This thesis aims to increase our knowledge about the planning and organization of aiming and prehensile movements in augmented and virtual environments and to better understand how sensory information, such as vision, haptics and especially audition, is used for planning and control of simple movements. Five experiments were performed to investigate the importance of sensory contact cues when pointing and grasping augmented and virtual targets in computer-generated environments, with the hand and with a tool. Kinematic characteristics of transport and grasp movements as well as spatial error measures were examined. Experiment 1 explored the roles of natural haptic and computer-generated auditory contact information when grasping target obje...
International audienceProper integration of sensory cues facilitates 3D user interaction within virt...
Often in games, a virtual character is required to interact with objects in the surrounding environm...
This work explored how the presence of graphical information about self-movement affected reach-to-g...
An experiment was conducted to investigate how performance of a reach, grasp and place task was infl...
This work explores how the availability of visual and haptic feedback affects the kinematics of reac...
Virtual environments are used in very diverse applications: from leisure games to professional train...
When we reach out to grasp objects, vision plays a major role in the control of our movements. Never...
A multimodal interactive system for audio-haptic integration is presented in this paper. Preliminary...
Technological advancements and increased access have prompted the adoption of head- mounted display ...
Virtual Reality (VR) is a rapidly advancing scientific field which enables humans to experience envi...
Technological advancements and increased access have prompted the adoption of head- mounted display ...
ii Coordinated gaze and hand movements predominate a number of our interactions in reachable space a...
Haptic technologies allow human users to haptically interact with virtual environments. Haptics has ...
Most research on the roles of auditory information and its interaction with vision has focused on pe...
With the proliferation of technologies operated via in-air hand movements, e.g. virtual/augmented r...
International audienceProper integration of sensory cues facilitates 3D user interaction within virt...
Often in games, a virtual character is required to interact with objects in the surrounding environm...
This work explored how the presence of graphical information about self-movement affected reach-to-g...
An experiment was conducted to investigate how performance of a reach, grasp and place task was infl...
This work explores how the availability of visual and haptic feedback affects the kinematics of reac...
Virtual environments are used in very diverse applications: from leisure games to professional train...
When we reach out to grasp objects, vision plays a major role in the control of our movements. Never...
A multimodal interactive system for audio-haptic integration is presented in this paper. Preliminary...
Technological advancements and increased access have prompted the adoption of head- mounted display ...
Virtual Reality (VR) is a rapidly advancing scientific field which enables humans to experience envi...
Technological advancements and increased access have prompted the adoption of head- mounted display ...
ii Coordinated gaze and hand movements predominate a number of our interactions in reachable space a...
Haptic technologies allow human users to haptically interact with virtual environments. Haptics has ...
Most research on the roles of auditory information and its interaction with vision has focused on pe...
With the proliferation of technologies operated via in-air hand movements, e.g. virtual/augmented r...
International audienceProper integration of sensory cues facilitates 3D user interaction within virt...
Often in games, a virtual character is required to interact with objects in the surrounding environm...
This work explored how the presence of graphical information about self-movement affected reach-to-g...