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@@ -333,5 +333,5 @@ Taken together, these results suggest that a visual rendering of the hand in \AR
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They enable highly immersive \AEs that users can explore with a strong sense of the presence of the virtual content.
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However, without a direct and seamless interaction with the \VOs using the hands, the coherence of the \AE experience is compromised.
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In particular, there is a lack of mutual occlusion and interaction cues between the hands and virtual content when manipulating \VOs in \OST-\AR that could be mitigated by a visual rendering of the hand.
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A common alternative approach is to use real objects as tangible proxies for interaction with \VOs, but this raises concerns about their consistency with the visual rendering.
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A common alternative approach is to use real objects as a proxy for interaction with \VOs, but this raises concerns about their consistency with the visual rendering.
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In this context, the use of wearable haptic systems worn on the hand seems to be a promising solution both for improving direct hand manipulation of \VOs and for coherent visuo-haptic augmentation of touched real objects.
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@@ -68,7 +68,7 @@ The \MLE model implies that when seeing and touching a \VO in \AR, the combinati
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Thus, a visuo-haptic perception of an object's property is robust to some difference between the two sensory modalities, as long as one can match their respective sensations to the same property.
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In particular, the texture perception of objects is known to be constructed from both vision and touch \cite{klatzky2010multisensory}.
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More precisely, when surfaces are evaluated by vision or touch alone, both senses discriminate their materials mainly by the same properties of roughness, hardness, and friction, and with similar performance \cite{bergmanntiest2007haptic,baumgartner2013visual,vardar2019fingertip}.
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More precisely, when surfaces are evaluated by vision or touch alone, both senses discriminate their materials mainly by the same properties of roughness, hardness, and friction, and with similar performance \cite{bergmanntiest2007haptic,baumgartner2013visual,vardar2019fingertip}.
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The overall perception can then be modified by changing one of the sensory modalities.
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\textcite{yanagisawa2015effects} altered the perceived roughness, stiffness, and friction of real tactile materials touched by the finger by superimposing different real visual textures using a half-mirror.
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@@ -12,8 +12,8 @@ Wearable haptic augmentation is mostly achieved with vibrotactile feedback.
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\AR headsets integrate virtual content immersively into the user's perception as if it were part of the \RE, with real-time tracking of the head and hands.
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However, direct hand interaction and manipulation of \VOs is difficult due to the lack of haptic feedback and of mutual occlusion rendering between the hand and the \VO, which could be improved by a visual rendering of the hand.
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Tangibles are also used as proxies for manipulating \VOs, but can be inconsistent with the visual rendering, being haptically passives.
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Wearable haptics on the hand is a promising solution for improving direct hand manipulation of \VOs and for coherent visuo-haptic augmentation of tangibles.
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Real objects are also used as proxies for manipulating \VOs, but can be inconsistent with the visual rendering, being haptically passives.
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Wearable haptics on the hand is a promising solution for improving direct hand manipulation of \VOs and for coherent visuo-haptic augmentation of real objects.
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Providing coherent visuo-haptic feedback to enhance direct hand perception and manipulation with \VOs in immersive \AR is challenging.
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While many wearable haptic devices have been developed and are capable of providing varied tactile feedback, few can be integrated or experimentally evaluated for direct hand interaction in \AR.
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@@ -22,4 +22,4 @@ Different relocation strategies have been proposed for different parts of the ha
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In all cases, the real and virtual visual sensations are considered co-localized, but the virtual haptic feedback is not.
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Such a discrepancy may affect the user's perception and experience and should be further investigated.
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When integrating different sensory feedback, haptic and visual, real and virtual, into a single object property, perception is robust to variations in reliability and to spatial and temporal differences.
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However, the same haptic rendering or augmentation can be influenced by the user's visual expectation or the visual rendering of the \VO.
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Conversely, the same haptic rendering or augmentation can be influenced by the user's visual expectation or the visual rendering of the \VO.
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