Paul Issartel

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Exploration of volumetric data is an essential task in many scientific fields. However, the use of standard devices, such as the 2D mouse, leads to suboptimal interaction mappings. Several VR systems provide better interaction capabilities, but they remain dedicated and expensive solutions. In this work, we propose an interface that combines tangible tools(More)
Haptic devices are dedicated to render virtual tactile stimulation. A limitation of these devices is the intrusiveness of their mechanical structures, i.e. the user need to hold or wear the device to interact with the environment. Here, we propose a concept of new tactile device named HAIR. The device is composed of a computer vision system, a mechatronic(More)
! Abstract—We examine a class of techniques for 3D object manipulation on mobile devices, in which the device's physical motion is applied to 3D objects displayed on the device itself. Our work focuses specifically on the mapping between device motion and object motion, and the specific challenges that arise from this locally-coupled configuration. We(More)
Figure 1: In the top row, a real-world effector object manipulated by the user does not encounter any reaction force when pushing a virtual object, which appears to be massless. In the bottom row, the effector is visually affected by a reaction force, and the virtual mass becomes perceivable. ABSTRACT In mixed reality, real objects can be used to interact(More)
We evaluate the performance and usability of mouse-based, touch-based, and tangible interaction for manipulating objects in a 3D virtual environment. This comparison is a step toward a better understanding of the limitations and benefits of these existing interaction techniques, with the ultimate goal of facilitating the integration of different 3D data(More)
We present the design and evaluation of an interface that combines tactile and tangible paradigms for 3D visualization. While studies have demonstrated that both tactile and tangible input can be efficient for a subset of 3D manipulation tasks, we reflect here on the possibility to combine the two complementary input types. Based on a field study and(More)
Figure 1: Our concept of a tangible volume consists of a fully portable and self-contained device, entirely covered with screens. A virtual scene can be seen " through " the volume of the device (left image). This volume can be directly positioned within the virtual scene (middle image), and used to grasp and manipulate virtual objects (right image). A(More)
We study user preference between allocentric and egocentric 3D manipulation on mobile devices, in a configuration where the motion of the device is applied to an object displayed on the device itself. We first evaluate this preference for translations and for rotations alone, then for full 6-DOF manipulation. We also investigate the role of contextual cues(More)
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