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

Jonathan Mercier-Ganady

dblp:134/6618 · DBLP profile ↗
← Back
2ranked-venue papers
2as first author
0since 2021 · last 2014
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 1 · 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
1 paper
Wearable and physiological sensing · 56% Immersive interaction · 44%

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

TopicWeightPapersLastEvidence papers
Immersive interaction
augmented reality
0.212014
The Mind-Mirror: See your brain in action in your head using EEG and augmented reality · VR 2014
Wearable and physiological sensing › electroencephalography
neurofeedback
0.212014
The Mind-Mirror: See your brain in action in your head using EEG and augmented reality · VR 2014
Wearable and physiological sensing
electroencephalography
0.112014
The Mind-Mirror: See your brain in action in your head using EEG and augmented reality · VR 2014

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

face tracking · 0.2EEG classification · 0.2
YearPublicationVenuePosition
2014 The Mind-Mirror: See your brain in action in your head using EEG and augmented reality
abstract
Imagine you are facing a mirror, seeing at the same time both your real body and a virtual display of your brain in activity and perfectly superimposed to your real image “inside your real skull”. In this paper, we introduce a novel augmented reality paradigm called “Mind-Mirror” which enables the experience of seeing “through your own head”, visualizing your brain “in action and in situ”. Our approach relies on the use of a semi-transparent mirror positioned in front of a computer screen. A virtual brain is displayed on screen and automatically follows the head movements using an optical face-tracking system. The brain activity is extracted and processed in real-time with the help of an electroencephalography cap (EEG) worn by the user. A rear view is also proposed thanks to an additional webcam recording the rear of the user's head. The use of EEG classification techniques enables to test a Neurofeedback scenario in which the user can train and progressively learn how to control different mental states, such as “concentrated” versus “relaxed”. The results of a user study comparing a standard visualization used in Neurofeedback to our approach showed that the Mind-Mirror could be successfully used and that the participants have particularly appreciated its innovation and originality. We believe that, in addition to applications in Neurofeedback and Brain-Computer Interfaces, the Mind-Mirror could also be used as a novel visualization tool for education, training or entertainment applications.
Jonathan Mercier-Ganady, Fabien Lotte, Emilie Loup-Escande, Maud Marchal, Anatole Lécuyer
VR1
2013 Can we use a brain-computer interface and manipulate a mouse at the same time?
abstract
Brain-Computer Interfaces (BCI) introduce a novel way of interacting with real and virtual environments by directly exploiting cerebral activity. However in most setups using a BCI, the user is explicitly asked to remain as motionless as possible, since muscular activity is commonly admitted to add noise and artifacts in brain electrical signals. Thus, as for today, people have been rarely let using other classical input devices such as mice or joysticks simultaneously to a BCI-based interaction. In this paper, we present an experimental study on the influence of manipulating an input device such as a standard computer mouse on the performance of a BCI system. We have designed a 2-class BCI which relies on Alpha brainwaves to discriminate between focused versus relaxed mental activities. The study uses a simple virtual environment inspired by the well-known Pac-Man videogame and based on BCI and mouse controls. The control of mental activity enables to eat pellets in a simple 2D virtual maze. Different levels of motor activity achieved with the mouse are progressively introduced in the gameplay: 1) no motor activity (control condition), 2) a semi-automatic motor activity, and 3) a highly-demanding motor activity. As expected the BCI performance was found to slightly decrease in presence of motor activity. However, we found that the BCI could still be successfully used in all conditions, and that relaxed versus focused mental activities could still be significantly discriminated even in presence of a highly-demanding mouse manipulation. These promising results pave the way to future experimental studies with more complex mental and motor activities, but also to novel 3D interaction paradigms that could mix BCI and other input devices for virtual reality and videogame applications.
Jonathan Mercier-Ganady, Emilie Loup-Escande, Laurent George 0002, Colomban Busson, Maud Marchal, Anatole Lécuyer
VRST1