.6}).
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%Interpret the findings in results, answer to the problem asked in the introduction, contrast with previous articles, draw possible implications. Give limitations of the study.
% But how different is the perception of the haptic augmentation in AR compared to VR, with a virtual hand instead of the real hand?
% The goal of this paper is to study the visual rendering of the hand (real or virtual) and its environment (AR or VR) on the perception of a tangible surface whose texture is augmented with a wearable vibrotactile device mounted on the finger.
% But how different is the perception of the haptic augmentation in \AR compared to \VR, with a virtual hand instead of the real hand?
% The goal of this paper is to study the visual rendering of the hand (real or virtual) and its environment (AR or \VR) on the perception of a tangible surface whose texture is augmented with a wearable vibrotactile device mounted on the finger.
The results showed a difference in vibrotactile roughness perception between the three visual rendering conditions.
%
Given the estimated point of subjective equality (PSE), the textures in the \level{Real} rendering were on average perceived as \enquote{rougher} than in the \level{Virtual} (\percent{-2.8}) and \level{Mixed} (\percent{-6.0}) renderings (\figref{results/trial_pses}).
Given the estimated \PSE, the textures in the \level{Real} rendering were on average perceived as \enquote{rougher} than in the \level{Virtual} (\percent{-2.8}) and \level{Mixed} (\percent{-6.0}) renderings (\figref{results/trial_pses}).
%
\textcite{gaffary2017ar} found a PSE difference in the same range between AR and VR for perceived stiffness, with the VR perceived as \enquote{stiffer} and the AR as \enquote{softer}.
\textcite{gaffary2017ar} found a \PSE difference in the same range between \AR and \VR for perceived stiffness, with the \VR perceived as \enquote{stiffer} and the \AR as \enquote{softer}.
%
%However, the difference between the \level{Virtual} and \level{Mixed} conditions was not significant.
%
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 closer to the reference texture, being perceived as \enquote{smoother} (\figref{results/trial_predictions}).
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 closer to the reference texture, being perceived as \enquote{smoother} (\figref{results/trial_predictions}).
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The sensitivity of participants to roughness differences (just-noticeable differences, JND) also varied between all the visual renderings, 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}).
The sensitivity of participants to roughness \JND also varied between all the visual renderings, 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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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 middle phalanx of the finger, being less sensitive to vibration than the fingertip.
These \JNDs 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 middle phalanx of the finger, 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 average roughness perception (PSE), as if the virtual haptic textures felt \enquote{smoother}.
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 average roughness perception (\PSE), as if the virtual haptic textures felt \enquote{smoother}.
Differences in user behaviour were also observed between the visual renderings (but not between the haptic textures).
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On average, participants responded faster (\percent{-16}), explored textures at a greater distance (\percent{+21}) and at a higher speed (\percent{+16}) without visual augmentation (\level{Real} rendering) than in VR (\level{Virtual} rendering) (\figref{results_finger}).
On average, participants responded faster (\percent{-16}), explored textures at a greater distance (\percent{+21}) and at a higher speed (\percent{+16}) without visual augmentation (\level{Real} rendering) than in \VR (\level{Virtual} rendering) (\figref{results_finger}).
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The \level{Mixed} rendering, displaying both the real and virtual hands, was always in between, with no significant difference from the other two renderings.
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This suggests that touching a virtual vibrotactile texture on a tangible surface with a virtual hand in VR is different from touching it with one's own hand: users were more cautious or less confident in their exploration in VR.
This suggests that touching a virtual vibrotactile texture on a tangible surface with a virtual hand in \VR is different from touching it with one's own hand: users were more cautious or less confident in their exploration in \VR.
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This seems not due to the realism of the virtual hand or environment, nor the control of the virtual hand, that were all rated high to very high by the participants (\secref{questions}) in both the \level{Mixed} and \level{Virtual} renderings.
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Very interestingly, the evaluation of the vibrotactile device and textures was also the same between the visual rendering, with a very high sensation of control, a good realism and a very low perceived latency of the textures (\secref{questions}).
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However, the perceived latency of the virtual hand (\response{Hand Latency} question) seems to be related to the perceived roughness of the textures (with the PSEs).
However, the perceived latency of the virtual hand (\response{Hand Latency} question) seems to be related to the perceived roughness of the textures (with the \PSEs).
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The \level{Mixed} rendering had the lowest PSE and highest perceived latency, the \level{Virtual} rendering had a higher PSE and lower perceived latency, and the \level{Real} rendering had the highest PSE and no virtual hand latency (as it was not displayed).
The \level{Mixed} rendering had the lowest \PSE and highest perceived latency, the \level{Virtual} rendering had a higher \PSE and lower perceived latency, and the \level{Real} rendering had the highest \PSE and no virtual hand latency (as it was not displayed).
Our visuo-haptic augmentation system aimed to provide a coherent multimodal virtual rendering integrated with the real environment.
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@@ -58,10 +58,10 @@ The main limitation of our study is, of course, the absence of a visual represen
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This is indeed a source of information as important as haptic sensations for perception for both real textures \cite{baumgartner2013visual,bergmanntiest2007haptic,vardar2019fingertip} and virtual textures \cite{degraen2019enhancing,gunther2022smooth}.
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%Specifically, it remains to be investigated how to visually represent vibrotactile textures in an immersive AR or VR context, as the visuo-haptic coupling of such grating textures is not trivial \cite{unger2011roughness} even with real textures \cite{klatzky2003feeling}.
%Specifically, it remains to be investigated how to visually represent vibrotactile textures in an immersive \AR or \VR context, as the visuo-haptic coupling of such grating textures is not trivial \cite{unger2011roughness} even with real textures \cite{klatzky2003feeling}.
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The interactions between the visual and haptic sensory modalities is complex and deserves further investigations, in particular in the context of visuo-haptic AR.
The interactions between the visual and haptic sensory modalities is complex and deserves further investigations, in particular in the context of visuo-haptic \AR.
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Also, our study was conducted with an OST-AR headset, but the results may be different with a VST-AR headset.
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More generally, we focused on the perception of roughness sensations using wearable haptics in AR \vs VR, but many other haptic feedbacks could be investigated using the same system and methodology, such as stiffness, friction, local deformations, or temperature.
More generally, we focused on the perception of roughness sensations using wearable haptics in \AR \vs \VR, but many other haptic feedbacks could be investigated using the same system and methodology, such as stiffness, friction, local deformations, or temperature.

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We designed and implemented a system for rendering virtual haptic grating textures on a real tangible surface touched directly with the fingertip, using a wearable vibrotactile voice-coil device mounted on the middle phalanx of the finger. %, and allowing free explorative movements of the hand on the surface.
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This tactile feedback was integrated with an immersive visual virtual environment, using an OST-AR headset, to provide users with a coherent multimodal visuo-haptic augmentation of the real environment, that can be switched between an AR and a VR view.
This tactile feedback was integrated with an immersive visual virtual environment, using an OST-AR headset, to provide users with a coherent multimodal visuo-haptic augmentation of the real environment, that can be switched between an \AR and a \VR view.
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We investigated then with a psychophysical user study the effect of visual rendering of the hand and its environment on the roughness perception of the designed tactile texture augmentations: without visual augmentation (\level{Real} rendering), in AR with a realistic virtual hand superimposed on the real hand (\level{Mixed} rendering), and in VR with the same virtual hand as an avatar (\level{Virtual} rendering).
We investigated then with a psychophysical user study the effect of visual rendering of the hand and its environment on the roughness perception of the designed tactile texture augmentations: without visual augmentation (\level{Real} rendering), in \AR with a realistic virtual hand superimposed on the real hand (\level{Mixed} rendering), and in \VR with the same virtual hand as an avatar (\level{Virtual} rendering).
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%Only the amplitude $A$ varied between the reference and comparison textures to create the different levels of roughness.
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