Replace "immersive AR" with "AR headset"

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2025-04-11 22:51:10 +02:00
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commit f8ec931cd6
22 changed files with 94 additions and 101 deletions

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@@ -5,10 +5,10 @@ Touching, grasping and manipulating virtual objects are fundamental interactions
%The most common current \AR systems, in the form of portable and immersive \OST-\AR headsets \cite{hertel2021taxonomy}, allow real-time hand tracking and direct interaction with virtual objects with bare hands (\secref[related_work]{real_virtual_gap}).
Manipulation of virtual objects is achieved using a virtual hand interaction technique that represents the user's hand in the \VE and simulates interaction with virtual objects (\secref[related_work]{ar_virtual_hands}).
The visual feedback of the virtual hand is a key element for interacting and manipulating virtual objects in \VR \cite{prachyabrued2014visual,grubert2018effects}.
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}.
Some work has also investigated the visual feedback of the virtual hand in \AR, but not in a context of virtual object manipulation \cite{al-kalbani2016analysis,yoon2020evaluating} or was limited to a single visual hand augmentation \cite{piumsomboon2014graspshell,blaga2017usability,maisto2017evaluation}.
\Gls{OST}-\AR also has significant perceptual differences from \VR due the lack of mutual occlusion between the hand and the virtual object in \OST-\AR (\secref[related_work]{ar_displays}), and the inherent delays between the user's hand and the result of the interaction simulation (\secref[related_work]{ar_virtual_hands}).
In this chapter, we investigate the \textbf{visual rendering of the virtual hand as augmentation of the real hand} for direct hand manipulation of virtual objects in \OST-\AR.
In this chapter, we investigate the \textbf{visual rendering of the virtual hand as augmentation of the real hand} for direct hand manipulation of virtual objects with an \OST-\AR headset.
To this end, we selected in the literature and compared the most popular visual hand augmentation used to interact with virtual objects in \AR.
The virtual hand is \textbf{displayed superimposed} on the user's hand with these visual rendering, providing \textbf{feedback on the tracking} of the real hand, as shown in \figref{hands}.
The movement of the virtual hand is also \textbf{constrained to the surface} of the virtual object, providing an additional \textbf{feedback on the interaction} with the virtual object.

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@@ -12,8 +12,8 @@ We found no statistically significant differences when comparing the considered
All visual hand augmentations showed \response{Grip Apertures} close to the size of the virtual cube, except for the \level{None} rendering (\figref{results/Grasp-GripAperture}), with which participants applied stronger grasps, \ie less distance between the fingertips.
Having no visual hand augmentation, but only the reaction of the cube to the interaction as feedback, made participants less confident in their grip.
This result contrasts with the wrongly estimated grip apertures observed by \textcite{al-kalbani2016analysis} in an exocentric VST-AR setup.
Also, while some participants found the absence of visual hand augmentation more natural, many of them commented on the importance of having feedback on the tracking of their hands, as observed by \textcite{xiao2018mrtouch} in a similar immersive OST-AR setup.
This result contrasts with the wrongly estimated grip apertures observed by \textcite{al-kalbani2016analysis} in an exocentric \VST-\AR setup.
Also, while some participants found the absence of visual hand augmentation more natural, many of them commented on the importance of having feedback on the tracking of their hands, as observed by \textcite{xiao2018mrtouch} with an \OST-\AR headset.
Yet, participants' opinions of the visual hand augmentations were mixed on many questions, except for the \level{Occlusion} one, which was perceived less effective than more \enquote{complete} visual hands such as \level{Contour}, \level{Skeleton}, and \level{Mesh} hands (\figref{results_questions}).
However, due to the latency of the hand tracking and the visual hand reacting to the cube, almost all participants thought that the \level{Occlusion} rendering to be a \enquote{shadow} of the real hand on the cube.
@@ -24,7 +24,7 @@ while others found that it gave them a better sense of the contact points and im
This result is consistent with \textcite{saito2021contact}, who found that displaying the points of contacts was beneficial for grasping a virtual object over an opaque visual hand overlay.
To summarize, when employing a visual feedback of the virtual hand overlaying the real hand, participants were more performant and confident in manipulating virtual objects with bare hands in \AR.
These results contrast with similar manipulation studies, but in non-immersive, on-screen \AR, where the presence of a visual hand augmentation was found by participants to improve the usability of the interaction, but not their performance \cite{blaga2017usability,maisto2017evaluation,meli2018combining}.
These results contrast with similar manipulation studies, but in on-screen \AR, where the presence of a visual hand augmentation was found by participants to improve the usability of the interaction, but not their performance \cite{blaga2017usability,maisto2017evaluation,meli2018combining}.
Our results show the most effective visual hand augmentation to be the \level{Skeleton} one.
Participants appreciated that it provided a detailed and precise view of the tracking of the real hand, without hiding or masking it.
Although the \level{Contour} and \level{Mesh} hand renderings were also highly rated, some participants felt that they were too visible and masked the real hand.

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@@ -1,11 +1,11 @@
\section{Conclusion}
\label{conclusion}
In this chapter, we addressed the challenge of touching, grasping and manipulating virtual objects directly with the hand in immersive \OST-\AR.
In this chapter, we addressed the challenge of touching, grasping and manipulating virtual objects directly with the hand using an \OST-\AR headset.
To do so, we proposed to evaluate visual renderings of the virtual hand as augmentation of the real hand.
Superimposed on the user's hand, these visual renderings provide feedback from the virtual hand, which tracks the real hand, and simulates the interaction with virtual objects as a proxy.
We first selected and compared the six most popular visual hand augmentations used to interact with virtual objects in \AR.
Then, in a user study with 24 participants and an immersive \OST-\AR headset, we evaluated the effect of these six visual hand augmentations on the user performance and experience in two representative manipulation tasks.
Then, in a user study with 24 participants, we evaluated the effect of these six visual hand augmentations on the user performance and experience in two representative manipulation tasks.
Our results showed that a visual hand augmentation improved the performance, perceived effectiveness and confidence of participants compared to no augmentation.
A skeleton rendering, which provided a detailed view of the tracked joints and phalanges while not hiding the real hand, was the most performant and effective.

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@@ -13,7 +13,7 @@ A final question is whether one or the other of these (haptic or visual) hand fe
However, these studies were conducted in non-immersive setups, with a screen displaying the \VE view.
In fact, both hand feedback can provide sufficient sensory feedback for efficient direct hand manipulation of virtual objects in \AR, or conversely, they can be shown to be complementary.
In this chapter, we aim to investigate the role of \textbf{visuo-haptic feedback of the hand when manipulating virtual object} in immersive \OST-\AR using wearable vibrotactile haptics.
In this chapter, we investigate the role of \textbf{visuo-haptic feedback of the hand when manipulating virtual object} using an \OST-\AR headset and wearable vibrotactile haptics.
We selected \textbf{four different delocalized positionings on the hand} that have been previously proposed in the literature for direct hand interaction in \AR using wearable haptic devices (\secref[related_work]{vhar_haptics}): on the nails, the proximal phalanges, the wrist, and the nails of the opposite hand.
We focused on vibrotactile feedback, as it is used in most of the wearable haptic devices and has the lowest encumbrance.
In a \textbf{user study}, using the \OST-\AR headset Microsoft HoloLens~2 and two \ERM vibrotactile motors, we evaluated the effect of the four positionings with \textbf{two contact vibration techniques} on the user performance and experience with the same two manipulation tasks as in \chapref{visual_hand}.

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@@ -1,7 +1,7 @@
\section{Conclusion}
\label{conclusion}
In this chapter, we investigated the visuo-haptic feedback of the hand when manipulating virtual objects in immersive \OST-\AR using wearable vibrotactile haptic.
In this chapter, we investigated the visuo-haptic feedback of the hand when manipulating virtual objects using an \OST-\AR headset and wearable vibrotactile haptic.
To do so, we provided vibrotactile feedback of the fingertip contacts with virtual objects by moving away the haptic actuator that do not cover the inside of the hand: on the nails, the proximal phalanges, the wrist, and the nails of the opposite hand.
We selected these four different delocalized positions on the hand from the literature for direct hand interaction in \AR using wearable haptic devices.
In a user study, we compared twenty visuo-haptic feedback of the hand as the combination of two vibrotactile contact techniques, provided at five different delocalized positions on the user's hand, and with the two most representative visual hand augmentations established in the \chapref{visual_hand}, \ie the skeleton hand rendering and no hand rendering.