Fix acronyms

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2024-09-24 15:47:33 +02:00
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\section{User Study}
\label{method}
Providing haptic feedback during free-hand manipulation in AR is not trivial, as wearing haptic devices on the hand might affect the tracking capabilities of the system.
Providing haptic feedback during free-hand manipulation in \AR is not trivial, as wearing haptic devices on the hand might affect the tracking capabilities of the system.
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Moreover, it is important to leave the user capable of interacting with both virtual and real objects, avoiding the use of haptic interfaces that cover the fingertips or palm.
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For this reason, it is often considered beneficial to move the point of application of the haptic rendering elsewhere on the hand.% (\secref{haptics}).
This second experiment aims to evaluate whether a visuo-haptic hand rendering affects the performance and user experience of manipulation of virtual objects with bare hands in AR.
This second experiment aims to evaluate whether a visuo-haptic hand rendering affects the performance and user experience of manipulation of virtual objects with bare hands in \AR.
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The chosen visuo-haptic hand renderings are the combination of the two most representative visual hand renderings established in the first experiment, \ie Skeleton and None, described in \secref[visual_hand]{hands}, with two contact vibration techniques provided at four delocalized positions on the hand.
@@ -80,8 +80,8 @@ Similarly, we designed the distance vibration technique (Dist) so that interpene
\end{subfigs}
\begin{subfigs}{push_results}{Results of the grasp task performance metrics. }[
Geometric means with bootstrap 95~\% confidence interval for each vibrotactile positioning (a, b and c) or visual hand rendering (d)
and Tukey's HSD pairwise comparisons: *** is \pinf{0.001}, ** is \pinf{0.01}, and * is \pinf{0.05}.
Geometric means with bootstrap 95~\% \CI for each vibrotactile positioning (a, b and c) or visual hand rendering (d)
and Tukey's \HSD pairwise comparisons: *** is \pinf{0.001}, ** is \pinf{0.01}, and * is \pinf{0.05}.
][
\item Time to complete a trial.
\item Number of contacts with the cube.
@@ -189,10 +189,10 @@ They all had a normal or corrected-to-normal vision.
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Thirteen subjects participated also in the previous experiment.
Participants rated their expertise (\enquote{I use it more than once a year}) with VR, AR, and haptics in a pre-experiment questionnaire.
Participants rated their expertise (\enquote{I use it more than once a year}) with \VR, \AR, and haptics in a pre-experiment questionnaire.
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There were twelve experienced with VR, eight experienced with AR, and ten experienced with haptics.
There were twelve experienced with \VR, eight experienced with \AR, and ten experienced with haptics.
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VR and haptics expertise were highly correlated (\pearson{0.9}), as well as AR and haptics expertise (\pearson{0.6}).
VR and haptics expertise were highly correlated (\pearson{0.9}), as well as \AR and haptics expertise (\pearson{0.6}).
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Other expertise correlations were low ($r<0.35$).