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P. Christopher Gloumeau

dblp:174/2363 · also Paul Christopher Gloumeau · DBLP profile ↗
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3ranked-venue papers
3as first author
3since 2021 · last 2025
0000-0001-8543-1499ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 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
2 papers
Interaction techniques and input · 64% Human-robot interaction · 36%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Artificial intelligence
1 paper
Motion planning and robot control · 100%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
virtual reality
0.912025
Intuitive Visual Feedback in Virtual Reality for the Teleoperation of Robots · VR 2025
Human-robot interaction
teleoperation
0.912025
Intuitive Visual Feedback in Virtual Reality for the Teleoperation of Robots · VR 2025
Interaction techniques and input
visual feedback
0.912025
Intuitive Visual Feedback in Virtual Reality for the Teleoperation of Robots · VR 2025
Interaction techniques and input
object manipulation
0.512021
PinNPivot: Object Manipulation Using Pins in Immersive Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2021
Robotics › Motion planning and robot control › robot control
inverse kinematics
0.312025
Intuitive Visual Feedback in Virtual Reality for the Teleoperation of Robots · VR 2025
Interaction techniques and input › spatial interaction › 3d interaction
6-DOF manipulation
0.112021
PinNPivot: Object Manipulation Using Pins in Immersive Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2021

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

visual feedback techniques · 2.6user study · 2.6inverse kinematics · 2.6
YearPublicationVenuePosition
2025 Intuitive Visual Feedback in Virtual Reality for the Teleoperation of Robots
abstract
Although the benefits of teleoperation are well known, the current implementations require high levels of skill which exclude the average user. One of the difficulties is the delay between sending a command and the movement of the robot which can impact an operator’s ability to safely, and effectively perform tasks. Furthermore, the rejection of commands due to unattainable goals (e.g. outside the robot’s joint limits) can leave the operator confused and frustrated. Advancements in research, such as the use of virtual reality (VR) and inverse kinematic techniques are steadily making robot control more feasible for everyday users, but there is still a lack of understanding of what the robot can or cannot do based on its limits and environment. A benefit of VR over other display methods is the ability to customise the immersive environment that the robot is in. In this paper we take advantage of that benefit to create three visual feedback techniques which give the user information on their commands. A user study was conducted comparing our techniques. The results show that higher levels of visual feedback result in quicker task completion times, lower mental workload and a better user experience.
P. Christopher Gloumeau, Steve Pettifer
VR1
2024 Exploring Visual Conditions in Virtual Reality for the Teleoperation of Robots
abstract
In the teleoperation of robots, the absence of proprioception means that visual information plays a crucial role. Previous research has investigated methods to offer optimal vantage points to operators during teleoperation, with virtual reality (VR) being proposed as a mechanism to give the operator intuitive control over the viewpoint for improved visibility and interaction. However, the most effective perspective for robot operation and the optimal portrayal of the robot within the virtual environment remain unclear. This paper examines the impact of various visual conditions on users’ efficiency and preference in controlling a simulated robot via VR. We present a user study that compares two operating perspectives and three robot appearances. The findings indicate mixed user preferences and highlight distinct advantages associated with each perspective and appearance combination. We conclude with recommendations on selecting the most beneficial perspective and appearance based on specific application requirements.
P. Christopher Gloumeau, Steve Pettifer
VRST1
2021 PinNPivot: Object Manipulation Using Pins in Immersive Virtual Environments
abstract
Object manipulation techniques in immersive virtual environments are either inaccurate or slow. We present a novel technique, PinNPivot, where pins are used to constrain 1DOF/2DOF/3DOF rotations. It also supports 6DOF manipulation and 3DOF translation. A comparison with three existing techniques shows that PinNPivot is significantly more accurate and faster.
P. Christopher Gloumeau, Wolfgang Stuerzlinger
IEEE Trans. Vis. Comput. Graph.1