Replace "immersive AR" with "AR headset"
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@@ -2,7 +2,8 @@
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\label{augmented_reality}
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\AR devices generate and integrate virtual content into the user's perception of their real environment (\RE), creating the illusion of the \emph{presence} of the virtual \cite{azuma1997survey,skarbez2021revisiting}.
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Immersive systems such as headsets leave the hands free to interact with virtual objects (virtual objects), promising natural and intuitive interactions similar to those with everyday real objects \cite{billinghurst2021grand,hertel2021taxonomy}.
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Among the different types of devices, \AR headsets leave the hands free to interact with virtual objects.
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This promises natural and intuitive interactions similar to those with everyday real objects \cite{billinghurst2021grand,hertel2021taxonomy}.
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\subsection{What is Augmented Reality?}
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\label{what_is_ar}
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@@ -72,7 +73,7 @@ It doesn't require the user to wear the display, but requires a real surface to
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Regardless the \AR display, it can be placed at different locations \cite{bimber2005spatial}, as shown in \figref{roo2017one_1}.
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\emph{Spatial \AR} is usually projection-based displays placed at fixed location (\figref{roo2017inner}), but it can also be \OST or \VST \emph{fixed windows} (\figref{lee2013spacetop}).
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Alternatively, \AR displays can be \emph{hand-held}, like a \VST smartphone (\figref{hartl2013mobile}), or body-attached, like a micro-projector used as a flashlight \cite[p.141]{billinghurst2015survey}.
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Finally, \AR displays can be head-worn like \VR \emph{headsets} or glasses, providing a highly immersive and portable experience.
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Finally, \AR displays can be head-worn like \VR \emph{headsets} or glasses, providing a portable experience.
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\fig[0.75]{roo2017one_1}{Locations of \AR displays from eye-worn to spatially projected. Adapted by \textcite{roo2017one} from \textcite{bimber2005spatial}.}
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@@ -141,7 +142,7 @@ Choosing useful and efficient \UIs and interaction techniques is crucial for the
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\label{ve_tasks}
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\textcite{laviolajr20173d} (p.385) classify interaction techniques into three categories based on the tasks they enable users to perform: manipulation, navigation, and system control.
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\textcite{hertel2021taxonomy} proposed a similar taxonomy of interaction techniques specifically for immersive \AR.
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\textcite{hertel2021taxonomy} proposed a similar taxonomy of interaction techniques specifically for \AR headsets.
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The \emph{manipulation tasks} are the most fundamental tasks in \AR and \VR systems, and the building blocks for more complex interactions.
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\emph{Selection} is the identification or acquisition of a specific virtual object, \eg pointing at a target as in \figref{grubert2015multifi}, touching a button with a finger, or grasping an object with a hand.
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@@ -175,12 +176,12 @@ In this thesis we focus on manipulation tasks of virtual content directly with t
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\label{real_virtual_gap}
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In \AR and \VR, the state of the system is displayed to the user as a \ThreeD spatial \VE.
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In an immersive and portable \AR system, this \VE is experienced at a 1:1 scale and as an integral part of the \RE.
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With an \AR headset, the \VE can be experienced at a 1:1 scale and as an integral part of the \RE.
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The rendering gap between the real and virtual elements, as described on our interaction loop in \figref[introduction]{interaction-loop}, is thus experienced as narrow or even not consciously perceived by the user.
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This manifests as a sense of presence of the virtual, as described in \secref{ar_presence}.
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As the gap between real and virtual rendering is reduced, one could expect a similar and seamless interaction with the \VE as with a \RE, which \textcite{jacob2008realitybased} called \emph{reality based interactions}.
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As of today, an immersive \AR system tracks itself with the user in \ThreeD, using tracking sensors and pose estimation algorithms \cite{marchand2016pose}.
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As of today, an \AR system tracks itself with the user in \ThreeD, using tracking sensors and pose estimation algorithms \cite{marchand2016pose}.
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It enables the \VE to be registered with the \RE and the user simply moves to navigate within the virtual content.
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However, direct hand manipulation of virtual content is a challenge that requires specific interaction techniques \cite{billinghurst2021grand}.
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It is often achieved using two interaction techniques: \emph{tangible objects} and \emph{virtual hands} \cite[p.165]{billinghurst2015survey}.
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@@ -276,8 +277,8 @@ This suggests that a visual hand feedback superimposed on the real hand as a par
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Few works have compared different visual feedback of the virtual hand in \AR or with wearable haptic feedback.
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Rendering the real hand as a semi-transparent hand in \VST-\AR is perceived as less natural but seems to be preferred to a mutual visual occlusion for interaction with real and virtual objects \cite{buchmann2005interaction,piumsomboon2014graspshell}.
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Similarly, \textcite{blaga2017usability} evaluated direct hand manipulation in non-immersive \VST-\AR with a skeleton-like rendering \vs no visual hand feedback: while user performance did not improve, participants felt more confident with the virtual hand (\figref{blaga2017usability}).
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In a collaborative task in immersive \OST-\AR \vs \VR, \textcite{yoon2020evaluating} showed that a realistic human hand rendering was the most preferred over a low-polygon hand and a skeleton-like hand for the remote partner.
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Similarly, \textcite{blaga2017usability} evaluated direct hand manipulation in \VST-\AR with a skeleton-like rendering \vs no visual hand feedback: while user performance did not improve, participants felt more confident with the virtual hand (\figref{blaga2017usability}).
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In a collaborative task in \OST-\AR \vs \VR headsets, \textcite{yoon2020evaluating} showed that a realistic human hand rendering was the most preferred over a low-polygon hand and a skeleton-like hand for the remote partner.
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\textcite{genay2021virtual} found that the sense of embodiment with robotic hands overlay in \OST-\AR was stronger when the environment contained both real and virtual objects (\figref{genay2021virtual}).
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Finally, \textcite{maisto2017evaluation} and \textcite{meli2018combining} compared the visual and haptic feedback of the hand in \VST-\AR, as detailed in the next section (\secref{vhar_rings}).
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Taken together, these results suggest that a visual augmentation of the hand in \AR could improve usability and performance in direct hand manipulation tasks, but the best rendering has yet to be determined.
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@@ -302,7 +303,7 @@ Taken together, these results suggest that a visual augmentation of the hand in
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\AR systems integrate virtual content into the user's perception as if it were part of the \RE.
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\AR headsets now enable real-time pose estimation of the head and hands, and high-quality display of virtual content, while being portable and mobile.
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They enable highly immersive augmented environments that users can explore with a strong sense of the presence of the virtual content.
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They create augmented environments that users can explore with a strong sense of the presence of the virtual content.
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However, without direct and seamless interaction with the virtual objects using the hands, the coherence of the augmented environment experience is compromised.
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In particular, when manipulating virtual objects in \OST-\AR, there is a lack of mutual occlusion and interaction cues between the hands and the virtual content, which could be mitigated by a visual augmentation of the hand.
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A common alternative approach is to use real objects as proxies for interaction with virtual objects, but this raises concerns about their coherence with visual augmentations.
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