International audienceIn this paper we study how the visual animation of a self-avatar can be artificially modified in real-time in order to generate different haptic perceptions. In our experimental setup, participants could watch their self-avatar in a virtual environment in mirror mode while performing a weight lifting task. Users could map their gestures on the self-animated avatar in real-time using a Kinect. We introduce three kinds of modification of the visual animation of the self-avatar according to the effort delivered by the virtual avatar: 1) changes on the spatial mapping between the user's gestures and the avatar, 2) different motion profiles of the animation, and 3) changes in the posture of the avatar (upper-body inclinatio...
The subjective experience of embodying an avatar when immersed in virtual reality (VR) is known to s...
BACKGROUND: Virtual reality (VR) provides interactive multimodal sensory stimuli and biofeedback, an...
The field of Virtual Reality (VR) has seen a steady exponential uptake in the last decade and is bei...
International audienceIn this paper we study how the visual animation of a self-avatar can be artifi...
Introduction: Since kinesthetic cues are not present in virtual environments, users have difficulty ...
The subjective experience of embodying an avatar when immersed in virtual reality (VR) is known to s...
Many video games utilize superhuman abilities in their user-avatars to increase the feeling of empow...
Abstract—Thanks to recent advances on motion capture devices and stereoscopic consumer displays, ani...
Perceiving objects’ and avatars’ weight in Virtual Reality (VR) is important to understand their pro...
International audienceAvatars, the users' virtual representations, are becoming ubiquitous in virtua...
International audienceIn this paper we explore the multi-sensory display of self-avatars’ physiologi...
International audienceIn virtual reality, users do not receive any visual information coming from th...
With the broad range of motion capture devices available on the market, it is now commonplace to dir...
Virtual Reality (VR) technology can be used to influence performance on endurance exercises. In this...
Performing motor tasks in virtual environments is best achieved with motion capture and animation of...
The subjective experience of embodying an avatar when immersed in virtual reality (VR) is known to s...
BACKGROUND: Virtual reality (VR) provides interactive multimodal sensory stimuli and biofeedback, an...
The field of Virtual Reality (VR) has seen a steady exponential uptake in the last decade and is bei...
International audienceIn this paper we study how the visual animation of a self-avatar can be artifi...
Introduction: Since kinesthetic cues are not present in virtual environments, users have difficulty ...
The subjective experience of embodying an avatar when immersed in virtual reality (VR) is known to s...
Many video games utilize superhuman abilities in their user-avatars to increase the feeling of empow...
Abstract—Thanks to recent advances on motion capture devices and stereoscopic consumer displays, ani...
Perceiving objects’ and avatars’ weight in Virtual Reality (VR) is important to understand their pro...
International audienceAvatars, the users' virtual representations, are becoming ubiquitous in virtua...
International audienceIn this paper we explore the multi-sensory display of self-avatars’ physiologi...
International audienceIn virtual reality, users do not receive any visual information coming from th...
With the broad range of motion capture devices available on the market, it is now commonplace to dir...
Virtual Reality (VR) technology can be used to influence performance on endurance exercises. In this...
Performing motor tasks in virtual environments is best achieved with motion capture and animation of...
The subjective experience of embodying an avatar when immersed in virtual reality (VR) is known to s...
BACKGROUND: Virtual reality (VR) provides interactive multimodal sensory stimuli and biofeedback, an...
The field of Virtual Reality (VR) has seen a steady exponential uptake in the last decade and is bei...