Human Factors in VR, Immersion and Interaction in VR, Validity of VR Simulations, Sensori-motor incoherences, Industrial Applications of VR.
The objectives of our research are
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. 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 immersive, VR simulations are very likely to induce sensory-motor incoherences.
Depending on the use case, and the technical characteristics of a VR system, these incoherences may not interfere with the objectives of a simulation, or on the contrary totally invalidate its purpose. Indeed, the stimuli generated within a VR system are far from perfect whether they are visual, haptic, auditory. For those reasons, 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.
The objectives of our 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.