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

Pierre Jean

dblp:420/7540 · DBLP profile ↗
← Back
1ranked-venue papers
0as first author
1since 2021 · last 2025
—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.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 87% Computer animation and physical simulation · 13%
Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 100%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual reality
collaborative virtual reality
0.912025
Rendering Togetherness: Embodied Social Synchronization in Multi-User VR · ISMAR 2025
Virtual and augmented reality
virtual reality
0.912025
Rendering Togetherness: Embodied Social Synchronization in Multi-User VR · ISMAR 2025
Collaborative and social computing
social connectedness
0.912025
Rendering Togetherness: Embodied Social Synchronization in Multi-User VR · ISMAR 2025
Computer animation and physical simulation
motion capture
0.312025
Rendering Togetherness: Embodied Social Synchronization in Multi-User VR · ISMAR 2025

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

visual coupling manipulation · 1.7joint commitment manipulation · 1.7VR experiment · 1.7
YearPublicationVenuePosition
2025 Rendering Togetherness: Embodied Social Synchronization in Multi-User VR
abstract
Implementing multi-person interactions in Virtual Reality (VR) poses two interrelated challenges: (1) accurately capturing and rendering the kinematics of social interactions, and (2) fostering social connectedness, a key component of effective group communication. In physical settings, social connectedness is closely linked to interpersonal motor coordination. Whether similar mechanisms operate in VR, and how best to render them remains an open question. This study investigated group synchronization in VR by manipulating two key factors: visual coupling and joint commitment to synchronize, both known to influence group synchrony and social connectedness. Data from this VR experiment were compared with a previous study conducted in a real-world setting. In both contexts, visual coupling and joint commitment enhanced group synchrony and the feeling of social connectedness. However, their effects on individual kinematic features (e.g., movement frequency and amplitude) diverged between real and virtual environments, suggesting different coordination strategies were employed. These findings demonstrate that while multi-user VR can support the emergence of collective movement and foster social bonds, technical constraints, such as limited motion fidelity and restricted field of view, can shape how users adapt their movements to achieve joint action. This has important theoretical and practical implications for the design and modeling of collective motion in VR.
Julia Ayache, Julie LaRoche, Maxime Hérissé, Pierre Jean, Anna Katharina Hebborn, Didier Stricker, Benoît G. Bardy
ISMAR4