Virtual & Augmented Reality, 3D Interactions, Multimodal Feedback, Adaptativity, Rehabilitation.
My research focuses on assisting users in Virtual Reality applications, in order to improve their comfort, performance or understanding in the various tasks they are required to perform (navigation, selection, manipulation, application control, etc.). The methodology follows a user-centered design, ranging from 3D interaction modeling to prototype development and evaluation. My work has been applied until 2014 mainly to bioinformatics and virtual exploration. Since 2015, applications have diversified to driving simulation, rehabilitation, or medical simulation. The research topics followed in recent years concern:
The objective of this PhD thesis with Holoforge Interactive is to contribute to improve interactions with Mixed Reality holograms, especially in the context of cooperation. In particular, we will explore an approach based on the addition of multimodal (visual, audio and haptic) sensorimotor feedback in order to enhance the users' experience and thus the efficiency of their tasks.
Collaborative project between the IBISC laboratory and the Rehabilitation Center Les Trois Soleils. The objective is to design, develop and evaluate a system of upper limb self-reeducation assistance after stroke, using Virtual Reality and video game techniques. This tool is intended to be interactive, easy to use and inexpensive. A major issue is to improve compliance with the rehabilitation program through motivating exercises that adapt to patient performance. The first game allows to practice the pronation-supination movement of the wrist (amplitude, speed, precision and posture).
IBISC and the Poidatz Foundation are conducting a research project on gait rehabilitation after multilevel surgery for children with cerebral palsy. Our objective is to design a complementary tool to traditional physiotherapy, which allows the increase of the "quantity of walking" (endurance and autonomy), in autonomy, in a real environment and with the active participation of young patients, while ensuring the improvement of the "quality" of walking (kinematic and dynamic parameters: walking speed, step length, changes in direction and rhythm, etc.). We believe that an "augmented rehabilitation" solution can address this problem, in the form of an augmented reality video game at the scale of a rehabilitation centre. First, the gameplay elements will reinforce the motivation of young patients to walk freely. Then other visual and audio feedback coupled with movement measurements, will be designed to try to improve the quality of the walking parameters.