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Fabien Grzeskowiak

dblp:246/0616 · DBLP profile ↗
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6ranked-venue papers
3as first author
4since 2021 · last 2024
0000-0001-7583-3726ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 2 · 2 first-author · 2 since 2021Systems, architecture and hardware · 2 · 2 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 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.

Human-computer interaction and pervasive computing
3 papers
Human-robot interaction · 44% Accessibility and assistive technology · 26% Haptics and multimodal interaction · 23%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Performance modeling and evaluation · 100%
Computer graphics and multimedia
3 papers
Virtual and augmented reality · 100%
Artificial intelligence
2 papers
Robot navigation and mapping · 100%

Topics — the 8 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
motion cueing
0.712023
A generic power wheelchair lumped model in the sagittal plane: towards realistic self-motion perception in a virtual reality simulator · ICRA 2023
Accessibility and assistive technology
assistive technology
0.712023
A generic power wheelchair lumped model in the sagittal plane: towards realistic self-motion perception in a virtual reality simulator · ICRA 2023
Human-robot interaction › assistive robotics
powered wheelchair
0.712023
A generic power wheelchair lumped model in the sagittal plane: towards realistic self-motion perception in a virtual reality simulator · ICRA 2023
Robotics › Robot navigation and mapping › social navigation
crowd navigation
0.512021
Crowd against the machine: A simulation-based benchmark tool to evaluate and compare robot capabilities to navigate a human crowd · ICRA 2021
Performance modeling and evaluation
benchmarking
0.512021
Crowd against the machine: A simulation-based benchmark tool to evaluate and compare robot capabilities to navigate a human crowd · ICRA 2021
Performance modeling and evaluation › simulation
simulation-based evaluation
0.512021
Crowd against the machine: A simulation-based benchmark tool to evaluate and compare robot capabilities to navigate a human crowd · ICRA 2021
Human-robot interaction › robot navigation
human-aware navigation
0.412020
Toward Virtual Reality-based Evaluation of Robot Navigation among People · VR 2020
Virtual and augmented reality › virtual reality
virtual reality simulation
0.112020
Toward Virtual Reality-based Evaluation of Robot Navigation among People · VR 2020

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

user study · 2.0system identification · 2.0motion cueing algorithm · 2.0lumped parameter model · 2.0wearable haptics · 1.1simulation · 1.0evaluation metrics · 1.0sensor simulation · 0.9motion tracking · 0.9
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
VRST2
2023 A generic power wheelchair lumped model in the sagittal plane: towards realistic self-motion perception in a virtual reality simulator
abstract
This paper presents a generic power wheelchair dynamic model. As a first contribution, this paper proposes to use a generic model composed of a geometric model and a lumped model in order to be compliant with a wide range of existing commercially available wheelchairs. In this model, a set of essential parameters are enough to accurately replicate the dynamic behavior of a wheelchair. As a second contribution, this paper presents an identification method of a n-wheel type power wheelchair. The presented model is restricted to the sagittal plane only, which is sufficient to study the reliability of the identification and validation methods. Moreover, a Motion Cueing Algorithm based on the proposed model controls a simulator mechanical platform. The generic model has been then validated through a user study with 18 able-bodied participants evaluating the self-motion perception with our multisensory power wheelchair driving simulator. Results show that the simplified model is sufficient to provide accurate sensations to the user with respect to their experience while driving a power wheelchair.
Fabien Grzeskowiak, Ronan Le Breton, Louise Devigne, François Pasteau, Marie Babel, Sylvain Guegan
ICRA1
2022 Crowd Navigation in VR: Exploring Haptic Rendering of Collisions
abstract
Virtual reality (VR) is a valuable experimental tool for studying human movement, including the analysis of interactions during locomotion tasks for developing crowd simulation algorithms. However, these studies are generally limited to distant interactions in crowds, due to the difficulty of rendering realistic sensations of collisions in VR. In this article, we explore the use of wearable haptics to render contacts during virtual crowd navigation. We focus on the behavioral changes occurring with or without haptic rendering during a navigation task in a dense crowd, as well as on potential after-effects introduced by the use haptic rendering. Our objective is to provide recommendations for designing VR setup to study crowd navigation behavior. To the end, we designed an experiment (N=23) where participants navigated in a crowded virtual train station without, then with, and then again without haptic feedback of their collisions with virtual characters. Results show that providing haptic feedback improved the overall realism of the interaction, as participants more actively avoided collisions. We also noticed a significant after-effect in the users' behavior when haptic rendering was once again disabled in the third part of the experiment. Nonetheless, haptic feedback did not have any significant impact on the users' sense of presence and embodiment.
Florian Berton, Fabien Grzeskowiak, Alexandre Bonneau, Alberto Jovane, Marco Aggravi, Ludovic Hoyet, Anne-Hélène Olivier, Claudio Pacchierotti, Julien Pettré
IEEE Trans. Vis. Comput. Graph.2
2021 Crowd against the machine: A simulation-based benchmark tool to evaluate and compare robot capabilities to navigate a human crowd
abstract
The evaluation of robot capabilities to navigate human crowds is essential to conceive new robots intended to operate in public spaces. This paper initiates the development of a benchmark tool to evaluate such capabilities; our long term vision is to provide the community with a simulation tool that generates virtual crowded environment to test robots, to establish standard scenarios and metrics to evaluate navigation techniques in terms of safety and efficiency, and thus, to install new methods to benchmarking robots’ crowd navigation capabilities. This paper presents the architecture of the simulation tools, introduces first scenarios and evaluation metrics, as well as early results to demonstrate that our solution is relevant to be used as a benchmark tool.
Fabien Grzeskowiak, David J. Gonon, Daniel Dugas, Diego Felipe Paez Granados, Jen Jen Chung, Juan I. Nieto 0001, Roland Siegwart, Aude Billard, Marie Babel, Julien Pettré
ICRA1
2020 Generalized Microscropic Crowd Simulation using Costs in Velocity Space
abstract
To simulate the low-level (‘microscopic’) behavior of human crowds, a local navigation algorithm computes how a single person (‘agent’) should move based on its surroundings. Many algorithms for this purpose have been proposed, each using different principles and implementation details that are difficult to compare.
Wouter van Toll, Fabien Grzeskowiak, Axel López-Gandía, Javad Amirian, Florian Berton, Julien Bruneau 0002, Beatriz Cabrero-Daniel, Alberto Jovane, Julien Pettré
I3D2
2020 Toward Virtual Reality-based Evaluation of Robot Navigation among People
abstract
This paper explores the use of Virtual Reality (VR) to study humanrobot interactions during navigation tasks by both immersing a user and a robot in a shared virtual spaces. VR combines the advantages of being safe (as robots and humans interacting by the means of VR but can physically be in remote places) and ecological (realistic environments are perceived by the robot and the human, and natural behaviors can be observed). Nevertheless, VR can introduce perceptual biases in the interaction and affect in some ways the observed behaviors, which can be problematic when used to acquire experimental data. In our case, not only human perception is concerned, but also the one of the robot which requires to be simulated to perceive the VR world. Thus, the contribution of this paper is twofold. It first provides a technical solution to perform human robot interactions in navigation tasks through VR: we describe how we combine motion tracking, VR devices, as well as robot sensors simulation algorithms to immerse together a human and a robot in a shared virtual space. We then assess a simple interaction task that we replicate in real and in virtual conditions to perform a first estimation of the importance of the biases introduced by the use of VR on both a Human and a robot. Our conclusions are in favor of using VR to study human-robot interactions, and we are developing directions for future work.
Fabien Grzeskowiak, Marie Babel, Julien Bruneau 0002, Julien Pettré
VR1