Fix in acronyms
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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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