Demo Data from EDBT 2026 / reviewers in the wild / expert
Tony Regia-Corte
dblp:20/7552
· DBLP profile ↗
5ranked-venue papers
1as first author
0since 2021 · last 2012
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 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.
| Computer graphics and multimedia
2 papers |
Visualization and visual analytics · 49% Virtual and augmented reality · 37% Rendering · 15% | |
| Human-computer interaction and pervasive computing
1 paper |
Usability and user experience research · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics › visual attention
visual attention model |
0.1 | 1 | 2012 | Design and Application of Real-Time Visual Attention Model for the Exploration of 3D Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2012 |
Virtual and augmented reality
immersive interaction |
0.1 | 1 | 2010 | Can you stand on virtual grounds? A study on postural affordances in virtual reality · VR 2010 |
Rendering
level-of-detail rendering |
0.0 | 1 | 2012 | Design and Application of Real-Time Visual Attention Model for the Exploration of 3D Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2012 |
Usability and user experience research › user study
user perception study |
0.0 | 1 | 2010 | Can you stand on virtual grounds? A study on postural affordances in virtual reality · VR 2010 |
Methods — techniques the papers use, named apart from their topics
surface-element representation · 0.1bottom-up and top-down attention · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2012 | Design and Application of Real-Time Visual Attention Model for the Exploration of 3D Virtual EnvironmentsabstractThis paper studies the design and application of a novel visual attention model designed to compute user's gaze position automatically, i.e., without using a gaze-tracking system. The model we propose is specifically designed for real-time first-person exploration of 3D virtual environments. It is the first model adapted to this context which can compute in real time a continuous gaze point position instead of a set of 3D objects potentially observed by the user. To do so, contrary to previous models which use a mesh-based representation of visual objects, we introduce a representation based on surface-elements. Our model also simulates visual reflexes and the cognitive processes which take place in the brain such as the gaze behavior associated to first-person navigation in the virtual environment. Our visual attention model combines both bottom-up and top-down components to compute a continuous gaze point position on screen that hopefully matches the user's one. We conducted an experiment to study and compare the performance of our method with a state-of-the-art approach. Our results are found significantly better with sometimes more than 100 percent of accuracy gained. This suggests that computing a gaze point in a 3D virtual environment in real time is possible and is a valid approach, compared to object-based approaches. Finally, we expose different applications of our model when exploring virtual environments. We present different algorithms which can improve or adapt the visual feedback of virtual environments based on gaze information. We first propose a level-of-detail approach that heavily relies on multiple-texture sampling. We show that it is possible to use the gaze information of our visual attention model to increase visual quality where the user is looking, while maintaining a high-refresh rate. Second, we introduce the use of the visual attention model in three visual effects inspired by the human visual system namely: depth-of-field blur, camera- motions, and dynamic luminance. All these effects are computed based on the simulated gaze of the user, and are meant to improve user's sensations in future virtual reality applications. Sébastien Hillaire, Anatole Lécuyer, Tony Regia-Corte, Rémi Cozot, Jérôme Royan, Gaspard Breton |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2010 | Can you stand on virtual grounds? A study on postural affordances in virtual realityabstractThe concept of affordance, introduced by the psychologist James Gibson, can be defined as the functional utility of an object, a surface or an event. The purpose of this article was to evaluate the perception of affordances in virtual environments (VE). In order to test this perception, we considered the affordances for standing on a virtual slanted surface. The participants were asked to judge whether a virtual slanted surface supported upright stance. The perception was investigated by manipulating the texture of the slanted surface (Wooden texture vs. Ice texture). Results showed an effect of the texture: the perceptual boundary (or critical angle) with the Ice texture was significantly lower than with the Wooden texture. These results reveal that perception of affordances for standing on a slanted surface in virtual reality is possible and comparable to previous studies conducted in real environments. Tony Regia-Corte, Maud Marchal, Anatole Lécuyer |
VR | 1 |
| 2010 | A real-time visual attention model for predicting gaze point during first-person exploration of virtual environmentsabstractThis paper introduces a novel visual attention model to compute user's gaze position automatically, i.e. without using a gaze-tracking system. Our model is specifically designed for real-time first-person exploration of 3D virtual environments. It is the first model adapted to this context which can compute, in real-time, a continuous gaze point position instead of a set of 3D objects potentially observed by the user. To do so, contrary to previous models which use a mesh-based representation of visual objects, we introduce a representation based on surface-elements. Our model also simulates visual reflexes and the cognitive process which takes place in the brain such as the gaze behavior associated to first-person navigation in the virtual environment. Our visual attention model combines the bottom-up and top-down components to compute a continuous gaze point position on screen that hopefully matches the user's one. We have conducted an experiment to study and compare the performance of our method with a state-of-the-art approach. Our results are found significantly better with more than 100% of accuracy gained. This suggests that computing in realtime a gaze point in a 3D virtual environment is possible and is a valid approach as compared to object-based approaches. Sébastien Hillaire, Anatole Lécuyer, Tony Regia-Corte, Rémi Cozot, Jérôme Royan, Gaspard Breton |
VRST | 3 |
| 2009 | The magic barrier tape: a novel metaphor for infinite navigation in virtual worlds with a restricted walking workspaceabstractIn most virtual reality simulations the virtual world is larger than the real walking workspace. The workspace is often bounded by the tracking area or the display devices. This paper describes a novel interaction metaphor called the Magic Barrier Tape, which allows a user to navigate in a potentially infinite virtual scene while confined to a restricted walking workspace. The technique relies on the barrier tape metaphor and its do not cross implicit message by surrounding the walking workspace with a virtual barrier tape in the scene. Therefore, the technique informs the user about the boundaries of his walking workspace, providing an environment safe from collisions and tracking problems. It uses a hybrid position/rate control mechanism to enable real walking inside the workspace and rate control navigation to move beyond the boundaries by pushing on the virtual barrier tape. It provides an easy, intuitive and safe way of navigating in a virtual scene, without break of immersion. Two experiments were conducted in order to evaluate the Magic Barrier Tape by comparing it to two state-of-the-art navigation techniques. Results showed that the Magic Barrier Tape was faster and more appreciated than the compared techniques, while being more natural and less tiring. Considering it can be used in many different virtual reality systems, it is an interaction metaphor suitable for many different applications, from the entertainment field to training simulations scenarios. Gabriel Cirio, Maud Marchal, Tony Regia-Corte, Anatole Lécuyer |
VRST | 3 |
| 2009 | Gaze behavior and visual attention model when turning in virtual environmentsabstractIn this paper we analyze and try to predict the gaze behavior of users navigating in virtual environments. We focus on first-person navigation in virtual environments which involves forward and backward motions on a ground-surface with turns toward the left or right. We found that gaze behavior in virtual reality, with input devices like mice and keyboards, is similar to the one observed in real life. Participants anticipated turns as in real life conditions, i.e. when they can actually move their body and head. We also found influences of visual occlusions and optic flow similar to the ones reported in existing literature on real navigations. Then, we propose three simple gaze prediction models taking as input: (1) the motion of the user as given by the rotation velocity of the camera on the yaw axis (considered here as the virtual heading direction), and/or (2) the optic flow on screen. These models were tested with data collected in various virtual environments. Results show that these models can significantly improve the prediction of gaze position on screen, especially when turning, in the virtual environment. The model based on rotation velocity of the camera seems to be the best trade-off between simplicity and efficiency. We suggest that these models could be used in several interactive applications using gaze point as input. They could also be used as a new top-down component in any existing visual attention model. Sébastien Hillaire, Anatole Lécuyer, Gaspard Breton, Tony Regia-Corte |
VRST | 4 |