From fb09853fc0a76bcd56530ed2e63796fa64806d56 Mon Sep 17 00:00:00 2001 From: Erwan Normand Date: Wed, 14 Aug 2024 11:45:43 +0200 Subject: [PATCH] Fix double space in figure captions --- 1-introduction/introduction/introduction.tex | 27 ++++++++++---------- config/thesis_commands.tex | 2 +- 2 files changed, 15 insertions(+), 14 deletions(-) diff --git a/1-introduction/introduction/introduction.tex b/1-introduction/introduction/introduction.tex index 38aa544..3c5c3cd 100644 --- a/1-introduction/introduction/introduction.tex +++ b/1-introduction/introduction/introduction.tex @@ -54,7 +54,7 @@ However, graspable interfaces occupy the hand, preventing interaction with other % Instead, wearable interfaces are directly mounted on the body to provide kinesthetic or cutaneous sensations on the skin in a portable way and without restricting the user's movements~\autocite{pacchierotti2017wearable}. -\begin{subfigs}{haptic-categories}{% +\begin{subfigs}{haptic-categories}{ Haptic devices can be classified into three categories according to their interface with the user: }[ \item graspable, @@ -74,7 +74,7 @@ Their portability, \ie their small form factor, light weight and unobtrusiveness % But their use in combination with \AR has been little explored so far. -\begin{subfigs}{wearable-haptics}{% +\begin{subfigs}{wearable-haptics}{ Wearable haptic devices can render sensations on the skin as feedback to real or virtual objects being touched. }[ \item Wolverine, a wearable exoskeleton that simulate contact and grasping of virtual objects with force feedback on the fingers~\autocite{choi2016wolverine}. @@ -108,8 +108,7 @@ Between these two extremes lies \MR, which comprises \AR and \VR as different le % The most mature devices are \HMDs, which are portable headsets worn directly on the head, providing the user with an immersive \AE/\VE. -\begin{subfigs}{rv-continuums}{Reality-virtuality (\RV) continuums. - }[ +\begin{subfigs}{rv-continuums}{Reality-virtuality (\RV) continuums. }[ \item Original \RV continuum for the visual sense initially proposed by and readapted from \textcite{milgram1994taxonomy}. \item Extension of the \RV continuum to include the haptic sense on a second, orthogonal axis, proposed by and readapted from \textcite{jeon2009haptic}. ] @@ -174,11 +173,11 @@ The interactions between the virtual hand and objects are then simulated and ren % Because the \vh-\VE is displayed in real time, colocalized and aligned with the real one, the user is given the illusion of directly perceiving and interacting with the virtual content as if it were part of the \RE. -\fig{interaction-loop}{% - The interaction loop between a user and a visuo-haptic augmented environment. % -}[% - One interact with the visual (in blue) and haptic (in red) virtual environment through a virtual hand (in purple) interaction technique that tracks real hand movements and simulates contact with \VOs. % - The virtual environment is rendered back to the user colocalized with the real one (in gray) using a \v-\AR headset and a wearable haptic device. % +\fig{interaction-loop}{ + The interaction loop between a user and a visuo-haptic augmented environment. +}[ + One interact with the visual (in blue) and haptic (in red) virtual environment through a virtual hand (in purple) interaction technique that tracks real hand movements and simulates contact with \VOs. + The virtual environment is rendered back to the user colocalized with the real one (in gray) using a \v-\AR headset and a \WH device. ] %This to ensure the best possible user experience, taking into account the current capabilities and limitations of wearable haptics and augmented reality technologies. @@ -276,10 +275,12 @@ We consider two main axes of research, each addressing one of the research chall % Our contributions in these two axes are summarized in \figref{contributions}. -\fig[0.95]{contributions}{Summary of our contributions through the simplified interaction loop.}[% - The contributions are represented in dark gray boxes, and the research axes in light green circles. % - The first (I) axis designs and evaluates the perception of visuo-haptic texture augmentations of tangible surfaces, directly touched by the hand. % - The second (II) axis focuses on improving the manipulation of \VOs with the bare hand using visuo-haptic augmentations of the hand as interaction feedback.% +\fig[0.95]{contributions}{ + Summary of our contributions through the simplified interaction loop. +}[ + The contributions are represented in dark gray boxes, and the research axes in light green circles. + The first (I) axis designs and evaluates the perception of visuo-haptic texture augmentations of tangible surfaces, directly touched by the hand. + The second (II) axis focuses on improving the manipulation of \VOs with the bare hand using visuo-haptic augmentations of the hand as interaction feedback. ] diff --git a/config/thesis_commands.tex b/config/thesis_commands.tex index 87a83ee..79a8c8a 100644 --- a/config/thesis_commands.tex +++ b/config/thesis_commands.tex @@ -36,7 +36,7 @@ \begin{figure}[#2] \centering% \includegraphics[width=#1\linewidth]{#3}% - \caption[#4]{#4\IfValueTF{#5}{ #5}}% voluntary space before the subfig titles + \caption[#4]{#4#5} \label{fig:#3}% \end{figure}% }