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<title>SAM</title>
<link>https://sam.ensam.eu:443</link>
<description>The DSpace digital repository system captures, stores, indexes, preserves, and distributes digital research material.</description>
<pubDate xmlns="http://apache.org/cocoon/i18n/2.1">Sun, 12 Jul 2026 12:24:31 GMT</pubDate>
<dc:date>2026-07-12T12:24:31Z</dc:date>
<item>
<title>Test-bench for evaluating navigation and interaction in large virtual databases</title>
<link>http://hdl.handle.net/10985/6693</link>
<description>Test-bench for evaluating navigation and interaction in large virtual databases
MIRZAEI, Mohammad Ali; PÈRE, Christian; MERIENNE, Frédéric; CHARDONNET, Jean-Rémy
3D  systems  due  to  its  complicated  electronical,  mechanical  and  vision accessories  have  enormous degree of complexity both in design and evaluation. Navigation system usually plays an important role in most 3D systems. Therefore, having an efficient navigation system and evaluation of the system has great deal of importance. 3D systems have a lot of parameters, inputs and outputs  thus; evaluation  process requires a complete test bench to collect and analyse maximum possible efficient parameters and variables. This paper will propose a test bench based on a tracker, navigation device status, and some biological and motion feedback from end-user to analyse a 3D system and associated navigation system performance.  An  original  test  procedure  will  be  provided  for  evaluating  navigation  in  3D scenes by focusing on experimental aspects such as metric variable definition for measurement, case selection criteria and test-bed design. The novelty in our approach is the use of information given by the  brain  to  understand  the  human  perception  in  VE  and  to  improve  navigation  in  3D  scenes  and interaction with virtual reality.
</description>
<pubDate>Sun, 01 Jan 2012 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/6693</guid>
<dc:date>2012-01-01T00:00:00Z</dc:date>
<dc:creator>MIRZAEI, Mohammad Ali</dc:creator>
<dc:creator>PÈRE, Christian</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:creator>CHARDONNET, Jean-Rémy</dc:creator>
<dc:description>3D  systems  due  to  its  complicated  electronical,  mechanical  and  vision accessories  have  enormous degree of complexity both in design and evaluation. Navigation system usually plays an important role in most 3D systems. Therefore, having an efficient navigation system and evaluation of the system has great deal of importance. 3D systems have a lot of parameters, inputs and outputs  thus; evaluation  process requires a complete test bench to collect and analyse maximum possible efficient parameters and variables. This paper will propose a test bench based on a tracker, navigation device status, and some biological and motion feedback from end-user to analyse a 3D system and associated navigation system performance.  An  original  test  procedure  will  be  provided  for  evaluating  navigation  in  3D scenes by focusing on experimental aspects such as metric variable definition for measurement, case selection criteria and test-bed design. The novelty in our approach is the use of information given by the  brain  to  understand  the  human  perception  in  VE  and  to  improve  navigation  in  3D  scenes  and interaction with virtual reality.</dc:description>
</item>
<item>
<title>Designing a 3D Navigation System Using Cognitive Factors</title>
<link>http://hdl.handle.net/10985/6681</link>
<description>Designing a 3D Navigation System Using Cognitive Factors
MIRZAEI, Mohammad Ali; PÈRE, Christian; MERIENNE, Frédéric; CHARDONNET, Jean-Rémy
This paper focuses on the measurement and the mathematical definition of cognitive parameters of designing a navigation systembased on these parameters. The nausea level due to different velocities of a 3D scene, the user head rotation around Yaw, Roll and Pitch axes, the delay between navigation device stimuli and the 3D display movement are measured. Appropriate mathematical functions are ﬁtted to the measurements. A sickness level is deﬁned as an accumulation of a nausea level due to the velocity and the delay. Assigning an analog control button on the navigation device will help the user to adjust the speed. The records of the test-bed and practical experiments prove the effectiveness of this kind of design. Moreover, due to the parametric design of the system, any maloperation can be readjusted with further inquiries over the speciﬁc applications. In addition, any amendment or modiﬁcation performance can be compared with the parametric criteria.
</description>
<pubDate>Sun, 01 Jan 2012 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/6681</guid>
<dc:date>2012-01-01T00:00:00Z</dc:date>
<dc:creator>MIRZAEI, Mohammad Ali</dc:creator>
<dc:creator>PÈRE, Christian</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:creator>CHARDONNET, Jean-Rémy</dc:creator>
<dc:description>This paper focuses on the measurement and the mathematical definition of cognitive parameters of designing a navigation systembased on these parameters. The nausea level due to different velocities of a 3D scene, the user head rotation around Yaw, Roll and Pitch axes, the delay between navigation device stimuli and the 3D display movement are measured. Appropriate mathematical functions are ﬁtted to the measurements. A sickness level is deﬁned as an accumulation of a nausea level due to the velocity and the delay. Assigning an analog control button on the navigation device will help the user to adjust the speed. The records of the test-bed and practical experiments prove the effectiveness of this kind of design. Moreover, due to the parametric design of the system, any maloperation can be readjusted with further inquiries over the speciﬁc applications. In addition, any amendment or modiﬁcation performance can be compared with the parametric criteria.</dc:description>
</item>
<item>
<title>Evaluation of Smartphone-based interaction techniques in a CAVE in the context of immersive digital project review</title>
<link>http://hdl.handle.net/10985/7954</link>
<description>Evaluation of Smartphone-based interaction techniques in a CAVE in the context of immersive digital project review
GEORGE, Paul; KEMENY, Andras; COLOMBET, Florent; MOUTTAPA THOUVENIN, Indira; MERIENNE, Frédéric; CHARDONNET, Jean-Rémy
Immersive  digital project reviews consist in using virtual reality (VR) as a tool for discussion between various stakeholders of a project. In the automotive industry, the digital car prototype model is the common thread that binds them. It is used during immersive digital project reviews between designers, engineers, ergonomists, etc. The digital mockup is also used to assess future car architecture, habitability or perceived quality requirements with the aim to reduce using physical mockups for optimized cost, delay and quality efficiency. Among the difficulties identified by the users, handling the mockup is a major one. Inspired by current uses of nomad devices (multi-touch gestures, IPhone UI look’n’feel and AR applications), we designed a navigation technique taking advantage of these popular input devices: Space scrolling allows moving around the mockup. In this paper, we present the results of a study we conducted on the usability and acceptability of the proposed smartphone-based interaction metaphor compared to traditional technique and we provide indications of the most efficient choices for different use-cases accordingly. It was carried out in a traditional 4-sided CAVE and its purpose is to assess a chosen set of interaction techniques to be implemented in Renault’s new 5-sides 4K x 4K wall high performance CAVE. The proposed new metaphor using nomad devices is well accepted by novice VR users and future implementation should allow an efficient industrial use. Their use is an easy and user friendly alternative of the existing traditional control devices such as a joystick.
</description>
<pubDate>Wed, 01 Jan 2014 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/7954</guid>
<dc:date>2014-01-01T00:00:00Z</dc:date>
<dc:creator>GEORGE, Paul</dc:creator>
<dc:creator>KEMENY, Andras</dc:creator>
<dc:creator>COLOMBET, Florent</dc:creator>
<dc:creator>MOUTTAPA THOUVENIN, Indira</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:creator>CHARDONNET, Jean-Rémy</dc:creator>
<dc:description>Immersive  digital project reviews consist in using virtual reality (VR) as a tool for discussion between various stakeholders of a project. In the automotive industry, the digital car prototype model is the common thread that binds them. It is used during immersive digital project reviews between designers, engineers, ergonomists, etc. The digital mockup is also used to assess future car architecture, habitability or perceived quality requirements with the aim to reduce using physical mockups for optimized cost, delay and quality efficiency. Among the difficulties identified by the users, handling the mockup is a major one. Inspired by current uses of nomad devices (multi-touch gestures, IPhone UI look’n’feel and AR applications), we designed a navigation technique taking advantage of these popular input devices: Space scrolling allows moving around the mockup. In this paper, we present the results of a study we conducted on the usability and acceptability of the proposed smartphone-based interaction metaphor compared to traditional technique and we provide indications of the most efficient choices for different use-cases accordingly. It was carried out in a traditional 4-sided CAVE and its purpose is to assess a chosen set of interaction techniques to be implemented in Renault’s new 5-sides 4K x 4K wall high performance CAVE. The proposed new metaphor using nomad devices is well accepted by novice VR users and future implementation should allow an efficient industrial use. Their use is an easy and user friendly alternative of the existing traditional control devices such as a joystick.</dc:description>
</item>
<item>
<title>Distance Perception During Cooperative Virtual Locomotion</title>
<link>http://hdl.handle.net/10985/9435</link>
<description>Distance Perception During Cooperative Virtual Locomotion
MARSH, William Eric; MERIENNE, Frédéric; CHARDONNET, Jean-Rémy
Virtual distances are often misperceived, though most past research ignores co-located cooperative systems. Because active locomotion plays a role in spatial perception, cooperative viewpoint control may impact perceived distances. Additionally, the center of projection is generally optimized for a single tracked user, meaning that a single action will result in different visual feedback for each user. We describe a study investigating the effect of a co-located cooperative locomotion interface on virtual distance perception. Results indicate that a slight center-of-projection offset did affect distance estimates for the untracked user, but that the cooperation actions themselves did not play a role. This study brings new insights to designing interfaces which facilitate accurate spatial perception in cooperative applications.
</description>
<pubDate>Thu, 01 Jan 2015 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/9435</guid>
<dc:date>2015-01-01T00:00:00Z</dc:date>
<dc:creator>MARSH, William Eric</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:creator>CHARDONNET, Jean-Rémy</dc:creator>
<dc:description>Virtual distances are often misperceived, though most past research ignores co-located cooperative systems. Because active locomotion plays a role in spatial perception, cooperative viewpoint control may impact perceived distances. Additionally, the center of projection is generally optimized for a single tracked user, meaning that a single action will result in different visual feedback for each user. We describe a study investigating the effect of a co-located cooperative locomotion interface on virtual distance perception. Results indicate that a slight center-of-projection offset did affect distance estimates for the untracked user, but that the cooperation actions themselves did not play a role. This study brings new insights to designing interfaces which facilitate accurate spatial perception in cooperative applications.</dc:description>
</item>
<item>
<title>Designing Interaction in Virtual Worlds through a Passive Haptic Peripheral</title>
<link>http://hdl.handle.net/10985/6692</link>
<description>Designing Interaction in Virtual Worlds through a Passive Haptic Peripheral
LEON, Jean-Claude; CHARDONNET, Jean-Rémy
This paper presents a prototype of a hands-on immersive peripheral device for controlling a virtual hand with high dexterity. Based on the results of users’ tests on previous versions of our device and on the analysis of a manipulation task, this prototype is as easy as a mouse to use and allows the control of a high number of degrees of freedom (dofs) with tactile feedback. Design issues, physical phenomena and physiological behaviors are tightly linked and highly inﬂuence interaction. The goals corresponding to these issues include the choice of sensors’ technology and their position on the device, low efforts exerted while using the device, relevant multisensorial feedback, performance of achieved tasks. An example of a grasping task illustrates the effectiveness of our device to achieve intuitive and efﬁcient interactions, bringing new insights for collaborative interaction.
</description>
<pubDate>Sun, 01 Jan 2012 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/6692</guid>
<dc:date>2012-01-01T00:00:00Z</dc:date>
<dc:creator>LEON, Jean-Claude</dc:creator>
<dc:creator>CHARDONNET, Jean-Rémy</dc:creator>
<dc:description>This paper presents a prototype of a hands-on immersive peripheral device for controlling a virtual hand with high dexterity. Based on the results of users’ tests on previous versions of our device and on the analysis of a manipulation task, this prototype is as easy as a mouse to use and allows the control of a high number of degrees of freedom (dofs) with tactile feedback. Design issues, physical phenomena and physiological behaviors are tightly linked and highly inﬂuence interaction. The goals corresponding to these issues include the choice of sensors’ technology and their position on the device, low efforts exerted while using the device, relevant multisensorial feedback, performance of achieved tasks. An example of a grasping task illustrates the effectiveness of our device to achieve intuitive and efﬁcient interactions, bringing new insights for collaborative interaction.</dc:description>
</item>
<item>
<title>Automatic Stress Classification With Pupil Diameter Analysis</title>
<link>http://hdl.handle.net/10985/7878</link>
<description>Automatic Stress Classification With Pupil Diameter Analysis
PEDROTTI, Marco; MIRZAEI, Mohammad Ali; TEDESCO, Adrien; BENEDETTO, Simone; MERIENNE, Frédéric; CHARDONNET, Jean-Rémy
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.
</description>
<pubDate>Wed, 01 Jan 2014 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/7878</guid>
<dc:date>2014-01-01T00:00:00Z</dc:date>
<dc:creator>PEDROTTI, Marco</dc:creator>
<dc:creator>MIRZAEI, Mohammad Ali</dc:creator>
<dc:creator>TEDESCO, Adrien</dc:creator>
<dc:creator>BENEDETTO, Simone</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:creator>CHARDONNET, Jean-Rémy</dc:creator>
<dc:description>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.</dc:description>
</item>
<item>
<title>Interactive Dynamic Simulator for Multibody Systems</title>
<link>http://hdl.handle.net/10985/6680</link>
<description>Interactive Dynamic Simulator for Multibody Systems
CHARDONNET, Jean-Rémy
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.
</description>
<pubDate>Sun, 01 Jan 2012 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/6680</guid>
<dc:date>2012-01-01T00:00:00Z</dc:date>
<dc:creator>CHARDONNET, Jean-Rémy</dc:creator>
<dc:description>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.</dc:description>
</item>
<item>
<title>Monitoring a Realistic Virtual Hand using a Passive Haptic Device to Interact with Virtual Worlds</title>
<link>http://hdl.handle.net/10985/6682</link>
<description>Monitoring a Realistic Virtual Hand using a Passive Haptic Device to Interact with Virtual Worlds
LEON, Jean-Claude; CHARDONNET, Jean-Rémy
We present a prototype of a hands-on immersive peripheral device for controlling a virtual hand with high dexterity. This prototype is as easy as a mouse to use and allows the control of a high number of degrees of freedom (dofs)  with  tactile  feedback.  The  goals  corresponding  to  design  issues, physiological  behaviors,  include  the  choice  of  sensors’  technology  and  their position  on  the  device,  low  forces  exerted  while  using  the  device,  relevant multi-sensorial feedback, performance of achieved tasks.
</description>
<pubDate>Sun, 01 Jan 2012 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/6682</guid>
<dc:date>2012-01-01T00:00:00Z</dc:date>
<dc:creator>LEON, Jean-Claude</dc:creator>
<dc:creator>CHARDONNET, Jean-Rémy</dc:creator>
<dc:description>We present a prototype of a hands-on immersive peripheral device for controlling a virtual hand with high dexterity. This prototype is as easy as a mouse to use and allows the control of a high number of degrees of freedom (dofs)  with  tactile  feedback.  The  goals  corresponding  to  design  issues, physiological  behaviors,  include  the  choice  of  sensors’  technology  and  their position  on  the  device,  low  forces  exerted  while  using  the  device,  relevant multi-sensorial feedback, performance of achieved tasks.</dc:description>
</item>
<item>
<title>Virtual Distance Estimation in a CAVE</title>
<link>http://hdl.handle.net/10985/8656</link>
<description>Virtual Distance Estimation in a CAVE
MARSH, William Eric; MERIENNE, Frédéric; CHARDONNET, Jean-Rémy
Past studies have shown consistent underestimation of distances in virtual reality, though the exact causes remain unclear. Many virtual distance cues have been investigated, but past work has failed to account for the possible addition of cues from the physical environment. We describe two studies that assess users’ performance and strategies when judging horizontal and vertical distances in a CAVE. Results indicate that users attempt to leverage cues from the physical environment when available and, if allowed, use a locomotion interface to move the virtual viewpoint to facilitate this.
</description>
<pubDate>Wed, 01 Jan 2014 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/8656</guid>
<dc:date>2014-01-01T00:00:00Z</dc:date>
<dc:creator>MARSH, William Eric</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:creator>CHARDONNET, Jean-Rémy</dc:creator>
<dc:description>Past studies have shown consistent underestimation of distances in virtual reality, though the exact causes remain unclear. Many virtual distance cues have been investigated, but past work has failed to account for the possible addition of cues from the physical environment. We describe two studies that assess users’ performance and strategies when judging horizontal and vertical distances in a CAVE. Results indicate that users attempt to leverage cues from the physical environment when available and, if allowed, use a locomotion interface to move the virtual viewpoint to facilitate this.</dc:description>
</item>
<item>
<title>Nomad Devices for Interactions in Immersive Virtual Environments</title>
<link>http://hdl.handle.net/10985/6875</link>
<description>Nomad Devices for Interactions in Immersive Virtual Environments
GEORGE, Paul; KEMENY, Andras; MOUTTAPA THOUVENIN, Indira; POSSELT, Javier; ICART, Emmanuel; MERIENNE, Frédéric; CHARDONNET, Jean-Rémy
Renault is currently setting up a new CAVE™, a 5 rear-projected wall virtual reality room with a combined 3D resolution of 100 Mpixels, distributed over sixteen 4k projectors and two 2k projector as well as an additional 3D HD collaborative powerwall.  Renault’s CAVE™ aims at answering needs of the various vehicle conception steps [1]. Starting from vehicle Design, through the subsequent Engineering steps, Ergonomic evaluation and  perceived quality control, Renault has built up a list of use-cases and carried out an early software evaluation in the four sided CAVE™ of Institute Image, called MOVE. One goal of the project is to study interactions in a CAVE™, especially with nomad devices such as IPhone or IPad to manipulate virtual objects and to develop visualization possibilities. Inspired by nomad devices current uses (multi-touch gestures, IPhone UI look’n’feel and AR applications), we have implemented an early feature set taking advantage of these popular input devices. In this paper, we present its performance through measurement data collected in our test platform,  a  4-sided  homemade  low-cost  virtual  reality  room,  powered  by  ultra-short-range  and  standard  HD  home projectors.
</description>
<pubDate>Tue, 01 Jan 2013 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/6875</guid>
<dc:date>2013-01-01T00:00:00Z</dc:date>
<dc:creator>GEORGE, Paul</dc:creator>
<dc:creator>KEMENY, Andras</dc:creator>
<dc:creator>MOUTTAPA THOUVENIN, Indira</dc:creator>
<dc:creator>POSSELT, Javier</dc:creator>
<dc:creator>ICART, Emmanuel</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:creator>CHARDONNET, Jean-Rémy</dc:creator>
<dc:description>Renault is currently setting up a new CAVE™, a 5 rear-projected wall virtual reality room with a combined 3D resolution of 100 Mpixels, distributed over sixteen 4k projectors and two 2k projector as well as an additional 3D HD collaborative powerwall.  Renault’s CAVE™ aims at answering needs of the various vehicle conception steps [1]. Starting from vehicle Design, through the subsequent Engineering steps, Ergonomic evaluation and  perceived quality control, Renault has built up a list of use-cases and carried out an early software evaluation in the four sided CAVE™ of Institute Image, called MOVE. One goal of the project is to study interactions in a CAVE™, especially with nomad devices such as IPhone or IPad to manipulate virtual objects and to develop visualization possibilities. Inspired by nomad devices current uses (multi-touch gestures, IPhone UI look’n’feel and AR applications), we have implemented an early feature set taking advantage of these popular input devices. In this paper, we present its performance through measurement data collected in our test platform,  a  4-sided  homemade  low-cost  virtual  reality  room,  powered  by  ultra-short-range  and  standard  HD  home projectors.</dc:description>
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