Florent Robert

dblp:207/0307 · DBLP profile ↗
← Back
8ranked-venue papers
5as first author
8since 2021 · last 2025
0000-0001-7564-2719ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 5 · 4 first-author · 5 since 2021
YearPublicationVenuePosition
2025 The Triangle of Misunderstanding in Interactive Virtual Narratives: Gulfs Between System, Designers and Players
abstract
Designers of storytelling experiences in virtual reality (VR) can take advantage of the medium's realism and immersion to communicate their intentions.However, interaction freedom comes with unpredictability, raising the risk of miscommunication between the experience sought by the designer and the player's interpretation.To better understand such miscommunications, we revisit Don Norman's work on stages of action to propose a model of designerplayer gulfs in VR that incorporates eight classes of communication gulfs.We designed a two-phase study where 10 participants designed VR scenarios and then played scenarios created by previous participants.Through coupled structured interviews, we identified 127 issues in VR-mediated communication that were mapped to our model to understand their impact on the player's interpretation of the narrative experience.Our work provides a roadmap to identifying sources of miscommunication in VR, a first step to conceiving principles and guidelines for achieving effective communication in storytelling experiences.
Florent Robert, Hui-Yin Wu, Lucile Sassatelli, Marco Winckler
CHI1
2024 Task-based methodology to characterise immersive user experience with multivariate data
abstract
Virtual Reality (VR) technologies enable strong emotions compared to traditional media, stimulating the brain in ways comparable to real-life interactions. This makes VR systems promising for research and applications in training or rehabilitation, to imitate realistic situations. Nonetheless, the evaluation of the user experience in immersive environments is daunting, the richness of the media presents challenges to synchronise context with behavioural metrics in order to provide fine-grained personalised feedback or performance evaluation. The variety of scenarios and interaction modalities multiplies this difficulty of user understanding in face of lifelike training scenarios, complex interactions, and rich context.We propose a task-based methodology that provides fine-grained descriptions and analyses of the experiential user experience (UX) in VR that (1) aligns low-level tasks (i.e. take an object, go somewhere) with multivariate behaviour metrics: gaze, motion, skin conductance, (2) defines performance components (i.e., attention, decision, and efficiency) with baseline values to evaluate task performance, and (3) characterises task performance with multivariate user behaviour data. To illustrate our approach, we apply the task-based methodology to an existing dataset from a road crossing study in VR. We find that the task-based methodology allows us to better observe the experiential UX by highlighting fine-grained relations between behaviour profiles and task performance, opening pathways to personalised feedback and experiences in future VR applications.
Florent Robert, Hui-Yin Wu, Lucile Sassatelli, Marco Winckler
VR1
2023 Analysing and Understanding Embodied Interactions in Virtual Reality Systems
abstract
Virtual reality (VR) offers opportunities in human-computer interaction research, to embody users in immersive environments and observe how they interact with 3D scenarios under well-controlled environments. VR content has stronger influences on users physical and emotional states as compared to traditional 2D media, however, a fuller understanding of this kind of embodied interaction is currently limited by the extent to which attention and behaviour can be observed in a VR environment, and the accuracy at which these observations can be interpreted as, and mapped to, real-world interactions and intentions. This thesis aims at the creation of a system to help designers in the understanding of the embodied user experience in VR environment: how they feel, what is their intentions when interacting with a certain object, provide them guidance based on their needs and attention. Controlled guided scenarios will help to reduce the gap of perception between the designer building an experience, and the user living it, leading to more efficient behaviour analysis in VR systems.
Florent Robert
IMX1
2023 An Integrated Framework for Understanding Multimodal Embodied Experiences in Interactive Virtual Reality
abstract
Virtual Reality (VR) technology enables “embodied interactions” in realistic environments where users can freely move and interact, with deep physical and emotional states. However, a comprehensive understanding of the embodied user experience is currently limited by the extent to which one can make relevant observations, and the accuracy at which observations can be interpreted.
Florent Robert, Hui-Yin Wu, Lucile Sassatelli, Stephen Ramanoël, Auriane Gros, Marco Winckler
IMX1
2022 On The Link Between Emotion, Attention And Content In Virtual Immersive Environments
abstract
While immersive media have been shown to generate more intense emotions, saliency information has been shown to be a key component for the assessment of their quality, owing to the various portions of the sphere (viewports) a user can attend. In this article, we investigate the tri-partite connection between user attention, user emotion and visual content in immersive environments. To do so, we present a new dataset enabling the analysis of different types of saliency, both low-level and high-level, in connection with the user’s state in 360◦videos. Head and gaze movements are recorded along with self-reports and continuous physiological measurements of emotions. We then study how the accuracy of saliency estimators in predicting user attention depends on user-reported and physiologically-sensed emotional perceptions. Our results show that high-level saliency better predicts user attention for higher levels of arousal. We discuss how this work serves as a first step to understand and predict user attention and intents in immersive interactive environments.
Quentin Guimard, Florent Robert, Camille Bauce, Aldric Ducreux, Lucile Sassatelli, Hui-Yin Wu, Marco Winckler, Auriane Gros
ICIP2
2022 PEM360: a dataset of 360° videos with continuous physiological measurements, subjective emotional ratings and motion traces
abstract
From a user perspective, immersive content can elicit more intense emotions than flat-screen presentations. From a system perspective, efficient storage and distribution remain challenging, and must consider user attention. Understanding the connection between user attention, user emotions and immersive content is therefore key. In this article, we present a new dataset, PEM360 of user head movements and gaze recordings in 360° videos, along with self-reported emotional ratings of valence and arousal, and continuous physiological measurement of electrodermal activity and heart rate. The stimuli are selected to enable the spatiotemporal analysis of the connection between content, user motion and emotion. We describe and provide a set of software tools to process the various data modalities, and introduce a joint instantaneous visualization of user attention and emotion we name Emotional maps. We exemplify new types of analyses the PEM360 dataset can enable. The entire data and code are made available in a reproducible framework.
Quentin Guimard, Florent Robert, Camille Bauce, Aldric Ducreux, Lucile Sassatelli, Hui-Yin Wu, Marco Winckler, Auriane Gros
MMSys2
2022 Analyzing and understanding embodied interactions in virtual reality systems: research proposal
abstract
Virtual reality (VR) offers opportunities in human-computer interaction research, to embody users in immersive environments and observe how they interact with 3D scenarios under well-controlled environments. VR content has stronger influences on users physical and emotional states as compared to traditional 2D media, however, a fuller understanding of this kind of embodied interaction is currently limited by the extent to which attention and behavior can be observed in a VR environment, and the accuracy at which these observations can be interpreted as, and mapped to, real-world interactions and intentions. This thesis aims at the creation of a system to help designers in the analysis of the entire user experience in VR environment: how they feel, what is their intentions when interacting with a certain object, provide them guidance based on their needs and attention. A controlled environment in which the user is guided will help to establish a better intersubjectivity between designer intention who created the experience and users who lived it and will lead to a more efficient analysis of the user behavior in VR systems for the design of better experiences.
Florent Robert, Marco Winckler, Hui-Yin Wu, Lucile Sassatelli
MMSys1
2022 Designing Guided User Tasks in VR Embodied Experiences
abstract
Virtual reality (VR) offers extraordinary opportunities in user behavior research to study and observe how people interact in immersive 3D environments. A major challenge of designing these 3D experiences and user tasks, however, lies in bridging the inter-relational gaps of perception between the designer, the user, and the 3D scene. Paul Dourish identified three gaps of perception: ontology between the scene representation and the user and designer interpretation, intersubjectivity of task communication between designer and user, and intentionality between the user's intentions and designer's interpretations. We present the GUsT-3D framework for designing Guided User Tasks in embodied VR experiences, i.e., tasks that require the user to carry out a series of interactions guided by the constraints of the 3D scene. GUsT-3D is implemented as a set of tools that support a 4-step workflow to (1) annotate entities in the scene with navigation and interaction possibilities, (2) define user tasks with interactive and timing constraints, (3) manage interactions, task validation, and user logging in real-time, and (4) conduct post-scenario analysis through spatio-temporal queries using ontology definitions. To illustrate the diverse possibilities enabled by our framework, we present two case studies with an indoor scene and an outdoor scene, and conducted a formative evaluation involving six expert interviews to assess the framework and the implemented workflow. Analysis of the responses show that the GUsT-3D framework fits well into a designer's creative process, providing a necessary workflow to create, manage, and understand VR embodied experiences.
Hui-Yin Wu, Florent Robert, Théo Fafet, Brice Graulier, Barthelemy Passin-Cauneau, Lucile Sassatelli, Marco Winckler
Proc. ACM Hum. Comput. Interact.2