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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">Tue, 10 Mar 2026 16:19:22 GMT</pubDate>
<dc:date>2026-03-10T16:19:22Z</dc:date>
<item>
<title>Heterogeneous, distributed mixed reality Applications. A concept</title>
<link>http://hdl.handle.net/10985/13976</link>
<description>Heterogeneous, distributed mixed reality Applications. A concept
FIGUEROA, Pablo; HERNANDEZ, Tiberio; DORADO, José Luis; LOPEZ, J. Sebastian; MERIENNE, Frédéric; CHARDONNET, Jean-Rémy
This poster formulates the concept of heterogeneous distributed mixed reality (HDMR) applications in order to state some interesting research questions in this domain. HDMR applications give synchronous access to shared virtual worlds, from diverse mixed reality (MR) hardware, and at similar levels of functionality. We show the relationship between HDMR and previous concepts, state challenges in their development, and illustrate this concept and its challenges with an example.
</description>
<pubDate>Mon, 01 Jan 2018 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/13976</guid>
<dc:date>2018-01-01T00:00:00Z</dc:date>
<dc:creator>FIGUEROA, Pablo</dc:creator>
<dc:creator>HERNANDEZ, Tiberio</dc:creator>
<dc:creator>DORADO, José Luis</dc:creator>
<dc:creator>LOPEZ, J. Sebastian</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:creator>CHARDONNET, Jean-Rémy</dc:creator>
<dc:description>This poster formulates the concept of heterogeneous distributed mixed reality (HDMR) applications in order to state some interesting research questions in this domain. HDMR applications give synchronous access to shared virtual worlds, from diverse mixed reality (MR) hardware, and at similar levels of functionality. We show the relationship between HDMR and previous concepts, state challenges in their development, and illustrate this concept and its challenges with an example.</dc:description>
</item>
<item>
<title>Perceived Space and Spatial Performance during Path-Integration Tasks in Consumer-Oriented Virtual Reality Environments</title>
<link>http://hdl.handle.net/10985/16295</link>
<description>Perceived Space and Spatial Performance during Path-Integration Tasks in Consumer-Oriented Virtual Reality Environments
DORADO, Jose; FIGUEROA, Pablo; HERNANDEZ, Tiberio; MERIENNE, Frédéric; CHARDONNET, Jean-Rémy
Studies using virtual reality environments (VE) have shown that subjects can perform path integration tasks with acceptable performance. However, in these studies, subjects could walk naturally across large tracking areas, or researchers provided them with large- immersive displays. Unfortunately, these configurations are far from current consumer-oriented VEs (COVEs), and little is known about how their limitations influence this task. Using a triangle completion paradigm, we assessed the subjects' spatial performance when developing path integration tasks in two consumer-oriented displays (an HTC Vive and a GearVR) and two consumer-oriented interaction devices (a Virtuix Omni motion platform and a Touchpad Control). Our results show that when locomotion is available (motion platform condition), there exist significant effects regarding the display and the path. In contrast, when locomotion is mediated no effect was found. Some future research directions are therefore proposed.
</description>
<pubDate>Tue, 01 Jan 2019 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/16295</guid>
<dc:date>2019-01-01T00:00:00Z</dc:date>
<dc:creator>DORADO, Jose</dc:creator>
<dc:creator>FIGUEROA, Pablo</dc:creator>
<dc:creator>HERNANDEZ, Tiberio</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:creator>CHARDONNET, Jean-Rémy</dc:creator>
<dc:description>Studies using virtual reality environments (VE) have shown that subjects can perform path integration tasks with acceptable performance. However, in these studies, subjects could walk naturally across large tracking areas, or researchers provided them with large- immersive displays. Unfortunately, these configurations are far from current consumer-oriented VEs (COVEs), and little is known about how their limitations influence this task. Using a triangle completion paradigm, we assessed the subjects' spatial performance when developing path integration tasks in two consumer-oriented displays (an HTC Vive and a GearVR) and two consumer-oriented interaction devices (a Virtuix Omni motion platform and a Touchpad Control). Our results show that when locomotion is available (motion platform condition), there exist significant effects regarding the display and the path. In contrast, when locomotion is mediated no effect was found. Some future research directions are therefore proposed.</dc:description>
</item>
<item>
<title>Homing by triangle completion in consumer-oriented virtual reality environments</title>
<link>http://hdl.handle.net/10985/16335</link>
<description>Homing by triangle completion in consumer-oriented virtual reality environments
DORADO, José; FIGUEROA, Pablo; HERNANDEZ, Tiberio; MERIENNE, Frédéric; CHARDONNET, Jean-Rémy
Homing is a fundamental task which plays a vital role in spatial navigation. Its performance depends on the computation of a homing vector, where human beings can use simultaneously two different cognitive strategies: an online strategy based on the self-motion cues known as path integration (PI), and an offline strategy called piloting based on the spatial image of the path. Studies using virtual reality environments (VE) have shown that human being can perform homing tasks with acceptable performance. However, in these studies, subjects were able to walk naturally across large tracking areas, or researchers provided them with high-end large-immersive displays. Unfortunately, these configurations are far from current consumer-oriented devices, and very little is known about how their limitations can influence these cognitive processes. Using a triangle completion paradigm, we assessed homing tasks in two consumer-oriented displays (an HTC Vive and a GearVR) and two consumer-oriented interaction devices (a Virtuix Omni Treadmill and a Touchpad Control). Our results show that when locomotion is available (treadmill condition), there exist significant effects regarding display and path complexity. In contrast, when locomotion is restricted (touchpad condition), some effects on path complexity were found. Thus, some future research directions are therefore proposed.
</description>
<pubDate>Tue, 01 Jan 2019 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/16335</guid>
<dc:date>2019-01-01T00:00:00Z</dc:date>
<dc:creator>DORADO, José</dc:creator>
<dc:creator>FIGUEROA, Pablo</dc:creator>
<dc:creator>HERNANDEZ, Tiberio</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:creator>CHARDONNET, Jean-Rémy</dc:creator>
<dc:description>Homing is a fundamental task which plays a vital role in spatial navigation. Its performance depends on the computation of a homing vector, where human beings can use simultaneously two different cognitive strategies: an online strategy based on the self-motion cues known as path integration (PI), and an offline strategy called piloting based on the spatial image of the path. Studies using virtual reality environments (VE) have shown that human being can perform homing tasks with acceptable performance. However, in these studies, subjects were able to walk naturally across large tracking areas, or researchers provided them with high-end large-immersive displays. Unfortunately, these configurations are far from current consumer-oriented devices, and very little is known about how their limitations can influence these cognitive processes. Using a triangle completion paradigm, we assessed homing tasks in two consumer-oriented displays (an HTC Vive and a GearVR) and two consumer-oriented interaction devices (a Virtuix Omni Treadmill and a Touchpad Control). Our results show that when locomotion is available (treadmill condition), there exist significant effects regarding display and path complexity. In contrast, when locomotion is restricted (touchpad condition), some effects on path complexity were found. Thus, some future research directions are therefore proposed.</dc:description>
</item>
<item>
<title>Smart adaptation of BIM for virtual reality, depending on building project actors’ needs: the nursery case</title>
<link>http://hdl.handle.net/10985/13718</link>
<description>Smart adaptation of BIM for virtual reality, depending on building project actors’ needs: the nursery case
RAIMBAUD, Pierre; HERNANDEZ, Tiberio; FIGUEROA, Pablo; MERIENNE, Frédéric; DANGLADE, Florence; LOU, Ruding
Nowadays, virtual reality (VR) is widely used in the AEC (architecture, engineering and construction) industry. One crucial issue is how to reuse Building Information Modeling (BIM) models in VR applications. This paper presents an approach for a smart adaptation of BIM models for using in VR scene, by following the needs expressed by building projects actors. The main adaptation consists in filtering BIM data to keep the necessary ones for VR, according to the user objectives. Moreover, VR system should be chosen by taking into account the purpose of usage of the VR model. This approach is applied to a study case of a nursery building project.
</description>
<pubDate>Mon, 01 Jan 2018 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/13718</guid>
<dc:date>2018-01-01T00:00:00Z</dc:date>
<dc:creator>RAIMBAUD, Pierre</dc:creator>
<dc:creator>HERNANDEZ, Tiberio</dc:creator>
<dc:creator>FIGUEROA, Pablo</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:creator>DANGLADE, Florence</dc:creator>
<dc:creator>LOU, Ruding</dc:creator>
<dc:description>Nowadays, virtual reality (VR) is widely used in the AEC (architecture, engineering and construction) industry. One crucial issue is how to reuse Building Information Modeling (BIM) models in VR applications. This paper presents an approach for a smart adaptation of BIM models for using in VR scene, by following the needs expressed by building projects actors. The main adaptation consists in filtering BIM data to keep the necessary ones for VR, according to the user objectives. Moreover, VR system should be chosen by taking into account the purpose of usage of the VR model. This approach is applied to a study case of a nursery building project.</dc:description>
</item>
<item>
<title>A perceptual calibration method to ameliorate the phenomenon of non-size-constancy in hetereogeneous VR displays</title>
<link>http://hdl.handle.net/10985/13717</link>
<description>A perceptual calibration method to ameliorate the phenomenon of non-size-constancy in hetereogeneous VR displays
DORADO, José Luis; FIGUEROA, Pablo; HERNANDEZ, Tiberio; MERIENNE, Frédéric; CHARDONNET, Jean-Rémy
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.
</description>
<pubDate>Mon, 01 Jan 2018 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/13717</guid>
<dc:date>2018-01-01T00:00:00Z</dc:date>
<dc:creator>DORADO, José Luis</dc:creator>
<dc:creator>FIGUEROA, Pablo</dc:creator>
<dc:creator>HERNANDEZ, Tiberio</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:creator>CHARDONNET, Jean-Rémy</dc:creator>
<dc:description>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.</dc:description>
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