Le Laboratoire

VENISE

This topic covers several types of problems, from the design of interactive paradigms (control of virtual navigations, sensorimotor rendering...), up to the development of intelligent systems for the multimodal supervision of immersive interactions, for individualized or collaborative experiments, in Virtual or Mixed Reality systems.

In this respect, the question of the task is ubiquitous, because we need to justify the added value of V&AR with respect to already prevalent HCI techniques. Cognitive issues such as Cybersickness, Immersion, Realism, Presence, User implication, and scene Affordance, are also recurrent focuses of our studies. Last but not the least, the perception incoherencies in immersive situations are especiallystudied, and the EVE system, the multi-sensorimotor and multiuser CAVE-like system we designed and that we manage from 2010 remains a unique worldwide environment for that. This topics is structured as the following:

  • Interactive paradigms for Virtual Navigation
  • Sensorimotor channels for 3D interactions
  • Multimodal and Collaborative Immersion
  • Mixed Reality and Teleoperation

Interactive paradigms for Virtual Navigations

HCNav c

This subtopic addresses a basic problem for any V&AR application, i.e. how to travel within immersive environments, and the physiological and cognitive issues of such a task. We especially study a number of declinations of a very powerful interactive paradigm that can exploit any 6DoF tracker attached anywhere on the user body whose the acronym is HCNav (Hand/Head Controlled Navigation system).Some studies had demonstrated that applying HCNav to the motion of the head rather than the hand was more suitable: it provides a concrete vestibular stimulation to the users during their virtual navigation tasks. Moreover, a head centred HCNav approach has also added value in terms of presence and cybersickness, because of the bodily involvement of the user that this technique induces.

Sensorimotor channels for Immersion

CoRSAIRe MecaFlu BobThis subtopic aims at developing new metaphors and interactive paradigms based on combinaison of visual stereoscopy, 3D audio, and haptics, the three main sensorimotor channels we have gathered in our EVE system.
Our main focus here is not the realistic rendering of scenes but rather the study of the contribution of these 3D feedback modalities towards facilitating user interactions and collaborations during immersive tasks.

This research was initiated within the former ANR "CoRSAIRe" project, but we continue it thanks to different PhD works.

 

 

Supervision of Multimodal and Collaborative Immersion

collaboratif MalCoMIICs 2

Our team is well known for its research on the management of multimodal interactions in immersive situations (e.g. to combine speech and gesture commands, with haptic and audio feedbacks to achieve real time and natural interactions on complex 3D data).
Thanks to the multisteroscopic facilities of the EVE system, we have extended from 2010 our work on supervision to co-located immersive collaborations, and today, to immersive Collaborative Virtual Environment (CVE) in the context of our partnership in the Equipex DIGISCOPE project.

 

Mixed Reality and Telepresence

SACARI cOn one hand this subtopic is addressing research in Augmented Virtuality (AV) in the context of the SACARI project (Supervision of an Autonomous Car with Augmented viRtuality Interface) which aims to develop the concepts and techniques dedicated to the immersive teleoperation of a semi-autonomous vehicle. Presently, this work shifts to psycho-ergonomic aspects of telepresence, i.e. evaluating the conditions of the creation of an effective immersive telepresence control. We crafted a more complete definition of telepresence, which includes the user's implication into the task and the impact of the scene affordance, and are developping several experiments to evaluate this new model. These aspects have an increasing interest, for instance in drone control.

On the other hand, we are working on new Tangible interface combines with Augmented Reality (AR) immersions, espacially to address scientific and lurning applications for Biologist in molecular docking.

 

This research topic aims at studying means of creating a continuum between the models underlying specific applications and the available platforms for the implementation of such applications in V&AR. We mainly work on three approaches - in-depth analysis of data structures (assumed to be massive and complex) to take full advantage of V&AR data rendering techniques, such as for Computer Fluid Dynamics and for Molecular docking- real-time algorithms to create realistic virtual simulations dedicated to V&AR, such as for simulation of Relativistic phenomena - conceiving dedicated models to have an advanced interface between a complex software application and a V&AR framework, such as VR-CAD integration for Design and Engineering.

This topics is structured as the following:

  • Simulation Moléculaire,
  • Exploration de données de Mécanique des Fluides Simulation de phénomènes physiques inaccessibles à l'experience humaine
  • Conception, Engineering & Manufacturing.

Nos principaux champs d'applications relative à ces thèmes concernent, l'Industries (Conception, Engineering & Manufacturing, Training), les Sciences (Physique, Biologie, Human factors), et l'Education.

 

 

L'équipe de recherche VENISE est structurée autour de deux principaux thèmes :

 

Modèles d'interaction pour la RV&A

collaboratif MalCoMIICs 2This topic covers several types of problems, from the design of interactive paradigms (control of virtual navigations, sensorimotor rendering...), up to the development of intelligent systems for the multimodal supervision of immersive interactions, for individualized or collaborative experiments, in Virtual or Mixed Reality systems.

In this respect, the question of the task is ubiquitous, because we need to justify the added value of V&AR with respect to already prevalent HCI techniques. Cognitive issues such as Cybersickness, Immersion, Realism, Presence, User implication, and scene Affordance, are also recurrent focuses of our studies. Last but not the least, the perception incoherencies in immersive situations are especially studied, and the EVE system, the multi-sensorimotor and multiuser CAVE-like system we designed and that we manage from 2010 remains a unique worldwide environment for that. This topics is structured as the following:

  • Paradigmes d'Interaction pour la Navigation dans les Environnement Virtuels
  • Canaux Sensorimoteurs pour les Interactions 3D
  • Immersion Collaborative et Multimodale, 
  • Réalité Mixte Téléopération. 

Modèles de donnée et de simulation pour la RV&A : 

This research topic aims at studying means of creating a continuum between the models underlying specific applications and the available platforms for the implementation of such applications in V&AR.We mainly work on three approaches : in-depth analysis of data structures (assumed to be massive and complex) to take full advantage of V&AR data rendering techniques, such as for Computer Fluid Dynamics and for Molecular Simulation and Docking - real-time algorithms to create realistic virtual simulations dedicated to V&AR, such as for simulation of Relativistic phenomena - conceiving dedicated models to have an advanced interface between a complex software application and a V&AR framework, such as VR-CAD integration for Design and Engineering. This topics is structured as the following:

  • Simulation Moléculaire,
  • Exploration de données de Mécanique des Fluides Simulation de phénomènes physiques inaccessibles à l'experience humaine
  • Conception, Engineering & Manufacturing.

Nos principaux champs d'applications relative à ces thèmes concernent, l'Industries (Conception, Engineering & Manufacturing, Training), les Sciences (Physique, Biologie, Human factors), et l'Education.  

Projets en cours

  • DIGIPOD (SESAME Ile-de-France council)
  • EXAVIZ (ANR)
  • DIGISCOPE (ANR Equipex)
  • FluidMEAT (LIDEX, Center for Data Science)
  • ...

Projets achevés

 

  • SIMCOD (RTRA DIGITEO)
  • Perf-RV2 (ANR RNTL)
  • CoRSAIRe (ANR MDMSA)
  • Perf-RV (RNTL)
  • INTUITION (NoE IST)
  • ...

 

L'équipe VENISE travaille depuis de nombreuses années sur la spécification d'un grand dispositif immersif multi-utilisateurs. Ce travail a abouti au système EVE (Environnement Virtuel Evolutif), qui permet d'étudier à la fois les aspects multisensoriels et collaboratifs des interactions humaines au sein de mondes virtuels. Les spécificités du système EVE, comme ses dimensions très grandes, une stéréoscopie multi-utilisateurs haute qualité, des rendus haptiques et audio 3D, en font un dispositif unique au monde à la pointe de la technologie dans le domaine de la Réalité Virtuelle.

eve patrick

Le système EVE est un dispositif comporte :

  • Un dispositif d'affichage de type CAVE (technologie BARCO) composé 4 à 7 grands écrans HD d'environ 10m² autour d'une dalle en verre rétroprojetée de 13m². Un des écrans est articulé pour changer la géométrie du dispositif en mur d'écran très haute résolution. 
  • De deux projecteurs par écran pour fournir un rendu stéréoscopique distinct pour deux utilisateurs (multistéréoscopie), permettant de simuler et d'effectuer des recherches sur le travail collaboratif dans les environnements virtuels. 
  • Des dispositifs 3D audio très avancés, binaural ou ambisonic, avec un qualité de rendu exceptionnelle du fait de l'isolation accoustique du bâtiment et autour des projecteurs;
  • Des rendus haptique dans l'intégralité du dispositif de 13m² gràce au dispositif Scale 1 / Boom 3D de l'entreprise française HAPTION.

PhD positions

Next doctoral proposals will be available in 2018. Contact: Cette adresse e-mail est protégée contre les robots spammeurs. Vous devez activer le JavaScript pour la visualiser.

Master

  • X-ray vision augmentation for hidden network maintenance.
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  • Design and Evaluation of Augmented Interaction Techniques for Assembly Tasks.
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  • Towards a molecular tangible interface in augmented reality.
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  • Semantic representation of multimodal interaction in VR/AR environments.
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  • Study on bio-physiological sensors to analyse cybersickness.
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  • Pseudo Haptic interaction with CAD data.
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Permanent, Chair & Post-Doc positions 

 We have some opportunities for such positions. More information: Cette adresse e-mail est protégée contre les robots spammeurs. Vous devez activer le JavaScript pour la visualiser.

Articles dans des revues

  1. Olivier Delalande, Anne-Elisabeth Molza, Raphael Dos Santos-Morais, Angélique Chéron, Émeline Pollet, Céline Raguenes-Nicol, Christophe Tascon, Emmanuel Giudice, Marine Guilbaud, Aurélie Nicolas, Arnaud Bondon, France Leturcq, Nicolas Ferey, Marc Baaden, Javier Perez, Pierre Roblin, France Piétri-Rouxel, Jean-François Hubert, Mirjam Czjzek and Elisabeth Le Rumeur.
    Dystrophin's central domain forms a complex filament that becomes disorganized by in-frame deletions. Journal of Biological Chemistry, 2018.

  2. Marc Baaden, Olivier Delalande, Nicolas Ferey, Samuela Pasquali, Jérôme Waldispühl and Tall Antoine.
    Ten simple rules to create a serious game, illustrated with examples from structural biology. PLOS Computational Biology, 2018.

  3. Mikaël Trellet, Nicolas Ferey, Jakub Flotynski, Marc Baaden and Patrick Bourdot.
    Semantics for an Integrative and Immersive Pipeline Combining Visualization and Analysis of Molecular Data. Journal of Integrative Bioinformatics, 2018.

  4. Yujiro Okuya, Nicolas Ladeveze, Cédric Fleury and Patrick Bourdot.
    Shape-Based 3D Interaction for Parameter Modification of Native CAD Data.. Frontiers in Robotics and AI, 2018.

  5. Xavier Martinez, Nicolas Ferey, Jeanne Vezien and Patrick Bourdot.
    3D reconstruction with a markerless tracking method of flexible and modular molecular physical models: towards tangible interfaces. Journal of Virtual Reality and Broadcasting, 2017.
    URL

  6. Bob Menelas, Lorenzo Picinali, Patrick Bourdot and Brian Katz.
    Non-visual identification, localization, and selection of entities of interest in a 3D environment. Journal on Multimodal User Interfaces, 2014.

  7. Matthieu Dreher, Jessica Prevoteau-Jonquet, Mikaël Trellet, Marc Piuzzi, Marc Baaden, Bruno Raffin, Nicolas Ferey, Sophie Robert and Sébastien Limet.
    ExaViz: a flexible framework to analyse, steer and interact with molecular dynamics simulations. Faraday Discussion, 2014.

  8. Anne-Elisabeth Molza, Nicolas Ferey, Mirjam Czjzek, Elisabeth Le Rumeur, Jean-Francois Hubert, Alex Tek, Benoist Laurent, Marc Baaden and Olivier Delalande.
    Innovative interactive flexible docking method for multi-scale reconstruction elucidates dystrophin molecular assembly. Faraday Discussion, 2014.

  9. Weiya Chen, Céline Clavel, Nicolas Ferey and Patrick Bourdot.
    Perceptual Conflicts in a Multi-Stereoscopic Immersive Virtual Environment: Case Study on Face-to-Face Interaction through an Avatar. Presence: Teleoperators and Virtual Environments, 2014.
    URL

  10. Moritz Gerl, Peter Rautek, Tobias Isenberg and Eduard Gröller.
    Semantics by analogy for illustrative volume visualization. Computers & Graphics, 2012.

  11. Tobias Isenberg, Paul Asente, J Collomosse and Metin T Sezgin.
    Special section on the 2011 joint symposium on computational aesthetics (CAe), non-photorealistic animation and rendering (NPAR), and sketch-based interfaces and modeling (SBIM). Computers & Graphics, 2012.

  12. Tijmen Klein, Florimond Gueniat, Luc Pastur, Frédéric Vernier and Tobias Isenberg.
    A design study of direct-touch interaction for exploratory 3D scientific visualization. Computer Graphics Forum, 2012.

  13. Nadia Boukhelifa, Anastasia Bezerianos, Tobias Isenberg and Jean-Daniel Fekete.
    Evaluating sketchiness as a visual variable for the depiction of qualitative uncertainty. IEEE Transactions on Visualization and Computer Graphics, 2012.

  14. Jo Wood, Petra Isenberg, Tobias Isenberg, Jason Dykes, Nadia Boukhelifa and Aidan Slingsby.
    Sketchy rendering for information visualization. IEEE Transactions on Visualization and Computer Graphics, 2012.

  15. Lingyun Yu, Konstantinos Efstathiou, Petra Isenberg and Tobias Isenberg.
    Efficient structure-aware selection techniques for 3D point cloud visualizations with 2DOF input. IEEE Transactions on Visualization and Computer Graphics, 2012.

  16. D Martin, G Arroyo, V Luzon and Tobias Isenberg.
    Example-based stippling using a scale-dependent grayscale process. Computers & Graphics, 2011.

  17. J Collomosse and Tobias Isenberg.
    Special section on non-photorealistic animation and rendering NPAR 2010. Computers & Graphics, 2011.

  18. A Saladin, C Amourda, P Poulain, Nicolas Ferey, Marc Baaden, M Zacharias, Olivier Delalande and C Prevost.
    Modeling the early stage of DNA sequence recognition within RecA nucleoprotein filaments. Nucleic Acids Research, 2010.

  19. Nicolas Ferey, Pierre-Emmanuel Gros and Rachid Gherbi.
    An Immersive Visualization and Interaction Paradigm for Genomic Databases Exploration. Mediterranean Journal of Computers and Networks, 2006.

  20. Nicolas Ferey, Pierre-Emmanuel Gros and Rachid Gherbi.
    Immersive graph-based visualization and exploration of biological data relationships. Data Science Journal, 2005.


Communications internationales

  1. Nawel Khenak, Jeanne Vezien, David Thery and Patrick Bourdot.
    Spatial Presence in Real and Remote Immersive Environments. In IEEE Virtual Reality. 2019.

  2. Weiya Chen, Yangliu Hu, Nicolas Ladeveze and Patrick Bourdot.
    Quick Estimation of Detection Thresholds for Redirected Walking with Method of Adjustment. In IEEE Virtual Reality. 2019.

  3. Weiya Chen, Nicolas Ladeveze, Wei Hu, Shiqi Ou and Patrick Bourdot.
    Comparison Between the Methods of Adjustment and Constant Stimuli for the Estimation of Redirection Detection Thresholds. In EuroVR International Conference. 2019.

  4. Nawel Khenak, Jeanne Vezien and Patrick Bourdot.
    The Construction and Validation of the SP-IE Questionnaire: An Instrument for Measuring Spatial Presence in Immersive Environments. In EuroVR conference. 2019.

  5. Yiran Zhang, Nicolas Ladeveze, Cédric Fleury and Patrick Bourdot.
    Switch Techniques to Recover Spatial Consistency Between Virtual and Real World for Navigation with Teleportation. In EuroVR International Conference. 2019.

  6. Yujiro Okuya, Nicolas Ladeveze, Olivier Gladin, Cédric Fleury and Patrick Bourdot.
    Distributed Architecture for Remote Collaborative Modification of Parametric CAD Data. In IEEE VR International Workshop on 3D Collaborative Virtual Environments. 2018.

  7. Pierre Martin, Stéphane Masfrand, Yujiro Okuya and Patrick Bourdot.
    A VR−CAD Data Model for Immersive Design − The cRea−VR Proof of Concept.. In Augmented Reality, Virtual Reality, and Computer Graphics − 4th International Conference. 2017.

  8. Xavier Martinez, Nicolas Ferey, Jeanne Vezien and Patrick Bourdot.
    Towards a molecular tangible interface based on a modular physical model markerless tracking. In EuroVR conference. 2016.

  9. Xavier Martinez, Sebastien Doutreligne, Patrick Bourdot and Marc Baaden.
    A VR framework prototype for immersive exploration and manipulation of molecular structures based on UnityMol. In EuroVR conference. 2016.

  10. Weiya Chen, Nicolas Ladeveze, Céline Clavel and Patrick Bourdot.
    Refined Experiment of the Altered Human Joystick for User Cohabitation in Multi-stereoscopic Immersive CVEs. In IEEE VR International Workshop on 3D Collaborative Virtual Environments. 2016.
    URL

  11. Mikaël Trellet, Nicolas Ferey, Marc Baaden and Patrick Bourdot.
    Interactive Visual Analytics of Molecular Data in Immersive Environments via a Semantic Definition of the Content and the Context. In IEEE Immersive Analytics Workshop. 2016.

  12. Brian Katz, Dalai Felinto, Damien Touraine, David Poirier-Quinot and Patrick Bourdot.
    BlenderVR: Open-source framework for interactive and immersive VR. In IEEE Virtual Reality. 2015.

  13. Mikaël Trellet, Nicolas Ferey, Marc Baaden and Patrick Bourdot.
    Content and task based navigation for structural biology in 3D environments. In International Workshop on Virtual and Augmented Reality for Molecular Science. 2015.

  14. Xavier Martinez, Nicolas Ferey, Jeanne Vezien and Patrick Bourdot.
    Virtual structure reconstruction and energy estimation of a peptide from a physical tangible interface. In International Workshop on Virtual and Augmented Reality for Molecular Science. 2015.

  15. Weiya Chen, Nicolas Ladeveze, Céline Clavel, Daniel Mestre and Patrick Bourdot.
    User cohabitation in multi-stereoscopic immersive virtual environment for individual navigation tasks. In IEEE Virtual Reality. 2015.

  16. Cédric Fleury, Nicolas Ferey, Jeanne Vezien and Patrick Bourdot.
    Remote collaboration across heterogeneous large interactive spaces. In IEEE VR International Workshop on 3D Collaborative Virtual Environments. 2015.

  17. Alexandre Kouyoumdjian, Nicolas Ferey, Patrick Bourdot and Stéphane Huot.
    Characterizing the Influence of Motion Parameters on Performance when Acquiring Moving Targets. In IFIP TC13 Conference in Human-Computer Interaction. 2015.

  18. Mikaël Trellet, Nicolas Ferey, Marc Baaden and Patrick Bourdot.
    Content-guided navigation for molecular explotation. In Joint Virtual Reality Conference. 2013.

  19. Q Mallik, Nicolas Ferey and Guillaume Bouyer.
    Using Conceptual Graph to embed expert knowledge in VR interactions: Application to Strutural Biology. In Joint Virtual Reality Conference. 2013.

  20. Damianos Karakos, Richard Schwartz, Stavros Tsalidis, Le Zhang, Shivesh Ranjan, Tim Ng, Roger Hsiao, Guruprasad Saikumar, Ivan Bulyko and Long Nguyen.
    Score Normalization and System Combination for Improved Keyword Spotting. In IEEE Automatic Speech Recognition and Understanding Workshop. 2013.


Thèses

  1. Xavier Martinez.
    Tracking sans marqueur de modèles physiques modulaires et articulés : vers une interface tangible pour la manipulation de simulations moléculaires. 2017.

  2. Weiya Chen.
    Collaboration in Multi-user Immersive Virtual Environments. 2015.

  3. Mikaël Trellet.
    Exploration et analyse immersives de données moléculaires, guidées par la tâche et la modélisation sémantique des contenus. 2015.

  4. Pierre Martin.
    Modèle pour la conception immersive et intuitive: application à l’industrie automobile. 2014.

  5. Tony Doat.
    Espaces virtuels pour l’éducation et l’illustration scientifiques : contribution à l’appréhension de la théorie de la relativité restreinte par la réalité virtuelle. 2012.

  6. Flavien Picon.
    Interaction haptique pour la conception de formes en CAO immersive. 2010.

  7. Bob Menelas.
    Rendus sensorimoteurs en environnements virtuels pour lánalyse de données scientifiques complexes. 2010.

  8. Weize Zhang.
    Learning Simple Local Features for Object Detection. 2010.

  9. Antoine Tarault.
    Interface de copilotage d'un véhicule semi-autonome à l'aide d'un dispositif immersif. 2008.

  10. Guillaume Bouyer.
    Rendu multimodal en réalité virtuelle : supervision des interactions au service de la tâche. 2007.

Responsable

Patrick BOURDOT
Directeur de recherche CNRS

Permanents

Nicolas FEREY
Maître de Conférences
Huyen NGUYEN
Maître de Conférences
Jeanne VEZIEN
Ingénieur de recherche

Doctorants

Valentin BAUER
Nawel KHENAK
Mengchen WANG
Yiran ZHANG
Iuliia ZHURAKOVSKAIA

Données extraites de l'annuaire du CNRS le 10/08/2020

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Le LIMSI en chiffres

7 équipes de recherche
100 chercheurs et enseignants-chercheurs
40 ingénieurs et techniciens
60 doctorants
70 stagiaires

 

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