NobleBlocks

HYBRID: 3D interaction with virtual environments using body and mind

facilityRennes, Brittany, France

Research output, citation impact, and the most-cited recent papers from HYBRID: 3D interaction with virtual environments using body and mind (France). Aggregated across the NobleBlocks index of 300M+ scholarly works.

Total works
371
Citations
13.3K
h-index
56
i10-index
278
Also known as
HYBRID: 3D interaction with virtual environments using body and mind

Top-cited papers from HYBRID: 3D interaction with virtual environments using body and mind

The role of interaction in virtual embodiment: Effects of the virtual hand representation
Ferran Argelaguet, Ludovic Hoyet, Michaël Trico, Anatole Lécuyer
2016350doi:10.1109/vr.2016.7504682

How do people appropriate their virtual hand representation when interacting in virtual environments? In order to answer this question, we conducted an experiment studying the sense of embodiment when interacting with three different virtual hand representations, each one providing a different degree of visual realism but keeping the same control mechanism. The main experimental task was a Pick-and-Place task in which participants had to grasp a virtual cube and place it to an indicated position while avoiding an obstacle (brick, barbed wire or fire). An additional task was considered in which participants had to perform a potentially dangerous operation towards their virtual hand: place their virtual hand close to a virtual spinning saw. Both qualitative measures and questionnaire data were gathered in order to assess the sense of agency and ownership towards each virtual hand. Results show that the sense of agency is stronger for less realistic virtual hands which also provide less mismatch between the participant's actions and the animation of the virtual hand. In contrast, the sense of ownership is increased for the human virtual hand which provides a direct mapping between the degrees of freedom of the real and virtual hand.

Novice Shooters With Lower Pre-shooting Alpha Power Have Better Performance During Competition in a Virtual Reality Scenario
Michael Pereira, Ferran Argelaguet, José del R. Millán, Anatole Lécuyer
2018· Frontiers in Psychology251doi:10.3389/fpsyg.2018.00527

Competition changes the environment for athletes. The difficulty of training for such stressful events can lead to the well-known effect of 'choking' under pressure, which prevents athletes from performing at their best level. To studying the effect of competition on the human brain, we recorded pilot electroencephalography (EEG) data while novice shooters were immersed in a realistic virtual environment representing a shooting range. We found a differential between-subject effect of competition on mu [8-12 Hz] oscillatory activity during aiming; compared to training, the more the subject was able to desynchronize his mu rhythm during competition, the better was his shooting performance. Because this differential effect could not be explained by differences in simple measures of the kinematics and muscular activity, nor by the effect of competition or shooting performance per se, we interpret our results as evidence that mu desynchronization has a positive effect on performance during competition

Avatar and Sense of Embodiment: Studying the Relative Preference Between Appearance, Control and Point of View
Rebecca Fribourg, Ferran Argelaguet, Anatole Lécuyer, Ludovic Hoyet
2020· IEEE Transactions on Visualization and Computer Graphics168doi:10.1109/tvcg.2020.2973077

In Virtual Reality, a number of studies have been conducted to assess the influence of avatar appearance, avatar control and user point of view on the Sense of Embodiment (SoE) towards a virtual avatar. However, such studies tend to explore each factor in isolation. This paper aims to better understand the inter-relations among these three factors by conducting a subjective matching experiment. In the presented experiment ( n=40), participants had to match a given "optimal" SoE avatar configuration (realistic avatar, full-body motion capture, first-person point of view), starting by a "minimal" SoE configuration (minimal avatar, no control, third-person point of view), by iteratively increasing the level of each factor. The choices of the participants provide insights about their preferences and perception over the three factors considered. Moreover, the subjective matching procedure was conducted in the context of four different interaction tasks with the goal of covering a wide range of actions an avatar can do in a VE. The paper also describes a baseline experiment ( n=20) which was used to define the number and order of the different levels for each factor, prior to the subjective matching experiment (e.g. different degrees of realism ranging from abstract to personalised avatars for the visual appearance). The results of the subjective matching experiment show that point of view and control levels were consistently increased by users before appearance levels when it comes to enhancing the SoE. Second, several configurations were identified with equivalent SoE as the one felt in the optimal configuration, but vary between the tasks. Taken together, our results provide valuable insights about which factors to prioritize in order to enhance the SoE towards an avatar in different tasks, and about configurations which lead to fulfilling SoE in VE.

Towards BCI-Based Interfaces for Augmented Reality: Feasibility, Design and Evaluation
Hakim Si-Mohammed, Jimmy Petit, Camille Jeunet, Ferran Argelaguet +4 more
2018· IEEE Transactions on Visualization and Computer Graphics146doi:10.1109/tvcg.2018.2873737

Brain-Computer Interfaces (BCIs) enable users to interact with computers without any dedicated movement, bringing new hands-free interaction paradigms. In this paper we study the combination of BCI and Augmented Reality (AR). We first tested the feasibility of using BCI in AR settings based on Optical See-Through Head-Mounted Displays (OST-HMDs). Experimental results showed that a BCI and an OST-HMD equipment (EEG headset and Hololens in our case) are well compatible and that small movements of the head can be tolerated when using the BCI. Second, we introduced a design space for command display strategies based on BCI in AR, when exploiting a famous brain pattern called Steady-State Visually Evoked Potential (SSVEP). Our design space relies on five dimensions concerning the visual layout of the BCI menu; namely: orientation, frame-of-reference, anchorage, size and explicitness. We implemented various BCI-based display strategies and tested them within the context of mobile robot control in AR. Our findings were finally integrated within an operational prototype based on a real mobile robot that is controlled in AR using a BCI and a HoloLens headset. Taken together our results (4 user studies) and our methodology could pave the way to future interaction schemes in Augmented Reality exploiting 3D User Interfaces based on brain activity and BCIs.

Being an Avatar “for Real”: A Survey on Virtual Embodiment in Augmented Reality
Adélaïde Genay, Anatole Lécuyer, Martin Hachet
2021· IEEE Transactions on Visualization and Computer Graphics137doi:10.1109/tvcg.2021.3099290

Virtual self-avatars have been increasingly used in Augmented Reality (AR) where one can see virtual content embedded into physical space. However, little is known about the perception of self-avatars in such a context. The possibility that their embodiment could be achieved in a similar way as in Virtual Reality opens the door to numerous applications in education, communication, entertainment, or the medical field. This article aims to review the literature covering the embodiment of virtual self-avatars in AR. Our goal is (i) to guide readers through the different options and challenges linked to the implementation of AR embodiment systems, (ii) to provide a better understanding of AR embodiment perception by classifying the existing knowledge, and (iii) to offer insight on future research topics and trends for AR and avatar research. To do so, we introduce a taxonomy of virtual embodiment experiences by defining a "body avatarization" continuum. The presented knowledge suggests that the sense of embodiment evolves in the same way in AR as in other settings, but this possibility has yet to be fully investigated. We suggest that, whilst it is yet to be well understood, the embodiment of avatars has a promising future in AR and conclude by discussing possible directions for research.

“Do You Feel in Control?”: Towards Novel Approaches to Characterise, Manipulate and Measure the Sense of Agency in Virtual Environments
Camille Jeunet, Louis Albert, Ferran Argelaguet, Anatole Lécuyer
2018· IEEE Transactions on Visualization and Computer Graphics115doi:10.1109/tvcg.2018.2794598

While the Sense of Agency (SoA) has so far been predominantly characterised in VR as a component of the Sense of Embodiment, other communities (e.g., in psychology or neurosciences) have investigated the SoA from a different perspective proposing complementary theories. Yet, despite the acknowledged potential benefits of catching up with these theories a gap remains. This paper first aims to contribute to fill this gap by introducing a theory according to which the SoA can be divided into two components, the feeling and the judgment of agency, and relies on three principles, namely the principles of priority, exclusivity and consistency. We argue that this theory could provide insights on the factors influencing the SoA in VR systems. Second, we propose novel approaches to manipulate the SoA in controlled VR experiments (based on these three principles) as well as to measure the SoA, and more specifically its two components based on neurophysiological markers, using ElectroEncephaloGraphy (EEG). We claim that these approaches would enable us to deepen our understanding of the SoA in VR contexts. Finally, we validate these approaches in an experiment. Our results (N=24) suggest that our approach was successful in manipulating the SoA as the modulation of each of the three principles induced significant decreases of the SoA (measured using questionnaires). In addition, we recorded participants' EEG signals during the VR experiment, and neurophysiological markers of the SoA, potentially reflecting the feeling and judgment of agency specifically, were revealed. Our results also suggest that users' profile, more precisely their Locus of Control (LoC), influences their level of immersion and SoA.

Virtual proxemics: Locomotion in the presence of obstacles in large immersive projection environments
Ferran Argelaguet, Anne‐Hélène Olivier, Gerd Bruder, Julien Pettré +1 more
2015113doi:10.1109/vr.2015.7223327

In this paper, we investigate obstacle avoidance behavior during real walking in a large immersive projection setup. We analyze the walking behavior of users when avoiding real and virtual static obstacles. In order to generalize our study, we consider both anthropomorphic and inanimate objects, each having his virtual and real counterpart. The results showed that users exhibit different locomotion behaviors in the presence of real and virtual obstacles, and in the presence of anthropomorphic and inanimate objects. Precisely, the results showed a decrease of walking speed as well as an increase of the clearance distance (i. e., the minimal distance between the walker and the obstacle) when facing virtual obstacles compared to real ones. Moreover, our results suggest that users act differently due to their perception of the obstacle: users keep more distance when the obstacle is anthropomorphic compared to an inanimate object and when the orientation of anthropomorphic obstacle is from the profile compared to a front position. We discuss implications on future large shared immersive projection spaces.

Virtual Co-Embodiment: Evaluation of the Sense of Agency While Sharing the Control of a Virtual Body Among Two Individuals
Rebecca Fribourg, Nami Ogawa, Ludovic Hoyet, Ferran Argelaguet +3 more
2020· IEEE Transactions on Visualization and Computer Graphics111doi:10.1109/tvcg.2020.2999197

In this article, we introduce a concept called "virtual co-embodiment", which enables a user to share their virtual avatar with another entity (e.g., another user, robot, or autonomous agent). We describe a proof-of-concept in which two users can be immersed from a first-person perspective in a virtual environment and can have complementary levels of control (total, partial, or none) over a shared avatar. In addition, we conducted an experiment to investigate the influence of users' level of control over the shared avatar and prior knowledge of their actions on the users' sense of agency and motor actions. The results showed that participants are good at estimating their real level of control but significantly overestimate their sense of agency when they can anticipate the motion of the avatar. Moreover, participants performed similar body motions regardless of their real control over the avatar. The results also revealed that the internal dimension of the locus of control, which is a personality trait, is negatively correlated with the user's perceived level of control. The combined results unfold a new range of applications in the fields of virtual-reality-based training and collaborative teleoperation, where users would be able to share their virtual body.

“Wow! I Have Six Fingers!”: Would You Accept Structural Changes of Your Hand in VR?
Ludovic Hoyet, Ferran Argelaguet, Corentin Nicole, Anatole Lécuyer
2016· Frontiers in Robotics and AI105doi:10.3389/frobt.2016.00027

With the increasing demand in virtual reality applications and games, the need to understand how users perceive their virtual representation (avatar) is becoming more and more important.In particular, with the potential of virtual reality to alter and control avatars in different ways, the user representation in the virtual world does not always necessarily match the user body structure.In this context, this paper explores how users would accept as their own a six-digit realistic virtual hand.By measuring participants' senses of ownership (i.e., the impression that the virtual hand is actually our own hand) and agency (i.e., the impression to be able to control the actions of the virtual hand), we somehow evaluate the possibility of creating a Six-Finger Illusion in VR.We measured these two dimensions of virtual embodiment in a virtual reality experiment where participants performed two tasks successively: (1) a self-manipulation task inducing visuomotor feedback, where participants mimicked finger movements presented in the virtual scene and (2) a visuotactile task inspired by Rubber Hand Illusion protocols, where an experimenter stroked the hand of the user with a brush.The real and virtual brushes were synchronously stroking the participants' real and virtual hand, and in the case when the virtual brush was stroking the additional virtual digit, the real ring finger was also synchronously stroked to provide consistent tactile stimulation and elicit a sense of embodiment.Results of the experiment show that participants did experience high levels of ownership and agency of the six-digit virtual hand as a whole.We found higher levels of ownership and agency for the additional finger when the hand was fully animated, compared to a control group where the additional digit was not animated.Through the presented experiment, we found that participants responded positively to the possibility of controlling the six-digit hand despite the structural difference, and accepted the sixdigit virtual hand and individual digits as their own to some extent.These results bring preliminary insights about how avatar with structural differences can affect the senses of ownership and agency experienced by users in VR.

Altering the Stiffness, Friction, and Shape Perception of Tangible Objects in Virtual Reality Using Wearable Haptics
Steeven Villa, Claudio Pacchierotti, Xavier de Tinguy, Anderson Maciel +1 more
2020· IEEE Transactions on Haptics100doi:10.1109/toh.2020.2967389

Tangible objects are used in virtual reality (VR) and augmented reality (AR) to enhance haptic information on the general shape of virtual objects. However, they are often passive or unable to simulate rich varying mechanical properties. This article studies the effect of combining simple passive tangible objects and wearable haptics for improving the display of varying stiffness, friction, and shape sensations in these environments. By providing timely cutaneous stimuli through a wearable finger device, we can make an object feel softer or more slippery than it really is, and we can also create the illusion of encountering virtual bumps and holes. We evaluate the proposed approach carrying out three experiments with human subjects. Results confirm that we can increase the compliance of a tangible object by varying the pressure applied through a wearable device. We are also able to simulate the presence of bumps and holes by providing timely pressure and skin stretch sensations. Altering the friction of a tangible surface showed recognition rates above the chance level, albeit lower than those registered in the other experiments. Finally, we show the potential of our techniques in an immersive medical palpation use case in VR. These results pave the way for novel and promising haptic interactions in VR, better exploiting the multiple ways of providing simple, unobtrusive, and inexpensive haptic displays.

The sense of embodiment in Virtual Reality and its assessment methods
Martin Guy, Jean‐Marie Normand, Camille Jeunet, Guillaume Moreau
2023· Frontiers in Virtual Reality96doi:10.3389/frvir.2023.1141683

The sense of embodiment refers to the sensations of being inside, having, and controlling a body. In virtual reality, it is possible to substitute a person’s body with a virtual body, referred to as an avatar. Modulations of the sense of embodiment through modifications of this avatar have perceptual and behavioural consequences on users that can influence the way users interact with the virtual environment. Therefore, it is essential to define metrics that enable a reliable assessment of the sense of embodiment in virtual reality to better understand its dimensions, the way they interact, and their influence on the quality of interaction in the virtual environment. In this review, we first introduce the current knowledge on the sense of embodiment, its dimensions (senses of agency, body ownership, and self-location), and how they relate the ones with the others. Then, we dive into the different methods currently used to assess the sense of embodiment, ranging from questionnaires to neurophysiological measures. We provide a critical analysis of the existing metrics, discussing their advantages and drawbacks in the context of virtual reality. Notably, we argue that real-time measures of embodiment, which are also specific and do not require double tasking, are the most relevant in the context of virtual reality. Electroencephalography seems a good candidate for the future if its drawbacks (such as its sensitivity to movement and practicality) are improved. While the perfect metric has yet to be identified if it exists, this work provides clues on which metric to choose depending on the context, which should hopefully contribute to better assessing and understanding the sense of embodiment in virtual reality.

A Survey on the Use of Haptic Feedback for Brain-Computer Interfaces and Neurofeedback
Mathis Fleury, Giulia Lioi, Christian Barillot, Anatole Lécuyer
2020· Frontiers in Neuroscience96doi:10.3389/fnins.2020.00528

Neurofeedback (NF) and brain-computer interface (BCI) applications rely on the registration and real-time feedback of individual patterns of brain activity with the aim of achieving self-regulation of specific neural substrates or control of external devices. These approaches have historically employed visual stimuli. However, in some cases vision is unsuitable or inadequately engaging. Other sensory modalities, such as auditory or haptic feedback have been explored, and multisensory stimulation is expected to improve the quality of the interaction loop. Moreover, for motor imagery tasks, closing the sensorimotor loop through haptic feedback may be relevant for motor rehabilitation applications, as it can promote plasticity mechanisms. This survey reviews the various haptic technologies and describes their application to BCIs and NF. We identify major trends in the use of haptic interfaces for BCI and NF systems and discuss crucial aspects that could motivate further studies.

Attending to Visual Stimuli versus Performing Visual Imagery as a Control Strategy for EEG-based Brain-Computer Interfaces
Nataliya Kosmyna, Jussi T. Lindgren, Anatole Lécuyer
2018· Scientific Reports94doi:10.1038/s41598-018-31472-9

Currently the most common imagery task used in Brain-Computer Interfaces (BCIs) is motor imagery, asking a user to imagine moving a part of the body. This study investigates the possibility to build BCIs based on another kind of mental imagery, namely "visual imagery". We study to what extent can we distinguish alternative mental processes of observing visual stimuli and imagining it to obtain EEG-based BCIs. Per trial, we instructed each of 26 users who participated in the study to observe a visual cue of one of two predefined images (a flower or a hammer) and then imagine the same cue, followed by rest. We investigated if we can differentiate between the different subtrial types from the EEG alone, as well as detect which image was shown in the trial. We obtained the following classifier performances: (i) visual imagery vs. visual observation task (71% of classification accuracy), (ii) visual observation task towards different visual stimuli (classifying one observation cue versus another observation cue with an accuracy of 61%) and (iii) resting vs. observation/imagery (77% of accuracy between imagery task versus resting state, and the accuracy of 75% between observation task versus resting state). Our results show that the presence of visual imagery and specifically related alpha power changes are useful to broaden the range of BCI control strategies.

Vishnu: virtual immersive support for HelpiNg users an interaction paradigm for collaborative remote guiding in mixed reality
Morgan Le Chénéchal, Thierry Duval, Valérie Gouranton, Jérôme Royan +1 more
201689doi:10.1109/3dcve.2016.7563559

Increasing networking performances as well as the emergence of Mixed Reality (MR) technologies make possible providing advanced interfaces to improve remote collaboration. In this paper, we present our novel interaction paradigm called Vishnu that aims to ease collaborative remote guiding. We focus on collaborative remote maintenance as an illustrative use case. It relies on an expert immersed in Virtual Reality (VR) in the remote workspace of a local agent helped through an Augmented Reality (AR) interface. The main idea of the Vishnu paradigm is to provide the local agent with two additional virtual arms controlled by the remote expert who can use them as interactive guidance tools. Many challenges come with this: collocation, inverse kinematics (IK), the perception of the remote collaborator and gestures coordination. Vishnu aims to enhance the maintenance procedure thanks to a remote expert who can show to the local agent the exact gestures and actions to perform. Our pilot user study shows that it may decrease the cognitive load compared to a usual approach based on the mapping of 2D and de-localized informations, and it could be used by agents in order to perform specific procedures without needing to have an available local expert.

Toward "Pseudo-Haptic Avatars": Modifying the Visual Animation of Self-Avatar Can Simulate the Perception of Weight Lifting
David Antonio Gómez Jáuregui, Ferran Argelaguet, Anne‐Hélène Olivier, Maud Marchal +2 more
2014· IEEE Transactions on Visualization and Computer Graphics78doi:10.1109/tvcg.2014.45

In this paper we study how the visual animation of a self-avatar can be artificially modified in real-time in order to generate different haptic perceptions. In our experimental setup, participants could watch their self-avatar in a virtual environment in mirror mode while performing a weight lifting task. Users could map their gestures on the self-animated avatar in real-time using a Kinect. We introduce three kinds of modification of the visual animation of the self-avatar according to the effort delivered by the virtual avatar: 1) changes on the spatial mapping between the user’s gestures and the avatar, 2) different motion profiles of the animation, and 3) changes in the posture of the avatar (upper-body inclination). The experimental task consisted of a weight lifting task in which participants had to order four virtual dumbbells according to their virtual weight. The user had to lift each virtual dumbbells by means of a tangible stick, the animation of the avatar was modulated according to the virtual weight of the dumbbell. The results showed that the altering the spatial mapping delivered the best performance. Nevertheless, participants globally appreciated all the different visual effects. Our results pave the way to the exploitation of such novel techniques in various VR applications such as sport training, exercise games, or industrial training scenarios in single or collaborative mode.

“Haptics On-Demand”: A Survey on Encountered-Type Haptic Displays
Victor Mercado, Maud Marchal, Anatole Lécuyer
2021· IEEE Transactions on Haptics69doi:10.1109/toh.2021.3061150

Encountered-Type Haptic Displays (ETHDs) provide haptic feedback by positioning a tangible surface for the user to encounter. This permits users to freely eliciting haptic feedback with a surface during a virtual simulation. ETHDs differ from most of current haptic devices which rely on an actuator always in contact with the user. This article intends to describe and analyze the different research efforts carried out in this field. In addition, this article analyzes ETHD literature concerning definitions, history, hardware, haptic perception processes involved, interactions and applications. The paper proposes a formal definition of ETHDs, a taxonomy for classifying hardware types, and an analysis of haptic feedback used in literature. Taken together the overview of this survey intends to encourage future work in the ETHD field.

Evaluation of 2D and 3D ultrasound tracking algorithms and impact on ultrasound‐guided liver radiotherapy margins
Valéria De Luca, Jyotirmoy Banerjee, Andre Hallack, Satoshi Kondo +4 more
2018· Medical Physics62doi:10.1002/mp.13152

PURPOSE: Compensation for respiratory motion is important during abdominal cancer treatments. In this work we report the results of the 2015 MICCAI Challenge on Liver Ultrasound Tracking and extend the 2D results to relate them to clinical relevance in form of reducing treatment margins and hence sparing healthy tissues, while maintaining full duty cycle. METHODS: We describe methodologies for estimating and temporally predicting respiratory liver motion from continuous ultrasound imaging, used during ultrasound-guided radiation therapy. Furthermore, we investigated the trade-off between tracking accuracy and runtime in combination with temporal prediction strategies and their impact on treatment margins. RESULTS: Based on 2D ultrasound sequences from 39 volunteers, a mean tracking accuracy of 0.9 mm was achieved when combining the results from the 4 challenge submissions (1.2 to 3.3 mm). The two submissions for the 3D sequences from 14 volunteers provided mean accuracies of 1.7 and 1.8 mm. In combination with temporal prediction, using the faster (41 vs 228 ms) but less accurate (1.4 vs 0.9 mm) tracking method resulted in substantially reduced treatment margins (70% vs 39%) in contrast to mid-ventilation margins, as it avoided non-linear temporal prediction by keeping the treatment system latency low (150 vs 400 ms). Acceleration of the best tracking method would improve the margin reduction to 75%. CONCLUSIONS: Liver motion estimation and prediction during free-breathing from 2D ultrasound images can substantially reduce the in-plane motion uncertainty and hence treatment margins. Employing an accurate tracking method while avoiding non-linear temporal prediction would be favorable. This approach has the potential to shorten treatment time compared to breath-hold and gated approaches, and increase treatment efficiency and safety.

Cybersickness, Cognition, & Motor Skills: The Effects of Music, Gender, and Gaming Experience
Panagiotis Kourtesis, Rayaan Amir, Josie Linnell, Ferran Argelaguet +1 more
2023· IEEE Transactions on Visualization and Computer Graphics61doi:10.1109/tvcg.2023.3247062

Recent research has attempted to identify methods to mitigate cybersickness and examine its aftereffects. In this direction, this paper examines the effects of cybersickness on cognitive, motor, and reading performance in VR. Also, this paper evaluates the mitigating effects of music on cybersickness, as well as the role of gender, and the computing, VR, and gaming experience of the user. This paper reports two studies. In the 1st study, 92 participants selected the music tracks considered most calming (low valence) or joyful (high valence) to be used in the 2nd study. In the 2nd study, 39 participants performed an assessment four times, once before the rides (baseline), and then once after each ride (3 rides). In each ride either Calming, or Joyful, or No Music was played. During each ride, linear and angular accelerations took place to induce cybersickness in the participants. In each assessment, while immersed in VR, the participants evaluated their cybersickness symptomatology and performed a verbal working memory task, a visuospatial working memory task, and a psychomotor task. While responding to the cybersickness questionnaire (3D UI), eye-tracking was conducted to measure reading time and pupillometry. The results showed that Joyful and Calming music substantially decreased the intensity of nausea-related symptoms. However, only Joyful music significantly decreased the overall cybersickness intensity. Importantly, cybersickness was found to decrease verbal working memory performance and pupil size. Also, it significantly decelerated psychomotor (reaction time) and reading abilities. Higher gaming experience was associated with lower cybersickness. When controlling for gaming experience, there were no significant differences between female and male participants in terms of cybersickness. The outcomes indicated the efficiency of music in mitigating cybersickness, the important role of gaming experience in cybersickness, and the significant effects of cybersickness on pupil size, cognition, psychomotor skills, and reading ability.

AR Feels “Softer” than VR: Haptic Perception of Stiffness in Augmented versus Virtual Reality
Yoren Gaffary, Benoît Le Gouis, Maud Marchal, Ferran Argelaguet +2 more
2017· IEEE Transactions on Visualization and Computer Graphics61doi:10.1109/tvcg.2017.2735078

Does it feel the same when you touch an object in Augmented Reality (AR) or in Virtual Reality (VR)? In this paper we study and compare the haptic perception of stiffness of a virtual object in two situations: (1) a purely virtual environment versus (2) a real and augmented environment. We have designed an experimental setup based on a Microsoft HoloLens and a haptic force-feedback device, enabling to press a virtual piston, and compare its stiffness successively in either Augmented Reality (the virtual piston is surrounded by several real objects all located inside a cardboard box) or in Virtual Reality (the same virtual piston is displayed in a fully virtual scene composed of the same other objects). We have conducted a psychophysical experiment with 12 participants. Our results show a surprising bias in perception between the two conditions. The virtual piston is on average perceived stiffer in the VR condition compared to the AR condition. For instance, when the piston had the same stiffness in AR and VR, participants would select the VR piston as the stiffer one in 60% of cases. This suggests a psychological effect as if objects in AR would feel "softer" than in pure VR. Taken together, our results open new perspectives on perception in AR versus VR, and pave the way to future studies aiming at characterizing potential perceptual biases.

A study on the use of an immersive virtual reality store to investigate consumer perceptions and purchase behavior toward non-standard fruits and vegetables
Adrien Verhulst, Jean‐Marie Normand, Cindy Lombart, Guillaume Moreau
201759doi:10.1109/vr.2017.7892231

In this paper we present an immersive virtual reality user study aimed at investigating how customers perceive and if they would purchase non-standard (i.e. misshaped) fruits and vegetables (FaVs) in supermarkets and hypermarkets. Indeed, food waste is a major issue for the retail sector and a recent trend is to reduce it by selling non-standard goods. An important question for retailers relates to the FaVs' “level of abnormality” that consumers would agree to buy. However, this question cannot be tackled using “classical” marketing techniques that perform user studies within real shops since fresh produce such as FaVs tend to rot rapidly preventing studies to be repeatable or to be run for a long time. In order to overcome those limitations, we created a virtual grocery store with a fresh FaVs section where 142 participants were immersed using an Oculus Rift DK2 HMD. Participants were presented either “normal”, “slightly misshaped”, “misshaped” or “severely misshaped” FaVs. Results show that participants tend to purchase a similar number of FaVs whatever their deformity. Nevertheless participants' perceptions of the quality of the FaV depend on the level of abnormality.