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David R. Labbé

dblp:296/3043 · DBLP profile ↗
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4ranked-venue papers
0as first author
2since 2021 · last 2026
0000-0003-4838-0332ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 since 2021Human-computer interaction and ubiquitous computing · 2

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
Immersive interaction · 85% Health and well-being technologies · 6% Human-robot interaction · 6%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › embodiment
virtual embodiment
1.122024
Embodying a self-avatar with a larger leg: its impacts on motor control and dynamic stability · IEEE Trans. Vis. Comput. Graph. 2024
EEG Can Be Used to Measure Embodiment When Controlling a Walking Self-Avatar · VR 2019
Immersive interaction › embodiment › virtual embodiment
avatar embodiment
1.012026
Resisting the Avatar: Motor Responses to Spatial Distortions in Upper- and Lower-Limb Reaching Without Visual Targets · IEEE Trans. Vis. Comput. Graph. 2026
Immersive interaction
virtual reality
1.012026
Resisting the Avatar: Motor Responses to Spatial Distortions in Upper- and Lower-Limb Reaching Without Visual Targets · IEEE Trans. Vis. Comput. Graph. 2026
Virtual and augmented reality › avatar
self-avatar
0.812024
Embodying a self-avatar with a larger leg: its impacts on motor control and dynamic stability · IEEE Trans. Vis. Comput. Graph. 2024
Human-robot interaction
motor adaptation
0.312026
Resisting the Avatar: Motor Responses to Spatial Distortions in Upper- and Lower-Limb Reaching Without Visual Targets · IEEE Trans. Vis. Comput. Graph. 2026
Virtual and augmented reality › immersive interaction
self-avatar animation
0.212016
Animated self-avatars for motor rehabilitation applications that are biomechanically accurate, low-latency and easy to use · VR 2016
Health and well-being technologies
rehabilitation
0.212024
Embodying a self-avatar with a larger leg: its impacts on motor control and dynamic stability · IEEE Trans. Vis. Comput. Graph. 2024
Wearable and physiological sensing
electroencephalography
0.112019
EEG Can Be Used to Measure Embodiment When Controlling a Walking Self-Avatar · VR 2019
Health and well-being technologies › rehabilitation
motor rehabilitation
0.112016
Animated self-avatars for motor rehabilitation applications that are biomechanically accurate, low-latency and easy to use · VR 2016

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

questionnaire · 1.5gait initiation task · 1.5center of mass measurement · 1.5user study · 1.0spatial distortion · 1.0reaching task · 1.0biomechanical modeling · 0.5mu event-related synchronization · 0.4motion capture · 0.4EEG · 0.4bone-segment definition · 0.2
YearPublicationVenuePosition
2026 Resisting the Avatar: Motor Responses to Spatial Distortions in Upper- and Lower-Limb Reaching Without Visual Targets
abstract
Avatars can serve as virtual representations of a user's body, replicating their movements in real time within an immersive environment. When these movements are closely synchronized with those of the user, a sense of embodiment over the avatar is often experienced. Recent research shows that introducing spatial offsets between a user's real movements and those of their avatar can alter motor behavior, with users aligning with the distorted avatar. While previous studies have typically focused on upper-limb movements toward visual targets, it remains unclear how users respond to distortions without such targets, particularly during lower-limb tasks where postural demands may impose constraints. This study examined whether users adjust their movements to follow their distorted avatar during upper- and lower-limb reaching without visual targets. Twenty-four participants performed reaching tasks while their avatar's movements were spatially offset. Results revealed that participants counteracted the avatar's distortion by moving in the opposite direction in both limb tasks. These findings suggest that, in the absence of explicit visual targets, participants treat spatial distortions as execution errors and prioritize internal movement goals over minimizing sensory conflict. This suggests that adaptation depends not only on a strong embodiment but also on whether the task performance permits reducing the mismatch between the user's and the avatar's movements.
Iris Willaert, Rachid Aissaoui, Valentin Vallageas, David R. Labbé
IEEE Trans. Vis. Comput. Graph.4
2024 Embodying a self-avatar with a larger leg: its impacts on motor control and dynamic stability
abstract
Several studies have shown that users of immersive virtual reality can feel high levels of embodiment in self-avatars that have different morphological proportions than those of their actual bodies. Deformed and unrealistic morphological modifications are accepted by embodied users, underlying the adaptability of one's mental map of their body (body schema) in response to incoming sensory feedback. Before initiating a motor action, the brain uses the body schema to plan and sequence the necessary movements. Therefore, embodiment in a self-avatar with a different morphology, such as one with deformed proportions, could lead to changes in motor planning and execution. In this study, we aimed to measure the effects on movement planning and execution of embodying a self-avatar with an enlarged lower leg on one side. Thirty participants embodied an avatar without any deformations, and with an enlarged dominant or non-dominant leg, in randomized order. Two different levels of embodiment were induced, using synchronous or asynchronous visuotactile stimuli. In each condition, participants performed a gait initiation task. Their center of mass and center of pressure were measured, and the margin of stability (MoS) was computed from these values. Their perceived level of embodiment was also measured, using a validated questionnaire. Results show no significant changes on the biomechenical variables related to dynamic stability. Embodiment scores decreased with asynchronous stimuli, without impacting the measures related to stability. The body schema may not have been impacted by the larger virtual leg. However, deforming the self-avatar's morphology could have important implications when addressing individuals with impaired physical mobility by subtly influencing action execution during a rehabilitation protocol.
Valentin Vallageas, Rachid Aissaoui, Iris Willaert, David R. Labbé
IEEE Trans. Vis. Comput. Graph.4
2019 EEG Can Be Used to Measure Embodiment When Controlling a Walking Self-Avatar
abstract
It has recently been shown that inducing the ownership illusion and then manipulating the movements of one's self-avatar can lead to compensatory motor control strategies in gait rehabilitation. In order to maximize this effect, there is a need for a method that measures, and monitors embodiment levels of participants immersed in VR to induce and maintain a strong ownership illusion. The objective of this study was to propose a novel approach to measuring embodiment by presenting visual feedback that conflicts with motor control to embodied subjects. Twenty healthy participants were recruited. During experimentations, participants wore an EEG cap and motion capture markers, with an avatar displayed in a HMD from a first-person perspective. They were cued to either perform, watch or imagine a single step forward or to initiate walking on the treadmill. For some of the trials, the avatar took a step with the contralateral limb or stopped walking before the participant stopped (modified feedback). Results show that subjective levels of embodiment correlate strongly with the difference in μ - ERS power over the motor and pre-motor cortex between the modified and non-modified feedback trials.
Bilal Alchalabi, Jocelyn Faubert, David R. Labbé
VR3
2016 Animated self-avatars for motor rehabilitation applications that are biomechanically accurate, low-latency and easy to use
abstract
The emerging use of self-avatars for physical and motor rehabilitation leads to specific requirements for their real-time animation that combine properties from the fields of computer graphics and of biomechanics. We present a method for animating a self-avatar in real-time that allows for high-fidelity representation of whole-body kinematics using anatomical and reproducible bone-segment definition. The method requires little setup time and has low motion-to-photon latency.
Mikael Dallaire-Cote, Philippe Charbonneau, Sara St-Pierre Cote, Rachid Aissaoui, David R. Labbé
VR5