Search results for "Réalité virtuelle"
showing 10 items of 33 documents
Enhancement of Anticipatory Postural Adjustments by Virtual Reality in Older Adults with Cognitive and Motor Deficits: A Randomised Trial.
2021
Background: Postural activities involved in balance control integrate the anticipatory postural adjustments (APA) that stabilize balance and posture, facilitating arm movements and walking initiation and allowing an optimal coordination between posture and movement. Several studies reported the significant benefits of virtual reality (VR) exercises in frail older adults to decrease the anxiety of falling and to induce improvements in behavioural and cognitive abilities in rehabilitation processes. The aim of this study was thus to test the efficiency of a VR system on the enhancement of the APA period, compared to the use of a Nintendo Wii system. Methods: Frail older adults (n = 37) were i…
Bringing Building Data on Construction Site for Virtual Renovation Works
2013
Déjà sur HAL mais sans le fichier pdf; In this study we aimed at evaluating the benefit of managing a digital mock-up for renovation operations in an ancient building. Focusing on thermal efficiency, the renovation proposal dealt with the great windows. We compared three methodologies dedicated to the project planning and management We first address the issue of the renovation of old buildings and come up with a workflow that connects the digital building to its lifecycle; then we focus on an instance of onsite handling of such data, in an augmented reality context, by elaborating the notion of “BIM in situ” as described in the papers of [3] as well as in [4]. Results reveal that handling B…
The implicit motor learning use as a therapeutic tool in frail elderly people
2016
To write, take, walk, talk is a part of our daily. Our motor ability is used to change depending on our environment and our skill, acquired thanks to our experience, learnings, and according to our age. We strive to find optimal solutions, to be more performants, more efficient. But we must be able to discern to act well and act to better discern. This « perception-action » coupling is the basis of the organization of motor control. Human can discern through several sensory systems (Visual, auditory, proprioceptive) intrinsic informations, coming from his own body, and extrinsic informations, from his environment. All of these informations are in the service of the movement and actions of d…
Traitement de données RGB et Lidar à extrêmement haute résolution: retombées de la compétition de fusion de données 2015 de l'IEEE GRSS - Partie A / …
2016
International audience; In this paper, we discuss the scientific outcomes of the 2015 data fusion contest organized by the Image Analysis and Data Fusion Technical Committee (IADF TC) of the IEEE Geoscience and Remote Sensing Society (IEEE GRSS). As for previous years, the IADF TC organized a data fusion contest aiming at fostering new ideas and solutions for multisource studies. The 2015 edition of the contest proposed a multiresolution and multisensorial challenge involving extremely high-resolution RGB images and a three-dimensional (3-D) LiDAR point cloud. The competition was framed in two parallel tracks, considering 2-D and 3-D products, respectively. In this paper, we discuss the sci…
Comparing Tangible and Fully Virtual Haptic Systems for HMI Studies in Simulated Driving Situations
2019
International audience; The contribution of tangible and intangible feedback is compared for virtual tactile car Human-Machine Interfaces (HMI) design, to measure their performance both in static conditions and while driving. A subjectively calibrated transparent glass provides tangible passive haptics, and visual cues are used to study sensory substitution-based intangible interactions. The results show that the performance of the subjects was significantly improved in driving conditions as they interacted faster, more accurately and with a higher satisfaction. In addition, our findings highlight that the contribution of tangible systems is significantly lower in driving conditions, raisin…
Effect of Footstep Vibrations and Proprioceptive Vibrations Used with an Innovative Navigation Method
2017
This study proposes to investigate the effect of adding vibration feedback to a navigation task in virtual environment. Previous study used footstep vibrations and proprioceptive vibrations in order to decrease the cyber-sickness and increase the sense of presence. In this study, we experiment the same vibration modalities but with a new navigation method. The results show that proprioceptive vibrations do not impact the sense of presence neither the cyber-sickness while footstep vibrations increase sense of presence and decrease in a certain way cyber-sickness. Burgundy region through the JCE funding project
Visual scale factor for speed perception
2011
Speed perception is an important task depending mainly on optic flow that the driver must perform continuously to control his/her vehicle. Unfortunately, it appears that in some driving simulators speed perception is under estimated, leading into speed production higher than in real conditions. Perceptual validity is then not good enough to study driver’s behavior. To solve this problem, a technique has recently seen the light, which consists of modifying the geometric field of view (GFOV) while keeping the real field of view (FOV) constant. We define our visual scale factor as the ratio between the GFOV and the FOV. The present study has been carried out on the SAAM dynamic driving simulat…
Realism Score for Immersive Virtual Reality Systems and Driving Simulators
2016
International audience; Traditional 2D or 3D quality assessment methods are not sufficient to assess the realism of the outputs of a simulator/immersive virtual reality system. We propose an assessment method based on a scoring system through a new approach. The objective of this paper is to propose a score scale for any simulator or immersive display system that would represent how close to the human visual system the signals that are sent through the display are. Weighted items considered are contrast, acuity, frames per seconds, brightness, field of view and the number of color available.
Télécollaboration asymétrique en réalité virtuelle
2016
National audience; Nous présentons une première étude de combinaison de deux systèmes asymétriques de réalité virtuelle dans un contexte de travail collaboratif : un système de type CAVE et un casque immersif. L’architecture, de type serveur-client, permet une collaboration entre plusieurs utilisateurs. Les expériences sur une tâche de construction de puzzles en un temps limité, seul et en collaboration, montrent que l’utilisation combinée de systèmes asymétriques CAVE et casques permet d’améliorer les performances des utilisateurs. Par ailleurs les utilisateurs préfèrent le travail en collaboration et sont plus efficaces ensemble. Ces résultats ouvrent des perspectives intéressantes de com…
Influence of interaction techniques o n VIMS in virtual environments : estimation and prediction
2014
Understanding oculo-vestibular dynamics during sensory rearrangement in the central nervous system plays an extremely important role in better understanding human perception, and improves the technology in many engineering fields. Besides, the sensory conflict that occurs between ocular, vestibular and proprioception during sensory rearrangement at certain occasions might adversely affect the user performance in a wide variety of domains including flight/car simulators, scale-one 3D systems, large-scale displays, serious games, and so on. Therefore, knowing the condition in which the sensory conflict happens has a great deal of importance. This study aims at understanding the nature of sens…