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<pubDate xmlns="http://apache.org/cocoon/i18n/2.1">Fri, 05 Jun 2026 22:32:52 GMT</pubDate>
<dc:date>2026-06-05T22:32:52Z</dc:date>
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<title>CAVE vs. HMD in Distance Perception</title>
<link>http://hdl.handle.net/10985/20119</link>
<description>CAVE vs. HMD in Distance Perception
COMBE, Theo; OVTCHAROVA, Jivka; MERIENNE, Frédéric; CHARDONNET, Jean-Rémy
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.
</description>
<pubDate>Fri, 01 Jan 2021 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/20119</guid>
<dc:date>2021-01-01T00:00:00Z</dc:date>
<dc:creator>COMBE, Theo</dc:creator>
<dc:creator>OVTCHAROVA, Jivka</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:creator>CHARDONNET, Jean-Rémy</dc:creator>
<dc:description>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.</dc:description>
</item>
<item>
<title>CAVE and HMD: distance perception comparative study</title>
<link>http://hdl.handle.net/10985/24065</link>
<description>CAVE and HMD: distance perception comparative study
COMBE, Theo; CHARDONNET, Jean-Rémy; MERIENNE, Frédéric; OVTCHAROVA, Jivka
This paper proposes to analyse user experience using two different immersive device categories: a cave automatic virtual environment (CAVE) and a head-mounted display (HMD). While most past studies focused on one of these devices to characterize user experience, we propose to fill the gap in comparative studies by conducting investigations using both devices, considering the same application, method and analysis. Through this study, we want to highlight the differences in user experience induced when using either one of these technologies in terms of visualization and interaction. We performed two experiments, each focusing on a specific aspect of the devices employed. The first one is related to distance perception when walking and the possible influence of the HMD’s weight, which does not occur with CAVE systems as they do not require wearing any heavy equipment. Past studies found that weight may impact distance perception. Several walking distances were considered. Results revealed that the HMD’s weight does not induce significant differences over short distances (above three meters). In the second experiment, we focused on distance perception over short distances. We considered that the HMD’s screen being closer to the user’s eyes than in CAVE systems might induce substantial distance perception differences, especially for short-distance interaction. We designed a task in which users had to move an object from one place to another at several distances using the CAVE and an HMD. Results revealed significant underestimation compared to reality as in past work, but no significant differences between the immersive devices. These results provide a better understanding of the differences between the two emblematic virtual reality displays.
Support from the French-German Doctoral School (UFA-DFH) CDFA 03-19
</description>
<pubDate>Wed, 29 Mar 2023 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/24065</guid>
<dc:date>2023-03-29T00:00:00Z</dc:date>
<dc:creator>COMBE, Theo</dc:creator>
<dc:creator>CHARDONNET, Jean-Rémy</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:creator>OVTCHAROVA, Jivka</dc:creator>
<dc:description>This paper proposes to analyse user experience using two different immersive device categories: a cave automatic virtual environment (CAVE) and a head-mounted display (HMD). While most past studies focused on one of these devices to characterize user experience, we propose to fill the gap in comparative studies by conducting investigations using both devices, considering the same application, method and analysis. Through this study, we want to highlight the differences in user experience induced when using either one of these technologies in terms of visualization and interaction. We performed two experiments, each focusing on a specific aspect of the devices employed. The first one is related to distance perception when walking and the possible influence of the HMD’s weight, which does not occur with CAVE systems as they do not require wearing any heavy equipment. Past studies found that weight may impact distance perception. Several walking distances were considered. Results revealed that the HMD’s weight does not induce significant differences over short distances (above three meters). In the second experiment, we focused on distance perception over short distances. We considered that the HMD’s screen being closer to the user’s eyes than in CAVE systems might induce substantial distance perception differences, especially for short-distance interaction. We designed a task in which users had to move an object from one place to another at several distances using the CAVE and an HMD. Results revealed significant underestimation compared to reality as in past work, but no significant differences between the immersive devices. These results provide a better understanding of the differences between the two emblematic virtual reality displays.</dc:description>
</item>
<item>
<title>The Influence of Virtual Forest Walk on Physiological and Psychological Responses</title>
<link>http://hdl.handle.net/10985/21156</link>
<description>The Influence of Virtual Forest Walk on Physiological and Psychological Responses
ALYAN, Emad; COMBE, Theo; AWANG RAMBLI, Dayang Rohaya; SULAIMAN, Suziah; DIYANA, Nadia
The authors of this paper sought to investigate the impact of virtual forest therapy based on realistic versus dreamlike environments on reducing stress levels. Today, people are facing an increase in stress levels in everyday life, which may be due to personal life, work environment, or urban area expansion. Previous studies have reported that urban environments demand more attention and mental workload than natural environments. However, evidence for the effects of natural environments as virtual forest therapy on stress levels has not yet been fully explored. In this study, a total of 20 healthy participants completed a letter-detection test to increase their stress level and were then randomly assigned to two different virtual environments representing realistic and dreamlike graphics. The participants’ stress levels were assessed using two physiological methods that measured heart rate and skin conductance levels and one psychological method through the Profile of Mood States (POMS) questionnaire. These indicators were analyzed using a sample t-test and a one-way analysis of variance. The results showed that virtual forest environments could have positive stress-relieving effects. However, realistic graphics were more efficient in reducing stress. These findings contribute to growing forest therapy concepts and provide new directions for future forest therapy research.
</description>
<pubDate>Fri, 01 Jan 2021 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/21156</guid>
<dc:date>2021-01-01T00:00:00Z</dc:date>
<dc:creator>ALYAN, Emad</dc:creator>
<dc:creator>COMBE, Theo</dc:creator>
<dc:creator>AWANG RAMBLI, Dayang Rohaya</dc:creator>
<dc:creator>SULAIMAN, Suziah</dc:creator>
<dc:creator>DIYANA, Nadia</dc:creator>
<dc:description>The authors of this paper sought to investigate the impact of virtual forest therapy based on realistic versus dreamlike environments on reducing stress levels. Today, people are facing an increase in stress levels in everyday life, which may be due to personal life, work environment, or urban area expansion. Previous studies have reported that urban environments demand more attention and mental workload than natural environments. However, evidence for the effects of natural environments as virtual forest therapy on stress levels has not yet been fully explored. In this study, a total of 20 healthy participants completed a letter-detection test to increase their stress level and were then randomly assigned to two different virtual environments representing realistic and dreamlike graphics. The participants’ stress levels were assessed using two physiological methods that measured heart rate and skin conductance levels and one psychological method through the Profile of Mood States (POMS) questionnaire. These indicators were analyzed using a sample t-test and a one-way analysis of variance. The results showed that virtual forest environments could have positive stress-relieving effects. However, realistic graphics were more efficient in reducing stress. These findings contribute to growing forest therapy concepts and provide new directions for future forest therapy research.</dc:description>
</item>
<item>
<title>Asynchronous Manual Work in Mixed Reality Remote Collaboration</title>
<link>http://hdl.handle.net/10985/22515</link>
<description>Asynchronous Manual Work in Mixed Reality Remote Collaboration
MAYER, Anjela; COMBE, Theo; OVTCHAROVA, Jivka; CHARDONNET, Jean-Rémy
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.
</description>
<pubDate>Sun, 28 Aug 2022 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/22515</guid>
<dc:date>2022-08-28T00:00:00Z</dc:date>
<dc:creator>MAYER, Anjela</dc:creator>
<dc:creator>COMBE, Theo</dc:creator>
<dc:creator>OVTCHAROVA, Jivka</dc:creator>
<dc:creator>CHARDONNET, Jean-Rémy</dc:creator>
<dc:description>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.</dc:description>
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