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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, 17 May 2026 03:16:06 GMT</pubDate>
<dc:date>2026-05-17T03:16:06Z</dc:date>
<item>
<title>Vibrotactile and Force Collaboration within 3D Virtual Environments</title>
<link>http://hdl.handle.net/10985/14161</link>
<description>Vibrotactile and Force Collaboration within 3D Virtual Environments
TARNG, Stanley; ERFANIAN, Aïda; HU, Yaoping; MERIENNE, Frédéric
In a three-dimensional (3D) virtual environment (VE), proper collaboration between vibrotactile and force cues - two cues of the haptic modality - is important to facilitate task performance of human users. Many studies report that collaborations between multi-sensory cues follow maximum likelihood estimation (MLE). However, an existing work finds that MLE yields a mean and an amplitude mismatches when interpreting the collaboration between the vibrotactile and force cues. We thus proposed mean-shifted MLE and conducted a human study to investigate the mismatches. For the study, we created a VE to replicate the visual scene, the 3D interactive task, and the cues from the existing work. Our participants were biased to rely on the vibrotactile cue for their tasks, departing from unbiased reliance on both cues in the existing work. Assessments of task completion time and task accuracy validated the replication. We found that based on task accuracy MLE explained the cue collaboration to certain degrees, agreed with the existing work. Mean-shifted MLE remedied the mean mismatch, but maintained the amplitude mismatch. Further examinations revealed that the collaboration between both cues may not be entirely additive. This sheds an insight for proper modeling of the collaboration between the vibrotactile and force cues to aid interactive tasks in VEs.
</description>
<pubDate>Mon, 01 Jan 2018 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/14161</guid>
<dc:date>2018-01-01T00:00:00Z</dc:date>
<dc:creator>TARNG, Stanley</dc:creator>
<dc:creator>ERFANIAN, Aïda</dc:creator>
<dc:creator>HU, Yaoping</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:description>In a three-dimensional (3D) virtual environment (VE), proper collaboration between vibrotactile and force cues - two cues of the haptic modality - is important to facilitate task performance of human users. Many studies report that collaborations between multi-sensory cues follow maximum likelihood estimation (MLE). However, an existing work finds that MLE yields a mean and an amplitude mismatches when interpreting the collaboration between the vibrotactile and force cues. We thus proposed mean-shifted MLE and conducted a human study to investigate the mismatches. For the study, we created a VE to replicate the visual scene, the 3D interactive task, and the cues from the existing work. Our participants were biased to rely on the vibrotactile cue for their tasks, departing from unbiased reliance on both cues in the existing work. Assessments of task completion time and task accuracy validated the replication. We found that based on task accuracy MLE explained the cue collaboration to certain degrees, agreed with the existing work. Mean-shifted MLE remedied the mean mismatch, but maintained the amplitude mismatch. Further examinations revealed that the collaboration between both cues may not be entirely additive. This sheds an insight for proper modeling of the collaboration between the vibrotactile and force cues to aid interactive tasks in VEs.</dc:description>
</item>
<item>
<title>An exploration on the integration of vibrotactile and force cues for 3D interactive tasks</title>
<link>http://hdl.handle.net/10985/13655</link>
<description>An exploration on the integration of vibrotactile and force cues for 3D interactive tasks
TARNG, Stanley; HU, Yaoping; ERFANIAN, Aïda; MERIENNE, Frédéric
Vibrotactile and force cues of the haptic modality is increasing used to facilitate interactive tasks in three-dimensional (3D) virtual environments (VE). While maximum likelihood estimation (MLE) explains the integration of multi-sensory cues in many studies, an existing work yielded mean and amplitude mismatches when using MLE to interpret the integration of vibrotactile and force cues. To investigate these mismatches, we proposed mean-shifted MLE and conducted a study of comparing MLE and mean-shift MLE. Meanshifted MLE shared the same additive assumption of the cues as MLE, but took account mean differences of both cues. In a VE, the study replicated the visual scene, the 3D interactive task, and the cues from the existing work. All human participants in the study were biased to rely on the vibrotactile cue for their task, departing from unbiased reliance towards both cues in the existing work. After validating the replications, we applied MLE and mean-shifted MLE to interpret the integration of the vibrotactile and force cues. Similar to the existing work, MLE failed to explain the mean mismatch. Mean-shifted MLE remedied this mismatch, but maintained the amplitude mismatch. Further examinations revealed that the integration of the vibrotactile and force cues might violate the additive assumption of MLE and mean-shifted MLE. This sheds a light for modeling the integration of vibrotactile and force cues to aid 3D interactive tasks within VEs.
</description>
<pubDate>Mon, 01 Jan 2018 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/13655</guid>
<dc:date>2018-01-01T00:00:00Z</dc:date>
<dc:creator>TARNG, Stanley</dc:creator>
<dc:creator>HU, Yaoping</dc:creator>
<dc:creator>ERFANIAN, Aïda</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:description>Vibrotactile and force cues of the haptic modality is increasing used to facilitate interactive tasks in three-dimensional (3D) virtual environments (VE). While maximum likelihood estimation (MLE) explains the integration of multi-sensory cues in many studies, an existing work yielded mean and amplitude mismatches when using MLE to interpret the integration of vibrotactile and force cues. To investigate these mismatches, we proposed mean-shifted MLE and conducted a study of comparing MLE and mean-shift MLE. Meanshifted MLE shared the same additive assumption of the cues as MLE, but took account mean differences of both cues. In a VE, the study replicated the visual scene, the 3D interactive task, and the cues from the existing work. All human participants in the study were biased to rely on the vibrotactile cue for their task, departing from unbiased reliance towards both cues in the existing work. After validating the replications, we applied MLE and mean-shifted MLE to interpret the integration of the vibrotactile and force cues. Similar to the existing work, MLE failed to explain the mean mismatch. Mean-shifted MLE remedied this mismatch, but maintained the amplitude mismatch. Further examinations revealed that the integration of the vibrotactile and force cues might violate the additive assumption of MLE and mean-shifted MLE. This sheds a light for modeling the integration of vibrotactile and force cues to aid 3D interactive tasks within VEs.</dc:description>
</item>
<item>
<title>Towards EEG-Based Haptic Interaction within Virtual Environments</title>
<link>http://hdl.handle.net/10985/17244</link>
<description>Towards EEG-Based Haptic Interaction within Virtual Environments
TARNG, Stanley; WANG, Deng; HU, Yaoping; MERIENNE, Frédéric
Current virtual environments (VE) enable perceiving haptic stimuli to facilitate 3D user interaction, but lack brain-interfacial contents. Using electroencephalography (EEG), we undertook a feasibility study on exploring event-related potential (ERP) patterns of the user's brain responses during haptic interaction within a VE. The interaction was flying a virtual drone along a curved transmission line to detect defects under the stimuli (e.g., force increase and/or vibrotactile cues). We found that there were variations in the peak amplitudes and latencies (as ERP patterns) of the responses at about 200 ms post the onset of the stimuli. The largest negative peak occurred during 200~400 ms after the onset in all vibration-related blocks. Moreover, the amplitudes and latencies of the peak were differentiable among the vibration-related blocks. These findings imply feasible decoding of the brain responses during haptic interaction within VEs.
</description>
<pubDate>Tue, 01 Jan 2019 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/17244</guid>
<dc:date>2019-01-01T00:00:00Z</dc:date>
<dc:creator>TARNG, Stanley</dc:creator>
<dc:creator>WANG, Deng</dc:creator>
<dc:creator>HU, Yaoping</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:description>Current virtual environments (VE) enable perceiving haptic stimuli to facilitate 3D user interaction, but lack brain-interfacial contents. Using electroencephalography (EEG), we undertook a feasibility study on exploring event-related potential (ERP) patterns of the user's brain responses during haptic interaction within a VE. The interaction was flying a virtual drone along a curved transmission line to detect defects under the stimuli (e.g., force increase and/or vibrotactile cues). We found that there were variations in the peak amplitudes and latencies (as ERP patterns) of the responses at about 200 ms post the onset of the stimuli. The largest negative peak occurred during 200~400 ms after the onset in all vibration-related blocks. Moreover, the amplitudes and latencies of the peak were differentiable among the vibration-related blocks. These findings imply feasible decoding of the brain responses during haptic interaction within VEs.</dc:description>
</item>
<item>
<title>The Role of Auditory and Visual Stimuli in Stress Perception and Sensory Preference within Virtual Environments</title>
<link>http://hdl.handle.net/10985/25401</link>
<description>The Role of Auditory and Visual Stimuli in Stress Perception and Sensory Preference within Virtual Environments
MOOSAVI, Mahdiyeh Sadat; ZENIA, Nusrat Z.; HU, Yaoping; GUILLET, Christophe; MERIENNE, Frederic
The purpose of this study is to explore the individual and combined effects of auditory and visual stimuli on stress perception within Virtual Reality (VR). The exploration utilized physiological measures as Blood Volume Pulse (BVP), psychological assessments like the State-Trait Anxiety Inventory-Short Form (STAI-S), and NASA Task Load Index (NASA-TLX). Participants were immersed in two contrasting VR environments. The first environment was a tranquil forest, whereas the second scene was a chaotic city. Participants’ stress levels under different sensory conditions were assessed methodically by switching between congruent and incongruent audio-visual experiences. The findings of this study contribute to our understanding of sensory impacts on stress perception in VR environments and to the development of individualized VR experiences specific to individuals’ sensory preferences. While the findings suggest some individual variability in stress responses, particularly in audio versus visual stimulus dominance, these observations were not statistically significant, indicating a need for further exploration into personalized sensory experiences in VR.
</description>
<pubDate>Wed, 15 May 2024 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/25401</guid>
<dc:date>2024-05-15T00:00:00Z</dc:date>
<dc:creator>MOOSAVI, Mahdiyeh Sadat</dc:creator>
<dc:creator>ZENIA, Nusrat Z.</dc:creator>
<dc:creator>HU, Yaoping</dc:creator>
<dc:creator>GUILLET, Christophe</dc:creator>
<dc:creator>MERIENNE, Frederic</dc:creator>
<dc:description>The purpose of this study is to explore the individual and combined effects of auditory and visual stimuli on stress perception within Virtual Reality (VR). The exploration utilized physiological measures as Blood Volume Pulse (BVP), psychological assessments like the State-Trait Anxiety Inventory-Short Form (STAI-S), and NASA Task Load Index (NASA-TLX). Participants were immersed in two contrasting VR environments. The first environment was a tranquil forest, whereas the second scene was a chaotic city. Participants’ stress levels under different sensory conditions were assessed methodically by switching between congruent and incongruent audio-visual experiences. The findings of this study contribute to our understanding of sensory impacts on stress perception in VR environments and to the development of individualized VR experiences specific to individuals’ sensory preferences. While the findings suggest some individual variability in stress responses, particularly in audio versus visual stimulus dominance, these observations were not statistically significant, indicating a need for further exploration into personalized sensory experiences in VR.</dc:description>
</item>
<item>
<title>Haptic Shape Discrimination in Virtual Environments Using Force Direction</title>
<link>http://hdl.handle.net/10985/26442</link>
<description>Haptic Shape Discrimination in Virtual Environments Using Force Direction
GHAEMI DIZAJI, Lida; HU, Yaoping; MOOSAVI, Mahdiyeh Sadat; MERIENNE, Frederic
Shape discrimination of objects relies on sensory and contextual cues. While existing studies explored cues for shape discrimination, an underexplored question remains what the minimal haptic cue (one kind of the sensory cues) is sufficient for such discrimination with contextual cues in virtual environments (VE). This study examined whether the changes of force direction – as a haptic cue – could serve this sufficiency. The results of the study confirmed the sufficiency for the discrimination under certain conditions. This confirmation implied a potential of applying force direction to simplify the design of haptic cues for VE applications.
</description>
<pubDate>Sat, 08 Mar 2025 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/26442</guid>
<dc:date>2025-03-08T00:00:00Z</dc:date>
<dc:creator>GHAEMI DIZAJI, Lida</dc:creator>
<dc:creator>HU, Yaoping</dc:creator>
<dc:creator>MOOSAVI, Mahdiyeh Sadat</dc:creator>
<dc:creator>MERIENNE, Frederic</dc:creator>
<dc:description>Shape discrimination of objects relies on sensory and contextual cues. While existing studies explored cues for shape discrimination, an underexplored question remains what the minimal haptic cue (one kind of the sensory cues) is sufficient for such discrimination with contextual cues in virtual environments (VE). This study examined whether the changes of force direction – as a haptic cue – could serve this sufficiency. The results of the study confirmed the sufficiency for the discrimination under certain conditions. This confirmation implied a potential of applying force direction to simplify the design of haptic cues for VE applications.</dc:description>
</item>
<item>
<title>Defining an Indicator for Navigation Performance Measurement in VE Based on ISO/IEC15939</title>
<link>http://hdl.handle.net/10985/12778</link>
<description>Defining an Indicator for Navigation Performance Measurement in VE Based on ISO/IEC15939
ASSILA, Ahlem; PLOUZEAU, Jeremy; ERFANIAN, Aïda; HU, Yaoping; MERIENNE, Frédéric
Navigation is a key factor for immersion and exploration in virtual environment (VE). Nevertheless, measuring navigation performance is not an easy task, especially when analyzing and interpreting heterogeneous results of the measures used. To that end, we propose, in this paper, a new indicator for measuring navigation performance in VE based on ISO/IEC 15939 standard. It allows effective integration of heterogeneous results by retaining its raw values. Also, it provides a new method that offers a comprehensive graphical visualization of the data for interpreting the results. The experimental study had shown the feasibility of this indicator and its contribution to statistical results.
</description>
<pubDate>Sun, 01 Jan 2017 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/12778</guid>
<dc:date>2017-01-01T00:00:00Z</dc:date>
<dc:creator>ASSILA, Ahlem</dc:creator>
<dc:creator>PLOUZEAU, Jeremy</dc:creator>
<dc:creator>ERFANIAN, Aïda</dc:creator>
<dc:creator>HU, Yaoping</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:description>Navigation is a key factor for immersion and exploration in virtual environment (VE). Nevertheless, measuring navigation performance is not an easy task, especially when analyzing and interpreting heterogeneous results of the measures used. To that end, we propose, in this paper, a new indicator for measuring navigation performance in VE based on ISO/IEC 15939 standard. It allows effective integration of heterogeneous results by retaining its raw values. Also, it provides a new method that offers a comprehensive graphical visualization of the data for interpreting the results. The experimental study had shown the feasibility of this indicator and its contribution to statistical results.</dc:description>
</item>
<item>
<title>Force and vibrotactile integration for 3D user interaction within virtual environments</title>
<link>http://hdl.handle.net/10985/13115</link>
<description>Force and vibrotactile integration for 3D user interaction within virtual environments
ERFANIAN, Aïda; TARNG, Stanley; HU, Yaoping; PLOUZEAU, Jeremy; MERIENNE, Frédéric
Proper integration of sensory cues facilitates 3D user interaction within virtual environments (VEs). Studies on multi-sensory integration of visual and haptic cues revealed that the integration follows maximum likelihood estimation (MLE). Little effort focuses however on integrating force and vibrotactile cues - two sub-categorical cues of the haptic modality. Hence, this paper presents an investigation on MLE's suitability for integrating these sub-categorical cues. Within a stereoscopic VE, human users performed a 3D interactive task of navigating a flying drone along a high-voltage transmission line in an inaccessible region and identifying defects on the line. The users had to identify defects via individual force or vibrotactile cues, and their combinations in co-located and dislocated settings. The co-located setting provided both cues on the right hand of the users; whereas the dislocated setting delivered the force and vibrotactile cues on the right hand and forearm of the users, respectively. Task performance of the users, such as completion time and accuracy, was assessed under each cue and setting. The presence of the vibrotactile cue promoted a better performance than the force cue alone. This was in agreement with the role of tactile cues in sensing surface properties, herein setting a baseline for using MLE. The task performance under the co-located setting indicated certain degrees of combining those under the individual cues. In contrast, the performance under the dislocated setting was alike that under the individual vibrotactile cue. These observations imply an inconclusiveness of MLE to integrate both cues in a co-located setting for 3D user interaction.
</description>
<pubDate>Sun, 01 Jan 2017 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/13115</guid>
<dc:date>2017-01-01T00:00:00Z</dc:date>
<dc:creator>ERFANIAN, Aïda</dc:creator>
<dc:creator>TARNG, Stanley</dc:creator>
<dc:creator>HU, Yaoping</dc:creator>
<dc:creator>PLOUZEAU, Jeremy</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:description>Proper integration of sensory cues facilitates 3D user interaction within virtual environments (VEs). Studies on multi-sensory integration of visual and haptic cues revealed that the integration follows maximum likelihood estimation (MLE). Little effort focuses however on integrating force and vibrotactile cues - two sub-categorical cues of the haptic modality. Hence, this paper presents an investigation on MLE's suitability for integrating these sub-categorical cues. Within a stereoscopic VE, human users performed a 3D interactive task of navigating a flying drone along a high-voltage transmission line in an inaccessible region and identifying defects on the line. The users had to identify defects via individual force or vibrotactile cues, and their combinations in co-located and dislocated settings. The co-located setting provided both cues on the right hand of the users; whereas the dislocated setting delivered the force and vibrotactile cues on the right hand and forearm of the users, respectively. Task performance of the users, such as completion time and accuracy, was assessed under each cue and setting. The presence of the vibrotactile cue promoted a better performance than the force cue alone. This was in agreement with the role of tactile cues in sensing surface properties, herein setting a baseline for using MLE. The task performance under the co-located setting indicated certain degrees of combining those under the individual cues. In contrast, the performance under the dislocated setting was alike that under the individual vibrotactile cue. These observations imply an inconclusiveness of MLE to integrate both cues in a co-located setting for 3D user interaction.</dc:description>
</item>
<item>
<title>Mechanism of Integrating Force and Vibrotactile Cues for 3D User Interaction within Virtual Environments</title>
<link>http://hdl.handle.net/10985/13117</link>
<description>Mechanism of Integrating Force and Vibrotactile Cues for 3D User Interaction within Virtual Environments
ERFANIAN, Aïda; TARNG, Stanley; HU, Yaoping; PLOUZEAU, Jeremy; MERIENNE, Frédéric
Proper integration of sensory cues facilitates 3D user interaction within virtual environments (VEs). Studies showed that the integration of visual and haptic cues follows maximum likelihood estimation (MLE). Little effort focuses however on the mechanism of integrating force and vibrotactile cues. We thus investigated MLE's suitability for integrating these cues. Within a VE, human users undertook 3D interaction of navigating a flying drone along a high-voltage transmission line for inspection. The users received individual force or vibrotactile cues, and their combinations in collocated and dislocated settings. The users' task performance including completion time and accuracy was assessed under each individual cue and setting. The presence of the vibrotactile cue promoted a better performance than the force cue alone. This agreed with the applicability of tactile cues for sensing 3D surfaces, herein setting a baseline for using MLE. The task performance under the collocated setting indicated a degree of combining the individual cues. In contrast, the performance under the dislocated setting was alike under the individual vibrotactile cue. These observations imply a possible role of MLE in integrating force and vibrotactile cues for 3D user interaction within VEs.
</description>
<pubDate>Sun, 01 Jan 2017 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/13117</guid>
<dc:date>2017-01-01T00:00:00Z</dc:date>
<dc:creator>ERFANIAN, Aïda</dc:creator>
<dc:creator>TARNG, Stanley</dc:creator>
<dc:creator>HU, Yaoping</dc:creator>
<dc:creator>PLOUZEAU, Jeremy</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:description>Proper integration of sensory cues facilitates 3D user interaction within virtual environments (VEs). Studies showed that the integration of visual and haptic cues follows maximum likelihood estimation (MLE). Little effort focuses however on the mechanism of integrating force and vibrotactile cues. We thus investigated MLE's suitability for integrating these cues. Within a VE, human users undertook 3D interaction of navigating a flying drone along a high-voltage transmission line for inspection. The users received individual force or vibrotactile cues, and their combinations in collocated and dislocated settings. The users' task performance including completion time and accuracy was assessed under each individual cue and setting. The presence of the vibrotactile cue promoted a better performance than the force cue alone. This agreed with the applicability of tactile cues for sensing 3D surfaces, herein setting a baseline for using MLE. The task performance under the collocated setting indicated a degree of combining the individual cues. In contrast, the performance under the dislocated setting was alike under the individual vibrotactile cue. These observations imply a possible role of MLE in integrating force and vibrotactile cues for 3D user interaction within VEs.</dc:description>
</item>
<item>
<title>Navigation in virtual environments: Design and comparison of two anklet vibration patterns for guidance</title>
<link>http://hdl.handle.net/10985/13118</link>
<description>Navigation in virtual environments: Design and comparison of two anklet vibration patterns for guidance
PLOUZEAU, Jeremy; ERFANIAN, Aïda; CHIU, Cynthia; HU, Yaoping; MERIENNE, Frédéric
In this study, we present a preliminary exploration about the added value of vibration information for guiding navigation in a VE. The exploration consists of two parts. Firstly, we designed two different vibration patterns. These patterns, pushing pattern and compass pattern, differ conceptually in the levels of abstraction. Secondly, we undertook an experiment to compare the two patterns in guiding navigation in a VE. The objective of the comparison is to establish a baseline for examining the suitability of using vibration patterns to guide navigation.
</description>
<pubDate>Fri, 01 Jan 2016 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/13118</guid>
<dc:date>2016-01-01T00:00:00Z</dc:date>
<dc:creator>PLOUZEAU, Jeremy</dc:creator>
<dc:creator>ERFANIAN, Aïda</dc:creator>
<dc:creator>CHIU, Cynthia</dc:creator>
<dc:creator>HU, Yaoping</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:description>In this study, we present a preliminary exploration about the added value of vibration information for guiding navigation in a VE. The exploration consists of two parts. Firstly, we designed two different vibration patterns. These patterns, pushing pattern and compass pattern, differ conceptually in the levels of abstraction. Secondly, we undertook an experiment to compare the two patterns in guiding navigation in a VE. The objective of the comparison is to establish a baseline for examining the suitability of using vibration patterns to guide navigation.</dc:description>
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