tangible -> real
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\section{User Study}
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\label{experiment}
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%The user study aimed at analyzing the user perception of tangible surfaces when augmented through a visuo-haptic texture using \AR and vibrotactile haptic feedback provided on the finger touching the surfaces.
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%The user study aimed at analyzing the user perception of real surfaces when augmented through a visuo-haptic texture using \AR and vibrotactile haptic feedback provided on the finger touching the surfaces.
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%Nine representative visuo-haptic texture pairs from the \HaTT database \cite{culbertson2014one} were investigated in two tasks:
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%\begin{enumerate}
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% \item \level{Matching} task: participants had to find the haptic texture that best matched a given visual texture; and
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\label{textures}
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The 100 visuo-haptic texture pairs of the \HaTT database \cite{culbertson2014one} were preliminary tested and compared using the apparatus described in \secref{apparatus} to select the most representative textures for the user study.
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% visuo-haptic system presented in \chapref{vhar_system}, and with the vibrotactile haptic feedback provided on the middle-phalanx of the finger touching a tangible surface. on the finger on a tangible surface
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% visuo-haptic system presented in \chapref{vhar_system}, and with the vibrotactile haptic feedback provided on the middle-phalanx of the finger touching a real surface. on the finger on a real surface
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These texture models were chosen as they are visuo-haptic representations of a wide range of real textures that are publicly available online.
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Nine texture pairs were selected (\figref{experiment/textures}) to cover various perceived roughness, from rough to smooth, as named on the database: \level{Metal Mesh}, \level{Sandpaper~100}, \level{Brick~2}, \level{Cork}, \level{Sandpaper~320}, \level{Velcro Hooks}, \level{Plastic Mesh~1}, \level{Terra Cotta}, \level{Coffee Filter}.
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All these visual and haptic textures are isotropic: their rendering (appearance or roughness) is the same whatever the direction of the movement on the surface, \ie there are no local deformations (holes, bumps, or breaks).
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@@ -24,11 +24,11 @@ All these visual and haptic textures are isotropic: their rendering (appearance
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\figref{experiment/setup} shows the experimental setup, and \figref{experiment/view} the first person view of participants during the user study.
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The user study was held in a quiet room with no windows, with one light source of \qty{800}{\lumen} placed \qty{70}{\cm} above the table.
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Nine \qty{5}{\cm} square cardboards with smooth, white melamine surface, arranged in a \numproduct{3 x 3} grid, were used as real tangible surfaces to augment.
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Nine \qty{5}{\cm} square cardboards with smooth, white melamine surface, arranged in a \numproduct{3 x 3} grid, were used as real surfaces to augment.
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Their poses were estimated with three \qty{2}{\cm} AprilTag fiducial markers glued on the surfaces grid.
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Similarly, a \qty{2}{\cm} fiducial marker was glued on top of the vibrotactile actuator to detect the finger pose.
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Positioned \qty{20}{\cm} above the surfaces, a webcam (StreamCam, Logitech) filmed the markers to track finger movements relative to the surfaces, as described in \secref[vhar_system]{virtual_real_alignment}.
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The visual textures were displayed on the tangible surfaces using the \OST-\AR headset Microsoft HoloLens~2 running a custom application at \qty{60}{FPS} made with Unity 2021.1 and Mixed Reality Toolkit (MRTK) 2.7.2.
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The visual textures were displayed on the real surfaces using the \OST-\AR headset Microsoft HoloLens~2 running a custom application at \qty{60}{FPS} made with Unity 2021.1 and Mixed Reality Toolkit (MRTK) 2.7.2.
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A set of empirical tests enabled us to choose the best rendering characteristics in terms of transparency and brightness for the visual textures, that were used throughout the user study.
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When a virtual haptic texture was touched, a \qty{48}{kHz} audio signal was generated using the rendering procedure described in \cite{culbertson2014modeling} from the corresponding \HaTT haptic texture model and the measured tangential speed of the finger (\secref[vhar_system]{texture_generation}).
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@@ -44,7 +44,7 @@ The vibrotactile voice-coil actuator (HapCoil-One, Actronika) was firmly attache
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\item The nine visuo-haptic textures used in the user study, selected from the \HaTT database \cite{culbertson2014one}.
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The texture names were never shown, to prevent the use of the user's visual or haptic memory of the textures.
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\item Experimental setup.
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Participant sat in front of the tangible surfaces, which were augmented with visual textures displayed by the Microsoft HoloLens~2 \AR headset and haptic roughness textures rendered by the vibrotactile haptic device placed on the middle index phalanx.
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Participant sat in front of the real surfaces, which were augmented with visual textures displayed by the Microsoft HoloLens~2 \AR headset and haptic roughness textures rendered by the vibrotactile haptic device placed on the middle index phalanx.
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A webcam above the surfaces tracked the finger movements.
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]
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\subfig[0.49]{experiment/textures}
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@@ -58,12 +58,12 @@ Participants were first given written instructions about the experimental setup,
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Then, after having signed an informed consent form, they were asked to seat in front of the table with the experimental setup and to wear the \AR headset.
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%The experimenter firmly attached the plastic shell encasing the vibrotactile actuator to the middle index phalanx of their dominant hand.
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As the haptic textures generated no audible noise, participants did not wear any noise reduction headphones.
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A calibration of both the HoloLens~2 and the hand tracking was performed to ensure the correct alignment of the visual and haptic textures on the tangible surfaces.
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A calibration of both the HoloLens~2 and the hand tracking was performed to ensure the correct alignment of the visual and haptic textures on the real surfaces.
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Finally, participants familiarized with the augmented surface in a \qty{2}{min} training session with textures different from the ones used in the user study.
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Participants started with the \level{Matching} task.
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They were informed that the user study involved nine pairs of corresponding visual and haptic textures that were separated and shuffled.
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On each trial, the same visual texture was displayed on the nine tangible surfaces, while the nine haptic textures were rendered on only one of the surfaces at a time, \ie all surfaces were augmented by the same visual texture, but each surface was augmented by a different haptic texture.
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On each trial, the same visual texture was displayed on the nine real surfaces, while the nine haptic textures were rendered on only one of the surfaces at a time, \ie all surfaces were augmented by the same visual texture, but each surface was augmented by a different haptic texture.
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The placement of the haptic textures was randomized before each trial.
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Participants were instructed to look closely at the details of the visual textures and explore the haptic textures with a constant pressure and various speeds to find the haptic texture that best matched the visual texture, \ie choose the surface with the most coherent visual-haptic texture pair.
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The texture names were never given or shown to prevent the use of visual or haptic memory of the textures, nor a definition of what roughness is was given, to let participants complete the task as naturally as possible, similarly to \textcite{bergmanntiest2007haptic}.
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