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Raphaël Julien

dblp:373/4961 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2024
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

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
Immersive interaction · 77% Interaction techniques and input · 12% Ubiquitous computing and smart environments · 12%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
augmented reality
0.812024
HandyNotes: using the hands to create semantic representations of contextually aware real-world objects · VR 2024
Immersive interaction
mixed reality
0.812024
HandyNotes: using the hands to create semantic representations of contextually aware real-world objects · VR 2024
Interaction techniques and input › touch interaction
finger interaction
0.212024
HandyNotes: using the hands to create semantic representations of contextually aware real-world objects · VR 2024

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

hololens 2 · 0.8
YearPublicationVenuePosition
2024 HandyNotes: using the hands to create semantic representations of contextually aware real-world objects
abstract
This paper uses Mixed Reality (MR) technologies to provide a seamless integration of digital information in physical environments through human-made annotations. Creating digital annotations of physical objects evokes many challenges for performing (simple) tasks such as adding digital notes and connecting them to real-world objects. For that, we have developed an MR system using the Microsoft HoloLens2 to create semantic representations of contextually-aware real-world objects while interacting with holographic virtual objects. User interaction is enhanced with use of fingers as placeholders for menu items. We demonstrate our approach through two real-world scenarios. We also discuss the challenges for using MR technologies.
Clément Quere, Aline Menin, Raphaël Julien, Hui-Yin Wu, Marco Winckler
VR3