164 lines
16 KiB
TeX
164 lines
16 KiB
TeX
\section{Visuo-Haptic Augmentations of Hand-Object Interactions}
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\label{visuo_haptic}
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% Answer the following four questions: “Who else has done work with relevance to this work of yours? What did they do? What did they find? And how is your work here different?”
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%Go back to the main objective "to understand how immersive visual and \WH feedback compare and complement each other in the context of direct hand perception and manipulation with augmented objects" and the two research challenges: "providing plausible and coherent visuo-haptic augmentations, and enabling effective manipulation of the augmented environment."
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%Also go back to the \figref[introduction]{visuo-haptic-rv-continuum3} : we present previous work that either did haptic AR (the middle row), or haptic VR with visual AR, or visuo-haptic AR.
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\subsection{Influence of Visual Rendering on Haptic Perception}
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\label{visual_haptic_influence}
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\subsubsection{Merging the Sensations into a Perception}
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\label{sensations_perception}
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When the same object property is sensed simultaneously by vision and touch, the two modalities are integrated into a single perception.
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The phychophysical model of \textcite{ernst2002humans} established that the sense with the least variability dominates perception.
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\cite{ernst2004merging}
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Particularly for real textures, it is known that both touch and sight individually perceive textures equally well and similarly~\cite{bergmanntiest2007haptic,baumgartner2013visual,vardar2019fingertip}.
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%
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Thus, the overall perception can be modified by changing one of the modalities, as shown by \textcite{yanagisawa2015effects}, who altered the perception of roughness, stiffness and friction of some real tactile textures touched by the finger by superimposing different real visual textures using a half-mirror.
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Similarly but in VR, \textcite{degraen2019enhancing} combined visual textures with different passive haptic hair-like structure that were touched with the finger to induce a larger set of visuo-haptic materials perception.
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\textcite{gunther2022smooth} studied in a complementary way how the visual rendering of a virtual object touching the arm with a tangible object influenced the perception of roughness.
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Likewise, visual textures were combined in VR with various tangible objects to induce a larger set of visuo-haptic material perceptions, in both active touch~\cite{degraen2019enhancing} and passive touch~\cite{gunther2022smooth} contexts.
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A common finding of these studies is that haptic sensations seem to dominate the perception of roughness, suggesting that a smaller set of haptic textures can support a larger set of visual textures.
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\subsubsection{Pseudo-Haptic Feedback}
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\label{pseudo_haptic}
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A few works have also used pseudo-haptic feedback to change the perception of haptic stimuli to create richer feedback by deforming the visual representation of a user input~\cite{ujitoko2021survey}.
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For example, different levels of stiffness can be simulated on a grasped virtual object with the same passive haptic device~\cite{achibet2017flexifingers} or
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the perceived softness of tangible objects can be altered by superimposing in AR a virtual texture that deforms when pressed by the hand~\cite{punpongsanon2015softar}, or in combination with vibrotactile rendering in VR~\cite{choi2021augmenting}.
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\cite{ban2012modifying}
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\cite{ban2014displaying}
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\cite{taima2014controlling}
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\cite{ujitoko2019presenting}
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\cite{costes2019touchy}
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\cite{kalus2024simulating}
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\cite{detinguy2019how}
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\cite{samad2019pseudohaptic}
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\cite{issartel2015perceiving}
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\cite{ogawa2021effect}
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The vibrotactile sinusoidal rendering of virtual texture cited above was also combined with visual oscillations of a cursor on a screen to increase the roughness perception of the texture~\cite{ujitoko2019modulating}.
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However, the visual representation was a virtual cursor seen on a screen while the haptic feedback was felt with a hand-held device.
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Conversely, as discussed by \textcite{ujitoko2021survey} in their review, a co-localised visuo-haptic rendering can cause the user to notice the mismatch between their real movements and the visuo-haptic feedback.
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Even before manipulating a visual representation to induce a haptic sensation, shifts and latencies between user input and co-localised visuo-haptic feedback can be experienced differently in AR and VR, which we aim to investigate in this work.
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\subsubsection{Comparing Haptic Perception in AR \vs VR}
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\label{AR_vs_VR}
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A few studies specifically compared visuo-haptic perception in AR \vs VR.
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Rendering a virtual piston pressed with one's real hand using a video see-through (VST) AR headset and a force feedback haptic device, \textcite{knorlein2009influence} showed that a visual delay increased the perceived stiffness of the piston, whereas a haptic delay decreased it.
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\textcite{diluca2011effects} went on to explain how these delays affected the weighting of visual and haptic information in perceived stiffness.
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In a similar setup, but with an optical see-through (OST) AR headset, \textcite{gaffary2017ar} found that the virtual piston was perceived as less stiff in AR than in VR, without participants noticing this difference.
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While a large literature has investigated these differences in visual perception, as well as for VR, \eg , less is known about visuo-haptic perception in AR and VR.
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\subsection{Wearable Haptics for AR}
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\label{vhar_haptics}
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A few wearable haptic devices have been specifically designed or experimentally tested for direct hand interaction in immersive \AR.
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The main challenge of wearable haptics for \AR is to provide haptic sensations of virtual or augmented objects that are touched and manipulated directly with the fingers while keeping the fingertips free to interact with the \RE.
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Several approaches have been proposed to move the actuator away to another location on the hand.
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Yet, they differ greatly in the actuators used (see \secref{wearable_haptic_devices}) thus the haptic feedback (see \secref{tactile_rendering}), and the placement of the haptic rendering.
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Other wearable haptic actuators have been proposed for \AR but are not detailed here.
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A first reason is that they permanently cover the fingertip and affect the interaction with the \RE, such as thin-skin tactile interfaces~\cite{withana2018tacttoo,teng2024haptic} or fluid-based interfaces~\cite{han2018hydroring}.
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Another category of actuators relies on systems that cannot be considered as portable, such as REVEL~\cite{bau2012revel} that provide friction sensations with reverse electrovibration that need to modify the real objects to augment, or Electrical Muscle Stimulation (EMS) devices~\cite{lopes2018adding} that provide kinesthetic feedback by contracting the muscles.
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\subsubsection{Nail-Mounted Devices}
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\textcite{ando2007fingernailmounted} were the first to propose this approach that they experimented with a voice-coil mounted on the index nail (see \figref{ando2007fingernailmounted}).
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The sensation of crossing edges of a virtual patterned texture (see \secref{texture_rendering}) on a real sheet of paper were rendered with \qty{20}{\ms} vibration impulses at \qty{130}{\Hz}.
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Participants were able to match the virtual patterns to their real counterparts of height \qty{0.25}{\mm} and width \qtyrange{1}{10}{\mm}, but systematically overestimated the virtual width to be \qty{4}{\mm} longer.
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This approach was later extended by \textcite{teng2021touch} with Touch\&Fold, a haptic device mounted on the nail but able to unfold its end-effector on demand to make contact with the fingertip when touching virtual objects (see \figref{teng2021touch}).
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This moving platform also contains a \LRA (see \secref{moving_platforms}) and provides contact pressure (\qty{0.34}{\N} force) and texture (\qtyrange{150}{190}{\Hz} bandwidth) sensations.
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%The whole system is very compact (\qtyproduct{24 x 24 x 41}{\mm}), lightweight (\qty{9.5}{\g}), and fully portable by including a battery and Bluetooth wireless communication. \qty{20}{\ms} for the Bluetooth
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When touching virtual objects in \OST-\AR with the index finger, this device was found to be more realistic overall (5/7) than vibrations with a \LRA at \qty{170}{\Hz} on the nail (3/7).
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Still, there is a high (\qty{92}{\ms}) latency for the folding mechanism and this design is not suitable for augmenting real tangible objects.
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% teng2021touch: (5.27+3.03+5.23+5.5+5.47)/5 = 4.9
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% ando2007fingernailmounted: (2.4+2.63+3.63+2.57+3.2)/5 = 2.9
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To always keep the fingertip, \textcite{maeda2022fingeret} with Fingeret proposed to adapt the belt actuators (see \secref{belt_actuators}) to design a \enquote{finger-side actuator} instead (see \figref{maeda2022fingeret}).
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Mounted on the nail, the device actuates two rollers, one on each side of the fingertip, to deform the skin: When the rollers both rotate inwards (towards the pad) they pull the skin, simulating a contact sensation, and when they both rotate outwards (towards the nail) they push the skin, simulating a release sensation.
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By doing quick rotations, the rollers can also simulate a texture sensation.
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%The device is also very compact (\qty{60 x 25 x 36}{\mm}), lightweight (\qty{18}{\g}), and portable with a battery and Bluetooth wireless communication with \qty{83}{\ms} latency.
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In a user study not in \AR, but involving touching different images on a tablet, Fingeret was found to be more realistic (4/7) than a \LRA at \qty{100}{\Hz} on the nail (3/7) for rendering buttons and a patterned texture (see \secref{texture_rendering}), but not different from vibrations for rendering high-frequency textures (3.5/7 for both).
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However, as for \textcite{teng2021touch}, finger speed was not taken into account for rendering vibrations, which may have been detrimental to texture perception (see \secref{texture_rendering}).
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\begin{subfigs}{ar_wearable}{Nail-mounted wearable haptic devices designed for \AR. }[
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\item A voice-coil rendering a virtual haptic texture on a real sheet of paper~\cite{ando2007fingernailmounted}.
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\item Touch\&Fold provide contact pressure and vibrations on demand to the fingertip~\cite{teng2021touch}.
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\item Fingeret is a finger-side wearable haptic device that pulls and pushs the fingertip skin~\cite{maeda2022fingeret}.
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]
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\subfigsheight{33mm}
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\subfig{ando2007fingernailmounted}
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\subfig{teng2021touch}
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\subfig{maeda2022fingeret}
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\end{subfigs}
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\subsubsection{Ring Belt Devices}
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The haptic ring belt devices of \textcite{minamizawa2007gravity} and \textcite{pacchierotti2016hring}, presented in \secref{belt_actuators}, have been employed to improve the manipulation of real and virtual objects in \AR.
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In a \VST-\AR setup, \textcite{scheggi2010shape} explored the effect of rendering the weight (see \secref{weight_rendering}) of a virtual cube placed on a real surface hold with the thumb, index, and middle fingers (see \figref{scheggi2010shape}).
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The middle phalanx of each of these fingers was equipped with a haptic ring of \textcite{minamizawa2007gravity}.
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However, no proper user study was conducted to evaluate this feedback.% on the manipulation of the cube.
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%that simulated the weight of the cube.
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%A virtual cube that could push on the cube was manipulated with the other hand through a force-feedback device.
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%\textcite{scheggi2010shape} report that \percent{80} of the participants appreciated the weight feedback.
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In pick-and-place tasks in non-immersive \VST-\AR involving both virtual and real objects (see \figref{maisto2017evaluation}), \textcite{maisto2017evaluation} and \textcite{meli2018combining} compared the effects of providing haptic feedback about contacts at the fingertips using either the haptic ring of \textcite{pacchierotti2016hring}, or on the proximal phalanx, the moving platform of \textcite{chinello2020modular} on the fingertip.
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They showed that the haptic feedback improved the performance (completion time), reduced the exerted force on the cubes over a visual feedback alone.
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The haptic ring was also perceived by users to be more effective than the moving platform.
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However, the measured difference in performance could be attributed to either the device or the device position (proximal vs fingertip), or both.
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These two studies were also conducted in non-immersive setups, where users looked at a screen displaying the visual interactions, and only compared haptic and visual feedback, but did not examine them together.
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\begin{subfigs}{ar_rings}{Wearable haptic ring devices for \AR. }[
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\item Rendering weight of a virtual cube placed on a real surface~\cite{scheggi2010shape}.
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\item Rendering the contact force exerted by the fingers on a virtual cube~\cite{maisto2017evaluation,meli2018combining}.
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]
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\subfigsheight{53mm}
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\subfig{scheggi2010shape}
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\subfig{maisto2017evaluation}
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\end{subfigs}
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\subsubsection{Wrist Bracelet Devices}
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With their \enquote{Tactile And Squeeze Bracelet Interface} (Tasbi), already mentioned in \secref{belt_actuators}, \textcite{pezent2019tasbi} and \textcite{pezent2022design} explored the use of a wrist-worn bracelet actuator.
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It is capable of providing a uniform pressure sensation (up to \qty{15}{\N} and \qty{10}{\Hz}) and vibration with six \LRAs (\qtyrange{150}{200}{\Hz} bandwidth).
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Although the device has not been tested in \AR, a user study was conducted in \VR to compare the perception of visuo-haptic stiffness rendering~\cite{pezent2019tasbi}.
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Participants pressed a virtual button with different levels of stiffness using a virtual hand, constrained by the \VE (see \figref{pezent2019tasbi_2}).
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A higher visual stiffness required a larger physical displacement to press the button (C/D ratio, see \secref{pseudo_haptic}), while the haptic stiffness control the rate of the pressure feedback when pressing.
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When the visual and haptic stiffness were coherent or when only the haptic stiffness changed, participants easily discriminated two buttons with different stiffness levels (see \figref{pezent2019tasbi_3}).
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However, if only the visual stiffness changed, participants were not able to discriminate the different stiffness levels (see \figref{pezent2019tasbi_4}).
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This suggests that in \VR, the haptic pressure is more important perceptual cue than the visual displacement to render stiffness.
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A short vibration (\qty{25}{\ms} \qty{175}{\Hz} square-wave) was also rendered when contacting the button, but kept constant across all conditions: It may have affected the overall perception when only the visual stiffness changed.
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\begin{subfigs}{pezent2019tasbi}{Visuo-haptic stiffness rendering of a virtual button in \VR with the Tasbi bracelet. }[
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\item The \VE seen by the user: the virtual hand (in beige) is constrained by the virtual button. The displacement is proportional to the visual stiffness. The real hand (in green) is hidden by the \VE.
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\item When the rendered visuo-haptic stiffness are coherents (in purple) or only the haptic stiffness change (in blue), participants easily discrimated the different levels.
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\item When varying only the visual stiffness (in red) but keeping the haptic stiffness constant, participants were not able to discriminate the different stiffness levels.
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]
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\subfigsheight{45mm}
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\subfig{pezent2019tasbi_2}
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\subfig{pezent2019tasbi_3}
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\subfig{pezent2019tasbi_4}
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\end{subfigs}
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\subsection{Conclusion}
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\label{visuo_haptic_conclusion}
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% the type of rendered object (real or virtual), the rendered haptic property (contact, hardness, texture, see \secref{tactile_rendering}), and .
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%In this context of integrating \WHs with \AR to create a \vh-\AE (see \chapref{introduction}), the definition of \textcite{pacchierotti2017wearable} can be extended to an additional criterion: The wearable haptic interface should not impair the interaction with the \RE, \ie the user should be able to touch and manipulate objects in the real world while wearing the haptic device.
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% The haptic feedback is thus rendered de-localized from the point of contact of the finger on the rendered object. |