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Cédric di Loreto

dblp:225/8223 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2018
—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 · 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.

Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Health and well-being technologies · 50% Haptics and multimodal interaction · 50%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
cybersickness
0.312018
WoaH: A Virtual Reality Work-at-Height Simulator · VR 2018
Virtual and augmented reality › virtual reality
VR simulator
0.312018
A Virtual Reality Simulator to Detect Acrophobia in Work-at-Height Situations · VR 2018
Virtual and augmented reality
haptics
0.112018
WoaH: A Virtual Reality Work-at-Height Simulator · VR 2018
Health and well-being technologies › mental health › mental healthcare › psychotherapy
exposure therapy
0.112018
A Virtual Reality Simulator to Detect Acrophobia in Work-at-Height Situations · VR 2018
Haptics and multimodal interaction › haptic feedback
vibrotactile feedback
0.112018
A Virtual Reality Simulator to Detect Acrophobia in Work-at-Height Situations · VR 2018

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

user study · 0.3electrodermal activity · 0.3
YearPublicationVenuePosition
2018 A Virtual Reality Simulator to Detect Acrophobia in Work-at-Height Situations
abstract
We propose to demonstrate a novel immersive virtual reality simulator aimed at detecting whether potential workers at height are able to climb high up for dangerous operations. Our simulator consists in a dynamic platform that simulates the vibrations of an aerial device during elevation, a real ladder synchronized in position with a virtual one placed on top of a virtual electric pole, a harness that allows users safely climbing the ladder and a head-mounted display (HMD) for visualization. Our demonstration invites users to experience a high fidelity work-at-height situation triggering fear of heights.
Jean-Rémy Chardonnet, Cédric di Loreto, Julien Ryard, Alain Housseau
VR2
2018 WoaH: A Virtual Reality Work-at-Height Simulator
abstract
We present WoaH, a virtual reality work-at-height simulator aimed at (i) testing whether future workers are able to manage their stress when high up and thus easily detect susceptibility to vertigo, and (ii) training in a typical work-at-height engineering operation. The simulator is composed of a real ladder synchronized in position with a virtual one placed 11 meters above the ground in a virtual environment. Visualization is done through a head-mounted display (HMD). We conducted a first user study evaluating our simulator in terms of cybersickness, perceived realism and anxiety, through both subjective (questionnaires) and objective (electrodermal activity) measurements, and testing whether vibratory cues could enhance the level of anxiety felt. Results indicate that WoaH generates anxiety as expected and is perceived as realistic. Adding vibrations had significant impact on the perceived realism but not on the electro-dermal activity. These first results bring insights to future developments for a deployment in companies dealing with work at height.
Cédric di Loreto, Jean-Rémy Chardonnet, Julien Ryard, Alain Rousseau
VR1