Justine Saint-Aubert

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9ranked-venue papers
3as first author
9since 2021 · last 2026
0000-0001-8412-653XORCID · verified

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Graphics, computer vision, multimedia, augmented reality and games · 9 · 3 first-author · 9 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 3 since 2021
YearPublicationVenuePosition
2026 Anchor-based Haptics: Portable Interfaces Leveraging Real Surfaces to Display Grounded Forces for 3D Shape Simulation in VR
abstract
Haptic interfaces enable shape simulation in virtual reality, making such content "tangible". Among existing haptic technologies, "grounded" interfaces simulate convincing grounded surfaces (like walls, tables, or other grounded shapes) but have limited workspaces, while "portable" interfaces are usable everywhere but struggle to display force feedback. In this paper, we formalize an alternative approach that we call "anchor-based haptics", which consists of portable interfaces capable of temporarily making contact with a real surface and leveraging it for grounded force feedback. To illustrate this approach, we present two new interfaces: T-Hank, which uses a reel-based extension mechanism to give height feedback from the surface, and R-Hank, which provides orientation feedback. The design of these interfaces is presented, and their potential interest in virtual reality has been investigated within two user studies by comparing them with vibrations in various 3D tasks. Overall, T-Hank and R-Hank enhance user experience for the exploration of 3D shapes and softness sensations. Taken together, results promote the use of the anchor-based haptic approach for VR applications in which both a large workspace and shape simulation play a prominent role.
Julien Manson, Anatole Lécuyer, Sylvain Dubois, Géry Casiez, Justine Saint-Aubert
VR5
2025 Effects of Viewpoint Oscillations and Gaze-Based Stabilization on Walking Sensation, Embodiment and Cybersickness in Immersive VR
abstract
When walking, our head does not travel on a straight path but oscillates in a swaying pattern. This pattern has been implemented in Virtual Reality (VR) as "viewpoint oscillations" - which can be defined as periodic changes in position and/or orientation of the point of view to enhance walking simulations and make them feel closer to real walking. Viewpoint oscillations are especially beneficial when users cannot physically walk because of limitations of space or hardware, disability, or to avoid fatigue. In this paper, we provide new experimental work on the effects of viewpoint oscillations on walking sensation, as well as cybersickness and virtual embodiment, since such results are scarce in immersive VR, especially when using an avatar in first-person view. To do so, we also propose a technical improvement of viewpoint oscillations in embodied VR. Our technique makes use of an HMD-embedded gaze tracker to artificially add rotations that stabilize the target of the gaze in the users' field of view. We conducted a user study on 24 participants, which showed that our implementation of viewpoint oscillations successfully increased walking sensation and did not impact cybersickness or agency, compared to a linear motion without oscillations. In addition, a novel positive effect of stabilized viewpoint oscillations was found on virtual body ownership. As such, this study demonstrates the feasibility and viability of implementing gaze tracking-based stabilization with standard commercial HMDs, and, taken together, our results promote the use of viewpoint oscillations during walking simulations in embodied VR with an HMD.
Yann Moullec, Justine Saint-Aubert, Mélanie Cogné, Anatole Lécuyer
IEEE Trans. Vis. Comput. Graph.2
2025 To Use or Not to Use Viewpoint Oscillations When Walking in VR? State of the Art and Perspectives
abstract
Viewpoint oscillations are periodic changes in the position and/or orientation of the point of view in a virtual environment. They can be implemented in Virtual Reality (VR) walking simulations to make them feel closer to real walking. This is especially useful in simulations where users remain in place because of space or hardware constraints. As for today, it remains unclear what exact benefit they bring to user experience during walking simulations, and with what characteristics they should be implemented. To answer these questions, we conduct a systematic literature review focusing on five main dimensions of user experience (walking sensation, vection, cybersickness, presence and embodiment) and discuss 44 articles from the fields of VR, Vision, and Human-Computer Interaction. Overall, the literature suggests that viewpoint oscillations benefit vection, and with less evidence, walking sensation and presence. As for cybersickness, the literature contains contrasted results. Based on these results, we recommend using viewpoint oscillations in applications that require accurate distance or speed perception, or that aim to provide compelling walking simulations without a walking avatar, and a particular attention should be paid to cybersickness. Taken together, this work gives recommendations for enhancing walking simulations in VR, which may be applied to entertainment, virtual visits, and medical rehabilitation.
Yann Moullec, Justine Saint-Aubert, Mélanie Cogné, Anatole Lécuyer
IEEE Trans. Vis. Comput. Graph.2
2024 Warm regards: Influence of thermal haptic feedback during social interactions in VR
abstract
In this paper, we study how thermal haptic feedback can influence social interactions in virtual environments, with an emphasis on persuasion, focus, co-presence, and friendliness. Physical and social warmth have been repeatedly linked in psychological literature, which allows for speculations on the effect of thermal haptics on virtual social interactions. To that effect, we conducted a study on thermal feedback during simulated social interactions with a virtual agent. We tested three conditions: warm, cool, and neutral. Results showed that warm feedback positively influenced users’ perception of the agent and significantly enhanced persuasion and thermal comfort. Multiple users reported the agent feeling less ‘robotic’ and more ‘human’ during the warm condition. Moreover, multiple studies have previously shown the potential of vibrotactile feedback for social interactions. A second study thus evaluated the combination of warmth and vibrations for social interactions. The study included the same protocol and three similar conditions: warmth, vibrations, and warm vibrations. Warmth was perceived as more friendly, while warm vibrations heightened the agent’s virtual presence and persuasion. These results encourage the study of thermal haptics to support positive social interactions. Moreover, they suggest that some haptic feedback are more suited to certain types of social interactions and communication than others.
Jeanne Hecquard, Justine Saint-Aubert, Ferran Argelaguet, Claudio Pacchierotti, Anatole Lécuyer, Marc J.-M. Macé
ISMAR2
2023 Persuasive Vibrations: Effects of Speech-Based Vibrations on Persuasion, Leadership, and Co-Presence During Verbal Communication in VR
abstract
In Virtual Reality (VR), a growing number of applications involve verbal communications with avatars, such as for teleconference, entertainment, virtual training, social networks, etc. In this context, our paper aims to investigate how tactile feedback consisting in vibrations synchronized with speech could influence aspects related to VR social interactions such as persuasion, co-presence and leadership. We conducted two experiments where participants embody a first-person avatar attending a virtual meeting in immersive VR. In the first experiment, participants were listening to two speaking virtual agents and the speech of one agent was augmented with vibrotactile feedback. Interestingly, the results show that such vibrotactile feedback could significantly improve the perceived co-presence but also the persuasiveness and leadership of the haptically-augmented agent. In the second experiment, the participants were asked to speak to two agents, and their own speech was augmented or not with vibrotactile feedback. The results show that vibrotactile feedback had again a positive effect on co-presence, and that participants perceive their speech as more persuasive in presence of haptic feedback. Taken together, our results demonstrate the strong potential of haptic feedback for supporting social interactions in VR, and pave the way to novel usages of vibrations in a wide range of applications in which verbal communication plays a prominent role.
Justine Saint-Aubert, Ferran Argelaguet, Marc J.-M. Macé, Claudio Pacchierotti, Amir Amedi, Anatole Lécuyer
VR1
2023 Assisted walking-in-place: Introducing assisted motion to walking-by-cycling in embodied virtual reality
abstract
In this paper, we investigate the use of a motorized bike to support the walk of a self-avatar in virtual reality (VR). While existing walking-in-place (WIP) techniques render compelling walking experiences, they can be judged repetitive and strenuous. Our approach consists in assisting a WIP technique so that the user does not have to actively move in order to reduce effort and fatigue. We chose to assist a technique called walking-by-cycling, which consists in mapping the cycling motion of a bike onto the walking of the user's self-avatar, by using a motorized bike. We expected that our approach could provide participants with a compelling walking experience while reducing the effort required to navigate. We conducted a within-subjects study where we compared "assisted walking-by-cycling" to a traditional active walking-by-cycling implementation, and to a standard condition where the user is static. In the study, we measured embodiment, including ownership and agency, walking sensation, perceived effort and fatigue. Results showed that assisted walking-by-cycling induced more ownership, agency, and walking sensation than the static simulation. Additionally, assisted walking-by-cycling induced levels of ownership and walking sensation similar to that of active walking-by-cycling, but it induced less perceived effort. Taken together, this work promotes the use of assisted walking-by-cycling in situations where users cannot or do not want to exert much effort while walking in embodied VR such as for injured or disabled users, for prolonged uses, medical rehabilitation, or virtual visits.
Yann Moullec, Mélanie Cogné, Justine Saint-Aubert, Anatole Lécuyer
IEEE Trans. Vis. Comput. Graph.3
2023 Influence of User Posture and Virtual Exercise on Impression of Locomotion During VR Observation
abstract
A seated user watching his avatar walking in Virtual Reality (VR) may have an impression of walking. In this paper, we show that such an impression can be extended to other postures and other locomotion exercises. We present two user studies in which participants wore a VR headset and observed a first-person avatar performing virtual exercises. In the first experiment, the avatar walked and the participants (n=36) tested the simulation in 3 different postures (standing, sitting and Fowler's posture). In the second experiment, other participants (n=18) were sitting and observed the avatar walking, jogging or stepping over virtual obstacles. We evaluated the impression of locomotion by measuring the impression of walking (respectively jogging or stepping) and embodiment in both experiments. The results show that participants had the impression of locomotion in either sitting, standing and Fowler's posture. However, Fowler's posture significantly decreased both the level of embodiment and the impression of locomotion. The sitting posture seems to decrease the sense of agency compared to standing posture. Results also show that the majority of the participants experienced an impression of locomotion during the virtual walking, jogging, and stepping exercises. The embodiment was not influenced by the type of virtual exercise. Overall, our results suggest that an impression of locomotion can be elicited in different users' postures and during different virtual locomotion exercises. They provide valuable insight for numerous VR applications in which the user observes a self-avatar moving, such as video games, gait rehabilitation, training, etc.
Justine Saint-Aubert, Mélanie Cogné, Isabelle Bonan, Yoann Launey, Anatole Lécuyer
IEEE Trans. Vis. Comput. Graph.1
2023 Effect of Vibrations on Impression of Walking and Embodiment With First- and Third-Person Avatar
abstract
We investigate how underfoot vibrotactile feedback can be used to increase the impression of walking and embodiment of static users represented by a first- or third-person avatar. We designed a multi-sensory setup involving avatar displayed on an HMD, and a set of vibrotactile effects displayed at every footstep. In a first study (N = 44), we compared the impression of walking in 3 vibrotactile conditions : 1) with a "constant" vibrotactile rendering reproducing simple contact information, 2) with a more sophisticated "phase-based" vibrotactile rendering the successive contacts of a walking cycle and 3) without vibrotactile feedback. The results show that overall both constant and phase-based rendering significantly improve the impression of walking in first and third-person perspective. Interestingly, the more realistic phase-based rendering seems to increase significantly the impression of walking in the third-person condition, but not in the first-person condition. In a second study (N=28), we evaluated the embodiment towards first- and third-person avatar while receiving no vibrotactile feedback or by receiving vibrotactile feedback. The results show that vibrotactile feedback improves embodiment in both perspectives of the avatar. Taken together, our results support the use of vibrotactile feedback when users observe first- and third-person avatar. They also suggest that constant and phase-based rendering could be used with first-person avatar and support the use of phase-based rendering with third-person avatar. They provide valuable insight for stimulations in any VR applications in which the impression of walking is prominent such as for virtual visits, walking rehabilitation, video games, etc.
Justine Saint-Aubert, Julien Manson, Isabelle Bonan, Yoann Launey, Anatole Lécuyer, Mélanie Cogné
IEEE Trans. Vis. Comput. Graph.1
2022 Multi-sensory display of self-avatar's physiological state: virtual breathing and heart beating can increase sensation of effort in VR
abstract
In this paper we explore the multi-sensory display of self-avatars' physiological state in Virtual Reality (VR), as a means to enhance the connection between the users and their avatar. Our approach consists in designing and combining a coherent set of visual, auditory and haptic cues to represent the avatar's cardiac and respiratory activity. These sensory cues are modulated depending on the avatar's simulated physical exertion. We notably introduce a novel haptic technique to represent respiratory activity using a compression belt simulating abdominal movements that occur during a breathing cycle. A series of experiments was conducted to evaluate the influence of our multi-sensory rendering techniques on various aspects of the VR user experience, including the sense of virtual embodiment and the sensation of effort during a walking simulation. A first study ($\mathrm{N}=30$) that focused on displaying cardiac activity showed that combining sensory modalities significantly enhances the sensation of effort. A second study ($\mathrm{N}=20$) that focused on respiratory activity showed that combining sensory modalities significantly enhances the sensation of effort as well as two sub-components of the sense of embodiment. Interestingly, the user's actual breathing tended to synchronize with the simulated breathing, especially with the multi-sensory and haptic displays. A third study ($\mathrm{N}=18$) that focused on the combination of cardiac and respiratory activity showed that combining both rendering techniques significantly enhances the sensation of effort. Taken together, our results promote the use of our novel breathing display technique and multi-sensory rendering of physiological parameters in VR applications where effort sensations are prominent, such as for rehabilitation, sport training, or exergames.
Yann Moullec, Justine Saint-Aubert, Julien Manson, Mélanie Cogné, Anatole Lécuyer
IEEE Trans. Vis. Comput. Graph.2