Work with VR technologies began only a few years ago. VR is surprisingly fun as it allows to actually build physical stuff.
HOMERIC: Hybridization of methOds for Modeling ExpeRIenCe in interactive systems
Our goal is to propose concepts, methods, and models for the study of user experience in virtual reality. We explore an hybrid approach that associates qualitative and quantitative methods, particularly first and third person methods. Our applicative aim is to build an affordance-based VR environment for elicitating several Rdoc dimensions associated to depression.
Partners: LS2N, Sphere
Funding: RFI Ouest Industries Créatives,
Cofunding: Université de Nantes
IDEA: Immersive Data Exploration and Analysis
IDEA explores immersive analytics by proposing original representations, interaction modalities, and evaluations means. It focuses on multi-dimensional data and HMD-based virtual representations. This project has led to several prototypes, it now includes the PhD thesis of Adrien Fonnet.
Partners: LS2N, Readi Design Lab
Funding: West Creative Industry cluster
Cofunding: University of Nantes / Ministry of Higher Education and Research
- Axes and Coordinate Systems Representations for Immersive Analytics of Multi-Dimensional Data (2018) Adrien Fonnet, Toinon Vigier, Grégoire Cliquet, Fabien Picarougne, Yannick Prié. in 4th International Symposium on Big Data Visual and Immersive Analytics BDVA 2018, Konstanz, Germany, October 2018 Show abstract Axes are the main components of coordinate systems representations. They play a critical role for the visual analysis of multi-dimensional data. However their representation seems to have always be considered self evident, with oriented lines crossing at an origin, completed with labels such as ticks and names. Such classical representation show limits when it comes 3D visualization and immersive analytic (IA), mainly because orthogonal projection of points on linear axes is hard in a 3d environment, and because the user can move therefore the axes can get out of his field of view. In this paper we propose a task-based definition of axes and coordinate systems representation, as well as a tentative design space for coordinates systems representation in immersion. We also present an exploratory user study we carried out to compare three grid-based representations of coordinate systems for multidimensional data analysis with 3D scatterplots.
- Immersive Data Exploration and Analysis (2018) Adrien Fonnet, Florian Melki, Yannick Prié, Fabien Picarougne, Grégoire Cliquet. in Student Interaction Design Research conference, May 2018, Helsinki, Finland. Show abstract This paper belongs to the emerging immersive analytics research field. It presents a system for exploratory analysis of multi-dimensional data focusing on providing freedom of locomotion while remaining comfortable for long user session. The solution allows to investigate temporal traces through a 3D scatterplot using a cylindrical coordinate system. Users are free to move inside the tracked area either standing up or seated in a mobile chair. A limited user study (n=6) has been conducted to investigate if the designed solution was deemed appropriate for mobility and user comfort.
- Towards HMD-based Immersive Analytics (2017) Grégoire Cliquet, Matthieu Perreira, Fabien Picarougne, Yannick Prié, Toinon Vigier. in Immersive analytics Workshop, IEEE VIS 2017, Phoenix, Arizona, United States. Show abstract Advances in 3D hardware and software have led to increasingly cheaper and simple-to-use immersive virtual reality systems that can provide real-time interactive 3D data representation. The immersive analytics field is developing as the newest avatar of 3D visual analyt- ics, which may relaunch the long enduring 2D vs 3D visualization debate. However, the terms of the debate have changed: leveraging 3D human perception within virtual environments is now easier, and the immersive quality of today’s rendering is sufficient enough for researchers to concentrate on testing and designing immersive data representation and interaction rather than on technological problems. In this position paper we propose a short historical perspective on the use of immersive technologies for visual analytics and on the 2D vs 3D debate. We stress out five principles that we think should be followed to explore the HMD-based visual analytics design space, before introducing ongoing work within the IDEA project.
Revistim-X: Virtual Reality and Brain Stimulation: an experiential approach
This was the first feasability and acceptability study of the association of cerebral stimulation and virtual reality for treatment in psychotherapy. We designed and built an environment related to acrophobia, and analyzed patients' experiences using mixed methods.
Partners: LS2N, Sphere, IAC 18
Funding: Université de Nantes
Cofunding: CHU Nantes, Fondations Université de Nantes, Fondation CHU Nantes
- New VR Experiences for the Personalization of Care in Psychiatry: the Example of ReViSTIM Project (2018) Toinon Vigier, Yannick Prié, Florian Melki, Matthieu Perreira Da Silva, Fabien Picarougne, Samuel Bulteau, Olivier Charlet. in Care TVX Workshop at ACM TVX 2018, June 2018, Seoul, South Korea. doi Show abstract This paper presents a new VR platform in hospital environment for the study of mental diseases. The Revistim platform consists in several hardware devices and software tools for the immersion of subjects, the collection of various subjective, physiological and behavioral data as well as the use of new psychotherapeutic systems. The platform is used both for research in neuro-psychiatry (diagnosis, rehabilitation and treatment) and user experience modeling. Considering care, the main objective is to propose personalized care in psychiatry through the assessment of the patient state, the priorisation of targeted interventions, and an efficient evaluation of the VR therapy on the different dimensions of the disease.
Revistim-X clinical trial recording.
Revistim-xX: Virtual Reality and Brain Stimulation: an experiential approach
This second study on the association of cerebral stimulation and virtual reality for treatment in psychotherapy deals with rumination, a dimension of depression. In this study we collect data with questionnaires, EEG, eye-tracking, and micro-phenomenology.
Partners: LS2N, Sphere, IAC 18
Funding: partly funded by RFI Atlanstic 2020
The “zen” virtual reality environment we use is designed by Healhty Mind
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Experience analysis and modelling
Trace-based Activity Analysis
VR and Psychotherapy