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Gurvan Lécuyer

dblp:356/8335 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2026
0000-0003-4297-3049ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

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
1 paper
Haptics and multimodal interaction · 50% Immersive interaction · 50%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction › haptic feedback
vibrotactile feedback
1.012026
Modulating Effort Sensations in Virtual Reality: A Parameter-Based Haptic Feedback Approach · IEEE Trans. Vis. Comput. Graph. 2026
Immersive interaction
virtual reality interaction
1.012026
Modulating Effort Sensations in Virtual Reality: A Parameter-Based Haptic Feedback Approach · IEEE Trans. Vis. Comput. Graph. 2026

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

user study · 1.0
YearPublicationVenuePosition
2026 Modulating Effort Sensations in Virtual Reality: A Parameter-Based Haptic Feedback Approach
abstract
Virtual reality is becoming increasingly popular, and modern haptic equipment, such as vibrotactile suits, haptic gloves, and force-feedback controllers, offers new means of interaction within virtual environments, significantly enhancing user experience. When interacting with virtual objects, combined visual and haptic feedback simulates the physical sensations of grasping, lifting, or moving real objects. This sensorimotor feedback is essential for inducing a sense of presence and agency, yet it remains challenging to reproduce in the absence of reliable haptic cues. In this study, we design and evaluate several haptic metaphors using combinations of vibrotactile design parameters to simulate the lifting effort associated with light to heavy objects. These parameters include primitive signals, intensity, spatial density, propagation, and temporal density. Our contribution is threefold. First, we propose a method for modulating perceived physical effort by extending signal intensity with spatial and temporal density, which together reflect the effort required to lift an object. Second, we present a user study in which participants compared haptic effects and ranked them according to perceived lifting effort, comfort, and confidence, allowing us to assess the influence of each parameter. Third, we report the results of a second study in which participants evaluated vibrotactile effects when lifting different virtual objects. The findings confirm the importance of intensity and spatial density, as well as the influence of graphical representation on perceived effort. This research provides practical insights for designing haptic-enabled virtual reality systems and offers guidance for developers seeking to create more expressive and believable vibrotactile interactions.
Yann Glémarec, Tom Roy, Quentin Galvane, Gurvan Lécuyer, Anatole Lécuyer, Ferran Argelaguet
IEEE Trans. Vis. Comput. Graph.4
2023 Sensorial Immersive Experiences using MPEG Haptic and Scene Description Standards
abstract
This paper presents a demonstration showcasing the capabilities of the upcoming MPEG-I standards on Haptics and Scene Description. The demonstration is a sensorial immersive experience using a virtual reality headset, haptic-enabled controllers and a haptic vest. The proposed experience is an interactive go-kart race-like game where interactions with the environment will trigger spatialized haptic feedback to provide an enhanced sense of immersion. By implementing the MPEG-I standards on Haptics and Scene Description, and by designing this demonstration using exclusively these standards, this work showcases part of the research and standardization efforts produced through the MPEG ecosystem.
Tom Roy, Quentin Galvane, Gurvan Lécuyer, Etienne Faivre D'Arcier, Patrice Hirtzlin, Pierrick Jouet, Philippe Guillotel, Patrick Fontaine
IMX3