Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Emilie Leblong

dblp:224/5800 · DBLP profile ↗
← Back
2ranked-venue papers
1as first author
2since 2021 · last 2024
0000-0001-8182-9977ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 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.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Usability and user experience research · 100%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
virtual reality
0.512021
VR based Power Wheelchair Simulator: Usability Evaluation through a Clinically Validated Task with Regular Users · VR 2021
Usability and user experience research
quality of experience
0.112021
VR based Power Wheelchair Simulator: Usability Evaluation through a Clinically Validated Task with Regular Users · VR 2021

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

clinical study · 1.0
YearPublicationVenuePosition
2024 Wheelchair Proxemics: interpersonal behaviour between pedestrians and power wheelchair drivers in real and virtual environments
abstract
Immersive environments provide opportunities to learn and transfer skills to real life. This opens up new areas of application, such as rehabilitation, where people with neurological disabilities can learn to drive a power wheelchair (PWC) through the development of immersive simulators. To expose these specific users to daily-life study interaction situations, it is important to ensure realistic interactions with the virtual humans that populate the simulated environment, as PWC users should learn to drive and navigate under everyday conditions. While non-verbal pedestrian-pedestrian interactions have been extensively studied, understanding pedestrian-PWC user interactions during locomotion is still an open research area. Our study aimed to investigate the regulation of interpersonal distance (i.e., proxemics) between a pedestrian and a PWC user in real and virtual situations. We designed 2 experiments in which 1) participants had to reach a goal by walking (respectively driving a PWC) and avoid a static PWC confederate (respectively a standing confederate) and 2) participants had to walk to a goal and avoid a static confederate seated on a PWC in real and virtual conditions. Our results showed that interpersonal distances were significantly different whether the pedestrian avoided the PWC user or vice versa. We also showed an influence of the orientation of the person to be avoided. We discuss these findings with respect to pedestrian-pedestrian interactions, as well as their implications for the design of virtual humans interacting with PWC users for rehabilitation applications. In particular, we proposed a proof of concept by adapting existing microscopic crowd simulation algorithms to consider the specificity of pedestrian-PWC user interactions.
Emilie Leblong, Fabien Grzeskowiak, Sébastien Thomas, Louise Devigne, Marie Babel, Anne-Hélène Olivier
VRST1
2021 VR based Power Wheelchair Simulator: Usability Evaluation through a Clinically Validated Task with Regular Users
abstract
Power wheelchairs are one of the main solutions for people with reduced mobility to maintain or regain autonomy and a comfortable and fulfilling life. However, driving a power wheelchair in a safe way is a difficult task that often requires training methods based on real-life situations. Although these methods are widely used in occupational therapy, they are often too complex to implement and unsuitable for some people with major difficulties. In this context, we collaborated with clinicians to develop a Virtual Reality based power wheelchair simulator. This simulator is an innovative training tool adapted to any type of situations and impairments. In this paper, we present a clinical study in which 29 power wheelchair regular users were asked to complete a clinically validated task designed by clinicians within two conditions: driving in a virtual environment with our simulator and driving in real conditions with a real power wheelchair. The objective of this study is to compare performances between the two conditions and to evaluate the Quality of Experience provided by our simulator in terms of Sense of Presence and Cybersickness. Results show that participants complete the tasks in a similar amount of time for both real and virtual conditions, using respectively a real power wheelchair and our simulator. Results also show that our simulator provides a high level of Sense of Presence and provokes only slight to moderate Cybersickness discomforts resulting in a valuable Quality of Experience.
Guillaume Vailland, Louise Devigne, François Pasteau, Florian Nouviale, Bastien Fraudet, Emilie Leblong, Marie Babel, Valérie Gouranton
VR6