Replace "immersive AR" with "AR headset"

This commit is contained in:
2025-04-11 22:51:10 +02:00
parent f1cf425e7c
commit f8ec931cd6
22 changed files with 94 additions and 101 deletions

View File

@@ -29,5 +29,5 @@ Thereby, we hypothesize that the differences in the perception of vibrotactile r
The perceived delay was the most important in \AR, where the virtual hand visually lags significantly behind the real one, but less so in \VR, where only the proprioceptive sense can help detect the lag.
This delay was not perceived when touching the virtual haptic textures without visual augmentation, because only the finger velocity was used to render them, and, despite the varied finger movements and velocities while exploring the textures, the participants did not perceive any latency in the vibrotactile rendering (\secref{results_questions}).
\textcite{diluca2011effects} demonstrated similarly, in a \VST-\AR setup, how visual latency relative to proprioception increased the perception of stiffness of a virtual piston, while haptic latency decreased it (\secref[related_work]{ar_vr_haptic}).
Another complementary explanation could be a pseudo-haptic effect (\secref[related_work]{visual_haptic_influence}) of the displacement of the virtual hand, as already observed with this vibrotactile texture rendering, but seen on a screen in a non-immersive context \cite{ujitoko2019modulating}.
Another complementary explanation could be a pseudo-haptic effect (\secref[related_work]{visual_haptic_influence}) of the displacement of the virtual hand, as already observed with this vibrotactile texture rendering, but seen on a screen \cite{ujitoko2019modulating}.
Such hypotheses could be tested by manipulating the latency and pose estimation accuracy of the virtual hand or the vibrotactile feedback. % to observe their effects on the roughness perception of the virtual textures.