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Philippe Coiffet

dblp:51/1107 · DBLP profile ↗
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8ranked-venue papers
0as first author
0since 2021 · last 2001
—ORCID · none

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

Artificial intelligence and machine learning · 4Systems, architecture and hardware · 4Human-computer interaction and ubiquitous computing · 3Graphics, computer vision, multimedia, augmented reality and games · 2Applied, interdisciplinary, general and emerging computing · 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
4 papers
Haptics and multimodal interaction · 72% Human-robot interaction · 20% Immersive interaction · 8%
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
Haptics and multimodal interaction › visuo-haptic illusion
pseudo-haptics
0.122001
"Boundary of Illusion: " An Experiment of Sensory Integration with a Pseudo-Haptic System · VR 2001
Pseudo-Haptic Feedback: Can Isometric Input Devices Simulate Force Feedback? · VR 2000
Haptics and multimodal interaction › multimodal perception
sensory integration
0.012001
"Boundary of Illusion: " An Experiment of Sensory Integration with a Pseudo-Haptic System · VR 2001
Human-robot interaction › teleoperation
telemanipulation
0.011998
Detection of Discrepancies and Sensory-Based Recovery for Virtual Reality Based Telemanipulation Systems · ICRA 1998
Human-robot interaction › teleoperation
virtual reality teleoperation
0.011998
Detection of Discrepancies and Sensory-Based Recovery for Virtual Reality Based Telemanipulation Systems · ICRA 1998
Haptics and multimodal interaction › haptic feedback
force feedback
0.011997
Computing optimal forces for generalised kinesthetic feedback on the human hand during virtual grasping and manipulation · ICRA 1997
Haptics and multimodal interaction › haptic feedback
kinesthetic feedback
0.011997
Computing optimal forces for generalised kinesthetic feedback on the human hand during virtual grasping and manipulation · ICRA 1997
Immersive interaction › 3d object manipulation
virtual grasping
0.011997
Computing optimal forces for generalised kinesthetic feedback on the human hand during virtual grasping and manipulation · ICRA 1997
Virtual and augmented reality
telepresence
0.011998
Detection of Discrepancies and Sensory-Based Recovery for Virtual Reality Based Telemanipulation Systems · ICRA 1998
Virtual and augmented reality › immersive interaction
virtual object manipulation
0.011997
Computing optimal forces for generalised kinesthetic feedback on the human hand during virtual grasping and manipulation · ICRA 1997

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

psychophysical experiment · 0.1sensory simulation · 0.0discrepancy detection · 0.0static analysis · 0.0nonlinear programming · 0.0
YearPublicationVenuePosition
2001 "Boundary of Illusion: " An Experiment of Sensory Integration with a Pseudo-Haptic System
abstract
Describes a psychophysical experiment designed to study the phenomenon of illusion which occurs with pseudo-haptic feedback, and to identify the moment when this illusion occurs: the "boundary of illusion". The subjects were given the task of deciding which of two virtual springs is the stiffer, these springs being simulated with a PHANToM/sup TM/ force feedback device and displayed on a monoscopic computer screen. The first spring had a realistic behavior, since its visual and haptic displacements were identical. The second spring-the pseudo-haptic one-was stiffer on a haptic basis, but sometimes less stiff on a visual basis. The data collected allowed us to calculate the visual point of subjective equality (PSE) between the two springs, which represents the boundary of the sensory illusion. On average, a high value of PSE turned out to be -24%. This value increased monotonically when the haptic difference between the springs increased. This implies that more visual deformation is necessary to compensate for large haptic differences and qualifies the notion of visual dominance. However, this boundary varies greatly depending on the subjects and their sensory integration strategy. The subjects were sensitive to this illusion to varying degrees. They were divided into different populations-from those who were "haptically oriented" to those who were "visually oriented".
Anatole Lécuyer, Jean-Marie Burkhardt, Sabine Coquillart, Philippe Coiffet
VR4
2000 Pseudo-Haptic Feedback: Can Isometric Input Devices Simulate Force Feedback?
abstract
This paper considers whether a passive isometric input device, such as a Spaceball/sup TM/, used together with visual feedback, could provide the operator with a pseudo-haptic feedback. For this aim, two psychophysical experiments have been conducted. The first experiment consisted of a compliance discrimination, between two virtual springs hand-operated by means of the Spaceball/sup TM/. In this experiment, the stiffness (or compliance) JND turned out to be 6%. The second experiment assessed stiffness discrimination between a virtual spring and the equivalent spring in reality. In this case, the stiffness (or compliance) JND was found to be 13.4%. These results are consistent with previous outcomes on manual discrimination of compliance. Consequently, this consistency reveals that the passive apparatus that was used can, to some extent, simulate haptic information. In addition, a final test indicated that the proprioceptive sense of the subjects was blurred by visual feedback. This gave them the illusion of using a nonisometric device.
Anatole Lécuyer, Sabine Coquillart, Abderrahmane Kheddar, Paul Richard, Philippe Coiffet
VR5
1999 Human performance evaluation of two handle haptic devices in a dextrous virtual telemanipulation task
abstract
While active work is being achieved in order to conceive very transparent, stable and user-friendly human-machine haptic interfaces, few works address the human factors and performance evaluation of haptic devices while being used in an actual operator interaction with a virtual environment. The article addresses the above aspects.
Paul Richard, Philippe Coiffet, Abderrahmane Kheddar, R. England
IROS2
1999 Foreword special section on virtual reality in robotics and automation
Antal K. Bejczy, Kazuo Tanie, Philippe Coiffet
IEEE Trans. Robotics Autom.3
1998 Detection of Discrepancies and Sensory-Based Recovery for Virtual Reality Based Telemanipulation Systems
abstract
Teleoperators using an intermediate functional representation of the remote real environment (RE), suffer the lack of accurate synthetic modeling. Discrepancies will always occur between the RE and its artificial representation by means of virtual environment (VE). A strategy to deal with VE/RE uncertainties based mainly on sensory level interpretation is presented. It is directed to avoid the use of task knowledge by providing a stream of virtual sensors values. Within the remote site, a supervisor is in charge of recovering from the VE/RE discrepancies by a continuous simulated and real states comparison. The states are derived from simulated and real sensor interpretations respectively. A simple experiment with the proposed approach is presented using only position (velocity) and force sensors. Limitations of the proposed approach are also discussed.
Abderrahmane Kheddar, Kazuo Tanie, Philippe Coiffet
ICRA3
1997 Computing optimal forces for generalised kinesthetic feedback on the human hand during virtual grasping and manipulation
abstract
This paper focuses on the problem of force-feedback for the human-operator hand when manipulating virtual objects. We propose a method for the computation of feedback-forces that have to be applied on each individual phalanx and finger of the human hand in order to display pertinent, kinesthetic information about static or dynamic characteristics of objects present in the virtual scene. External forces and moments of the manipulated virtual objects heave to be mapped on the contact-forces space of the virtual grasp. The method is based on the solution of a nonlinear programming problem, formulated by performing a static analysis of a general, multiple contact points virtual grasp. A methodology for modelling interactions within a virtual environment, and performing realistic grasping and manipulation, is also presented.
Costas S. Tzafestas, Philippe Coiffet
ICRA2
1997 The hidden robot concept-high level abstraction teleoperation
abstract
This paper discusses the development of new teleoperator systems. While many innovations during the last decade made teleoperation technology progress, some severe well known lacks that we enumerate still persist. With respect to some attractive solutions proposed for coping with these problems we designed a bilateral control scheme based on what we called the hidden robot concept. The teleoperator achieves tasks manually in a natural way within a virtual environment (VE). Thanks to suitable bilateral transformations, the virtual tasks are being reproduced by any slave robot within the remote site. Mainly task based, our approach is not considered like a high level task knowledge based control. Rather, we consider it like a more refined shared autonomy control with a high level abstraction interface. Three main components are developed: (i) supervision loop, (ii) bilateral transformation layer, (iii) execution loop. The approach has been validated experimentally and preliminary results as well as further work are discussed.
Abderrahmane Kheddar, Costas S. Tzafestas, Philippe Coiffet
IROS3
1996 Multimodal virtual reality: Input-output devices, system integration, and human factors
abstract
Virtual reality (VR) involves multimodal interactions with computer‐simulated worlds through visual, auditory, and haptic feedback. This article reviews the state of the art in special‐purpose input‐output devices, such as trackers, sensing gloves, 3‐D audio cards, stereo displays, and haptic feedback masters. The integration of these devices in local and network‐distributed VR simulation systems is subsequently discussed. Finally, we present human‐factor studies that quantify the benefits of several feedback modalities on simulation realism and sensorial immersion. Specifically, we consider tracking and dextrous manipulation task performance in terms of error rates and learning times when graphics, audio, and haptic feedback are provided.
Grigore C. Burdea, Paul Richard, Philippe Coiffet
Int. J. Hum. Comput. Interact.3