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Hugo Brument

dblp:247/3909 · DBLP profile ↗
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6ranked-venue papers
5as first author
4since 2021 · last 2025
0000-0001-6595-5922ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 5 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
3 papers
Haptics and multimodal interaction · 81% Immersive interaction · 10% Games and playful interaction · 4%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%

Topics — the 8 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction
haptic interface
0.912025
Shiftly: A Novel Origami Shape-Shifting Haptic Device for Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025
Haptics and multimodal interaction › haptic interface
shape-changing haptic interface
0.912025
Shiftly: A Novel Origami Shape-Shifting Haptic Device for Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025
Virtual and augmented reality
locomotion
0.512021
Understanding, Modeling and Simulating Unintended Positional Drift during Repetitive Steering Navigation Tasks in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2021
Virtual and augmented reality
locomotion techniques
0.412019
Virtual vs. Physical Navigation in VR: Study of Gaze and Body Segments Temporal Reorientation Behaviour · VR 2019
Virtual and augmented reality › navigation
virtual environment navigation
0.412019
Virtual vs. Physical Navigation in VR: Study of Gaze and Body Segments Temporal Reorientation Behaviour · VR 2019
Haptics and multimodal interaction › haptic feedback
passive haptic feedback
0.412019
Pyramid Escape: Design of Novel Passive Haptics Interactions for an Immersive and Modular Scenario · VR 2019
Immersive interaction
virtual reality
0.312025
Shiftly: A Novel Origami Shape-Shifting Haptic Device for Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025
Interaction techniques and input › spatial interaction › navigation
navigation techniques
0.112019
Virtual vs. Physical Navigation in VR: Study of Gaze and Body Segments Temporal Reorientation Behaviour · VR 2019

Methods — techniques the papers use, named apart from their topics

user study · 0.9power-law speed-curvature model · 0.8head-mounted display study · 0.8simulation-based evaluation · 0.5linear regression · 0.5gaussian mixture model · 0.5tangible props · 0.4impossible spaces · 0.4
YearPublicationVenuePosition
2025 Higher Cognitive Load Increases Unintended Positional Drift during Navigation in Virtual Reality
abstract
Steering techniques are common for traveling in Virtual Reality (VR) applications. However, these techniques can generate Unintended Positional Drift (UPD), a phenomenon characterized by the user’s unconscious or unintentional physical movements of the users in the workspace. Although some research work has already investigated the influence of heading (i.e., how the virtual trajectory direction is updated) and cognitive load on travel performance using steering techniques, they did not investigate whether these factors could increase UPD. In this paper, we thus replicated and extended an existing user study to assess the influence of heading and cognitive task (CT) on UPD while navigating with steering techniques in VR. Participants had to perform a multidirectional travel task (based on the ISO 9241-9) while doing a CT (two-back task). We considered conditions with and without performing the CT, where we varied the steering heading (head, hand, torso). We compared our results with those of a previous study and found that the heading did not influence users’ travel and cognitive performance. However, we noticed the influence of workload on the user’s UPD. This work contributes to understanding UPD, which tends to be an overlooked topic, and the cognitive implications of navigation in VR. We discuss the design implications of these results for improving navigation in VR.
Hugo Brument, Martin Gerdenich, Hannes Kaufmann
VRST1
2025 Shiftly: A Novel Origami Shape-Shifting Haptic Device for Virtual Reality
abstract
We present a novel shape-shifting haptic device, Shiftly, which renders plausible haptic feedback when touching virtual objects in Virtual Reality (VR). By changing its shape, different geometries of virtual objects can be approximated to provide haptic feedback for the user's hand. The device employs only three actuators and three curved origamis that can be programmatically folded and unfolded to create a variety of touch surfaces ranging from flat to curved. In this paper, we present the design of Shiftly, including its kinematic model and integration into VR setups for haptics. We also assessed Shiftly using two user studies. The first study evaluated how well Shiftly can approximate different shapes without visual representation. The second study investigated the realism of the haptic feedback with Shiftly for a user when touching a rendered virtual object. The results showed that our device can provide realistic haptic feedback for flat surfaces, convex shapes of different curvatures, and edge-shaped geometries. Shiftly can less realistically render concave surfaces and objects with small details.
Tobias Batik, Hugo Brument, Khrystyna Vasylevska, Hannes Kaufmann
IEEE Trans. Vis. Comput. Graph.2
2024 Influence of Rotation Gains on Unintended Positional Drift during Virtual Steering Navigation in Virtual Reality
abstract
Unintended Positional Drift (UPD) is a phenomenon that occurs during navigation in Virtual Reality (VR). It is characterized by the user’s unconscious or unintentional physical movements in the workspace while using a locomotion technique (LT) that does not require physical displacement (e.g., steering, teleportation). Recent work showed that some factors, such as the LT used and the type of trajectory, can influence UPD. However, little is known about the influence of rotation gains (commonly used in redirection-based LTs) on UPD during navigation in VR. In this paper, we conducted two user studies to assess the influence of rotation gains on UPD. In the first study, participants had to perform consecutive turns in a corridor virtual environment. In the second study, participants had to explore a large office floor and collect spheres freely. We compared the conditions between rotation gains and without gains, and we also varied the turning angle to perform the turns while considering factors such as sensitivity to cybersickness and the learning effect. We found that rotation gains and lower turning angles decreased UPD during the first study, but the presence of rotation gains increased UPD in the second study. This work contributes to the understanding of UPD, which tends to be an overlooked topic and discusses the design implications of these results for improving navigation in VR.
Hugo Brument, Arthur Chaminade, Ferran Argelaguet
VRST1
2021 Understanding, Modeling and Simulating Unintended Positional Drift during Repetitive Steering Navigation Tasks in Virtual Reality
abstract
Virtual steering techniques enable users to navigate in larger Virtual Environments (VEs) than the physical workspace available. Even though these techniques do not require physical movement of the users (e.g. using a joystick and the head orientation to steer towards a virtual direction), recent work observed that users might unintentionally move in the physical workspace while navigating, resulting in Unintended Positional Drift (UPD). This phenomenon can be a safety issue since users may unintentionally reach the physical boundaries of the workspace while using a steering technique. In this context, as a necessary first step to improve the design of navigation techniques minimizing the UPD, this paper aims at analyzing and modeling the UPD during a virtual navigation task. In particular, we characterize and analyze the UPD for a dataset containing the positions and orientations of eighteen users performing a virtual slalom task using virtual steering techniques. Participants wore a head-mounted display and had to follow three different sinusoidal-like trajectories (with low, medium and high curvature) using a torso-steering navigation technique. We analyzed the performed motions and proposed two UPD models: the first based on a linear regression analysis and the second based on a Gaussian Mixture Model (GMM) analysis. Then, we assessed both models through a simulation-based evaluation where we reproduced the same navigation task using virtual agents. Our results indicate the feasibility of using simulation-based evaluations to study UPD. The paper concludes with a discussion of potential applications of the results in order to gain a better understanding of UPD during steering and therefore improve the design of navigation techniques by compensating for UPD.
Hugo Brument, Gerd Bruder, Maud Marchal, Anne-Hélène Olivier, Ferran Argelaguet
IEEE Trans. Vis. Comput. Graph.1
2019 Pyramid Escape: Design of Novel Passive Haptics Interactions for an Immersive and Modular Scenario
abstract
In this paper, we present the design of ten different 3D user interactions using passive haptics and embedded in an escape game scenario in which users have to escape from a pyramid in a limited time. Our solution is innovative by its modularity, allowing interactions with virtual objects using tangible props manipulated either directly using the hands and feet or indirectly through a single prop held in the hand, in order to perform several interactions with the virtual environment (VE). We also propose a navigation technique based on the “impossible spaces” design, allowing users to naturally walk through several overlapping rooms of the VE. All together, our different interaction techniques allow the users to solve several enigmas built into a challenging scenario inside a pyramid.
Hugo Brument, Rebecca Fribourg, Gerard Gallagher, Thomas Howard, Flavien Lécuyer, Tiffany Luong, Victor Mercado, Etienne Peillard, Xavier de Tinguy, Maud Marchal
VR1
2019 Virtual vs. Physical Navigation in VR: Study of Gaze and Body Segments Temporal Reorientation Behaviour
abstract
This paper investigates whether the body anticipation synergies in real environments (REs) are preserved during navigation in virtual environments (VEs). Experimental studies related to the control of human locomotion in REs during curved trajectories report a top-down reorientation strategy with the reorientation of the gaze anticipating the reorientation of head, the shoulders and finally the global body motion. This anticipation behavior provides a stable reference frame to the walker to control and reorient his/her body according to the future walking direction. To assess body anticipation during navigation in VEs, we conducted an experiment where participants, wearing a head-mounted display, performed a lemniscate trajectory in a virtual environment (VE) using five different navigation techniques, including walking, virtual steering (head, hand or torso steering) and passive navigation. For the purpose of this experiment, we designed a new control law based on the power-law relation between speed and curvature during human walking. Taken together our results showed a similar ordered top-down sequence of reorientation of the gaze, head and shoulders during curved trajectories between walking in REs and in VEs (for all the evaluated techniques). However, the anticipation mechanism was significantly higher for the walking condition compared to the others. The results presented in this paper pave the way to the better understanding of the underlying mechanisms of human navigation in VEs and to the design of navigation techniques more adapted to humans.
Hugo Brument, Iana Podkosova, Hannes Kaufmann, Anne-Hélène Olivier, Ferran Argelaguet
VR1