Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Guillaume Bouyer

dblp:46/7599 · DBLP profile ↗
← Back
3ranked-venue papers
1as first author
0since 2021 · last 2017
0000-0003-2412-449XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorHuman-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
2 papers
Haptics and multimodal interaction · 29% Immersive interaction · 29% Games and playful interaction · 29%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%
Artificial intelligence
1 paper
Knowledge representation and reasoning · 100%

Topics — the 6 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction
driving simulator
0.312017
Inducing self-motion sensations in driving simulators using force-feedback and haptic motion · VR 2017
Haptics and multimodal interaction › haptic feedback
force feedback
0.312017
Inducing self-motion sensations in driving simulators using force-feedback and haptic motion · VR 2017
Immersive interaction
self-motion perception
0.312017
Inducing self-motion sensations in driving simulators using force-feedback and haptic motion · VR 2017
Virtual and augmented reality › virtual environment
driving simulation
0.112017
Inducing self-motion sensations in driving simulators using force-feedback and haptic motion · VR 2017
Virtual and augmented reality
motion platform
0.112017
Inducing self-motion sensations in driving simulators using force-feedback and haptic motion · VR 2017
Knowledge, reasoning and agents › Knowledge representation and reasoning › ontology
ontology-based context modeling
0.012012
3D Interaction assistance through context-awareness · VR 2012

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

user study · 0.6proof-of-concept · 0.6prolog · 0.4logic programming · 0.4conceptual graphs · 0.3conceptual graph · 0.1
YearPublicationVenuePosition
2017 Inducing self-motion sensations in driving simulators using force-feedback and haptic motion
abstract
Producing sensations of motion in driving simulators often requires using cumbersome and expensive motion platforms. In this article we present a novel and alternative approach for producing self-motion sensations in driving simulations by relying on haptic-feedback. The method consists in applying a force-feedback proportional to the acceleration of the virtual vehicle directly to the hands of the driver, by means of a haptic device attached to the manipulated controller (or a steering wheel). We designed a proof-of-concept based on a standard gamepad physically attached at the extremity of a standard 3DOF haptic display. Haptic effects were designed to match notably the acceleration/braking (longitudinal forces) and left/right turns (lateral forces) of the virtual vehicle. A preliminary study conducted with 23 participants, engaged in gamepad-based active VR navigations in a straight line, showed that haptic motion effects globally improved the involvement and realism of motion sensation for participants with prior experience with haptic devices. Taken together, our results suggest that our approach could be further tested and used in driving simulators in entertainment and/or professional contexts.
Guillaume Bouyer, Amine Chellali, Anatole Lécuyer
VR1
2012 3D Interaction assistance through context-awareness
abstract
This work focuses on enabling 3D interaction assistance by adding adaptivity depending on the tasks, objectives, and the general interaction context. We model the context using Conceptual Graphs (CG) based on an ontology. Including CG in our scene manager (Virtools) allows us to add semantic information and to describe the available tools. We handle rules leading to adaptation with a logic programming layer (Prolog+CG) included in the Amine platform. This project is a step towards Intelligent Virtual Environments, which proposes a hybrid solution by adding a separate semantic reasoning to classic environments. The first case study automatically manages few modalities depending on the distance to objects, user movement, available tools and modality risks.
Yannick Dennemont, Guillaume Bouyer, Samir Otmane, Malik Mallem
VR2
2012 A semantic reasoning engine for context-awareness: detection and enhancement of 3D interaction interests
abstract
We propose a semantic reasoning engine for context-awareness in classic VR environments. It is currently used to automatically detect user's interests and manage visual enhancements depending on the user's movement.
Yannick Dennemont, Guillaume Bouyer, Samir Otmane, Malik Mallem
VRST2