Papers by Jean-Rémy Chardonnet

HAL (Le Centre pour la Communication Scientifique Directe), Dec 5, 2023
This paper conducts a comprehensive analysis of user experiences by comparing navigation and cybe... more This paper conducts a comprehensive analysis of user experiences by comparing navigation and cybersickness between two distinct categories of immersive devices: CAVE and HMD. Using consistent methodology and analysis for both technologies in the same application to underscores disparities in user experiences, particularly in navigation and exploration tasks, addressing a gap in the existing literature. The study comprises two experiments with differing navigation paradigms. The first demanded active participant navigation in a complex virtual environment, focusing on distinctions like field of view and field of regard intrinsic to CAVE and HMD technologies. Physiological parameters (heart rate and skin conductance) and the Virtual Reality Sickness Questionnaire (VRSQ) were recorded to assess cybersickness levels. Results indicate no significant variations in self-rated cybersickness but a higher heart rate for HMD and longer completion time in the CAVE. Participants favored HMDs personally. In the second experiment, participants were guided through an automated virtual environment (VE) walk, recording similar physiological and psychological measurements. Although no significant inter-device variations emerged in psychological measurements, a notable influence of the HMD on physiological cybersickness data and postural stability was observed. Nevertheless, other measurements and participant feedback did not align with substantial cybersickness. Overall, our results provide a better understanding of the differences between these two VR displays. CCS Concepts • Human-centered computing → Virtual reality; Graphical user interfaces; Interaction paradigms;
HAL is a multi-disciplinary open access archive for the deposit and dissemination of sci-entific ... more HAL is a multi-disciplinary open access archive for the deposit and dissemination of sci-entific research documents, whether they are pub-lished or not. The documents may come from teaching and research institutions in France or abroad, or from public or private research centers. L’archive ouverte pluridisciplinaire HAL, est destinée au dépôt et a ̀ la diffusion de documents scientifiques de niveau recherche, publiés ou non, émanant des établissements d’enseignement et de recherche français ou étrangers, des laboratoires publics ou privés. Science Arts & Métiers (SAM) is an open access repository that collects the work of Arts et Métiers ParisTech researchers and makes it freely available over the web where possible. This is an author-deposited version published in:
Cranial morphometrics and mitochondrial DNA sequences distinguish cryptic species of the longface... more Cranial morphometrics and mitochondrial DNA sequences distinguish cryptic species of the longface emperor (Lethrinus olivaceus), an emblematic fish of Indo-West Pacific coral reefs Deux espèces cryptiques chez le léthrinus olive (Lethrinus olivaceus), un poisson emblématique des récifs coralliens de l'Indo-Pacifique, identifiées à partir de la morphométrie du crâne et des séquences de l'ADN mitochondrial

Lecture Notes in Computer Science, 2008
Welcome to the proceedings of the 6th EuroHaptics 2008 conference held in Madrid, June 10-13, 200... more Welcome to the proceedings of the 6th EuroHaptics 2008 conference held in Madrid, June 10-13, 2008 under the auspices of the Universidad Politécnica de Madrid. EuroHaptics conferences have been held in Europe, initially annually, now on a biennial basis, since the first one at the University of Birmingham in 2001. The promotion of the European haptics community by the Eurohaptics Society (www.eurohaptics.org) integrates a multidisciplinary group of researchers with a wide range of interests stemming from backgrounds in technical, scientific, educational and artistic disciplines. The regular congregation of individuals around the topic of haptics has led to many fruitful and successful interactions that have developed across the EuroHaptics conferences. Moreover, this community now enjoys links to researchers around the rest of the world through the WorldHaptics conference series, of which EuroHaptics is proud to be a sponsoring partner. Such links offer increased possibilities for collaboration which can only bring us greater successes in our endeavours to understand the nature of haptics.

arXiv (Cornell University), Apr 11, 2023
Users would experience individually different sickness symptoms during or after navigating throug... more Users would experience individually different sickness symptoms during or after navigating through an immersive virtual environment, generally known as cybersickness. Previous studies have predicted the severity of cybersickness based on physiological and/or kinematic data. However, compared with kinematic data, physiological data rely heavily on biosensors during the collection, which is inconvenient and limited to a few affordable VR devices. In this work, we proposed a deep neural network to predict cybersickness through kinematic data. We introduced the encoded physiological representation to characterize the individual susceptibility; therefore, the predictor could predict cybersickness only based on a user's kinematic data without counting on biosensors. Fifty-three participants were recruited to attend the user study to collect multimodal data, including kinematic data (navigation speed, head tracking), physiological signals (e.g., electrodermal activity, heart rate), and Simulator Sickness Questionnaire (SSQ). The predictor achieved an accuracy of 97.8% for cybersickness prediction by involving the pre-computed physiological representation to characterize individual differences, providing much convenience for the current cybersickness measurement.
arXiv (Cornell University), Feb 6, 2023
This work presents a dataset collected to predict cybersickness in virtual reality environments. ... more This work presents a dataset collected to predict cybersickness in virtual reality environments. The data was collected from navigation tasks in a virtual environment designed to induce cybersickness. The dataset consists of many data points collected from diverse participants, including physiological responses (EDA and Heart Rate) and self-reported cybersickness symptoms. The paper will provide a detailed description of the dataset, including the arranged navigation task, the data collection procedures, and the data format. The dataset will serve as a valuable resource for researchers to develop and evaluate predictive models for cybersickness and will facilitate more research in cybersickness mitigation.
Springer eBooks, 2023
Digital transformation facilitates new methods for remote collaboration while shaping a new under... more Digital transformation facilitates new methods for remote collaboration while shaping a new understanding of working together. In this chapter, we consider global collaboration in the context of digital transformation, discuss the role of Collaborative Virtual Environments (CVEs) within the transformation process, present an overview of the state of CVEs and go into more detail on significant challenges in CVEs by providing recent approaches from research.
HAL (Le Centre pour la Communication Scientifique Directe), Sep 14, 2022

Frontiers in Virtual Reality
Recent significant progress in Virtual Reality (VR) applications and environments raised several ... more Recent significant progress in Virtual Reality (VR) applications and environments raised several challenges. They proved to have side effects on specific users, thus reducing the usability of the VR technology in some critical domains, such as flight and car simulators. One of the common side effects is cybersickness. Some significant commonly reported symptoms are nausea, oculomotor discomfort, and disorientation. To mitigate these symptoms and consequently improve the usability of VR systems, it is necessary to predict the incidence of cybersickness. This paper proposes a machine learning approach to VR’s cybersickness prediction based on physiological and subjective data. We investigated combinations of topological data analysis with a range of classifier algorithms and assessed classification performance. The highest performance of Topological Data Analysis (TDA) based methods was achieved in combination with SVMs with Gaussian RBF kernel, indicating that Gaussian RBF kernels pr...

Lecture Notes in Computer Science, 2022
Research in Collaborative Virtual Environments (CVEs) is becoming more and more significant with ... more Research in Collaborative Virtual Environments (CVEs) is becoming more and more significant with increasing accessibility of Virtual Reality (VR) and Augmented Reality (AR) technology, additionally reinforced by the increasing demand for remote collaboration groupware. While the research is focusing on methods for synchronous remote collaboration, asynchronous remote collaboration remains a niche. Nevertheless, future CVEs should support both paradigms of collaborative work, since asynchronous collaboration has as well its benefits, for instance a more flexible time-coordination. In this paper we present a concept of recording and later playback of highly interactive collaborative tasks in Mixed Reality (MR). Furthermore, we apply the concept in an assembly training scenario from the manufacturing industry and test it during pilot user experiments. The pilot study compared two modalities, the first one with a manufacturing manual, and another using our concept and featuring a ghost avatar. First results revealed no significant differences between both modalities in terms of time completion, hand movements, cognitive workload and usability. Some differences were not expected, however, these results and the feedback brought by the participants provide insights to further develop our concept.

AHFE international, 2023
Nuclear maintenance operations require several types of cognitive and motor skills that can be tr... more Nuclear maintenance operations require several types of cognitive and motor skills that can be trained in immersive environments. However, there is a lack of normalized methodological approaches to classify tasks and guide them for a potential transposition to immersive training. This paper proposes a methodological approach to classify nuclear maintenance tasks based on their complexity and the potential transfer of training obtainable from each type of immersion techniques and their related interactions.This proposed methodology provides a novel approach to compare various immersive technologies and interactions in a normalized way for a same industrial task.This paper aims at serving as a base for a methodological guide dedicated to the transposition of nuclear maintenance skills learned in immersive environments to real environment setups and proposes two future use cases based on this methodological approach.

EasyChair preprint, Jun 19, 2018
The interception of the action-perception loop in virtual reality [VR] causes that understanding ... more 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.

HAL (Le Centre pour la Communication Scientifique Directe), Jul 20, 2014
This paper presents a novel speak-to-VR virtual-reality peripheral network (VRPN) server based on... more This paper presents a novel speak-to-VR virtual-reality peripheral network (VRPN) server based on speech processing. The server uses a microphone array as a speech source and streams the results of the process through a Wi-Fi network. The proposed VRPN server provides a handy, portable and wireless human machine interface that can facilitate interaction in a variety interfaces and application domains including HMD-and CAVE-based virtual reality systems, flight and driving simulators and many others. The VRPN server is based on a speech processing software development kits and VRPN library in C??. Speak-to-VR VRPN works well even in the presence of background noise or the voices of other users in the vicinity. The speech processing algorithm is not sensitive to the user's accent because it is trained while it is operating. Speech recognition parameters are trained by hidden Markov model in real time. The advantages and disadvantages of the speak-to-VR server are studied under different configurations. Then, the efficiency and the precision of the speak-to-VR server for a real application are validated via a formal user study with ten participants. Two experimental test setups are implemented on a CAVE system by using either Kinect Xbox or array microphone as input device. Each participant is asked to navigate in a virtual environment and manipulate an object. The experimental data analysis shows promising results and motivates additional research opportunities.
ABSTRACT Nous présentons un simulateur dynamique interactif pour robots humanoïdes. Nous utilison... more ABSTRACT Nous présentons un simulateur dynamique interactif pour robots humanoïdes. Nous utilisons les méthodes par contraintes pour le calcul des forces de contact avec frottement non discrétisé, ce qui accroît sensiblement la rapidité de calcul du simulateur, permettant ainsi une utilisation temps réel. L'utilisateur peut, avec notre simulateur, interagir avec l'environnement virtuel et manipuler des objets ou effectuer des tâches collaboratives avec des humanoïdes grâce à un dispositif haptique à retour d'effort. Nous illustrons notre propos par des exemples de simulation avec le robot HRP-2.
Computer Methods in Biomechanics and Biomedical Engineering, May 1, 2019
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Papers by Jean-Rémy Chardonnet
The results showed significant differences between the participants who chose different strategies and the scored driving behavior in the hostile and violations factors. In order to support these findings, we compared participants’ behaviors and actual motion driving simulator indicators such as speed, jerk, and lateral position. The analysis revealed that motion preferences arise from different reasons linked to the realism or smoothness in motion. Also, strong positive correlations were found between hostile and violation behaviors of the group who preferred the strategy with the supplementary motion perception model, and objective measures such as jerk and speed on different road segments. This indicates that motion perception in driving simulators may depend not only on the type of motion cueing strategy, but may also be influenced by users’ self-reported driving behaviors.
This paper deals with the angular velocity perception threshold and sense of presence.
A three degrees of freedom (DOF: roll, pitch, and heave) driving simulator, a motion tracking sensor, a driving simulation software, and self-prepared questionnaires were used.
Due to the subjective assessments, there were no significant differences between static and dynamic platform types. Eight different cases were investigated with respect to visual and inertial factors (field of view (FOV) and motion platform).
Subjective evaluations showed that there were no significant differences between static and dynamic conditions. Lower FOV, static platform, stereo vision condition has provided the best condition (best realism depending on objective-subjective measure relationship).
After modeling and simulation of the body postural sway, an experiment on 17 subjects identified a relation between the level of sickness and the variation both in the time and frequency domains of the body sway signal. The results support and go further into detail of findings of past studies using postural instability as an efficient indicator of sickness, giving insight to better monitor VIMS in a VR application.