Jean-Rémy Chardonnet | Arts et Métiers ParisTech (original) (raw)
Papers by Jean-Rémy Chardonnet
HAL (Le Centre pour la Communication Scientifique Directe), Dec 5, 2023
This paper conducts a comprehensive analysis of user experiences by comparing navigation and cybe... more This paper conducts a comprehensive analysis of user experiences by comparing navigation and cybersickness between two distinct categories of immersive devices: CAVE and HMD. Using consistent methodology and analysis for both technologies in the same application to underscores disparities in user experiences, particularly in navigation and exploration tasks, addressing a gap in the existing literature. The study comprises two experiments with differing navigation paradigms. The first demanded active participant navigation in a complex virtual environment, focusing on distinctions like field of view and field of regard intrinsic to CAVE and HMD technologies. Physiological parameters (heart rate and skin conductance) and the Virtual Reality Sickness Questionnaire (VRSQ) were recorded to assess cybersickness levels. Results indicate no significant variations in self-rated cybersickness but a higher heart rate for HMD and longer completion time in the CAVE. Participants favored HMDs personally. In the second experiment, participants were guided through an automated virtual environment (VE) walk, recording similar physiological and psychological measurements. Although no significant inter-device variations emerged in psychological measurements, a notable influence of the HMD on physiological cybersickness data and postural stability was observed. Nevertheless, other measurements and participant feedback did not align with substantial cybersickness. Overall, our results provide a better understanding of the differences between these two VR displays. CCS Concepts • Human-centered computing → Virtual reality; Graphical user interfaces; Interaction paradigms;
HAL is a multi-disciplinary open access archive for the deposit and dissemination of sci-entific ... more HAL is a multi-disciplinary open access archive for the deposit and dissemination of sci-entific research documents, whether they are pub-lished or not. The documents may come from teaching and research institutions in France or abroad, or from public or private research centers. L’archive ouverte pluridisciplinaire HAL, est destinée au dépôt et a ̀ la diffusion de documents scientifiques de niveau recherche, publiés ou non, émanant des établissements d’enseignement et de recherche français ou étrangers, des laboratoires publics ou privés. Science Arts & Métiers (SAM) is an open access repository that collects the work of Arts et Métiers ParisTech researchers and makes it freely available over the web where possible. This is an author-deposited version published in:
Cranial morphometrics and mitochondrial DNA sequences distinguish cryptic species of the longface... more Cranial morphometrics and mitochondrial DNA sequences distinguish cryptic species of the longface emperor (Lethrinus olivaceus), an emblematic fish of Indo-West Pacific coral reefs Deux espèces cryptiques chez le léthrinus olive (Lethrinus olivaceus), un poisson emblématique des récifs coralliens de l'Indo-Pacifique, identifiées à partir de la morphométrie du crâne et des séquences de l'ADN mitochondrial
Lecture Notes in Computer Science, 2008
Welcome to the proceedings of the 6th EuroHaptics 2008 conference held in Madrid, June 10-13, 200... more Welcome to the proceedings of the 6th EuroHaptics 2008 conference held in Madrid, June 10-13, 2008 under the auspices of the Universidad Politécnica de Madrid. EuroHaptics conferences have been held in Europe, initially annually, now on a biennial basis, since the first one at the University of Birmingham in 2001. The promotion of the European haptics community by the Eurohaptics Society (www.eurohaptics.org) integrates a multidisciplinary group of researchers with a wide range of interests stemming from backgrounds in technical, scientific, educational and artistic disciplines. The regular congregation of individuals around the topic of haptics has led to many fruitful and successful interactions that have developed across the EuroHaptics conferences. Moreover, this community now enjoys links to researchers around the rest of the world through the WorldHaptics conference series, of which EuroHaptics is proud to be a sponsoring partner. Such links offer increased possibilities for collaboration which can only bring us greater successes in our endeavours to understand the nature of haptics.
arXiv (Cornell University), Apr 11, 2023
Users would experience individually different sickness symptoms during or after navigating throug... more Users would experience individually different sickness symptoms during or after navigating through an immersive virtual environment, generally known as cybersickness. Previous studies have predicted the severity of cybersickness based on physiological and/or kinematic data. However, compared with kinematic data, physiological data rely heavily on biosensors during the collection, which is inconvenient and limited to a few affordable VR devices. In this work, we proposed a deep neural network to predict cybersickness through kinematic data. We introduced the encoded physiological representation to characterize the individual susceptibility; therefore, the predictor could predict cybersickness only based on a user's kinematic data without counting on biosensors. Fifty-three participants were recruited to attend the user study to collect multimodal data, including kinematic data (navigation speed, head tracking), physiological signals (e.g., electrodermal activity, heart rate), and Simulator Sickness Questionnaire (SSQ). The predictor achieved an accuracy of 97.8% for cybersickness prediction by involving the pre-computed physiological representation to characterize individual differences, providing much convenience for the current cybersickness measurement.
arXiv (Cornell University), Feb 6, 2023
This work presents a dataset collected to predict cybersickness in virtual reality environments. ... more This work presents a dataset collected to predict cybersickness in virtual reality environments. The data was collected from navigation tasks in a virtual environment designed to induce cybersickness. The dataset consists of many data points collected from diverse participants, including physiological responses (EDA and Heart Rate) and self-reported cybersickness symptoms. The paper will provide a detailed description of the dataset, including the arranged navigation task, the data collection procedures, and the data format. The dataset will serve as a valuable resource for researchers to develop and evaluate predictive models for cybersickness and will facilitate more research in cybersickness mitigation.
Springer eBooks, 2023
Digital transformation facilitates new methods for remote collaboration while shaping a new under... more Digital transformation facilitates new methods for remote collaboration while shaping a new understanding of working together. In this chapter, we consider global collaboration in the context of digital transformation, discuss the role of Collaborative Virtual Environments (CVEs) within the transformation process, present an overview of the state of CVEs and go into more detail on significant challenges in CVEs by providing recent approaches from research.
HAL (Le Centre pour la Communication Scientifique Directe), Sep 14, 2022
Frontiers in Virtual Reality
Recent significant progress in Virtual Reality (VR) applications and environments raised several ... more Recent significant progress in Virtual Reality (VR) applications and environments raised several challenges. They proved to have side effects on specific users, thus reducing the usability of the VR technology in some critical domains, such as flight and car simulators. One of the common side effects is cybersickness. Some significant commonly reported symptoms are nausea, oculomotor discomfort, and disorientation. To mitigate these symptoms and consequently improve the usability of VR systems, it is necessary to predict the incidence of cybersickness. This paper proposes a machine learning approach to VR’s cybersickness prediction based on physiological and subjective data. We investigated combinations of topological data analysis with a range of classifier algorithms and assessed classification performance. The highest performance of Topological Data Analysis (TDA) based methods was achieved in combination with SVMs with Gaussian RBF kernel, indicating that Gaussian RBF kernels pr...
Lecture Notes in Computer Science, 2022
Research in Collaborative Virtual Environments (CVEs) is becoming more and more significant with ... more Research in Collaborative Virtual Environments (CVEs) is becoming more and more significant with increasing accessibility of Virtual Reality (VR) and Augmented Reality (AR) technology, additionally reinforced by the increasing demand for remote collaboration groupware. While the research is focusing on methods for synchronous remote collaboration, asynchronous remote collaboration remains a niche. Nevertheless, future CVEs should support both paradigms of collaborative work, since asynchronous collaboration has as well its benefits, for instance a more flexible time-coordination. In this paper we present a concept of recording and later playback of highly interactive collaborative tasks in Mixed Reality (MR). Furthermore, we apply the concept in an assembly training scenario from the manufacturing industry and test it during pilot user experiments. The pilot study compared two modalities, the first one with a manufacturing manual, and another using our concept and featuring a ghost avatar. First results revealed no significant differences between both modalities in terms of time completion, hand movements, cognitive workload and usability. Some differences were not expected, however, these results and the feedback brought by the participants provide insights to further develop our concept.
AHFE international, 2023
Nuclear maintenance operations require several types of cognitive and motor skills that can be tr... more Nuclear maintenance operations require several types of cognitive and motor skills that can be trained in immersive environments. However, there is a lack of normalized methodological approaches to classify tasks and guide them for a potential transposition to immersive training. This paper proposes a methodological approach to classify nuclear maintenance tasks based on their complexity and the potential transfer of training obtainable from each type of immersion techniques and their related interactions.This proposed methodology provides a novel approach to compare various immersive technologies and interactions in a normalized way for a same industrial task.This paper aims at serving as a base for a methodological guide dedicated to the transposition of nuclear maintenance skills learned in immersive environments to real environment setups and proposes two future use cases based on this methodological approach.
EasyChair preprint, Jun 19, 2018
The interception of the action-perception loop in virtual reality [VR] causes that understanding ... more The interception of the action-perception loop in virtual reality [VR] causes that understanding the effects of different display factors in spatial perception becomes a challenge. For example, studies have reported that there is not size-constancy, the perceived size of an object does not remain constant as its distance increases. This phenomenon is closely related to the reports of underestimation of distances in VR, which causes remain unclear. Despite the efforts improving the spatial cues regarding display technology and computer graphics, some interest has started to focus on the human side. In this study, we propose a perceptual calibration method which can ameliorate the effects of non-size-constancy in heterogeneous VR displays. The method was validated in a perceptual matching experiment comparing the performance between an HTC Vive HMD and a four-walls CAVE system. Results show that perceptual calibration based on interpupillary distance increments can solve partially the phenomenon of non-size-constancy in VR.
HAL (Le Centre pour la Communication Scientifique Directe), Jul 20, 2014
This paper presents a novel speak-to-VR virtual-reality peripheral network (VRPN) server based on... more This paper presents a novel speak-to-VR virtual-reality peripheral network (VRPN) server based on speech processing. The server uses a microphone array as a speech source and streams the results of the process through a Wi-Fi network. The proposed VRPN server provides a handy, portable and wireless human machine interface that can facilitate interaction in a variety interfaces and application domains including HMD-and CAVE-based virtual reality systems, flight and driving simulators and many others. The VRPN server is based on a speech processing software development kits and VRPN library in C??. Speak-to-VR VRPN works well even in the presence of background noise or the voices of other users in the vicinity. The speech processing algorithm is not sensitive to the user's accent because it is trained while it is operating. Speech recognition parameters are trained by hidden Markov model in real time. The advantages and disadvantages of the speak-to-VR server are studied under different configurations. Then, the efficiency and the precision of the speak-to-VR server for a real application are validated via a formal user study with ten participants. Two experimental test setups are implemented on a CAVE system by using either Kinect Xbox or array microphone as input device. Each participant is asked to navigate in a virtual environment and manipulate an object. The experimental data analysis shows promising results and motivates additional research opportunities.
ABSTRACT Nous présentons un simulateur dynamique interactif pour robots humanoïdes. Nous utilison... more ABSTRACT Nous présentons un simulateur dynamique interactif pour robots humanoïdes. Nous utilisons les méthodes par contraintes pour le calcul des forces de contact avec frottement non discrétisé, ce qui accroît sensiblement la rapidité de calcul du simulateur, permettant ainsi une utilisation temps réel. L'utilisateur peut, avec notre simulateur, interagir avec l'environnement virtuel et manipuler des objets ou effectuer des tâches collaboratives avec des humanoïdes grâce à un dispositif haptique à retour d'effort. Nous illustrons notre propos par des exemples de simulation avec le robot HRP-2.
Computer Methods in Biomechanics and Biomedical Engineering, May 1, 2019
HAL (Le Centre pour la Communication Scientifique Directe), Dec 5, 2023
This paper conducts a comprehensive analysis of user experiences by comparing navigation and cybe... more This paper conducts a comprehensive analysis of user experiences by comparing navigation and cybersickness between two distinct categories of immersive devices: CAVE and HMD. Using consistent methodology and analysis for both technologies in the same application to underscores disparities in user experiences, particularly in navigation and exploration tasks, addressing a gap in the existing literature. The study comprises two experiments with differing navigation paradigms. The first demanded active participant navigation in a complex virtual environment, focusing on distinctions like field of view and field of regard intrinsic to CAVE and HMD technologies. Physiological parameters (heart rate and skin conductance) and the Virtual Reality Sickness Questionnaire (VRSQ) were recorded to assess cybersickness levels. Results indicate no significant variations in self-rated cybersickness but a higher heart rate for HMD and longer completion time in the CAVE. Participants favored HMDs personally. In the second experiment, participants were guided through an automated virtual environment (VE) walk, recording similar physiological and psychological measurements. Although no significant inter-device variations emerged in psychological measurements, a notable influence of the HMD on physiological cybersickness data and postural stability was observed. Nevertheless, other measurements and participant feedback did not align with substantial cybersickness. Overall, our results provide a better understanding of the differences between these two VR displays. CCS Concepts • Human-centered computing → Virtual reality; Graphical user interfaces; Interaction paradigms;
HAL is a multi-disciplinary open access archive for the deposit and dissemination of sci-entific ... more HAL is a multi-disciplinary open access archive for the deposit and dissemination of sci-entific research documents, whether they are pub-lished or not. The documents may come from teaching and research institutions in France or abroad, or from public or private research centers. L’archive ouverte pluridisciplinaire HAL, est destinée au dépôt et a ̀ la diffusion de documents scientifiques de niveau recherche, publiés ou non, émanant des établissements d’enseignement et de recherche français ou étrangers, des laboratoires publics ou privés. Science Arts & Métiers (SAM) is an open access repository that collects the work of Arts et Métiers ParisTech researchers and makes it freely available over the web where possible. This is an author-deposited version published in:
Cranial morphometrics and mitochondrial DNA sequences distinguish cryptic species of the longface... more Cranial morphometrics and mitochondrial DNA sequences distinguish cryptic species of the longface emperor (Lethrinus olivaceus), an emblematic fish of Indo-West Pacific coral reefs Deux espèces cryptiques chez le léthrinus olive (Lethrinus olivaceus), un poisson emblématique des récifs coralliens de l'Indo-Pacifique, identifiées à partir de la morphométrie du crâne et des séquences de l'ADN mitochondrial
Lecture Notes in Computer Science, 2008
Welcome to the proceedings of the 6th EuroHaptics 2008 conference held in Madrid, June 10-13, 200... more Welcome to the proceedings of the 6th EuroHaptics 2008 conference held in Madrid, June 10-13, 2008 under the auspices of the Universidad Politécnica de Madrid. EuroHaptics conferences have been held in Europe, initially annually, now on a biennial basis, since the first one at the University of Birmingham in 2001. The promotion of the European haptics community by the Eurohaptics Society (www.eurohaptics.org) integrates a multidisciplinary group of researchers with a wide range of interests stemming from backgrounds in technical, scientific, educational and artistic disciplines. The regular congregation of individuals around the topic of haptics has led to many fruitful and successful interactions that have developed across the EuroHaptics conferences. Moreover, this community now enjoys links to researchers around the rest of the world through the WorldHaptics conference series, of which EuroHaptics is proud to be a sponsoring partner. Such links offer increased possibilities for collaboration which can only bring us greater successes in our endeavours to understand the nature of haptics.
arXiv (Cornell University), Apr 11, 2023
Users would experience individually different sickness symptoms during or after navigating throug... more Users would experience individually different sickness symptoms during or after navigating through an immersive virtual environment, generally known as cybersickness. Previous studies have predicted the severity of cybersickness based on physiological and/or kinematic data. However, compared with kinematic data, physiological data rely heavily on biosensors during the collection, which is inconvenient and limited to a few affordable VR devices. In this work, we proposed a deep neural network to predict cybersickness through kinematic data. We introduced the encoded physiological representation to characterize the individual susceptibility; therefore, the predictor could predict cybersickness only based on a user's kinematic data without counting on biosensors. Fifty-three participants were recruited to attend the user study to collect multimodal data, including kinematic data (navigation speed, head tracking), physiological signals (e.g., electrodermal activity, heart rate), and Simulator Sickness Questionnaire (SSQ). The predictor achieved an accuracy of 97.8% for cybersickness prediction by involving the pre-computed physiological representation to characterize individual differences, providing much convenience for the current cybersickness measurement.
arXiv (Cornell University), Feb 6, 2023
This work presents a dataset collected to predict cybersickness in virtual reality environments. ... more This work presents a dataset collected to predict cybersickness in virtual reality environments. The data was collected from navigation tasks in a virtual environment designed to induce cybersickness. The dataset consists of many data points collected from diverse participants, including physiological responses (EDA and Heart Rate) and self-reported cybersickness symptoms. The paper will provide a detailed description of the dataset, including the arranged navigation task, the data collection procedures, and the data format. The dataset will serve as a valuable resource for researchers to develop and evaluate predictive models for cybersickness and will facilitate more research in cybersickness mitigation.
Springer eBooks, 2023
Digital transformation facilitates new methods for remote collaboration while shaping a new under... more Digital transformation facilitates new methods for remote collaboration while shaping a new understanding of working together. In this chapter, we consider global collaboration in the context of digital transformation, discuss the role of Collaborative Virtual Environments (CVEs) within the transformation process, present an overview of the state of CVEs and go into more detail on significant challenges in CVEs by providing recent approaches from research.
HAL (Le Centre pour la Communication Scientifique Directe), Sep 14, 2022
Frontiers in Virtual Reality
Recent significant progress in Virtual Reality (VR) applications and environments raised several ... more Recent significant progress in Virtual Reality (VR) applications and environments raised several challenges. They proved to have side effects on specific users, thus reducing the usability of the VR technology in some critical domains, such as flight and car simulators. One of the common side effects is cybersickness. Some significant commonly reported symptoms are nausea, oculomotor discomfort, and disorientation. To mitigate these symptoms and consequently improve the usability of VR systems, it is necessary to predict the incidence of cybersickness. This paper proposes a machine learning approach to VR’s cybersickness prediction based on physiological and subjective data. We investigated combinations of topological data analysis with a range of classifier algorithms and assessed classification performance. The highest performance of Topological Data Analysis (TDA) based methods was achieved in combination with SVMs with Gaussian RBF kernel, indicating that Gaussian RBF kernels pr...
Lecture Notes in Computer Science, 2022
Research in Collaborative Virtual Environments (CVEs) is becoming more and more significant with ... more Research in Collaborative Virtual Environments (CVEs) is becoming more and more significant with increasing accessibility of Virtual Reality (VR) and Augmented Reality (AR) technology, additionally reinforced by the increasing demand for remote collaboration groupware. While the research is focusing on methods for synchronous remote collaboration, asynchronous remote collaboration remains a niche. Nevertheless, future CVEs should support both paradigms of collaborative work, since asynchronous collaboration has as well its benefits, for instance a more flexible time-coordination. In this paper we present a concept of recording and later playback of highly interactive collaborative tasks in Mixed Reality (MR). Furthermore, we apply the concept in an assembly training scenario from the manufacturing industry and test it during pilot user experiments. The pilot study compared two modalities, the first one with a manufacturing manual, and another using our concept and featuring a ghost avatar. First results revealed no significant differences between both modalities in terms of time completion, hand movements, cognitive workload and usability. Some differences were not expected, however, these results and the feedback brought by the participants provide insights to further develop our concept.
AHFE international, 2023
Nuclear maintenance operations require several types of cognitive and motor skills that can be tr... more Nuclear maintenance operations require several types of cognitive and motor skills that can be trained in immersive environments. However, there is a lack of normalized methodological approaches to classify tasks and guide them for a potential transposition to immersive training. This paper proposes a methodological approach to classify nuclear maintenance tasks based on their complexity and the potential transfer of training obtainable from each type of immersion techniques and their related interactions.This proposed methodology provides a novel approach to compare various immersive technologies and interactions in a normalized way for a same industrial task.This paper aims at serving as a base for a methodological guide dedicated to the transposition of nuclear maintenance skills learned in immersive environments to real environment setups and proposes two future use cases based on this methodological approach.
EasyChair preprint, Jun 19, 2018
The interception of the action-perception loop in virtual reality [VR] causes that understanding ... more The interception of the action-perception loop in virtual reality [VR] causes that understanding the effects of different display factors in spatial perception becomes a challenge. For example, studies have reported that there is not size-constancy, the perceived size of an object does not remain constant as its distance increases. This phenomenon is closely related to the reports of underestimation of distances in VR, which causes remain unclear. Despite the efforts improving the spatial cues regarding display technology and computer graphics, some interest has started to focus on the human side. In this study, we propose a perceptual calibration method which can ameliorate the effects of non-size-constancy in heterogeneous VR displays. The method was validated in a perceptual matching experiment comparing the performance between an HTC Vive HMD and a four-walls CAVE system. Results show that perceptual calibration based on interpupillary distance increments can solve partially the phenomenon of non-size-constancy in VR.
HAL (Le Centre pour la Communication Scientifique Directe), Jul 20, 2014
This paper presents a novel speak-to-VR virtual-reality peripheral network (VRPN) server based on... more This paper presents a novel speak-to-VR virtual-reality peripheral network (VRPN) server based on speech processing. The server uses a microphone array as a speech source and streams the results of the process through a Wi-Fi network. The proposed VRPN server provides a handy, portable and wireless human machine interface that can facilitate interaction in a variety interfaces and application domains including HMD-and CAVE-based virtual reality systems, flight and driving simulators and many others. The VRPN server is based on a speech processing software development kits and VRPN library in C??. Speak-to-VR VRPN works well even in the presence of background noise or the voices of other users in the vicinity. The speech processing algorithm is not sensitive to the user's accent because it is trained while it is operating. Speech recognition parameters are trained by hidden Markov model in real time. The advantages and disadvantages of the speak-to-VR server are studied under different configurations. Then, the efficiency and the precision of the speak-to-VR server for a real application are validated via a formal user study with ten participants. Two experimental test setups are implemented on a CAVE system by using either Kinect Xbox or array microphone as input device. Each participant is asked to navigate in a virtual environment and manipulate an object. The experimental data analysis shows promising results and motivates additional research opportunities.
ABSTRACT Nous présentons un simulateur dynamique interactif pour robots humanoïdes. Nous utilison... more ABSTRACT Nous présentons un simulateur dynamique interactif pour robots humanoïdes. Nous utilisons les méthodes par contraintes pour le calcul des forces de contact avec frottement non discrétisé, ce qui accroît sensiblement la rapidité de calcul du simulateur, permettant ainsi une utilisation temps réel. L'utilisateur peut, avec notre simulateur, interagir avec l'environnement virtuel et manipuler des objets ou effectuer des tâches collaboratives avec des humanoïdes grâce à un dispositif haptique à retour d'effort. Nous illustrons notre propos par des exemples de simulation avec le robot HRP-2.
Computer Methods in Biomechanics and Biomedical Engineering, May 1, 2019
SAE International Journal of Transportation Safety, 2022
IEEE Transactions on Human-Machine Systems, 2021
This study presents a driving simulator experiment to evaluate three different motion cueing algo... more This study presents a driving simulator experiment to evaluate three different motion cueing algorithms based on model predictive control. The difference among these motion strategies lies in the type of mathematical model used. The first one contains only the dynamic model of the platform, while the others integrate additionally two different vestibular system models. We compare these three strategies to discuss the tradeoffs when including a vestibular system model in the control loop from the user's viewpoint. The study is conducted in autonomous mode and in free driving mode, as both play an important role in motion cueing validation. A total of 38 individuals participated in the experiment; 19 drove the simulator in free driving mode and the remaining using the autonomous driving mode. For both driving modes, substantial differences is observed. The analysis shows that one of the vestibular system models is suitable for driving simulators, as it thoroughly restores high-frequency accelerations and is well noted by the participants, especially those in the free driving mode. Further tests are needed to analyze the advantages of integrating the chosen vestibular system model in the control design for motion cuieng algorithms. Regarding the autonomous mode, further research is needed to examine the influence of the vestibular system model on the motion performance, as the behavior of the autonomous model may implicitly interfere with subjective assessments.
IEEE Transactions on Haptics, 2021
Animal welfare has become an increasingly important concern in the sports field. Learning horse-d... more Animal welfare has become an increasingly important concern in the sports field. Learning horse-drawn carriage driving requires much time and effort for both the drivers and the horses because the associated gestures to avoid harming the horses are difficult to acquire. This raises the need to develop realistic simulation environments for future drivers. To this end, two haptic interface prototypes were designed, coupled with dedicated simulation software. The first was developed based on a SPIDAR haptic device and implemented simple behaviors of the carriage. A user study demonstrated interest in such a simulator, which led to the design of a second prototype, on a different architecture than the first prototype, for integrating more precise laws of horse behavior such as mood and allowing a more subtle control of forces. An evaluation with driving learners revealed that the simulator was capable of not only producing sensations close to reality but also improving the interaction between the trainer and the learner.
SIMULATION, 2021
Faithful motion restitution in driving simulators normally focuses on track monitoring and maximi... more Faithful motion restitution in driving simulators normally focuses on track monitoring and maximizing the platform workspace by leaving aside the principal component—the driver. Therefore, in this work we investigated the role of the motion perception model on motion cueing algorithms from a user’s viewpoint. We focused on the driving behavior influence regarding motion perception in a driving simulator. Participants drove a driving simulator with two different configurations: (a) using the platform dynamic model and (b) using a supplementary motion perception model. Both strategies were compared and the participants’ data were classified according to the strategy they preferred. To this end, we developed a driving behavior questionnaire aiming at evaluating the self-reported driving behavior influence on participants’ motion cueing preferences.
The results showed significant differences between the participants who chose different strategies and the scored driving behavior in the hostile and violations factors. In order to support these findings, we compared participants’ behaviors and actual motion driving simulator indicators such as speed, jerk, and lateral position. The analysis revealed that motion preferences arise from different reasons linked to the realism or smoothness in motion. Also, strong positive correlations were found between hostile and violation behaviors of the group who preferred the strategy with the supplementary motion perception model, and objective measures such as jerk and speed on different road segments. This indicates that motion perception in driving simulators may depend not only on the type of motion cueing strategy, but may also be influenced by users’ self-reported driving behaviors.
International Journal of Human-Computer Studies, 2021
Virtual walking in virtual environments (VEs) requires locomotion interfaces, especially when the... more Virtual walking in virtual environments (VEs) requires locomotion interfaces, especially when the available physical environment is smaller than the virtual space due to virtual reality facilities limitations; many navigation approaches have been proposed according to different input conditions, target selection and speed selection. With current technologies, the virtual locomotion speed for most VR systems relies primarily on rate-control devices (e.g., joystick). The user has to manage manual adaptation of the speed, based on the size of the VE and personal preferences. However, this method cannot provide optimal speeds for locomotion as the user tends to change the speed involuntarily due to non-desired issues including collisions or simulator sickness; in this case, the user may have to adjust the speed frequently and unsmoothly, worsening the situation. Therefore, we designed a motion protector that can be embedded into the locomotion system to provide optimal speed profiles. The optimization process aims at minimizing the total jerk when the user translates from an initial position to a target, which is a common rule of the human motion model. In addition to minimization, we put constraints on speed, acceleration and jerk so that they do not exceed specific thresholds. The speed protector is formulated mathematically and solved analytically in order to provide a smooth navigation experience with a minimum jerk of trajectory. The assessment of the speed protector was conducted in a user study measuring user experience with a simulator sickness questionnaire, event-related skin conductance responses (ER-SCR), and a NASA-TLX questionnaire, showing that the designed speed protector can provide more natural and comfortable user experience with appropriate acceleration and jerk as it avoids abrupt speed profiles.
Research and Science Today, 2017
Virtual Reality, 2021
Cybersickness remains a major challenge in the virtual reality community. It occurs mainly when n... more Cybersickness remains a major challenge in the virtual reality community. It occurs mainly when navigating in a 3D immersive virtual environment. Several parameters are known to influence the users’ cybersickness level while navigating, that can be either technological or neuro-psychological. This study investigates two of these parameters that are the distance from a virtual barrier and the choice of the navigation interface. An experiment was performed for each of these parameters to evaluate their influence on the variation of cybersickness. For each experiment, participants were asked to navigate in a large virtual room with walls that were textured with a black and white lined pattern to voluntarily exacerbate cybersickness. The level of cybersickness was collected through subjective (Simulator Sickness Questionnaire) and behavioral (evolution of postural sway) measurements. Results allow drawing suggestions for optimal navigation, so that cybersickness can be significantly reduced, thus providing with enhanced user experience.
International Journal of Human-Computer Studies, 2021
Research puts forward perception-based cognitive workload evaluation methods to help VR developer... more Research puts forward perception-based cognitive workload evaluation methods to help VR developers and users measuring their workload when playing with a VR application. Approaches to measure workload based on biosensors have progressed significantly, while evaluation based on subjective methods still rely on standard questionnaires such as the NASA-TLX table, the Subjective Workload Assessment Technique and the Modified Cooper Harper scale. The pre-defined questions enable operators to carry out experiments and analyse the data more easily than with biofeedback. However, the subjective evaluation process can bias the results because of unperceived internal changes and unknown factors among users. It is therefore necessary to have a method to handle and analyse this uncertainty. We propose to use the Technique for Order Performance by Similarity to Ideal Solution (TOPSIS) model to analyse the NASA-TLX table for measuring the overall user workload instead of using the classical weighted sum method. To show the advantage of the TOPSIS approach, we performed a user experiment to validate the approach and its application to VR, considering factors including the VR platform and the scenario density. Three different weighting methods, including the fuzzy Analytic Hierarchy Process (AHP) from fuzzy logic, the classical weighting based on pairwise comparison and the uniform weighting method, were tested to see the applicability of the TOPSIS model. The results from TOPSIS were consistent with those from other evaluation methods; a significant reduction in the coefficient of variation (CV) was observed when using the TOPSIS model to analyse the NASA-TLX scores, indicating an enhanced precision of the workload evaluation by the TOPSIS method. Our work has a potential application for VR designers and experimenters to compare cognitive workload among conditions and to optimize the settings.
Journal of Computing and Information Science in Engineering, 2016
The simulation of grasping operations in virtual reality (VR) is required for many applications ,... more The simulation of grasping operations in virtual reality (VR) is required for many applications , especially in the domain of industrial product design, but it is very difficult to achieve without any haptic feedback. Force feedback on the fingers can be provided by a hand exoskeleton, but such a device is very complex, invasive, and costly. In this paper, we present a new device, called HaptiHand, which provides position and force input as well as haptic output for four fingers in a noninvasive way, and is mounted on a standard force-feedback arm. The device incorporates four independent modules, one for each finger , inside an ergonomic shape, allowing the user to generate a wide range of virtual hand configurations to grasp naturally an object. It is also possible to reconfigure the virtual finger positions when holding an object. The paper explains how the device is used to control a virtual hand in order to perform dexterous grasping operations. The structure of the HaptiHand is described through the major technical solutions required and tests of key functions serve as validation process for some key requirements. Also, an effective grasping task illustrates some capabilities of the HaptiHand.
SAE Technical Papers, 2018
Angular velocity perception plays an important role for a better sense of presence in driving sim... more Angular velocity perception plays an important role for a better sense of presence in driving simulators.
This paper deals with the angular velocity perception threshold and sense of presence.
A three degrees of freedom (DOF: roll, pitch, and heave) driving simulator, a motion tracking sensor, a driving simulation software, and self-prepared questionnaires were used.
Due to the subjective assessments, there were no significant differences between static and dynamic platform types. Eight different cases were investigated with respect to visual and inertial factors (field of view (FOV) and motion platform).
Subjective evaluations showed that there were no significant differences between static and dynamic conditions. Lower FOV, static platform, stereo vision condition has provided the best condition (best realism depending on objective-subjective measure relationship).
International Journal of Humanoid Robotics, 2012
We propose an interactive dynamic simulator for humanoid robots using constraint-based methods fo... more We propose an interactive dynamic simulator for humanoid robots using constraint-based methods for computing interaction forces with friction. This simulator is a part of a general framework for prototyping called AMELIF and is a successful integration of physical models. We focus on optimizing the computation of the dynamics to obtain real-time simulations allowing multimodal interactivity. Our simulator has been validated in two ways: first by comparing real sensors' measures and simulated values, then through different scenarios of complex manipulation tasks on the HRP-2 humanoid robot, bringing new insights to interactive robotics.
This paper presents a novel speak-to-VR virtual reality peripheral network (VRPN) server based on... more This paper presents a novel speak-to-VR virtual reality peripheral network (VRPN) server based on speech processing. The server uses a microphone array as a speech source and streams the results of the process through a Wi-Fi network. The proposed VRPN server provides a handy, portable and wireless human machine interface that can facilitate interaction in a variety interfaces and application domains including HMD- and CAVE-based virtual reality systems, flight and driving simulators and many others. The VRPN server is based on a speech processing software development kits and VRPN library in C++. Speak-to-VR VRPN works well even in the presence of background noise or the voices of other users in the vicinity. The speech processing algorithm is not sensitive to the user’s accent because it is trained while it is operating. Speech recognition parameters are trained by hidden Markov model in real time. The advantages and disadvantages of the speak-to-VR server are studied under different configurations. Then, the efficiency and the precision of the speak-to-VR server for a real application are validated via a formal user study with ten participants. Two experimental test setups are implemented on a CAVE system by using either Kinect Xbox or array microphone as input device. Each participant is asked to navigate in a virtual environment and manipulate an object. The experimental data analysis shows promising results and motivates additional research opportunities.
This article proposes a method based on wavelet transform and neural networks for relating pupill... more This article proposes a method based on wavelet transform and neural networks for relating pupillary behavior to psychological stress. The proposed method was tested by recording pupil diameter and electrodermal activity during a simulated driving task. Self-report measures were also collected. Participants performed a baseline run with the driving task only, followed by three stress runs where they were required to perform the driving task along with sound alerts, the presence of two human evaluators, and both. Self-reports and pupil diameter successfully indexed stress manipulation, and significant correlations were found between these measures. However, electrodermal activity did not vary accordingly. After training, the four-way parallel neural network classifier could guess whether a given unknown pupil diameter signal came from one of the four experimental trials with 79.2% precision. The present study shows that pupil diameter signal has good discriminating power for stress detection.
International Journal of Human–Computer Interaction, 2017
Navigation in a 3D immersive virtual environment is known to be prone to visually induced motion ... more Navigation in a 3D immersive virtual environment is known to be prone to visually induced motion sickness (VIMS). Several psychophysiological and behavioral methods have been used to measure the level of sickness of a user, among which is postural instability. This study investigates all the features that can be extracted from the body postural sway: area of the projection of the center of gravity (mainly considered in past studies) and its shape and the frequency components of the signal’s spectrum, in order to estimate and predict the occurrence of sickness in a typical virtual reality (VR) application.
After modeling and simulation of the body postural sway, an experiment on 17 subjects identified a relation between the level of sickness and the variation both in the time and frequency domains of the body sway signal. The results support and go further into detail of findings of past studies using postural instability as an efficient indicator of sickness, giving insight to better monitor VIMS in a VR application.
AHFE, 2023
Nuclear maintenance operations require several types of cognitive and motor skills that can be tr... more Nuclear maintenance operations require several types of cognitive and motor skills that can be trained in immersive environments. However, there is a lack of normalized methodological approaches to classify tasks and guide them for a potential transposition to immersive training. This paper proposes a methodological approach to classify nuclear maintenance tasks based on their complexity and the potential transfer of training obtainable from each type of immersion technique and their related interactions. This proposed methodology provides a novel approach to compare various immersive technologies and interactions in a normalized way for the same industrial task. This paper aims to serve as a base for a methodological guide dedicated to the transposition of nuclear maintenance skills learned in immersive environments to real environment setups and proposes two future use cases based on this methodological approach.
GeCon, 2023
Virtual education is gaining prominence, providing opportunities for dynamic interactive content,... more Virtual education is gaining prominence, providing opportunities for dynamic interactive content, such as Digital Twins, and novel collaboration modalities, including options for remote classrooms. In this work, we present a concept that leverages Digital Twins for interactive group work in engineering education through the use of Virtual Reality technology. We propose an experimental investigation to compare diverse collaboration alternatives facilitated by Virtual Reality, specifically face-to-face and avatar-based interaction. Preliminary findings are discussed, along with their implications for the design and implementation of future experiments in this emerging field.
ISMAR, 2023
Figure 1: Our ARPuzzle experiment. On the left, two collaborators solve a real puzzle. In the mid... more Figure 1: Our ARPuzzle experiment. On the left, two collaborators solve a real puzzle. In the middle, mixed collaborators colocally solve a virtual replica of a real puzzle. On the right, mixed collaborators remotely solve a virtual replica of a real puzzle.
ICONIP, 2023
It is well known that locomotion-dominated navigation tasks may highly provoke cybersickness effe... more It is well known that locomotion-dominated navigation tasks may highly provoke cybersickness effects. Past research has proposed numerous approaches to tackle this issue based on offline considerations. In this work, a novel approach to mitigate cybersickness is presented based on online adaptive navigation. Considering the Proportional-Integral-Derivative (PID) control method, we proposed a mathematical model for online adaptive navigation parametrized with several parameters, taking as input the users' electro-dermal activity (EDA), an efficient indicator to measure the cybersickness level, and providing as output adapted navigation accelerations. Therefore, minimizing the cybersickness level is regarded as an argument optimization problem: find the PID model parameters which can reduce the severity of cybersickness. User studies were organized to collect non-adapted navigation accelerations and the corresponding EDA signals. A deep neural network was then formulated to learn the correlation between EDA and navigation accelerations. The hyperparameters of the network were obtained through the Optuna open-source framework. To validate the performance of the optimized online adaptive navigation developed through the PID control, we performed an analysis in a simulated user study based on the pretrained deep neural network. Results indicate a significant reduction of cybersickness in terms of EDA signal analysis and motion sickness dose value. This is a pioneering work which presented a systematic strategy for adaptive navigation settings from a theoretical point.
ICAT-EGVE2023, 2023
This paper conducts a comprehensive analysis of user experiences by comparing navigation and cybe... more This paper conducts a comprehensive analysis of user experiences by comparing navigation and cybersickness between two distinct categories of immersive devices: CAVE and HMD. Using consistent methodology and analysis for both technologies in the same application to underscores disparities in user experiences, particularly in navigation and exploration tasks, addressing a gap in the existing literature. The study comprises two experiments with differing navigation paradigms. The first demanded active participant navigation in a complex virtual environment, focusing on distinctions like field of view and field of regard intrinsic to CAVE and HMD technologies. Physiological parameters (heart rate and skin conductance) and the Virtual Reality Sickness Questionnaire (VRSQ) were recorded to assess cybersickness levels. Results indicate no significant variations in self-rated cybersickness but a higher heart rate for HMD and longer completion time in the CAVE. Participants favored HMDs personally. In the second experiment, participants were guided through an automated virtual environment (VE) walk, recording similar physiological and psychological measurements. Although no significant inter-device variations emerged in psychological measurements, a notable influence of the HMD on physiological cybersickness data and postural stability was observed. Nevertheless, other measurements and participant feedback did not align with substantial cybersickness. Overall, our results provide a better understanding of the differences between these two VR displays. CCS Concepts • Human-centered computing → Virtual reality; Graphical user interfaces; Interaction paradigms;
ICAT-EGVE2023, 2023
Past studies have shown that virtual reality (VR) is an advantageous medium to learn or train in ... more Past studies have shown that virtual reality (VR) is an advantageous medium to learn or train in various situations over traditional methods. Virtual environments are usually modeled and implemented to be representative of the training situations. However, in an objective to maximize the effectiveness and efficiency of VR for knowledge transfer, we may wonder whether the virtual environment itself really matters or not. In this paper, we propose to compare two different virtual environments implemented for the same training purpose. The scenario chosen relates to learning the right procedure to limit the spread of viruses. The two environments have been designed to be radically opposed: the first one is a dreamlike environment, while the second represents a medical laboratory. A user study was performed to compare the level of engagement and knowledge acquired by the participants in both environments. User experience, commitment, emotion and learning outcomes were measured. Results indicate no significant difference in the environment design on learning, feeling, commitment and sense of presence. CCS Concepts • Human-centered computing → Virtual reality; • Applied computing → Interactive learning environments;
2024 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR), 2024
This paper is a novel research endeavor focused on addressing cybersickness in virtual reality (V... more This paper is a novel research endeavor focused on addressing cybersickness in virtual reality (VR) experiences. Traditional approaches to cybersickness prediction and detection rely on generalized artificial intelligence models and extensive data collection. However, there has been a lack of research exploring user-specific intelligence. This paper introduces an intelligent platform designed to adapt to individual users in realtime for cybersickness detection. By dynamically adjusting its behavior and interactions, this platform aims to mitigate cybersickness and enhance the VR user experience. The platform's effectiveness was evaluated using physiological data, including electrodermal activity (EDA) and eye movement signals. The results demonstrated the efficacy of our system in reducing cybersickness symptoms.
2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 2022
For the 2022 IEEE VR 3DUI contest on the topic of “Arts, Science, Information and Knowledge - vis... more For the 2022 IEEE VR 3DUI contest on the topic of “Arts, Science, Information and Knowledge - visualization and interactions”, we present Artana, an immersive application proposing to explore anamorphosis in various interactive ways. Through an unexpected experience, the user is transported to a museum in which he/she will have access to the history of anamorphosis before being able to experience seven examples of them. A teleportation and a spinning wheel interaction techniques were implemented in Artana to ease interaction without altering the experience.
2021 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), 2021
For the IEEE ISMAR 2021 contest, we propose Conect, an application allowing natural social intera... more For the IEEE ISMAR 2021 contest, we propose Conect, an application allowing natural social interactions to build next generation hybrid conferences. Our application works on a smartphone and a classical computer. A video projector is used at the real-world conference site and displays the names of remote attendees on the floor. On-site attendees can scan the projected names with the mobile app and communicate with remote attendees. This application allows natural interactions between on-site and remote attendees through video calls, a feature absent from current virtual world apps. Since it requires using everyday-life devices only, Conect is an non-intrusive application, easy to use and to deploy, focusing on improving awareness and preserving the experience of real-world conferences.
2021 IEEE Virtual Reality and 3D User Interfaces (VR), 2021
Many studies have explored how individual differences can affect users' susceptibility to cybersi... more Many studies have explored how individual differences can affect users' susceptibility to cybersickness in a VR application. However, the lack of strategy to integrate the influence of each factor on cybersickness makes it difficult to utilize the results of existing research. Based on the fuzzy logic theory that can represent the effect of different factors as a single value containing integrated information, we developed two approaches including the knowledge-based Mamdani-type fuzzy inference system and the data-driven Adaptive neuro-fuzzy inference system (ANFIS) to involve three individual differences (Age, Gaming experience and Ethnicity). We correlated the corresponding outputs with the simulator sickness questionnaire (SSQ) scores in a simple navigation scenario. The correlation coefficients obtained through a 4- fold cross validation were found statistically significant with both fuzzy logic approaches, indicating their effectiveness to influence the occurrence and the level of cybersickness. Our work provides insights to establish customized experiences for VR navigation by involving individual differences.
2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 2021
For the 2021 IEEE VR 3DUI contest, the topic of the year is "Challenging Pandemics" with a direct... more For the 2021 IEEE VR 3DUI contest, the topic of the year is "Challenging Pandemics" with a direct or indirect link to COVID-19. We present Rebirth-20, an immersive application focusing on two axes: breathing and prevention against the spread of the virus. Using an Oculus Quest 2, we have developed a virtual world, enriched with different exercises. A prevention part allows the user to get familiar with gestures for stopping virus spread, such as washing hands and put on a mask. The purpose of the exercises is to help people affected by COVID-19 and having breathing difficulties.
2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 2021
This study aims to analyze differences between a CAVE system and a Head-Mounted Display (HMD), tw... more This study aims to analyze differences between a CAVE system and a Head-Mounted Display (HMD), two technologies presenting important differences, focusing on distance perception, as past research on this factor is usually carried with only one or the other device. We performed two experiments. First, we explored the impact of the HMD's weight, by removing any other bias. Second, we compared distance perception using a simple hand interaction in a replicated environment. Results reveal that the HMD's weight has no significant impact over short distances, and the usage of a virtual replica was found to improve distance perception.
7th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, 2020
The ability to interact with virtual objects using gestures would allow users to improve their ex... more The ability to interact with virtual objects using gestures would allow users to improve their experience in Mixed Reality (MR) environments, especially when they use AR headsets. Today, MR head-mounted displays like the HoloLens integrate hand gesture based interaction allowing users to take actions in MR environments. However, the proposed interactions remain limited. In this paper, we propose to combine a Leap Motion Controller (LMC) with a HoloLens in order to improve gesture interaction with virtual objects. Two main issues are presented: an interactive calibration procedure for the coupled HoloLens-LMC device and an intuitive hand-based interaction approach using LMC data in the HoloLens environment. A set of first experiments was carried out to evaluate the accuracy and the usability of the proposed approach.
Journées sciences et innovations équines, 2019
44ème congrès de la société de Biomecanique, 2019
Journées de l'Association Française de Réalité Virtuelle, 2018
Smart VR/AR/MR Systems for Professionals, 2024
Getting Rid of Cybersickness, 2020
Habilitation thesis, 2020
Patent BFF 11P1053, 2013
is an open access repository that collects the work of Arts et Métiers ParisTech researchers and ... more is an open access repository that collects the work of Arts et Métiers ParisTech researchers and makes it freely available over the web where possible. This is an author-deposited version published in: http://sam.ensam.eu Handle ID: .http://hdl.handle.net/10985/7836 To cite this version : Jean-Rémy CHARDONNET, Jean-Claude LEON -Périphérique d'interaction apte à contrôler un élément de toucher et de préhension d'objets virtuels multidimensionnels. 2013-08-02. Brevet n°F R2986342A1 Any correspondence concerning this service should be sent to the repository Administrator : archiveouverte@ensam.eu d'objets virtuels multidimensionnels, basés sur des systèmes de capture optique de mouvements, par exemple par l'intermédiaire de caméras, ou sur des systèmes de capture mécanique, par exemple des gants munis de capteurs. La performance des systèmes de capture optique est fortement dépendante du nombre et de la position des caméras. Pour ce qui est des systèmes de capture mécanique comportant des gants, leur calibration est très sensible, et donc ils sont peu adaptés pour une utilisation de masse.
An interaction peripheral device capable of controlling an element for touching and grasping mult... more An interaction peripheral device capable of controlling an element for touching and grasping multidimensional virtual objects, including at least two interaction modules, each interaction module being intended to be actuated by a finger of an operator and including a control sensor allowing control of displacement, according to a predetermined number of degrees of freedom, of a portion of the element for touching and grasping virtual objects by bending/extending and/or adduction/abduction displacement of the finger of the operator, and a vibrator able to emit a vibration upon touching and/or letting go of a virtual object by a portion of said element for touching and grasping virtual objects, characterized in that each interaction module is attached to said peripheral device through a connection in a damping material.