Typo in percent

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2024-09-29 23:11:43 +02:00
parent 6616d82f55
commit fcbda4a3e7
2 changed files with 6 additions and 6 deletions

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@@ -14,8 +14,8 @@ On the number of contacts, there were two statistically significant effects: %
\factor{Hand} (\anova{5}{2868}{5.2}, \pinf{0.001}, see \figref{results/Grasp-ContactsCount-Hand-Overall-Means}) %
and \factor{Target} (\anova{7}{2868}{21.2}, \pinf{0.001}).
Less contacts were made with \level{Tips} than with \level{None} (\qty{-13}{\%}, \p{0.02}) and \level{Occlusion} (\qty{-15}{\%}, \p{0.004});
and less with \level{Mesh} than with \level{None} (\qty{-15}{\%}, \p{0.006}) and \level{Occlusion} (\qty{-17}{\%}, \p{0.001}).
Less contacts were made with \level{Tips} than with \level{None} (\percent{-13}, \p{0.02}) and \level{Occlusion} (\percent{-15}, \p{0.004});
and less with \level{Mesh} than with \level{None} (\percent{-15}, \p{0.006}) and \level{Occlusion} (\percent{-17}, \p{0.001}).
This result suggests that having no visible visual hand increased the number of failed grasps or cube drops.
But, surprisingly, only \level{Tips} and \level{Mesh} were statistically significantly better, not \level{Contour} nor \level{Skeleton}.
@@ -27,9 +27,9 @@ On the mean time spent on each contact, there were two statistically significant
\factor{Hand} (\anova{5}{2868}{9.6}, \pinf{0.001}, see \figref{results/Grasp-MeanContactTime-Hand-Overall-Means}) %
and \factor{Target} (\anova{7}{2868}{5.6}, \pinf{0.001}).
It was shorter with \level{None} than with \level{Tips} (\qty{-15}{\%}, \pinf{0.001}), \level{Skeleton} (\qty{-11}{\%}, \p{0.001}) and \level{Mesh} (\qty{-11}{\%}, \p{0.001});
shorter with \level{Occlusion} than with \level{Tips} (\qty{-10}{\%}, \pinf{0.001}), \level{Skeleton} (\qty{-8}{\%}, \p{0.05}), and \level{Mesh} (\qty{-8}{\%}, \p{0.04});
shorter with \level{Contour} than with \level{Tips} (\qty{-8}{\%}, \pinf{0.001}).
It was shorter with \level{None} than with \level{Tips} (\percent{-15}, \pinf{0.001}), \level{Skeleton} (\percent{-11}, \p{0.001}) and \level{Mesh} (\percent{-11}, \p{0.001});
shorter with \level{Occlusion} than with \level{Tips} (\percent{-10}, \pinf{0.001}), \level{Skeleton} (\percent{-8}, \p{0.05}), and \level{Mesh} (\percent{-8}, \p{0.04});
shorter with \level{Contour} than with \level{Tips} (\percent{-8}, \pinf{0.001}).
As for the \level{Push} task, the lack of visual hand increased the number of failed grasps or cube drops.
The \level{Tips} rendering seemed to provide one of the best feedback for the grasping, maybe thanks to the fact that it provides information about both position and rotation of the tracked fingertips.

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@@ -37,7 +37,7 @@ We considered two representative contact vibration techniques, \ie two ways of r
The implementation of these two techniques have been tuned according to the results of a preliminary experiment.
Three participants were asked to carry out a series of push and grasp tasks similar to those used in the actual experiment.
Results showed that \percent{95} of the contacts between the fingertip and the virtual cube happened at speeds below \qty{1.5}{\m\per\s}.
We also measured the perceived minimum amplitude to be 15~\% (\qty{0.6}{\g}) of the maximum amplitude of the motors we used.
We also measured the perceived minimum amplitude to be \percent{15} (\qty{0.6}{\g}) of the maximum amplitude of the motors we used.
For this reason, we designed the Impact vibration technique (Impa) so that contact speeds from \qtyrange{0}{1.5}{\m\per\s} are linearly mapped into \qtyrange{15}{100}{\%} amplitude commands for the motors.
Similarly, we designed the distance vibration technique (Dist) so that interpenetrations from \qtyrange{0}{2.5}{\cm} are linearly mapped into \qtyrange{15}{100}{\%} amplitude commands for the motors, recalling that the virtual cube has an edge of \qty{5}{\cm}.