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Xavier de Tinguy

dblp:225/8222 · DBLP profile ↗
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4ranked-venue papers
3as first author
1since 2021 · last 2021
0000-0001-9590-6814ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 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.

Human-computer interaction and pervasive computing
4 papers
Haptics and multimodal interaction · 56% Immersive interaction · 15% Interaction techniques and input · 15%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%

Topics — the 7 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › post-WIMP interaction › embodied interaction
physical object interaction
0.512021
Capacitive Sensing for Improving Contact Rendering With Tangible Objects in VR · IEEE Trans. Vis. Comput. Graph. 2021
Immersive interaction
virtual reality interaction
0.512021
Capacitive Sensing for Improving Contact Rendering With Tangible Objects in VR · IEEE Trans. Vis. Comput. Graph. 2021
Haptics and multimodal interaction › haptic feedback
passive haptic feedback
0.412019
Pyramid Escape: Design of Novel Passive Haptics Interactions for an Immersive and Modular Scenario · VR 2019
Personal fabrication and tangible interfaces
tangible objects
0.412019
Toward Universal Tangible Objects: Optimizing Haptic Pinching Sensations in 3D Interaction · VR 2019
Haptics and multimodal interaction › haptic perception
stiffness perception
0.312018
Enhancing the Stiffness Perception of Tangible Objects in Mixed Reality Using Wearable Haptics · VR 2018
Haptics and multimodal interaction
wearable haptic device
0.312018
Enhancing the Stiffness Perception of Tangible Objects in Mixed Reality Using Wearable Haptics · VR 2018
Virtual and augmented reality › immersive interaction
3d interaction
0.112019
Toward Universal Tangible Objects: Optimizing Haptic Pinching Sensations in 3D Interaction · VR 2019

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

user study · 1.4grasp matching algorithm · 0.8tactile stimulation · 0.7optical tracking · 0.5human-subject study · 0.5capacitive sensing · 0.5tangible props · 0.4impossible spaces · 0.4
YearPublicationVenuePosition
2021 Capacitive Sensing for Improving Contact Rendering With Tangible Objects in VR
abstract
We combine tracking information from a tangible object instrumented with capacitive sensors and an optical tracking system, to improve contact rendering when interacting with tangibles in VR. A human-subject study shows that combining capacitive sensing with optical tracking significantly improves the visuohaptic synchronization and immersion of the VR experience.
Xavier de Tinguy, Claudio Pacchierotti, Anatole Lécuyer, Maud Marchal
IEEE Trans. Vis. Comput. Graph.1
2019 Pyramid Escape: Design of Novel Passive Haptics Interactions for an Immersive and Modular Scenario
abstract
In this paper, we present the design of ten different 3D user interactions using passive haptics and embedded in an escape game scenario in which users have to escape from a pyramid in a limited time. Our solution is innovative by its modularity, allowing interactions with virtual objects using tangible props manipulated either directly using the hands and feet or indirectly through a single prop held in the hand, in order to perform several interactions with the virtual environment (VE). We also propose a navigation technique based on the “impossible spaces” design, allowing users to naturally walk through several overlapping rooms of the VE. All together, our different interaction techniques allow the users to solve several enigmas built into a challenging scenario inside a pyramid.
Hugo Brument, Rebecca Fribourg, Gerard Gallagher, Thomas Howard, Flavien Lécuyer, Tiffany Luong, Victor Mercado, Etienne Peillard, Xavier de Tinguy, Maud Marchal
VR9
2019 Toward Universal Tangible Objects: Optimizing Haptic Pinching Sensations in 3D Interaction
abstract
Tangible objects are a simple yet effective way for providing haptic sensations in Virtual Reality. For achieving a compelling illusion, there should be a good correspondence between what users see in the virtual environment and what they touch in the real world. The haptic features of the tangible object should indeed match those of the corresponding virtual one in terms of, e.g., size, local shape, mass, texture. A straightforward solution is to create perfect tangible replicas of all the virtual objects in the scene. However, this is often neither feasible nor desirable. This paper presents an innovative approach enabling the use of few tangible objects to render many virtual ones. The proposed algorithm analyzes the available tangible and virtual objects to find the best grasps in terms of matching haptic sensations. It starts by identifying several suitable pinching poses on the considered tangible and virtual objects. Then, for each pose, it evaluates a series of haptically-salient characteristics. Next, it identifies the two most similar pinching poses according to these metrics, one on the tangible and one on the virtual object. Finally, it highlights the chosen pinching pose, which provides the best matching sensation between what users see and touch. The effectiveness of our approach is evaluated through a user study. Results show that the algorithm is able to well combine several haptically-salient object features to find convincing pinches between the given tangible and virtual objects.
Xavier de Tinguy, Claudio Pacchierotti, Maud Marchal, Anatole Lécuyer
VR1
2018 Enhancing the Stiffness Perception of Tangible Objects in Mixed Reality Using Wearable Haptics
abstract
This paper studies the combination of tangible objects and wearable haptics for improving the display of stiffness sensations in virtual environments. Tangible objects enable to feel the general shape of objects, but they are often passive or unable to simulate several varying mechanical properties. Wearable haptic devices are portable and unobtrusive interfaces able to generate varying tactile sensations, but they often fail at providing convincing stiff contacts and distributed shape sensations. We propose to combine these two approaches in virtual and augmented reality (VR/AR), becoming able of arbitrarily augmenting the perceived stiffness of real/tangible objects by providing timely tactile stimuli at the fingers. We developed a proof-of-concept enabling to simulate varying elasticity/stiffness sensations when interacting with tangible objects by using wearable tactile modules at the fingertips. We carried out a user study showing that wearable haptic stimulation can well alter the perceived stiffness of real objects, even when the tactile stimuli are not delivered at the contact point. We illustrated our approach both in VR and AR, within several use cases and different tangible settings, such as when touching surfaces, pressing buttons and pistons, or holding an object. Taken together, our results pave the way for novel haptic sensations in VR/AR by better exploiting the multiple ways of providing simple, unobtrusive, and low-cost haptic displays.
Xavier de Tinguy, Claudio Pacchierotti, Maud Marchal, Anatole Lécuyer
VR1