Fix acronyms

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2024-09-24 15:47:33 +02:00
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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.
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\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.
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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.
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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}).
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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
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One was left-handed while the rest were right-handed; they all performed the task with their right index.
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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.
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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}).
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Participants were recruited at the university on a voluntary basis.
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@@ -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}).
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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}.
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%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}).
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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}).
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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.
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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}).
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@@ -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.
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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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