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Michael Trico

dblp:182/7371 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none

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

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

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.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
embodiment
0.212016
The role of interaction in virtual embodiment: Effects of the virtual hand representation · VR 2016
Virtual and augmented reality › avatar
virtual hand representation
0.212016
The role of interaction in virtual embodiment: Effects of the virtual hand representation · VR 2016
Interaction techniques and input › object manipulation
grasping
0.112016
The role of interaction in virtual embodiment: Effects of the virtual hand representation · VR 2016

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

questionnaire · 0.5pick-and-place task · 0.5
YearPublicationVenuePosition
2016 The role of interaction in virtual embodiment: Effects of the virtual hand representation
abstract
How do people appropriate their virtual hand representation when interacting in virtual environments? In order to answer this question, we conducted an experiment studying the sense of embodiment when interacting with three different virtual hand representations, each one providing a different degree of visual realism but keeping the same control mechanism. The main experimental task was a Pick-and-Place task in which participants had to grasp a virtual cube and place it to an indicated position while avoiding an obstacle (brick, barbed wire or fire). An additional task was considered in which participants had to perform a potentially dangerous operation towards their virtual hand: place their virtual hand close to a virtual spinning saw. Both qualitative measures and questionnaire data were gathered in order to assess the sense of agency and ownership towards each virtual hand. Results show that the sense of agency is stronger for less realistic virtual hands which also provide less mismatch between the participant's actions and the animation of the virtual hand. In contrast, the sense of ownership is increased for the human virtual hand which provides a direct mapping between the degrees of freedom of the real and virtual hand.
Ferran Argelaguet, Ludovic Hoyet, Michael Trico, Anatole Lécuyer
VR3