tangible -> real

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2024-10-12 15:24:56 +02:00
parent 000a0a0fc5
commit f624ed5d44
16 changed files with 91 additions and 84 deletions

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@@ -138,7 +138,7 @@ In \AR, it could take the form of body accessorization, \eg wearing virtual clot
\subsection{Direct Hand Manipulation in AR}
\label{ar_interaction}
A user in \AR must be able to interact with the virtual content to fulfil the second point of \textcite{azuma1997survey}'s definition (\secref{ar_definition}) and complete the interaction loop (\figref[introduction]{interaction-loop}). %, \eg through a hand-held controller, a tangible object, or even directly with the hands.
A user in \AR must be able to interact with the virtual content to fulfil the second point of \textcite{azuma1997survey}'s definition (\secref{ar_definition}) and complete the interaction loop (\figref[introduction]{interaction-loop}). %, \eg through a hand-held controller, a real object, or even directly with the hands.
In all examples of \AR applications shown in \secref{ar_applications}, the user interacts with the \VE using their hands, either directly or through a physical interface.
\subsubsection{User Interfaces and Interaction Techniques}
@@ -173,7 +173,7 @@ The \emph{system control tasks} are changes to the system state through commands
\begin{subfigs}{interaction-techniques}{Interaction techniques in \AR. }[][
\item Spatial selection of virtual item of an extended display using a hand-held smartphone \cite{grubert2015multifi}.
\item Displaying as an overlay registered on the \RE the route to follow \cite{grubert2017pervasive}.
\item Virtual drawing on a tangible object with a hand-held pen \cite{roo2017onea}.
\item Virtual drawing on a real object with a hand-held pen \cite{roo2017onea}.
\item Simultaneous Localization and Mapping (SLAM) algorithms such as KinectFusion \cite{newcombe2011kinectfusion} reconstruct the \RE in real time and enables to register the \VE in it.
]
\subfigsheight{36mm}
@@ -201,26 +201,28 @@ It is often achieved using two interaction techniques: \emph{tangible objects} a
\subsubsection{Manipulating with Tangibles}
\label{ar_tangibles}
As \AR integrates visual virtual content into \RE perception, it can involve real surrounding objects as \UI: to visually augment them, \eg by superimposing visual textures \cite{roo2017inner} (\figref{roo2017inner}), and to use them as physical proxies to support interaction with \VOs \cite{ishii1997tangible}.
According to \textcite{billinghurst2005designing}, each \VO is coupled to a tangible object, and the \VO is physically manipulated through the tangible object, providing a direct, efficient and seamless interaction with both the real and virtual content.
This technique is similar to mapping the movements of a mouse to a virtual cursor on a screen.
As \AR integrates visual virtual content into \RE perception, it can involve real surrounding objects as \UI: to either visually augment them (\figref{roo2017inner}), or to use them as physical proxies to support interaction with \VOs \cite{ishii1997tangible}.
%According to \textcite{billinghurst2005designing}
Each \VO is coupled to a real object and physically manipulated through it, providing a direct, efficient and seamless interaction with both the real and virtual content \cite{billinghurst2005designing}.
The real objects are called \emph{tangible} in this usage context.
%This technique is similar to mapping the movements of a mouse to a virtual cursor on a screen.
Methods have been developed to automatically pair and adapt the \VOs for rendering with available tangibles of similar shape and size \cite{hettiarachchi2016annexing,jain2023ubitouch} (\figref{jain2023ubitouch}).
The issue with these \emph{space-multiplexed} interfaces is the large number and variety of tangibles required.
An alternative is to use a single \emph{universal} tangible object like a hand-held controller, such as a cube \cite{issartel2016tangible} or a sphere \cite{englmeier2020tangible}.
These \emph{time-multiplexed} interfaces require interaction techniques that allow the user to pair the tangible with any \VO, \eg by placing the tangible into the \VO and pressing the fingers \cite{issartel2016tangible} (\figref{issartel2016tangible}), similar to a real grasp (\secref{grasp_types}).
Still, the virtual visual rendering and the tangible haptic sensations can be inconsistent.
Especially in \OST-\AR, since the \VOs are inherently slightly transparent allowing the paired tangibles to be seen through them.
In a pick-and-place task with tangibles of different shapes, a difference in size \cite{kahl2021investigation} (\figref{kahl2021investigation}) and shape \cite{kahl2023using} (\figref{kahl2023using_1}) of the \VOs does not affect user performance or presence, and that small variations (\percent{\sim 10} for size) were not even noticed by the users.
This suggests the feasibility of using simplified tangibles in \AR whose spatial properties (\secref{object_properties}) abstract those of the \VOs.
Similarly, in \secref{tactile_rendering} we described how a material property (\secref{object_properties}) of a touched tangible can be modified using wearable haptic devices \cite{detinguy2018enhancing,salazar2020altering}: It could be used to render coherent visuo-haptic material perceptions directly touched with the hand in \AR.
Still, the virtual visual rendering and the real haptic sensations can be inconsistent.
Especially in \OST-\AR, since the \VOs are inherently slightly transparent allowing the paired real objects to be seen through them.
In a pick-and-place task with real objects, a difference in size \cite{kahl2021investigation} (\figref{kahl2021investigation}) and shape \cite{kahl2023using} (\figref{kahl2023using_1}) of the \VOs does not affect user performance or presence, and that small variations (\percent{\sim 10} for size) were not even noticed by the users.
This suggests the feasibility of using simplified real obejcts in \AR whose spatial properties (\secref{object_properties}) abstract those of the \VOs.
Similarly, in \secref{tactile_rendering} we described how a material property (\secref{object_properties}) of a touched real object can be modified using wearable haptic devices \cite{detinguy2018enhancing,salazar2020altering}: It could be used to render coherent visuo-haptic material perceptions directly touched with the hand in \AR.
\begin{subfigs}{ar_tangibles}{Manipulating \VOs with tangibles. }[][
\item Ubi-Touch paired the movements and screw interaction of a virtual drill with a real vaporizer held by the user \cite{jain2023ubitouch}.
\item A tangible cube that can be moved into the \VE and used to grasp and manipulate \VOs \cite{issartel2016tangible}.
\item A real cube that can be moved into the \VE and used to grasp and manipulate \VOs \cite{issartel2016tangible}.
\item Size and
\item shape difference between a tangible and a \VO is acceptable for manipulation in \AR \cite{kahl2021investigation,kahl2023using}.
\item shape difference between a real object and a virtual one is acceptable for manipulation in \AR \cite{kahl2021investigation,kahl2023using}.
]
\subfigsheight{37.5mm}
\subfig{jain2023ubitouch}
@@ -291,7 +293,7 @@ While in \VST-\AR, this could be solved as a masking problem by combining the re
%However, this effect still causes depth conflicts that make it difficult to determine if one's hand is behind or in front of a \VO, \eg the thumb is in front of the virtual cube, but could be perceived to be behind it.
Since the \VE is intangible, adding a visual rendering of the virtual hand in \AR that is physically constrained to the \VOs would achieve a similar result to the promising double-hand rendering of \textcite{prachyabrued2014visual}.
A \VO overlaying a tangible object in \OST-\AR can vary in size and shape without degrading user experience or manipulation performance \cite{kahl2021investigation,kahl2023using}.
A \VO overlaying a real object object in \OST-\AR can vary in size and shape without degrading user experience or manipulation performance \cite{kahl2021investigation,kahl2023using}.
This suggests that a visual hand rendering superimposed on the real hand as a partial avatarization (\secref{ar_embodiment}) might be helpful without impairing the user.
Few works have compared different visual hand rendering in \AR or with wearable haptic feedback.
@@ -331,5 +333,5 @@ Taken together, these results suggest that a visual rendering of the hand in \AR
They enable highly immersive \AEs that users can explore with a strong sense of the presence of the virtual content.
However, without a direct and seamless interaction with the \VOs using the hands, the coherence of the \AE experience is compromised.
In particular, there is a lack of mutual occlusion and interaction cues between the hands and virtual content when manipulating \VOs in \OST-\AR that could be mitigated by a visual rendering of the hand.
A common alternative approach is to use tangible objects as proxies for interaction with \VOs, but this raises concerns about their consistency with the visual rendering.
In this context, the use of wearable haptic systems worn on the hand seems to be a promising solution both for improving direct hand manipulation of \VOs and for coherent visuo-haptic augmentation of touched tangible objects.
A common alternative approach is to use real objects as tangible proxies for interaction with \VOs, but this raises concerns about their consistency with the visual rendering.
In this context, the use of wearable haptic systems worn on the hand seems to be a promising solution both for improving direct hand manipulation of \VOs and for coherent visuo-haptic augmentation of touched real objects.