Replace "immersive AR" with "AR headset"
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@@ -5,12 +5,9 @@
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\bigskip
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%This PhD manuscript shows how wearable haptics, worn on the outside of the hand, can improve direct hand interaction in immersive \AR by augmenting the perception of the virtual content and its manipulation.
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In this manuscript thesis, we show how immersive \AR, which integrates visual virtual content into the real world perception, and wearable haptics, which provide tactile sensations on the skin, can improve the free and direct interaction of virtual objects with the hand.
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In this manuscript thesis, we show how \AR headset, which integrates visual virtual content into the real world perception, and wearable haptics, which provide tactile sensations on the skin, can improve direct hand interaction with virtual and augmented objects.
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Our goal is to enable users to perceive and interact with wearable visuo-haptic augmentations in a more realistic and effective way, as if they were real.
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%interaction of the hand with the virtual content.%, moving towards a seamless integration of the virtual into the real world.
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%We are particularly interested in enabling direct contact of virtual and augmented objects with the bare hand.
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%The aim of this thesis is to understand how immersive visual and wearable haptic augmentations complement each other in the context of direct hand perception and manipulation with virtual and augmented objects.
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\comans{JG}{I was wondering what the difference between an immersive AR headset and a non-immersive AR headset should be. If there is a difference (e.g., derived through headset properties by FoV), it should be stated. If there is none, I would suggest not using the term immersive AR headset but simply AR headset. On this account, in Figure 1.5 another term (“Visual AR Headset”) is introduced (and later OST-AR systems, c.f. also section 2.3.1.3).}{The terms "immersive AR headset" and "visual AR headset" have been replaced by the more appropriate term "AR headset".}
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\section{Visual and Haptic Object Augmentations}
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\label{visuo_haptic_augmentations}
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@@ -100,17 +97,15 @@ For example, (visual) \AR using a real object as a proxy to manipulate a virtual
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In this thesis we call \AR/\VR \emph{systems} the computational set of hardware (input devices, sensors, displays and haptic devices) and software (tracking, simulation and rendering) that allows the user to interact with the \VE. % by implementing the interaction loop we proposed in \figref{interaction-loop}.
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Many \AR displays have been explored, from projection systems to hand-held displays.
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\textbf{\AR headsets are the most promising display technology as they are portable and provide the user with an immersive augmented environment} \cite{hertel2021taxonomy}.
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Commercial headsets also have integrated real-time self-location and mapping of the \RE and hand pose estimation of the user.
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\textbf{\AR headsets are the most promising display technology because they create a portable experience that allows the user to navigate the augmented environment and interact with it directly using their hands} \cite{hertel2021taxonomy}.
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While \AR and \VR systems can address any of the human senses, most focus only on visual augmentation \cite[p.144]{billinghurst2015survey} and \cite{kim2018revisiting}.
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%but the most \textbf{promising devices are \AR headsets}, which are \textbf{portable displays worn directly on the head}, providing the user with an \textbf{immersive visual augmented environment}.
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\emph{Presence} is the illusion of \enquote{being there} when in \VR, or the illusion of the virtual content to \enquote{feel here} when in \AR \cite{slater2022separate,skarbez2021revisiting}.
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One of the most important aspects of this illusion is the \emph{plausibility}, \ie the illusion that the virtual events are really happening. %, even if the user knows that they are not real.
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However, when an \AR/\VR system lacks haptic feedback, it may create a deceptive and incomplete user experience when the hand reaches the virtual content.
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However, when an \AR/\VR headset lacks haptic feedback, it may create a deceptive and incomplete user experience when the hand reaches the virtual content.
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All (visual) virtual objects are inherently intangible and cannot physically constrain a user's hand, making it difficult to perceive their properties and interact with them with confidence and efficiency.
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It is also necessary to provide a haptic feedback that is coherent with the virtual objects and ensures the best possible user experience, as we argue in the next section.
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The \textbf{integration of wearable haptics with immersive \AR appears to be one of the most promising solutions}, but it remains challenging due to their respective limitations and the additional constraints of combining them, as we will overview in the next section.
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The \textbf{integration of wearable haptics with \AR headsets appears to be one of the most promising solutions}, but it remains challenging due to their respective limitations and the additional constraints of combining them, as we will overview in the next section.
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\begin{subfigs}{visuo-haptic-environments}{Visuo-haptic environments with varying degrees of reality-virtuality. }[][
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\item \AR environment with a real haptic object used as a proxy to manipulate a virtual object \cite{kahl2023using}.
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@@ -128,24 +123,23 @@ The \textbf{integration of wearable haptics with immersive \AR appears to be one
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\section{Research Challenges of Wearable Visuo-Haptic Augmented Reality}
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\label{research_challenges}
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The integration of wearable haptics with \AR to create a visuo-haptic augmented environment is complex and presents many perceptual and interaction challenges.
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% \ie sensing the augmented environment and acting effectively upon it.
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The integration of wearable haptics with \AR headsets to create a visuo-haptic augmented environment is complex and presents many perceptual and interaction challenges.
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In this thesis, we propose to \textbf{represent the user's experience with such a visuo-haptic augmented environment as an interaction loop}, shown in \figref{interaction-loop}.
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It is based on the interaction loops of users with \ThreeD systems \cite[p.84]{laviolajr20173d}.
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The \RE and the user's hand are tracked in real time by sensors and reconstructed in visual and haptic \VEs.
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The interactions between the virtual hand and objects are then simulated, and rendered as feedback to the user using a \AR/\VR headset and wearable haptics.
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The interactions between the virtual hand and objects are then simulated, and rendered as feedback to the user using an \AR/\VR headset and wearable haptics.
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Because the visuo-haptic \VE is displayed in real time and aligned with the \RE, the user is given the illusion of directly perceiving and interacting with the virtual content as if it were part of the \RE.
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\fig{interaction-loop}{The interaction loop between a user and a visuo-haptic augmented environment as proposed in this thesis.}[
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A user interacts with the visual (in blue) and haptic (in red) \VEs through a virtual hand (in purple) interaction technique that tracks real hand movements and simulates contact with virtual objects.
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The visual and haptic \VEs are rendered back using an immersive \AR headset and wearable haptics, and are perceived by the user to be registered and co-localized with the \RE (in gray).
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The visual and haptic \VEs are rendered back using an \AR headset and wearable haptics, and are perceived by the user to be registered and co-localized with the \RE (in gray).
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%\protect\footnotemark
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]
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In this context, we focus on two main research challenges:
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\textbf{(I) providing plausible and coherent visuo-haptic augmentations}, and
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\textbf{(II) enabling effective manipulation of the augmented environment}.
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Each of these challenges also raises numerous design, technical, perceptual and user experience issues specific to wearable haptics and immersive \AR.
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Each of these challenges also raises numerous design, technical, perceptual and user experience issues specific to wearable haptics and \AR headsets.
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%, as well as virtual rendering and user experience issues.% in integrating these two sensorimotor feedbacks into a coherent and seamless visuo-haptic augmented environment.
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%\footnotetext{%
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@@ -158,22 +152,22 @@ Each of these challenges also raises numerous design, technical, perceptual and
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\subsectionstarbookmark{Challenge I: Providing Plausible and Coherent Visuo-Haptic Augmentations}
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\textbf{Many haptic devices have been designed and evaluated specifically for use in \VR}, providing the user with rich kinesthetic and tactile feedback on virtual objects, increasing the realism and effectiveness of interaction with them \cite{culbertson2018haptics}.
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Although closely related, \AR and \VR have key differences in their respective renderings that can affect user perception.
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Although closely related, \AR and \VR headsets have key differences in their respective renderings that can affect user perception.
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%As such, in \VR, visual sensations are particularly dominant in perception, and conflicts with haptic sensations are also specifically created to influence the user's perception, for example to create pseudo-haptic \cite{ujitoko2021survey} or haptic retargeting \cite{azmandian2016haptic} effects.
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Many hand-held or wearable haptic devices take the form of controllers, gloves or exoskeletons, all of which cover the fingertips and are therefore not suitable for \AR.
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Many hand-held or wearable haptic devices take the form of controllers, gloves or exoskeletons, all of which cover the fingertips and are therefore not suitable for \AR headsets.
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The \textbf{user's hand must be free to touch and interact with the \RE while wearing a wearable haptic device}.
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Instead, it is possible to place the haptic actuator close to the point of contact with the \RE, \eg providing haptic feedback on the nail \cite{ando2007fingernailmounted,teng2021touch}, another phalanx \cite{asano2015vibrotactile,detinguy2018enhancing,salazar2020altering} or the wrist \cite{pezent2019tasbi,sarac2022perceived} for rendering fingertip contact with virtual content.
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Therefore, when touching a virtual or augmented object, \textbf{the real and virtual visual sensations are perceived as co-localized, but the virtual haptic feedback is not}.
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It remains to be investigated how such potential discrepancies affect the overall perception to design visuo-haptic augmentations adapted to \AR.
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It remains to be investigated how such potential discrepancies affect the overall perception to design visuo-haptic augmentations adapted to \AR headsets.
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%So far, most of the \AR studies and applications only add visual and haptic sensations to the user's overall perception of the environment, but conversely it is more difficult to remove sensations.
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%Visual and haptic augmentations of the \RE add sensations to the user's overall perception.
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The \textbf{added visual and haptic virtual sensations may also be perceived as incoherent} with the sensations of the real objects, for example with a lower rendering quality, a temporal latency, a spatial shift, or a combination of these.
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Moreover, in \AR the user can still see the real world environment, including their hands, augmented real objects and worn haptic devices, unlike \VR where there is total control over the visual rendering. % of the hand and \VE.
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Moreover, with an \AR headset the user can still see the real world environment, including their hands, augmented real objects and worn haptic devices, unlike \VR where there is total control over the visual rendering. % of the hand and \VE.
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It is therefore unclear to what extent the real and virtual visuo-haptic sensations will be perceived as a whole, and to what extent they will conflict or complement each other. % in the perception of the augmented environment.
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With a better understanding of \textbf{how visual factors can influence the perception of haptic augmentations}, 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 augmentations adapted to \AR can be designed.
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With a better understanding of \textbf{how visual factors can influence the perception of haptic augmentations}, the many wearable haptic devices that already exist but have not yet been fully explored with \AR can be better applied, and new visuo-haptic augmentations adapted to \AR can be designed.
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\subsectionstarbookmark{Challenge II: Enabling Effective Manipulation of the Augmented Environment}
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@@ -185,7 +179,7 @@ When touching a visually augmenting a real object, the user's hand is physically
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However, \textbf{manipulating a purely virtual object with the bare hand can be challenging}, especially without good haptic feedback \cite{maisto2017evaluation,meli2018combining}. %, and one will rely on visual and haptic feedback to guide the interaction.
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In addition, wearable haptic devices are limited to cutaneous feedback, and cannot provide forces to constrain the hand contact with the virtual object \cite{pacchierotti2017wearable}.
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Current \AR systems have visual rendering limitations that also affect interaction with virtual objects. %, due to depth underestimation, a lack of mutual occlusions, and hand tracking latency.
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Current \AR headsets have visual rendering limitations that also affect interaction with virtual objects. %, due to depth underestimation, a lack of mutual occlusions, and hand tracking latency.
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\AR is the display of superimposed images of the virtual world, synchronized with the user's current view of the real world.
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However, the depth perception of virtual objects is often underestimated \cite{peillard2019studying,adams2022depth}.
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There is also often \textbf{a lack of mutual occlusions between the hand and a virtual object}, that is the hand can hide the object or be hidden by the object \cite{macedo2023occlusion}.
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@@ -199,11 +193,10 @@ Yet, it is unclear which type of visual and wearable haptic feedback, or their c
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\section{Approach and Contributions}
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\label{contributions}
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%The aim of this thesis is to understand how immersive visual and wearable haptic augmentations complement each other in the context of direct hand perception and manipulation with virtual and augmented objects.
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As we described in \secref{research_challenges}, providing a coherent and effective visuo-haptic augmented environment to a user is complex and raises many issues.
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Our approach is to:
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\begin{enumerate*}[label=(\arabic*)]
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\item design immersive and wearable visuo-haptic renderings that augment both the objects being interacted with and the hand interacting with them, and
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\item design wearable visuo-haptic renderings that augment both the objects being interacted with and the hand interacting with them, and
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\item evaluate in user studies how these visuo-haptic renderings affect the interaction of these objects with the hand using psychophysical, performance and user experience methods.
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\end{enumerate*}
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@@ -227,13 +220,12 @@ Wearable haptic devices have proven effective in modifying the perception of a t
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%It enables rich haptic feedback as the combination of kinesthetic sensation from the real and cutaneous sensation from the actuator.
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However, wearable haptic augmentation with \AR has been little explored, as well as the visuo-haptic augmentation of texture.
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Texture is indeed one of the most fundamental perceived properties of a surface material \cite{hollins1993perceptual,okamoto2013psychophysical}, perceived equally well by sight and touch \cite{bergmanntiest2007haptic,baumgartner2013visual}, and one of the most studied haptic (only, without visual) augmentation \cite{unger2011roughness,culbertson2014modeling,asano2015vibrotactile,strohmeier2017generating,friesen2024perceived}.
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%Coherently substitute the visuo-haptic texture of a surface directly touched by a finger is an important step towards a \AR capable of visually and haptically augmenting the \RE of a user in a plausible way.
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For this first axis of research, we propose to \textbf{design and evaluate the perception of wearable virtual visuo-haptic textures augmenting real surfaces}. %, using an immersive \AR headset and a wearable vibrotactile device.
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For this first axis of research, we propose to \textbf{design and evaluate the perception of wearable virtual visuo-haptic textures augmenting real surfaces}.
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To this end, we (1) design a system for rendering wearable visuo-haptic texture augmentations, to (2) evaluate how the perception of haptic texture augmentations is affected by visual feedback of the virtual hand and the environment, and (3) investigate the perception of co-localized visuo-haptic texture augmentations.
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First, an effective approach to render haptic textures is to generate a vibrotactile signal that represents the finger-texture interaction \cite{culbertson2014modeling,asano2015vibrotactile}.
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Yet, to achieve natural interaction with the hand and coherent visuo-haptic feedback, it requires a real time rendering of the textures, no constraints on hand movements, and good synchronization between the visual and haptic feedback.
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Thus, our first objective is to \textbf{design an immersive, real time system} that allows free exploration of \textbf{wearable visuo-haptic texture augmentations} on real surfaces with the bare hand.
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Thus, our first objective is to \textbf{design a real time system} that allows free exploration of \textbf{wearable visuo-haptic texture augmentations} on real surfaces with the bare hand.
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This will form the basis of the next two chapters in this section.
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Second, many works have investigated the haptic augmentations of texture, but none have integrated them with \AR and \VR, or considered the influence of visual feedback on their perception.
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@@ -241,22 +233,22 @@ Still, it is known that visual feedback can alter the perception of real and vir
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Hence, our second objective is to \textbf{evaluate how the perception of wearable haptic texture augmentation is affected by the visual feedback of the virtual hand and the environment} (real, augmented or virtual).
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Finally, visuo-haptic texture databases have been created from real texture captures \cite{culbertson2014penn,balasubramanian2024sens3} to be rendered as virtual textures with hand-held haptic devices that are perceived as similar to real textures \cite{culbertson2015should,friesen2024perceived}.
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However, the rendering of these textures in an immersive and natural visuo-haptic \AR using wearable haptics remains to be investigated.
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However, the rendering of these textures with and \AR headset and wearable haptics remains to be investigated.
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Our third objective is to \textbf{evaluate the perception of simultaneous and co-localized wearable visuo-haptic texture augmentations} of real surfaces in \AR. %, and to understand to what extent each sensory modality contributes to the overall perception of the augmented texture.
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\subsectionstarbookmark{Axis II: Improving the Manipulation of Virtual Objects}
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In immersive and wearable visuo-haptic \AR, the hand is free to touch and interact seamlessly with real, augmented and virtual objects.
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With wearable visuo-haptic \AR, the hand is free to touch and interact seamlessly with real, augmented and virtual objects.
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Hence, a user can expect natural and direct contact and manipulation of virtual objects with the bare hand.
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However, the intangibility of the visual \VE, the display limitations of current visual \OST-\AR systems and the inherent spatial and temporal discrepancies between the user's hand actions and the visual feedback in the \VE can make interaction with virtual objects particularly challenging.
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However, the intangibility of the visual \VE, the display limitations of current \AR headsets and the inherent spatial and temporal discrepancies between the user's hand actions and the visual feedback in the \VE can make interaction with virtual objects particularly challenging.
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%However, the intangibility of the virtual visual environment, the lack of kinesthetic feedback of wearable haptics, the visual rendering limitations of current \AR systems, as well as the spatial and temporal discrepancies between the \RE, the visual feedback, and the haptic feedback, can make the interaction with virtual objects with bare hands particularly challenging.
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Two particular sensory feedbacks are known to improve such direct virtual object manipulation, but have not been properly investigated in immersive \AR: visual feedback of the virtual hand \cite{piumsomboon2014graspshell,prachyabrued2014visual} and delocalized haptic feedback \cite{lopes2018adding,teng2021touch}.
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For this second axis of research, we propose to \textbf{design and evaluate visuo-haptic augmentations of the hand as interaction feedback with virtual objects} in immersive \OST-\AR.
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Two particular sensory feedbacks are known to improve such direct virtual object manipulation, but have not been properly investigated with \AR headsets: visual feedback of the virtual hand \cite{piumsomboon2014graspshell,prachyabrued2014visual} and delocalized haptic feedback \cite{lopes2018adding,teng2021touch}.
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For this second axis of research, we propose to \textbf{design and evaluate visuo-haptic augmentations of the hand as interaction feedback with virtual objects} in \AR.
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We consider the effect on user performance and experience of (1) the visual feedback of the virtual hand as augmentation of the real hand and (2) different delocalized haptic feedback of virtual object manipulation with the hand in combination with visual hand augmentations.
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First, the visual feedback of the virtual hand is a key element for interacting and manipulating virtual objects in \VR \cite{prachyabrued2014visual,grubert2018effects}.
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Some work has also investigated the visual feedback of the virtual hand in \AR, but not in an immersive context of virtual object manipulation \cite{blaga2017usability,yoon2020evaluating} or was limited to a single visual hand augmentation \cite{piumsomboon2014graspshell,maisto2017evaluation}. % with the bare hand.% from simulating mutual occlusions between the hand and virtual objects \cite{piumsomboon2014graspshell,al-kalbani2016analysis} to displaying the virtual hand as an avatar overlay \cite{blaga2017usability,yoon2020evaluating}, augmenting the real hand.
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\OST-\AR also has significant perceptual differences from \VR due to the visibility of the real hand and environment, which can affect user experience and performance \cite{yoon2020evaluating}.
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Some work has also investigated the visual feedback of the virtual hand in \AR, but not in a context of virtual object manipulation with a headset \cite{blaga2017usability,yoon2020evaluating} or was limited to a single visual hand augmentation \cite{piumsomboon2014graspshell,maisto2017evaluation}. % with the bare hand.% from simulating mutual occlusions between the hand and virtual objects \cite{piumsomboon2014graspshell,al-kalbani2016analysis} to displaying the virtual hand as an avatar overlay \cite{blaga2017usability,yoon2020evaluating}, augmenting the real hand.
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\AR headsets also has significant perceptual differences from \VR due to the visibility of the real hand and environment, which can affect user experience and performance \cite{yoon2020evaluating}.
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%, and these visual hand augmentations have not been evaluated .
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Thus, our fourth objective is to \textbf{investigate the visual feedback of the virtual hand as augmentation of the real hand} for direct hand manipulation of virtual objects.
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@@ -284,10 +276,10 @@ We then address each of our two research axes in a dedicated part.
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In \textbf{\partref{perception}}, we present our contributions to the first axis of research: modifying the visuo-haptic texture perception of real surfaces.
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We evaluate how the visual feedback of the hand (real or virtual), the environment (\AR or \VR) and the textures (coherent, different or not shown) affect the perception of virtual vibrotactile textures rendered on real surfaces and touched directly with the index finger.
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In \textbf{\chapref{vhar_system}}, we design and implement a system for rendering visuo-haptic virtual textures that augment real surfaces. %, using an immersive \OST-\AR headset and a wearable vibrotactile device.
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In \textbf{\chapref{vhar_system}}, we design and implement a system for rendering visuo-haptic virtual textures that augment real surfaces.
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The haptic textures represent a periodical patterned texture rendered by a wearable vibrotactile actuator worn on the middle phalanx of the finger touching the surface.
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The pose estimation of the real hand and the environment is achieved using a vision-based technique.
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The visual rendering is done using the immersive \OST-\AR headset Microsoft HoloLens~2.
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The visual rendering is done using the \OST-\AR headset Microsoft HoloLens~2.
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The system allows free visual and haptic exploration of the textures, as if they were real, and forms the basis of the next two chapters.
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In \textbf{\chapref{xr_perception}}, we investigate in a psychophysical user study how different the perception of haptic texture augmentations is in \AR \vs \VR and when touched by a virtual hand \vs one's own hand.
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@@ -298,7 +290,7 @@ The virtual textures are paired visual and haptic captures of real surfaces \cit
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Our objective is to assess the perceived realism, coherence and roughness of the combination of nine representative visuo-haptic texture pairs.
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\noindentskip
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In \textbf{\partref{manipulation}}, we describe our contributions to the second axis of research: improving direct hand manipulation of virtual objects using visuo-haptic augmentations of the hand as interaction feedback with virtual objects in immersive \OST-\AR.
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In \textbf{\partref{manipulation}}, we describe our contributions to the second axis of research: improving direct hand manipulation of virtual objects using visuo-haptic augmentations of the hand as interaction feedback with virtual objects in \AR.
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In \textbf{\chapref{visual_hand}}, we investigate in a user study six visual feedback as hand augmentations, as a set of the most popular hand augmentation in the \AR literature.
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Using the \OST-\AR headset Microsoft HoloLens~2, we evaluate their effect on user performance and experience in two representative manipulation tasks: push-and-slide and grasp-and-place a virtual object directly with the hand.
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