Fix in acronyms
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@@ -115,8 +115,8 @@ Each finger is formed by a chain of 3 phalanges, proximal, middle and distal, ex
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The joints at the base of each phalanx allow flexion and extension, \ie folding and unfolding movements relative to the preceding bone.
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The proximal phalanges can also adduct and abduct, \ie move the fingers towards and away from each other.
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Finally, the metacarpal of the thumb is capable of flexion/extension and adduction/abduction, which allows the thumb to oppose the other fingers.
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These axes of movement are called DoFs and can be represented by a \emph{kinematic model} of the hand with 27 DoFs as shown in \figref{blausen2014medical_hand}.
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Thus, the thumb has 5 DoFs, each of the other four fingers has 4 DoFs and the wrist has 6 DoFs and can take any position (3 DoFs) or orientation (3 DoFs) in space \cite{erol2007visionbased}.
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These axes of movement are called \DoFs and can be represented by a \emph{kinematic model} of the hand with 27 \DoFs as shown in \figref{blausen2014medical_hand}.
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Thus, the thumb has 5 \DoFs, each of the other four fingers has 4 \DoFs and the wrist has 6 \DoFs and can take any position (3 \DoFs) or orientation (3 \DoFs) in space \cite{erol2007visionbased}.
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This complex structure enables the hand to perform a wide range of movements and gestures. However, the way we explore and grasp objects follows simpler patterns, depending on the object being touched and the aim of the interaction.
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@@ -251,7 +251,7 @@ Initially tracked by active sensing devices such as gloves or controllers, it is
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Our hands allow us to manipulate real everyday objects (\secref{grasp_types}), hence virtual hand interaction techniques seem to be the most natural way to manipulate virtual objects \cite[p.400]{laviolajr20173d}.
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The user's hand being tracked is reconstructed as a \emph{virtual hand} model in the \VE \cite[p.405]{laviolajr20173d}.
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The simplest models represent the hand as a rigid \ThreeD object that follows the movements of the real hand with \qty{6}{DoF} (position and orientation in space) \cite{talvas2012novel}.
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The simplest models represent the hand as a rigid \ThreeD object that follows the movements of the real hand with 6 \DoF (position and orientation in space) \cite{talvas2012novel}.
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An alternative is to model only the fingertips (\figref{lee2007handy}) or the whole hand (\figref{hilliges2012holodesk_1}) as points.
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The most common technique is to reconstruct all the phalanges of the hand in an articulated kinematic model (\secref{hand_anatomy}) \cite{borst2006spring}.
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@@ -296,7 +296,7 @@ A visual hand feedback while in \VE also seems to affect how one grasps an objec
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Conversely, a user sees their own hands in \AR, and the mutual occlusion between the hands and the virtual objects is a common issue (\secref{ar_displays}), \ie hiding the virtual object when the real hand is in front of it, and hiding the real hand when it is behind the virtual object (\figref{hilliges2012holodesk_2}).
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%For example, in \figref{hilliges2012holodesk_2}, the user is pinching a virtual cube in \OST-\AR with their thumb and index fingers, but while the index is behind the cube, it is seen as in front of it.
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While in \VST-\AR, this could be solved as a masking problem by combining the real and virtual images \cite{battisti2018seamless}, \eg in \figref{suzuki2014grasping}, in \OST-\AR, this is much more difficult because the \VE is displayed as a transparent \TwoD image on top of the \ThreeD \RE, which cannot be easily masked \cite{macedo2023occlusion}.
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While in \VST-\AR, this could be solved as a masking problem by combining the real and virtual images \cite{battisti2018seamless}, \eg in \figref{suzuki2014grasping}, in \OST-\AR, this is much more difficult because the \VE is displayed as a transparent 2D image on top of the \ThreeD \RE, which cannot be easily masked \cite{macedo2023occlusion}.
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%Yet, even in \VST-\AR,
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%An alternative is to render the virtual objects and the virtual hand semi-transparents, so that they are partially visible even when one is occluding the other (\figref{buchmann2005interaction}).
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@@ -157,7 +157,7 @@ Yet, they differ greatly in the actuators used (\secref{wearable_haptic_devices}
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Other wearable haptic actuators have been proposed for \AR, but are not discussed 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}, which provide friction sensations with reverse electrovibration that must modify the real objects to augment, or Electrical Muscle Stimulation (EMS) devices \cite{lopes2018adding}, which provide kinesthetic feedback by contracting the muscles.
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Another category of actuators relies on systems that cannot be considered as portable, such as REVEL \cite{bau2012revel}, which provide friction sensations with reverse electrovibration that must modify the real objects to augment, or electrical muscle stimulation (EMS) devices \cite{lopes2018adding}, which provide kinesthetic feedback by contracting the muscles.
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\subsubsection{Nail-Mounted Devices}
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\label{vhar_nails}
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