Team IGG : Computer Graphics and Geometry

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[[fr:Interaction_Humain-Machine_et_Réalités_Virtuelles]]
  
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= Team members =
 
'''Permanents''' – 2,75 ETPR : Dominique Bechmann, Antonio Capobianco, Jérôme Grosjean, Arash Habibi, Flavien Lecuyer
 
'''Permanents''' – 2,75 ETPR : Dominique Bechmann, Antonio Capobianco, Jérôme Grosjean, Arash Habibi, Flavien Lecuyer
'''Engineers''' : Thierry Blandet, Thomas Duhamel (GAIA platform)
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'''Engineers''' : Thierry Blandet, Miguel Gervilla, Romaric Mathis
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'''PhD students''' : Benjamin Freeling (2022-2025), Kevin Béranger (2022-2025), Martin Heitz (2022-2025), Thomas Lehoux (2021-2024)
 
'''PhD students''' : Benjamin Freeling (2022-2025), Kevin Béranger (2022-2025), Martin Heitz (2022-2025), Thomas Lehoux (2021-2024)
  
'''Objectives'''. For the next years, one of the objectives in IGG team for the HMI-VR theme is to reinforce existing collaborations to keep studying the perceptual aspects linked to HMI and VR. During the last few years, our team launched some projects more oriented on the users' perception of HMI and VR applications. Those projects are a good opportunity for the team to link the previously existing research works done locally and separately on both HMI and VR themes. They also allowed for diverse partnerships, with works done in collaboration with the Laboratoire de Psychologie des Cognitions (LPC) in Strasbourg, the Centre d’Animation Sociale et Familiale (CASF) in Bischwiller, and the Institute of Psychology de la Universität Mainz.
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= Objectives =
 +
For the next years, one of the objectives in IGG team for the HMI-VR theme is to reinforce existing collaborations to keep studying the perceptual aspects linked to HMI and VR.
 +
During the last few years, our team launched some projects more oriented on the users' perception of HMI and VR applications.
 +
Those projects are a good opportunity for the team to link the previously existing research works done locally and separately on both HMI and VR themes. They also allowed for diverse partnerships, with works done in collaboration with the Laboratoire de Psychologie des Cognitions (LPC) in Strasbourg, the Centre d’Animation Sociale et Familiale (CASF) in Bischwiller, and the Institute of Psychology de la Universität Mainz.
 +
 
 +
On top of those projects, the team starts working on the human aspects for collaboration in VR, for instance through the EquipEx+ CONTINUUM.
 +
This includes works on the link between an avatar in VR, and the user's feeling.
 +
With these works, the team aims at developing a task force to work on avatars for the next years.
 +
 
 +
= Projects =
  
Those partnerships are linked to several ongoing projects:
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== CONTINUUM and VINCI-4D ==
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Within the framework of the ANR [http://continuum.website/ '''EQUIPEX + CONTINUUM'''] (Collaborative Continuity from Digital to Human) which started in 2021 for 8 years, and of the Projet et Infrastructure de Recherche de Pointe de la Région Grand Est VINCI-4D on INteractive and Collaborative Visualisation in Remote 3D Immersion which started in 2021 for 3 years, we have the ambition to conduct collaborative experiments on different visualization media including a CAVE which will be installed in September 2024.
  
- The PiCOC project, on the use of virtual reality to induce a sense of craving, for a therapy-oriented application. This is a joint work with Luisa Weiner from LPC.
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== PiCOC ==
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The PiCOC project, started in 2022 as a follow-up of the RVCOC project, focuses on the use of VR to induce craving, to provide environments for exposure therapies.
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In particular, we study the possibility to use virtual environments as a means to induce cocaine craving to help patients with addiction problems.
  
- The USUEL project, on the study of what causes the social fracture linked to computer usage, is done with the CASF in Bischwiller.
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This project includes a collaboration with, Luisa Weiner from LPC.
 +
It gave birth to a first publication in 2022 [[https://publis.icube.unistra.fr/4-GLLA22 4-GLLA22]] demonstrating that virtual environments can be used to induce cocaine craving.
 +
It also implies the CHU de Martinique and CH de St Esprit, with the goal of bringing this exposure therapy to patients in Martinique.
 +
[[File:Virtual env design2.png|thumb|center|Illustration of an environment for the PiCOC project]]
  
- Research on room perception based on sound, performed within the Chaire Gutenberg lead by Daniel Oberfeld-Twistel of the Institute of Psychology (Universität Mainz)
 
  
Furthermore, our team has a research focus on the human aspect of VR for collaborative applications, notably through the EquipEx+ CONTINUUM. In this regard, we launched some works linked to the feeling in VR generated by the avatar. Some ongoing works are:
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== USUEL ==
 +
The USUEL project works on the causes of social fracture linked to computer usage, and is done with the CASF in Bischwiller
  
- Martin Heitz's CIFRE thesis, on avatar animation – more precisely,, for lower body animation – for collaborative virtual reality, in a partnership with the company INETUM,
+
== Chaire Gutenberg ==
 +
Research done in the framework of the chaire Gutenberg focus on the sound perception in different rooms in VR.
 +
Of note, we try to demonstrate the influence of visual and sound perception towards the estimation of a room dimensions, as evaluated by VR users.
 +
[[File:Vr sound.png|thumb|center|Environment used to study sound perception in VR]]
  
- Benjamin Freeling's thesis on the link between the avatar representation and the emotions felt in virtual reality
+
== Avatar animation for collaboration ==
 +
Martin Heitz's CIFRE thesis studies avatar animation – more precisely lower-body animation – for collaborative virtual environments.
 +
In his theis, one of the main objectives is to propose animation methods for lower-body parts, based on the tracking possibilities offered by off-the-shelf virtual reality headsets.
 +
It is realized and financed in a partnership with the company INETUM.
  
With those works, the team develops a research effort on the question of the avatar in VR, which we want to reinforce in the next years.
+
== Embodiment and emotion ==
 +
Benjamin Freeling's thesis explores the link between the avatar representation and the emotions felt in VR.
 +
We study how emotions induced by a virtual environment modify the user perception of their body, as well as how different embodiment aspects (body representation, movement control, ...) impact emotional intensity.
 +
A first work done in 2022 showed that embodiment can be reinforced when an emotion is felt in virtual reality [[https://publis.icube.unistra.fr/4-FLC22 4-FLC22]].
 +
[[File:ISMAR22_teaser.png|thumb|center|Emotional stimuli used to study embodiment]]

Latest revision as of 14:36, 6 May 2024


Team members

Permanents – 2,75 ETPR : Dominique Bechmann, Antonio Capobianco, Jérôme Grosjean, Arash Habibi, Flavien Lecuyer

Engineers : Thierry Blandet, Miguel Gervilla, Romaric Mathis

PhD students : Benjamin Freeling (2022-2025), Kevin Béranger (2022-2025), Martin Heitz (2022-2025), Thomas Lehoux (2021-2024)

Objectives

For the next years, one of the objectives in IGG team for the HMI-VR theme is to reinforce existing collaborations to keep studying the perceptual aspects linked to HMI and VR. During the last few years, our team launched some projects more oriented on the users' perception of HMI and VR applications. Those projects are a good opportunity for the team to link the previously existing research works done locally and separately on both HMI and VR themes. They also allowed for diverse partnerships, with works done in collaboration with the Laboratoire de Psychologie des Cognitions (LPC) in Strasbourg, the Centre d’Animation Sociale et Familiale (CASF) in Bischwiller, and the Institute of Psychology de la Universität Mainz.

On top of those projects, the team starts working on the human aspects for collaboration in VR, for instance through the EquipEx+ CONTINUUM. This includes works on the link between an avatar in VR, and the user's feeling. With these works, the team aims at developing a task force to work on avatars for the next years.

Projects

CONTINUUM and VINCI-4D

Within the framework of the ANR EQUIPEX + CONTINUUM (Collaborative Continuity from Digital to Human) which started in 2021 for 8 years, and of the Projet et Infrastructure de Recherche de Pointe de la Région Grand Est VINCI-4D on INteractive and Collaborative Visualisation in Remote 3D Immersion which started in 2021 for 3 years, we have the ambition to conduct collaborative experiments on different visualization media including a CAVE which will be installed in September 2024.

PiCOC

The PiCOC project, started in 2022 as a follow-up of the RVCOC project, focuses on the use of VR to induce craving, to provide environments for exposure therapies. In particular, we study the possibility to use virtual environments as a means to induce cocaine craving to help patients with addiction problems.

This project includes a collaboration with, Luisa Weiner from LPC. It gave birth to a first publication in 2022 [4-GLLA22] demonstrating that virtual environments can be used to induce cocaine craving. It also implies the CHU de Martinique and CH de St Esprit, with the goal of bringing this exposure therapy to patients in Martinique.

Illustration of an environment for the PiCOC project


USUEL

The USUEL project works on the causes of social fracture linked to computer usage, and is done with the CASF in Bischwiller

Chaire Gutenberg

Research done in the framework of the chaire Gutenberg focus on the sound perception in different rooms in VR. Of note, we try to demonstrate the influence of visual and sound perception towards the estimation of a room dimensions, as evaluated by VR users.

Environment used to study sound perception in VR

Avatar animation for collaboration

Martin Heitz's CIFRE thesis studies avatar animation – more precisely lower-body animation – for collaborative virtual environments. In his theis, one of the main objectives is to propose animation methods for lower-body parts, based on the tracking possibilities offered by off-the-shelf virtual reality headsets. It is realized and financed in a partnership with the company INETUM.

Embodiment and emotion

Benjamin Freeling's thesis explores the link between the avatar representation and the emotions felt in VR. We study how emotions induced by a virtual environment modify the user perception of their body, as well as how different embodiment aspects (body representation, movement control, ...) impact emotional intensity. A first work done in 2022 showed that embodiment can be reinforced when an emotion is felt in virtual reality [4-FLC22].

Emotional stimuli used to study embodiment