Fix in acronyms

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2025-04-10 16:11:18 +02:00
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7 changed files with 9 additions and 11 deletions

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@@ -115,8 +115,8 @@ Each finger is formed by a chain of 3 phalanges, proximal, middle and distal, ex
The joints at the base of each phalanx allow flexion and extension, \ie folding and unfolding movements relative to the preceding bone.
The proximal phalanges can also adduct and abduct, \ie move the fingers towards and away from each other.
Finally, the metacarpal of the thumb is capable of flexion/extension and adduction/abduction, which allows the thumb to oppose the other fingers.
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}.
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}.
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}.
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}.
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
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}.
The user's hand being tracked is reconstructed as a \emph{virtual hand} model in the \VE \cite[p.405]{laviolajr20173d}.
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}.
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}.
An alternative is to model only the fingertips (\figref{lee2007handy}) or the whole hand (\figref{hilliges2012holodesk_1}) as points.
The most common technique is to reconstruct all the phalanges of the hand in an articulated kinematic model (\secref{hand_anatomy}) \cite{borst2006spring}.
@@ -296,7 +296,7 @@ A visual hand feedback while in \VE also seems to affect how one grasps an objec
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}).
%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.
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}.
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}.
%Yet, even in \VST-\AR,
%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}
Other wearable haptic actuators have been proposed for \AR, but are not discussed here.
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}.
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.
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.
\subsubsection{Nail-Mounted Devices}
\label{vhar_nails}