Search results for "Interface homme-Machine"
showing 6 items of 16 documents
Pitch tilt rendering for an 8-DOF driving simulator
2015
International audience; Tilt coordination technique is used for reproducing a sustained linear acceleration in driving simulation by tilting the simulator cabin. Thus a part of gravity is interpreted as a horizontal acceleration. Between the slow rotational motion limited by the rotational perception threshold of semi-circular canals of vestibular system and the fast change of acceleration to render, the design of coupling motions of rotation and translation plays a critical role in the realism of driving simulator. We present here an experiment focusing on longitudinal accelerations rendering with pitch tilt coordination technique. Eight drivers experienced the same accelerations and decel…
Vers une assistance informatisée au diagnostic de la qualité ergonomique d'interfaces
2000
International audience; Notre objectif ici est d'encourager les concepteurs à s'intéresser aux usages de leur produit en prenant davantage en compte les facteurs humains dans la phase de test qui est souvent focalisée sur les aspects techniques. L'idée dans cette étude est donc de faciliter le recours aux utilisateurs comme source d'évaluation lors des tests de conception en apportant aux concepteurs un environnement logiciel de test pratique à mettre en œuvre pour faire évaluer leurs propres produits par des utilisateurs. Nous avons mené deux expériences de nature à explorer la faisabilité de ce projet.
Towards EEG-Based Haptic Interaction within Virtual Environments
2019
International audience; Current virtual environments (VE) enable perceiving haptic stimuli to facilitate 3D user interaction, but lack brain-interfacial contents. Using electroencephalography (EEG), we undertook a feasibility study on exploring event-related potential (ERP) patterns of the user's brain responses during haptic interaction within a VE. The interaction was flying a virtual drone along a curved transmission line to detect defects under the stimuli (e.g., force increase and/or vibrotactile cues). We found that there were variations in the peak amplitudes and latencies (as ERP patterns) of the responses at about 200 ms post the onset of the stimuli. The largest negative peak occu…
Use of a Virtual Environment to Engage Motor and Postural Abilities in Elderly Subjects With and Without Mild Cognitive Impairment (MAAMI Project)
2016
Objectives: In the context of rehabilitation, the use of new technology such as Virtual Reality Technology (VRT) offers multiple possibilities to modulate the functional stimulation of subjects according to needs. Material and methods: In this study, the validity and reliability of our VRT system were investigated in fifteen healthy aged adults (HAA) and seven aged subjects with mild cognitive impairment (MCI). One implicit session was designed through two virtual environments (VEs) in order to induce the adapted activities associated with balance and postural control. In comparison, the same activities were achieved in explicit sessions with a physiotherapist. This cross-over study made us…
Vers un environnement informatisé d'évaluation de la qualité ergonomique d'interfaces multimédia : Étude exploratoire
2000
Our objective is to encourage the human-computer interface designers to be more interested in the uses made of their product by taking into account to a higher degree the human-factor in the testing phase which often is too focused on technical aspects. We want to facilitate the integration of the user as a source of evaluation during the testing phase. Our aim is to offer the designer a software environment of practical tests that allow them to have their own products evaluated by their users. We undertook an experiment to explore the feasibility of this project.
Vers un environnement informatisé d'évaluation de la qualité ergonomique d'interfaces multimédia : Étude exploratoire
2000
Our objective is to encourage the human-computer interface designers to be more interested in the uses made of their product by taking into account to a higher degree the human-factor in the testing phase which often is too focused on technical aspects. We want to facilitate the integration of the user as a source of evaluation during the testing phase. Our aim is to offer the designer a software environment of practical tests that allow them to have their own products evaluated by their users. We undertook an experiment to explore the feasibility of this project.