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Théo Lefeuvre

dblp:440/0390 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2026
0009-0009-0699-4716ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 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
1 paper
Immersive interaction · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
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 › embodiment
virtual 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 › 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 · 1.0
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.2