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@@ -27,10 +27,10 @@ They are described as follows, with the corresponding abbreviation in brackets:
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When a fingertip contacts the virtual cube, we activate the corresponding vibrating actuator.
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We considered two representative contact vibration techniques, \ie two ways of rendering such contacts through vibrations:
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\begin{itemize}
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\item \level{Impact} (Impa): a \qty{200}{\ms}--long vibration burst is applied when the fingertip makes contact with the object.
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\item \level{Impact}: a \qty{200}{\ms}--long vibration burst is applied when the fingertip makes contact with the object.
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The amplitude of the vibration is proportional to the speed of the fingertip at the moment of the contact.
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This technique is inspired by the impact vibrations modelled by tapping on real surfaces, as described in \secref[related_work]{hardness_rendering}.
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\item \level{Distance} (Dist): a continuous vibration is applied whenever the fingertip is in contact with the object.
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\item \level{Distance}: a continuous vibration is applied whenever the fingertip is in contact with the object.
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The amplitude of the vibration is proportional to the interpenetration between the fingertip and the virtual cube surface.
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\end{itemize}
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@@ -38,8 +38,8 @@ The implementation of these two techniques have been tuned according to the resu
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Three participants were asked to carry out a series of push and grasp tasks similar to those used in the actual experiment.
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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}.
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We also measured the perceived minimum amplitude to be \percent{15} (\qty{0.6}{\g}) of the maximum amplitude of the motors we used.
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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.
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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}.
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For this reason, we designed the \level{Impact} vibration technique so that contact speeds from \qtyrange{0}{1.5}{\m\per\s} are linearly mapped into \qtyrange{15}{100}{\%} amplitude commands for the motors.
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Similarly, we designed the \level{Distance} vibration technique 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}.
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\section{User Study}
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\label{method}
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@@ -60,7 +60,8 @@ We considered the same two \level{Push} and \level{Grasp} tasks as described in
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\begin{itemize}
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\item left-bottom (\level{LB}) and left-right (\level{LF}) during the \level{Push} task; and
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\item right-bottom (\level{RB}), left-bottom (\level{LB}), left-right (\level{LF}) and right-front (\level{RF}) during the \level{Grasp} task.
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\end{itemize}. We considered these targets because they presented different difficulties.
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\end{itemize}
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We considered these targets because they presented different difficulties in the previous user study (\chapref{visual_hand}).
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\end{itemize}
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\begin{subfigs}{tasks}{The two manipulation tasks of the user study.}[
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@@ -114,10 +115,10 @@ Preliminary tests confirmed this approach.
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\subsection{Participants}
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\label{participants}
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Twenty subjects participated in the study (mean age = 26.8, \sd{4.1}; 19~males, 1~female).
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Twenty participants were recruited for the study (19 males, 1 female), aged between 20 and 35 years (\median{26}{}, \iqr{5.3}{}).
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One was left-handed, while the other nineteen were right-handed. They all used their dominant hand during the trials.
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They all had a normal or corrected-to-normal vision.
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Thirteen subjects participated also in the previous experiment.
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Thirteen participants participated also in the previous experiment.
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Participants rated their expertise (\enquote{I use it more than once a year}) with \VR, \AR, and haptics in a pre-experiment questionnaire.
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There were twelve experienced with \VR, eight experienced with \AR, and ten experienced with haptics.
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@@ -137,5 +138,5 @@ They then rated the ten combinations of \factor{Positioning} \x \factor{Vibratio
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\item \response{Realism}: How realistic was each vibrotactile rendering?
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\end{itemize}
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Finally, they rated the ten combinations of \factor{Positioning} \x factor{Hand} on a 7-item Likert scale (1=Not at all, 7=Extremely):
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Finally, they rated the ten combinations of \factor{Positioning} \x \factor{Hand} on a 7-item Likert scale (1=Not at all, 7=Extremely):
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\response{Positioning \x Hand Rating}: How much do you like each combination of vibrotactile location for each visual hand rendering?
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