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Titouan Lefrou

dblp:403/7572 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2026
0009-0000-4610-4380ORCID · reported

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 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.

Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 94% Usability and user experience research · 6%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › embodiment
virtual embodiment
1.922026
I Have a Claw! Impact of Embodying a Biomimetic Avatar on Self-Perception and Task Performance in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2026
Am I (Not) a Ghost? Leveraging Affordances to Study the Impact of Avatar/Interaction Coherence on Embodiment and Plausibility in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025
Immersive interaction
embodiment
1.012026
I Have a Claw! Impact of Embodying a Biomimetic Avatar on Self-Perception and Task Performance in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2026
Immersive interaction
virtual reality
0.912025
Am I (Not) a Ghost? Leveraging Affordances to Study the Impact of Avatar/Interaction Coherence on Embodiment and Plausibility in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025
Immersive interaction › embodiment
proteus effect
0.312026
I Have a Claw! Impact of Embodying a Biomimetic Avatar on Self-Perception and Task Performance in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2026

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

within-subject experiment design · 1.0user study · 0.9affordance manipulation · 0.9
YearPublicationVenuePosition
2026 I Have a Claw! Impact of Embodying a Biomimetic Avatar on Self-Perception and Task Performance in Virtual Reality
abstract
Embodied representations are known to influence user behavior in virtual environments through stereotypes associated with their appearance, a phenomenon known as the Proteus effect, or through perceived affordances. The latter concept refers to the suggested ways of interacting with the environment as perceived by the capabilities of the user's virtual representation. The inherent ability of virtual reality to support non-anthropomorphic avatars, enabling new interaction modalities, paves the way for a deeper understanding of affordances in virtual environments. We designed an experiment to assess the effect of embodying a chimeric hand (crab claw), compared to a regular hand, on participants' sense of embodiment, presence, character plausibility, mental workload, and behavior. Following a within-subject design, participants took part in a gamified task consisting of finding a key in a wrecked pirate ship. As the key could be hidden in containers of different durability, their strategy (opening or destroying objects) was used as an objective measure. Results indicated a high perceived usability and a low mental workload with both virtual limbs. Participants also performed hitting actions more frequently when using the biomimetic limb than when using the humanoid hand representation. A higher perceived change in the body schema was reported when embodying the crab claw, but a higher sense of body ownership and agency were observed with the anthropomorphic hand. Results revealed no significant difference in terms of plausibility.
Titouan Lefrou, Théo Lefeuvre, Florian Dufresne, Charlotte Dubosc, Olivier Christmann, Geoffrey Gorisse
IEEE Trans. Vis. Comput. Graph.1
2025 Am I (Not) a Ghost? Leveraging Affordances to Study the Impact of Avatar/Interaction Coherence on Embodiment and Plausibility in Virtual Reality
abstract
The way users interact with Virtual Reality (VR) environments plays a crucial role in shaping their experience when embodying an avatar. How avatars are perceived by users significantly influences their behavior based on stereotypes, a phenomenon known as the Proteus effect. The psychological concept of affordances may also appear relevant when it comes to interact through avatars and is yet underexplored. Indeed, understanding how virtual representations suggest possibilities for action has attracted considerable attention in the human-computer interaction community, but only few studies clearly address the use of affordances. Of particular interest is the fact aesthetic features of avatars may signify false affordances, conflicting with users' expectations and impacting perceived plausibility of the depicted situations. Recent models of congruence and plausibility suggest altering the latter may result in unexpected consequences on other qualia like presence and embodiment. The proposed research initially aimed at exploring the operationalization of affordances as a tool to investigate the impact of congruence and plausibility manipulations on the sense of embodiment. In spite of a long and careful endeavor materialized by a preliminary assessment and two user studies, it appears our participants were primed by other internal processes that took precedence over the perception of the affordances we selected. However, we unexpectedly manipulated the internal congruence following repeated exposures (mixed design), causing a rupture in plausibility and significantly lowering scores of embodiment and task performance. The present research then constitutes a direct proof of a relationship between a break in plausibility and a break in embodiment.
Florian Dufresne, Charlotte Dubosc, Titouan Lefrou, Geoffrey Gorisse, Olivier Christmann
IEEE Trans. Vis. Comput. Graph.3