Demo Data from EDBT 2026 / reviewers in the wild / expert
Anthony Talvas
dblp:69/11460
· DBLP profile ↗
2ranked-venue papers
1as first author
0since 2021 · last 2015
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorHuman-computer interaction and ubiquitous 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.
| Computer graphics and multimedia
2 papers |
Computer animation and physical simulation · 77% Virtual and augmented reality · 23% | |
| Human-computer interaction and pervasive computing
1 paper |
Haptics and multimodal interaction · 100% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation › human-object interaction
dexterous manipulation |
0.2 | 1 | 2015 | Aggregate Constraints for Virtual Manipulation with Soft Fingers · IEEE Trans. Vis. Comput. Graph. 2015 |
Virtual and augmented reality › immersive interaction
3d interaction |
0.1 | 1 | 2015 | Elastic-Arm: Human-scale passive haptic feedback for augmenting interaction and perception in virtual environments · VR 2015 |
Methods — techniques the papers use, named apart from their topics
coulomb-contensou friction model · 0.4aggregate constraints · 0.4pseudo-haptics · 0.2body-mounted elastic armature · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2015 | Elastic-Arm: Human-scale passive haptic feedback for augmenting interaction and perception in virtual environmentsabstractHaptic feedback is known to improve 3D interaction in virtual environments but current haptic interfaces remain complex and tailored to desktop interaction. In this paper, we introduce the “Elastic-Arm”, a novel approach for incorporating haptic feedback in immersive virtual environments in a simple and cost-effective way. The Elastic-Arm is based on a body-mounted elastic armature that links the user's hand to her shoulder. As a result, a progressive resistance force is perceived when extending the arm. This haptic feedback can be incorporated with various 3D interaction techniques and we illustrate the possibilities offered by our system through several use cases based on well-known examples such as the Bubble technique, Redirected Touching and pseudo-haptics. These illustrative use cases provide users with haptic feedback during selection and navigation tasks but they also enhance their perception of the virtual environment. Taken together, these examples suggest that the Elastic-Arm can be transposed in numerous applications and with various 3D interaction metaphors in which a mobile hap-tic feedback can be beneficial. It could also pave the way for the design of new interaction techniques based on “human-scale” egocentric haptic feedback. Merwan Achibet, Adrien Girard, Anthony Talvas, Maud Marchal, Anatole Lécuyer |
VR | 3 |
| 2015 | Aggregate Constraints for Virtual Manipulation with Soft FingersabstractInteractive dexterous manipulation of virtual objects remains a complex challenge that requires both appropriate hand models and accurate physically-based simulation of interactions. In this paper, we propose an approach based on novel aggregate constraints for simulating dexterous grasping using soft fingers. Our approach aims at improving the computation of contact mechanics when many contact points are involved, by aggregating the multiple contact constraints into a minimal set of constraints. We also introduce a method for non-uniform pressure distribution over the contact surface, to adapt the response when touching sharp edges. We use the Coulomb-Contensou friction model to efficiently simulate tangential and torsional friction. We show through different use cases that our aggregate constraint formulation is well-suited for simulating interactively dexterous manipulation of virtual objects through soft fingers, and efficiently reduces the computation time of constraint solving. Anthony Talvas, Maud Marchal, Christian Duriez, Miguel A. Otaduy |
IEEE Trans. Vis. Comput. Graph. | 1 |