% It enabled users to scan components and deduce their type.
% Passive exploration Tactons were used at joints, in which users could query the adjacent directions, and help them to explore the topology of circuits.
+% From Ancient Greek {\mygreek ἁπτικός} (haptikós, “able to come in contact with”), from {\mygreek ἅπτω} (háptō, “to touch”) + {\mygreek -ικός} (-ikós, “suffix forming an adjective from a noun”)\footref{https://en.wiktionary.org/wiki/haptic}.
-From Ancient Greek {\mygreek ἁπτικός} (haptikós, “able to come in contact with”), from {\mygreek ἅπτω} (háptō, “to touch”) + {\mygreek -ικός} (-ikós, “suffix forming an adjective from a noun”)\footref{https://en.wiktionary.org/wiki/haptic}.
+My research domain is Human-Computer Interaction.
-Document useful for anybody who wants to design, implement, or evaluate interactive systems, in particular with haptics.
+
+This document is intended to be useful for anybody who wants to design, implement, or evaluate interactive systems, in particular with haptics.
+Therefore, it rather covers the basics of many notions I consider as important rather than focus on particular points.
+Indeed, each of this notions is extensively studied in the literature.
+The interested reader will find entry points to this literature in this document.
\paragraph{\refchap{chap:output}}
The point of \refchap{chap:loop} is to explain that the first two chapters should have never been separated.
%integrate the first two chapters into a whole that worth more than its parts.
%explain I should not have separated these three chapters.
-It starts with studies that failed at improving interaction substantially because they followed the vision of the two first chapters.
-Then I discuss the connections between computing and the sensorimotor loop through models of human behavior and system and architectures and paradigms.
-[I propose new models that extend fundamental HCI models to make the connection with the ]
+This chapter starts with studies that failed at improving interaction substantially because they followed the vision of the two first chapters.
+Then I discuss the connections between computing and the sensorimotor loop through models of human behavior, system architectures, and interaction paradigms.
+I propose an interpretation of these models that describe both the software and hardware levels.
+I conclude with tthe description of contributions that leverage the sensorimotor loop for gestural interaction, and the sense of embodiment in immersive virtual reality.
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