Assistant Professor, Project Manager
Leader of the LIMA research project. National Research Agency Grant #2011 RMNP 01401. www.lima-project.org
Member of the Board of the French Virtual Reality Association (http://www.afrv.fr)
Research Partner in several research projects : agathe, tictact, PSA Peugeot Citroën / Mines ParisTech Chair.
In charge of direct research contracts with industries on the the topic of Virtual Reality
Phone : +33 1 40 51 91 61
Office : V020 ter
For more Videos of my work see my Vimeo page.
The objectives of my research are 1) to design interaction techniques adapted to specific use cases of VR and 2) define the domain of validity of VR simulations by qualifying and quantifying user perception in VR systems.
Thus my research domains can be summed up as follows : Human Factors in VR, Immersion and Interaction in VR, Validity of VR Simulations, Industrial Applications of VR.
Virtual Reality, through the use of immersive displays, motion capture or stereoscopy, can simulate a virtual environment and provide some perceptive cues that are close to the ones perceived in ecological situations. Most VR systems focus on visual immersion and are meant to provide the sensation of depth, correct perspective, and be able to show objects at scale 1. The sense of being there or feeling of immersion that one can experience in a VR system is today successfully used in various fields of applications. User in the loop product design for example, where VR provides insights of the ergonomy of an object before it is actually made. Or rehabilitation therapy for which VR provides realistic and reconfigurable immersive environments for therapeutic exercises for everyday life activities.
VR is often described by first time users as an impressive experience, due to the ability of VR systems to address the human senses in a way that is not commonly expected from a computer system. However close to reality VR simulations are perceived, there are always perceptual discrepancies between a virtual environment and its real life counterpart.
Depending on the use case, and the technical characteristics of a VR system, these discrepancies may not interfere with the objectives of a simulation, or on the contrary totally invalidate its purpose. Indeed, the stimuli gererated within a VR sytsem are far from perfect whether they are visual, haptic, auditory. Also, the interaction within the VE is different than real life interaction.
Each new application of VR comes with its own challenges for the design of interaction methods and sensori-motor inputs.
Thus, the objectives of my research are 1) to design interaction techniques adapted to specific use cases of VR and 2) define the domain of validity of VR simulations by qualifying and quantifying user perception in VR systems.