This is why in the next iteration we focused on the qualitative benefits of tactile feedback for gestural interaction.
\subsection{Qualitative limitations}
+\label{sec:qualitative}
The dwell buttons scenario did not seem to be the most appropriate for evaluating qualitative benefits.
Another scenario for haptic 3D gestural interaction in this project was an open-source car racing game\footurl{https://sourceforge.net/projects/vdrift/} that I adapted for Kinect (\reffig{fig:cargame}).
These interactions between entities, whether they are humas or machines, require communication.
What I mean by communication is to produce a physical effect on a shared environment that the other entity can perceive.
This shared environment has a common space and time, at a similar scale.
+The characteristics of this communications depend on the skills and capabilities of both entities.
+For example the most efficient communication between two humans is certainly speech.
+This is maybe the reason why there is a push towards vocal interfaces.
+However, so far technologies struggle with the interpretation of natural languages because of their complexity.
+Vocal interfaces only recognize a limited and pre-defined set of instructions.
+But in addition to speech we make gestures with the hands, face or other body part that can totally change the meaning.
+As we discussed in the previous chapter, systems are efficient at sensing gestures, and there is still room for improvement.
+Therefore this is today the main communication modality between humans and systems.
+
%It is important to note that what the second entity does not perceive this physical effect, but its own interpretation of it.
\paragraph{Seven stages of reaction}
\input{figures/tactiledm.tex}
\subsection{Haptic and embodiment in Virtual Reality}
-
-
\label{sec:embodiment}
-\cite{witmer98,slater99,slater09,kilteni12,roth20,peck21}
+We discussed in \refsec{sec:qualitative} that haptic feedback has qualitative benefits, in particular when it restores haptic sensations that are non existent or limited in gestural or multi-touch interaction.
+This is especially important in \defwords{virtual environments}{virtual environment} in which we would like to immerse users.
+Slater defined \defword{immersion} as “the extent to which the actual system delivers a surrounding environment”~\cite{slater97}.
+Therefore, this notion refers to technological aspects that contribute to immerse the user in the virtual environment.
+\defword{Presence} is rather the subjective feeling of being inside a virtual environment~\cite{slater09,slater99}.
+Witmer and Singer proposed a questionnaire to measure user's presence in a virtual environment~\cite{witmer98}.
+They identified four factors that influence the feeling of presence: the ability to \emph{control} objects, \emph{sensory} stimulation, \emph{distraction} from the real world, and \emph{realism}.
+We used this questionnaire in the study presented in \refsec{sec:qualitative} and observed that haptic feedback improved presence, in particular sensory and realism factors.
+
+%Virtual Reality headsets create immersive virtual environments that takes the whole field of view of users.
+%Therefore they cannot even see their physical body
+The users are generally represented in virtual environments with an \defword{avatar}.
+This avatar usually has a visual representation, which is not necessarily realistic or even human~\cite{olivier20}.
+The users explore the virtual environment through this avatar.
+They can also perform operations that the users cannot in the physical world like telekinesis or teleportation.
+In fact, the appearance or behavior of the avatar has an influence on the way the users behave in the virtual environment.
+For example, the \defword{Proteus effect} describes the way the visual representation of an avatar influences the behavior of the users that control it~\cite{yee07}.
+%rubber hand \cite{botvinick98}
+More generally, Kilteni \etal defined the \defword{sence of embodiment} of a virtual body~\cite{kilteni12}.
+It is based on de Vignemont's definition of artificial embodiment that also refers to protheses or tools for example~\cite{devignemont11}.
+% Embodiment: E is embodied if and only if some properties of E are processed in the same way as the properties of one’s body.
+Kilteni \etal discuss three subcomponents of the sense of embodiment.
+\defword{Self location} refers to the “volume in space where one feels to be
+located”.
+\defword{Agency} refers to “the sense of having global motor control” over the virtual body.
+And \defword{ownership} refers to “one’s self-attribution of a body”.
+We can measure the embodiment of an avatar in a virtual environment with questionnaires~\cite{roth20,gonzalezfranco18,peck21}.
+
++ Tactile sensations, External appearance, response to external stimuli\cite{gonzalezfranco18}
+
+
+Questionnaires \cite{roth20,peck21} Peck : sensorial aspect
+
+interaction on embodiment \cite{argelaguet16}
\cite{richard20,richard22}
+\begin{figure}
+ \centering
+ \includegraphics[height=3cm]{figures/embodimentdevice}\hfill
+ \includegraphics[height=3cm]{figures/embodimentenvironment}\hfill
+ \includegraphics[height=3cm]{figures/embodimenttask}%
+ \caption[Setup of the virtual embodiment study.]{Haptic device setup, virtual environment and task of the virtual embodiment study.}
+ \label{fig:expeembodiment}
+\end{figure}
+task favored force feedback over tactile
+
\section{Conclusion}