Publications by authors named "Anatole Lecuyer"

Viewpoint oscillations are periodic changes in the position and/or orientation of the point of view in a virtual environment. They can be implemented in Virtual Reality (VR) walking simulations to make them feel closer to real walking. This is especially useful in simulations where users remain in place because of space or hardware constraints.

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Presence is an important aspect of user experience in virtual reality (VR). It corresponds to the illusion of being physically located in a virtual environment (VE). This feeling is usually measured through questionnaires that disrupt presence, are subjective and do not allow for real-time measurement.

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Article Synopsis
  • EEG and fMRI are popular non-invasive techniques used to measure brain activity in neuroscience and brain-computer interfaces, with a focus on their application in neurofeedback (NF).
  • The review discusses the complexities in combining EEG and fMRI data due to the different nature of these modalities and highlights challenges in extracting useful information for clinical outcomes.
  • It surveys recent studies and presents classifications of EEG-fMRI combinations, aiming to enhance understanding of brain function and promote advancements in neural engineering and rehabilitation.
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Cognitive impairment arises from various brain injuries or diseases, such as traumatic brain injury, stroke, schizophrenia, or cancer-related cognitive impairment. Cognitive impairment can be an obstacle for patients to the return-to-work. Research suggests various interventions using technology for cognitive and vocational rehabilitation.

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In virtual reality, the avatar - the user's digital representation - is an important element which can drastically influence the immersive experience. In this paper, we especially focus on the use of "dissimilar" avatars i.e.

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Virtual reality (VR) provides users with the ability to substitute their physical appearance by embodying virtual characters (avatars) using head-mounted displays and motion-capture technologies. Previous research demonstrated that the sense of embodiment toward an avatar can impact user behavior and cognition. In this paper, we present an experiment designed to investigate whether embodying a well-known creative genius could enhance participants' creative performance.

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Pseudo-haptic techniques are used to modify haptic perception by appropriately changing visual feedback to body movements. Based on the knowledge that tendon vibration can affect our somatosensory perception, this article proposes a method for leveraging tendon vibration to enhance pseudo-haptics during free arm motion. Three experiments were performed to examine the impact of tendon vibration on the range and resolution of pseudo-haptics.

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During mid-air interactions, common approaches (such as the god-object method) typically rely on visually constraining the user's avatar to avoid visual interpenetrations with the virtual environment in the absence of kinesthetic feedback. This paper explores two methods which influence how the position mismatch (positional offset) between users' real and virtual hands is recovered when releasing the contact with virtual objects. The first method (sticky) constrains the user's virtual hand until the mismatch is recovered, while the second method (unsticky) employs an adaptive offset recovery method.

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While virtual reality applications flourish, there is a growing need for technological solutions to induce compelling self-motion, as an alternative to cumbersome motion platforms. Haptic devices target the sense of touch, yet more and more researchers managed to address the sense of motion by means of specific and localized haptic stimulations. This innovative approach constitutes a specific paradigm that can be called "haptic motion".

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Pseudo-Haptic techniques, or visuo-haptic illusions, leverage user's visual dominance over haptics to alter the users' perception. As they create a discrepancy between virtual and physical interactions, these illusions are limited to a perceptual threshold. Many haptic properties have been studied using pseudo-haptic techniques, such as weight, shape or size.

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Haptic exoskeleton gloves are a widespread solution for providing force-feedback in Virtual Reality (VR), especially for 3D object manipulations. However, they are still lacking an important feature regarding in-hand haptic sensations: the palmar contact. In this paper, we present PalmEx, a novel approach which incorporates palmar force-feedback into exoskeleton gloves to improve the overall grasping sensations and manual haptic interactions in VR.

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Walking-in-place (WIP) is a locomotion technique that enables users to "walk infinitely" through vast virtual environments using walking-like gestures within a limited physical space. This article investigates alternative interaction schemes for WIP, addressing successively the control, input, and output of WIP. First, we introduce a novel height-based control to increase advanced speed.

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In this paper, we investigate the use of a motorized bike to support the walk of a self-avatar in virtual reality (VR). While existing walking-in-place (WIP) techniques render compelling walking experiences, they can be judged repetitive and strenuous. Our approach consists in assisting a WIP technique so that the user does not have to actively move in order to reduce effort and fatigue.

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We investigate how underfoot vibrotactile feedback can be used to increase the impression of walking and embodiment of static users represented by a first- or third-person avatar. We designed a multi-sensory setup involving avatar displayed on an HMD, and a set of vibrotactile effects displayed at every footstep. In a first study (N = 44), we compared the impression of walking in 3 vibrotactile conditions : 1) with a "constant" vibrotactile rendering reproducing simple contact information, 2) with a more sophisticated "phase-based" vibrotactile rendering the successive contacts of a walking cycle and 3) without vibrotactile feedback.

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In this paper we explore the multi-sensory display of self-avatars' physiological state in Virtual Reality (VR), as a means to enhance the connection between the users and their avatar. Our approach consists in designing and combining a coherent set of visual, auditory and haptic cues to represent the avatar's cardiac and respiratory activity. These sensory cues are modulated depending on the avatar's simulated physical exertion.

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Stroke is a severe health issue, and motor recovery after stroke remains an important challenge in the rehabilitation field. Neurofeedback (NFB), as part of a brain-computer interface, is a technique for modulating brain activity using on-line feedback that has proved to be useful in motor rehabilitation for the chronic stroke population in addition to traditional therapies. Nevertheless, its use and applications in the field still leave unresolved questions.

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A seated user watching his avatar walking in Virtual Reality (VR) may have an impression of walking. In this paper, we show that such an impression can be extended to other postures and other locomotion exercises. We present two user studies in which participants wore a VR headset and observed a first-person avatar performing virtual exercises.

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In virtual reality, several manipulation techniques distort users' motions, for example to reach remote objects or increase precision. These techniques can become problematic when used with avatars, as they create a mismatch between the real performed action and the corresponding displayed action, which can negatively impact the sense of embodiment. In this paper, we propose to use a dual representation during anisomorphic interaction.

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Technological developments provide solutions to alleviate the tremendous impact on the health and autonomy due to the impact of dementia on navigation abilities. We systematically reviewed the literature on devices tested to provide assistance to people with dementia during indoor, outdoor and virtual navigation (PROSPERO ID number: 215585). Medline and Scopus databases were searched from inception.

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Background: Illusion of movement induced by tendon vibration is commonly used in rehabilitation and seems valuable for motor rehabilitation after stroke, by playing a role in cerebral plasticity. The aim was to study if congruent visual cues using Virtual Reality (VR) could enhance the illusion of movement induced by tendon vibration of the wrist among participants with stroke.

Methods: We included 20 chronic stroke participants.

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In this study, we assessed the impact of electroencephalography-functional magnetic resonance imaging (EEG-fMRI) neurofeedback (NF) on connectivity strength and direction in bilateral motor cortices in chronic stroke patients. Most of the studies using NF or brain computer interfaces for stroke rehabilitation have assessed treatment effects focusing on successful activation of targeted cortical regions. However, given the crucial role of brain network reorganization for stroke recovery, our broader aim was to assess connectivity changes after an NF training protocol targeting localized motor areas.

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In Virtual Reality (VR), users can be immersed in emotionally intense and cognitively engaging experiences. Yet, despite strong interest from scholars and a large amount of work associating VR and Affective and Cognitive States (ACS), there is a clear lack of structured and systematic form in which this research can be classified. We define "Affective and Cognitive VR" to relate to works which (1) induce ACS, (2) recognize ACS, or (3) exploit ACS by adapting virtual environments based on ACS measures.

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Introduction: Motor Imagery (MI) is a powerful tool to stimulate sensorimotor brain areas and is currently used in motor rehabilitation after a stroke. The aim of our study was to evaluate whether an illusion of movement induced by visuo-proprioceptive immersion (VPI) including tendon vibration (TV) and Virtual moving hand (VR) combined with MI tasks could be more efficient than VPI alone or MI alone on cortical excitability assessed using Electroencephalography (EEG).

Methods: We recorded EEG signals in 20 healthy participants in 3 different conditions: MI tasks involving their non-dominant wrist (MI condition); VPI condition; and VPI with MI tasks (combined condition).

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Virtual self-avatars have been increasingly used in Augmented Reality (AR) where one can see virtual content embedded into physical space. However, little is known about the perception of self-avatars in such a context. The possibility that their embodiment could be achieved in a similar way as in Virtual Reality opens the door to numerous applications in education, communication, entertainment, or the medical field.

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Encountered-Type Haptic Displays (ETHDs) provide haptic feedback by positioning a tangible surface for the user to encounter. This permits users to freely eliciting haptic feedback with a surface during a virtual simulation. ETHDs differ from most of current haptic devices which rely on an actuator always in contact with the user.

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