Simon Richir

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∗ Presently at ONDIM S.A. Abstract The “Bubble” technique is a novel interaction technique to interact with large Virtual Environments (VE) using a haptic device with a limited workspace. It is based on a hybrid position/rate control which enables both accurate interaction and coarse positioning in a large VE. The haptic workspace is displayed visually(More)
"WiiMedia" is a study using the WiiRemote, a new consumer video game controller from Nintendo's, for media art, pedagogical applications, scientific research and innovative unprecedented entertainment systems. Normally, consumer hardwares, like standard controllers of new video game platforms, are closed to public developers. The Nintendo's WiiRemote(More)
This paper describes an experiment that was conducted to evaluate three interaction techniques aiming at interacting with large virtual environments using haptic devices with limited workspace: the Scaling technique, the Clutching technique, and the Bubble technique. Participants were asked to paint a virtual model as fast and as precisely as possible(More)
This paper describes two psychophysical experiments which were conducted to evaluate the influence of the Control/Display (C/D) ratio on the perception of mass of manipulated objects in Virtual Environments (VE). In both experiments, a discrimination task was used in which participants were asked to identify the heavier object between two virtual balls.(More)
The sense of "Presence" (evolving from "telepresence") has always been associated with virtual reality research and is still an exceptionally mystifying constituent. Now the study of presence clearly spans over various disciplines associated with cognition. This paper attempts to put forth a concept that argues that it's an experience of an "Evoked Reality(More)
This paper describes a new interaction technique called haptic hybrid rotations to overcome the physical angular limitations of force-feedback devices when manipulating virtual objects. This technique is based on a hybrid control of the object manipulated with the device. When approaching the angular mechanical stops of the device, the control mode switches(More)
This paper explores existing theories, frameworks and models for handling collective user experience in the context of Distributed Interactive Multimedia Environments (DIME) and more specifically Augmented Sport applications. Besides discussing previous experimental work in the domain of Augmented Sport, we introduce Future Media Internet (FMI) technologies(More)
This paper describes an experiment conducted to study the influence of visual appearance of user’s avatar (or 3D cursor) on the manipulation of virtual objects in Virtual Environments (VE). Participants were asked to pick up a virtual cube and place it at a random location in a VE. We found that one visual property of the avatar (the presence or absence of(More)
Advanced training using Human Patient Simulators (HPS) is, for the large part, unavailable for the majority of healthcare providers in rural, remote, and less developed regions of the world--either due to their separation from the major medical education centers or significant fiscal austerity. Remote access to HPS based on the Applications Software(More)