Jean-Yves Didier

dblp:43/4445 · also Jean-Yves Pascal Didier · DBLP profile ↗
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17ranked-venue papers
3as first author
5since 2021 · last 2026
0000-0002-9863-5471ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 2 first-author · 3 since 2021Artificial intelligence and machine learning · 6 · 1 first-authorSystems, architecture and hardware · 4 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 2Software engineering, systems software and programming languages · 1

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 · 56% Usability and user experience research · 28% Interaction techniques and input · 8%
Computer graphics and multimedia
3 papers
Virtual and augmented reality · 74% Geometric modeling and processing · 22% Rendering · 4%

Topics — the 13 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
augmented reality interaction
0.912025
Performance and ergonomics of automated versus manual validation for AR-supervised industrial operations · VR 2025
Immersive interaction
immersive authoring
0.912025
Usability Evaluation of Integrated and Separated Interfaces in an Immersive Authoring Tool based on Panoramic Videos · IEEE Trans. Vis. Comput. Graph. 2025
Usability and user experience research
technology acceptance
0.912025
Performance and ergonomics of automated versus manual validation for AR-supervised industrial operations · VR 2025
Interaction techniques and input
touch interaction
0.312025
Performance and ergonomics of automated versus manual validation for AR-supervised industrial operations · VR 2025
Learning and educational technologies › immersive learning
virtual reality learning
0.312025
Usability Evaluation of Integrated and Separated Interfaces in an Immersive Authoring Tool based on Panoramic Videos · IEEE Trans. Vis. Comput. Graph. 2025
Virtual and augmented reality
augmented reality
0.122005
A Time Delay Compensation Method Improving Registration for Augmented Reality · ICRA 2005
A Texture Based Time Delay Compensation Method for Augmented Reality · ISMAR 2004
Virtual and augmented reality
latency compensation
0.122005
A Time Delay Compensation Method Improving Registration for Augmented Reality · ICRA 2005
A Texture Based Time Delay Compensation Method for Augmented Reality · ISMAR 2004
Geometric modeling and processing
registration
0.122005
A Time Delay Compensation Method Improving Registration for Augmented Reality · ICRA 2005
A Texture Based Time Delay Compensation Method for Augmented Reality · ISMAR 2004
Virtual and augmented reality
mixed reality
0.112008
MIRELA: A Language for Modeling and Analyzing Mixed Reality Applications Using Timed Automata · VR 2008
Automated reasoning and model checking › model checking › real-time model checking
timed automata model checking
0.112008
MIRELA: A Language for Modeling and Analyzing Mixed Reality Applications Using Timed Automata · VR 2008
Virtual and augmented reality › augmented reality display
optical see-through display
0.112005
A Time Delay Compensation Method Improving Registration for Augmented Reality · ICRA 2005
Requirements engineering and software design › software architecture › architecture description
architectural modeling
0.012008
MIRELA: A Language for Modeling and Analyzing Mixed Reality Applications Using Timed Automata · VR 2008
Rendering
texture-based rendering
0.012005
A Time Delay Compensation Method Improving Registration for Augmented Reality · ICRA 2005

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

user study · 0.9usability evaluation · 0.9computer vision · 0.9WebXR · 0.9timed automata · 0.2UPPAAL · 0.2simulation test-bench · 0.1post-rendering texture warping · 0.1texture-based compensation · 0.0simulation · 0.0post-rendering · 0.0
YearPublicationVenuePosition
2026 XRTwin4Industry: Empowering industrial digital twins with XR and instruction system - a framework for standardization and interoperability
Abdelhadi Belfadel, Timothé Lacheroy, Stephen Creff, Amira Ben Hamida, Jean-Yves Didier
Future Gener. Comput. Syst.5
2025 Performance and ergonomics of automated versus manual validation for AR-supervised industrial operations
abstract
Augmented Reality has proven to be a viable solution compared to paper instructions for the supervision of maintenance procedures in industrial contexts to reduce error rates and increase overall performance. With the use of computer vision and cyber physical systems, the validation of specific tasks in AR-supervised environments can be automated to increase process quality even more. However, in the context of human-centered approaches such as industry 5.0, the impact of such methods on operator’s acceptability has yet to be estimated. Therefore, the paper presents a quantitative study on 24 participants to compare 4 modalities of validation of operational procedures. SCRAM, a web application based on WebXR, is developed for the supervision of maintenance operations to compare 2 types of devices: tablets and AR headsets. All scenarios are compared on an assembly use case based on performance criteria and subjective questionnaires such as NASATLX, System Usability Scale (SUS) and Technology Acceptance Model to measure acceptability. In the end, results mostly show significant differences in completion times, usability, and perceived ease of use of the SCRAM application regarding the choice of the device. On the other hand, the study does not highlight any significant difference between scenarios with automated validation of operations and scenarios with manual validation.
Gaspard Laouenan, Jean-Yves Didier, Paul-Eric Dossou
VR2
2025 Usability Evaluation of Integrated and Separated Interfaces in an Immersive Authoring Tool based on Panoramic Videos
abstract
Immersive authoring tools have emerged as key enablers for trainers-designers to create Virtual Reality Learning Systems (VRLS) without requiring extensive programming skills. However, the design of such tools presents significant challenges in terms of interaction, usability, and interface complexity. These challenges underscore the need to validate an appropriate design interface to ensure these tools can be effectively utilized by non-technical users. This study evaluates the usability of an immersive authoring tool for VRLS using interactive panoramic videos. Two types of interfaces were compared: one that integrates storyboarding and rendering visualization, and one that separates these functionalities. Quantitative and qualitative data were collected from 24 participants divided into two groups. The results indicated that the separated interface was more effective, efficient, and satisfactory, particularly for more complex scenarios. Moreover, the integrated interface led to more pronounced symptoms of cybersickness while motivation levels did not differ significantly between the two groups. These findings highlight that integrating all functionalities into a single interface may not always be the best approach, especially for complex tasks, as it can lead to decreased usability and increased physical discomfort.
Daniel Xuan Hien Mai, Guillaume Loup, Jean-Yves Didier
IEEE Trans. Vis. Comput. Graph.3
2022 Work-in-Progress: Smart data reduction in SLAM methods for embedded systems
abstract
Visual-inertial simultaneous localization and mapping methods (SLAM) process and store large amounts of data based on image sequences to estimate accurate and robust real-time trajectories. Real-time performances, memory management and low power consumption are critical for embedded SLAM with restrictive hardware resources. We aim at reducing the amount of injected input data in SLAM algorithms and, thereby, the memory footprint while providing improved real-time performances. Two decimation approaches are used, constant filtering and adaptive filtering. The first one decimates input images to reduce frame rate (from 20 to 10, 7, 5 and 2 fps). The latter one uses inertial measurements to reduce the frame rate when no significant motion is detected. Applied to SLAM methods, it produces more accurate trajectories than the constant filtering approach, while further reducing the amount of injected data up to 85%. It also impacts the resource utilization by reducing up to an average of 91% the peak of memory consumption.
Quentin Picard, Stéphane Chevobbe, Mehdi Darouich, Zoe Mandelli, Mathieu Carrier, Jean-Yves Didier
CASES6
2022 Image Quantization Towards Data Reduction: Robustness Analysis for SLAM Methods On Embedded Platforms
abstract
Embedded simultaneous localization and mapping (SLAM) aims at providing real-time performances with restrictive hardware resources of advanced perception functions. Localization methods based on visible cameras include image processing functions that require frame memory management. This work reduces the dynamic range of input frame and evaluates the accuracy and robustness of real-time SLAM algorithms with quantified frames. We show that the input data can be reduced up to 62% and 75% while maintaining a similar trajectory error lower than 0.15m compared to full precision input images.
Quentin Picard, Stéphane Chevobbe, Mehdi Darouich, Jean-Yves Didier
ICIP4
2020 Real-Time Multi-SLAM System for Agent Localization and 3D Mapping in Dynamic Scenarios
abstract
This paper introduces a Wearable SLAM system that performs indoor and outdoor SLAM in real time. The related project is part of the MALIN challenge which aims at creating a system to track emergency response agents in complex scenarios (such as dark environments, smoked rooms, repetitive patterns, building floor transitions and doorway crossing problems), where GPS technology is insufficient or inoperative. The proposed system fuses different SLAM technologies to compensate the lack of robustness of each, while estimating the pose individually. LiDAR and visual SLAM are fused with an inertial sensor in such a way that the system is able to maintain GPS coordinates that are sent via radio to a ground station, for real-time tracking. More specifically, LiDAR and monocular vision technologies are tested in dynamic scenarios where the main advantages of each have been evaluated and compared. Finally, 3D reconstruction up to three levels of details is performed.
Pierre Alliez, Fabien Bonardi, Samia Bouchafa-Bruneau, Jean-Yves Didier, Hicham Hadj-Abdelkader, Fernando Ireta Muñoz, Viachaslau Kachurka, Bastien Rault, Maxime Robin, David Roussel
IROS4
2019 Expressive motions recognition and analysis with learning and statistical methods
Insaf Ajili, Zahra Ramezanpanah, Malik Mallem, Jean-Yves Didier
Multim. Tools Appl.4
2019 Human motions and emotions recognition inspired by LMA qualities
Insaf Ajili, Malik Mallem, Jean-Yves Didier
Vis. Comput.3
2017 Robust human action recognition system using Laban Movement Analysis
abstract
Recognizing human actions from video sequences is an active research area in computer vision. This paper describes an effective approach to generate compact and informative representations for action recognition. We design a new action feature descriptor inspired from Laban Movement Analysis method. An efficient preprocessing step based on view invariant human motion is presented. Our descriptor is applied in four known machine learning methods, Random Decision Forest, Multi-Layer Perceptron and Multi-class Support Vector Machines (One-Against-One and One-Against-All). Our proposed approach has been evaluated on two challenging benchmarks of action recognition, Microsoft Research Cambridge-12 (MSRC-12) and MSR-Action3D. We follow the same experimental settings to make a direct comparison between the four classifiers and to show the robustness of our descriptor vector. Experimental results demonstrate that our approach outperforms the state-of-the-art methods.
Insaf Ajili, Malik Mallem, Jean-Yves Didier
KES3
2017 Gesture recognition for humanoid robot teleoperation
abstract
Interactive robotics is a vast and expanding research field. Interactions must be sufficiently natural, with robots having socially acceptable behavior by Humans, adaptable to user expectations. Thus allowing easy integration in our daily lives in various fields (science, industry, health, etc). Natural interaction during Human-Robot collaborative action needs suitable interaction techniques. In our paper we develop a gesture recognition system for natural and intuitive communication between Human and NAO robot. However recognizing meaningful gesture patterns from whole-body gestures is a complex task. That is why we used the Laban Movement Analysis technique to describe high level gestures for NAO tele-operation. The major contributions of the present work is: (1) an efficient preprocessing step based on view invariant Human motion, (2) a robust descriptor vector based on Laban Movement Analysis technique in order to generate compact and informative representations of Human movement, and (3) a gesture recognition system based on Hidden Markov Model method was applied to teleoperate NAO based on our proper database dedicated to the tele-operation of NAO. Our approach was evaluated with two challenging datasets, Microsoft Research Cambridge-12 (MSRC-12) and UTKinect-Action. Experimental results show that our approach outperforms the state-of-the-art methods.
Insaf Ajili, Malik Mallem, Jean-Yves Didier
RO-MAN3
2014 Deadlock and Temporal Properties Analysis in Mixed Reality Applications
abstract
Mixed reality systems overlay real data with virtual information in order to assist users in their current task, they are used in many fields (surgery, maintenance, entertainment). Such systems generally combine several hardware components operating at different time scales, and software that has to cope with these timing constraints. MIRELA, for Mixed Reality Language, is a framework aimed at modelling, analysing and implementing systems composed of sensors, processing units, shared memories and rendering loops, communicating in a well-defined manner and submitted to timing constraints. The paper describes how harmful software behaviour, which may result in possible hardware deterioration or revert the system's primary goal from user assistance to user impediment, may be detected such as (global and local) deadlocks or starvation features. This also includes a study of temporal properties resulting in a finer understanding of the software timing behaviour, in order to fix it if needed.
Raymond Devillers, Jean-Yves Didier, Hanna Klaudel, Johan Arcile
ISSRE2
2011 Efficient initialization schemes for real-time 3D camera tracking using image sequences
abstract
3D camera tracking is an important issue for many kinds of applications such as augmented reality and robotics navigation. When image sequences are used, tracking needs to be initialized by matching 2D data extracted from images with 3D data representing a priori knowledge of the world. However, this process is difficult and the accuracy of the pose estimation strongly depends on the accuracy of the previous matching step. In this paper, we present two original approaches that achieve a 2D/3D points-based matching in order to initialize the 3D camera tracking. The first one is semi-automatic and requires the intervention of the user. The second one is completely automatic. Both approaches are based on SURF descriptors, which have the advantages of being fast and robust against outliers. A description of these two approaches is given and results obtained from experiments performed on real data are exposed and discussed.
Fakhreddine Ababsa, Imane M. Zendjebil, Jean-Yves Didier, Malik Mallem
ISDA3
2010 A performance study for camera pose estimation using visual marker based tracking
Madjid Maidi, Jean-Yves Didier, Fakhreddine Ababsa, Malik Mallem
Mach. Vis. Appl.2
2008 MIRELA: A Language for Modeling and Analyzing Mixed Reality Applications Using Timed Automata
abstract
We propose a compositional modeling framework for mixed reality (MR) software architectures in order to express, simulate and validate formally the time depending properties of such systems. Our approach is first based on a functional decomposition of such systems into generic components. The obtained elements as well as their typical interactions give rise to generic representations in terms of timed automata. A whole application is then obtained as a composition of such defined components. To ease writing specifications, we propose a textual language (named MIRELA: mixed reality language) along with the corresponding compilation tools. The generated output contains timed automata in UPPAAL format for simulation and verification of time constraints, and which also may be used to generate source code skeletons for an implementation on a MR platform.
Jean-Yves Didier, Bachir Djafri, Hanna Klaudel
VR1
2008 On the hybrid aid-localization for outdoor augmented reality applications
abstract
In mobile outdoor augmented reality applications, accurate localization is critical to register virtual augmentations over a real scene. Vision-based approaches provide accurate localization estimates but are still too sensitive to outdoor conditions (brightness changes, occlusions, etc.). This drawback can be overcome by adding other types of sensors. In this work, we combine a GPS and an inertial sensor with a camera to provide accurate localization. We will present the calibration process and we will discuss how to quantify the 3D localization accuracy. Experimental results on real data are presented.
Imane M. Zendjebil, Fakhreddine Ababsa, Jean-Yves Didier, Malik Mallem
VRST3
2005 A Time Delay Compensation Method Improving Registration for Augmented Reality
abstract
One of the key problems in Augmented Reality systems, is the synchronization of real and virtual world. In the context of our research efforts, we need to augment a view of the real world with virtual elements which first requires to determine position and orientation of the point of view and then compute a virtual view according to this location. Augmented reality uses a lot of different sensors in order to estimate camera or operator’s point of view. These sensors could provide samples faster than the mixing of virtual and real informations could be displayed. We expose here a way to take into account samples that are generated during the mixing process by combining augmented reality and virtual reality techniques. This method is using a post-rendering technique involving a texture carried out by a software graphics pipeline to perform this task mainly devoted to optical see-through augmented reality systems. This algorithm can lead to deformations on the final rendered image. We will compute the theoretical errors introduced by this method and confront these results to those obtained with a simulation test-bench which is implementing our proposal.
Jean-Yves Didier, David Roussel, Malik Mallem
ICRA1
2004 A Texture Based Time Delay Compensation Method for Augmented Reality
abstract
One of the key problems in augmented reality systems is registration, that is to say the synchronization of real and virtual world. Augmented reality uses a lot of different sensors in order to estimate camera or operator's point of view. These sensors could provide samples faster than mixing of virtual and real information could be displayed. We expose here a way to fake into account samples that are generated during the mixing process. This method is using a post-rendering technique involving a texture to perform this task. We expose the errors reduction obtained by performing such technique with a simulation test-bench implementing our proposal.
Jean-Yves Didier, David Roussel, Malik Mallem
ISMAR1