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Marie-Hélène Ferrer

dblp:134/0373 · DBLP profile ↗
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3ranked-venue papers
0as first author
2since 2021 · last 2025
0000-0003-2132-9588ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 since 2021Artificial intelligence and machine learning · 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
Interaction techniques and input · 50% Learning and educational technologies · 25% Haptics and multimodal interaction · 25%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction
haptic feedback
0.912025
The Impact of Visual and Haptic Feedback on Keyboard Typing in Immersive Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2025
Interaction techniques and input
text entry
0.912025
The Impact of Visual and Haptic Feedback on Keyboard Typing in Immersive Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2025
Interaction techniques and input › text entry
virtual reality typing
0.912025
The Impact of Visual and Haptic Feedback on Keyboard Typing in Immersive Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2025
Virtual and augmented reality › virtual reality
virtual reality simulation
0.312025
The Immersive Debriefing: Comparative Evaluation of Full and Segmented Redo Methods in Virtual Reality · ISMAR 2025

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

mixed-methods evaluation · 1.7user study · 0.9
YearPublicationVenuePosition
2025 The Immersive Debriefing: Comparative Evaluation of Full and Segmented Redo Methods in Virtual Reality
abstract
This study investigates the impact of two immersive debriefing strategies on learning outcomes in a virtual reality (VR) simulation focused on mobile cybersecurity. The simulation highlights everyday mistakes to raise awareness of risky behaviors in public settings. We developed and evaluated an immersive debriefing system that enables participants to review their performance and re-engage with the scenario through a redo phase. This redo was implemented in two formats: a full scenario redo (F-REDO) and a segmented redo targeting specific moments (S-REDO). We found that both redo formats were equally effective in learning outcomes and user satisfaction, using a mixed-methods approach combining standardized questionnaires (motivation, cognitive load, usability, knowledge retention) and qualitative trainer feedback. However, S-REDO demonstrated greater time efficiency without increasing cognitive load and was perceived by the trainer as more engaging and pedagogically relevant. These results support the integration of personalized, interactive debriefing tools in VR learning environments, particularly in domains requiring targeted remediation and critical decision-making. Abstract Abstract
Kelly Minotti, Daniel Xuan Hien Mai, Guillaume Loup, Amine Chellali, Marie-Hélène Ferrer, Samir Otmane
ISMAR5
2025 The Impact of Visual and Haptic Feedback on Keyboard Typing in Immersive Virtual Environments
abstract
Typing with a keyboard is a common task in content production in the workplace. For simulation purposes in VR environments, it is important for users to perform this task accurately, with minimal performance loss, and without distraction. One common approach is using mid-air typing on virtual keyboards. However, this method presents challenges, particularly due to the lack of haptic feedback and spatial awareness. Various solutions have been suggested in the literature to address these challenges, but several design factors that influence performance, behavior, and user experience still need to be explored. This paper investigates the effects of two types of visual feedback (hover and keypress) and three passive haptic feedback conditions (physical keyboard, physical surface, and a mid-air virtual keyboard with no haptic feedback) and the possible interactions between these factors on typing using the two index fingers in VR. Results show that keypress visual feedback enhanced typing speed and reduced workload, while hover feedback lowered error rates but negatively impacted typing speed. Additionally, using a physical keyboard to provide passive haptic feedback increased the error rate. This increase in the error rate could be attributed to inaccuracies in finger and keyboard tracking, which may have caused a misalignment between the physical and virtual environments. Regarding eye gaze behavior, participants spent more time looking at the keyboard with the keypress visual feedback and when no haptic feedback was provided. Finally, participants rated the physical keyboard as the least usable option.
Amine Chellali, Lucas Herfort, Guillaume Loup, Marie-Hélène Ferrer
IEEE Trans. Vis. Comput. Graph.4
2019 VICTEAMS: A Virtual Environment to Train Medical Team Leaders to Interact with Virtual Subordinates
abstract
Health care delivery in military conflict, in peacekeeping missions or in the aftermath of disaster, implies high stress environments with danger exposures, life-threatening events and high levels of work demand. Crisis and emergency risk communication remains a real challenge. The rapid response of emergency medical teams has an important role to play in preventing serious adverse events. During critical events, medical errors can be related to human or system factors, including ineffective team leadership, non-standardized team communication, a lack of global situation awareness, poor use of resources and inappropriate triage and prioritization. The VICTEAMS project aims at building a virtual environment for training rescue team leaders to non-technical skills. Depending on the leader abilities, the virtual characters playing the subordinates (e.g. nurses) reproduce a variety of behaviors like erroneous actions, followership attitudes or stress-based behaviors. A pedagogical director tailors the difficulty according to the dynamic profile of the learner.
Domitile Lourdeaux, Zoubida Afoutni, Marie-Hélène Ferrer, Nicolas Sabouret, Virginie Demulier, Jean-Claude Martin, Laurence Bolot, Vincent Boccara, Romain Lelong
IVA3