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A Methodology for Introducing Competitive Anxiety and Pressure in VR Sports Training. Frontiers in Robotics and AI. 2. 2015.
A novel 3D carousel based on pseudo-haptic feedback and gestural interaction for virtual showcasing. IEEE Symposium on 3D User Interfaces (3DUI'13). :55-58.. 2013.
A Novel Approach for Pseudo-haptic Textures Based on Curvature Information. International conference on Haptics: Perception, Devices, Mobility, and Communication (EuroHaptics'12). :1–12.. 2012.
Design and evaluation of 3D cursors and motion parallax for the exploration of desktop virtual environments. IEEE Symposium on 3D User Interfaces (3DUI'12). :69–76.. 2012.
Design and Evaluation of Fusion Approach for Combining Brain and Gaze Inputs for Target Selection. Frontiers in Neuroscience. 10:14.. 2016.
Distance Estimation in Large Immersive Projection Systems, Revisited. IEEE Virtual Reality. :27-32.. 2015.
Do the stimuli of an SSVEP-based BCI really have to be the same as the stimuli used for training it? Brain-Computer Interfaces. 3:103-111.. 2016.
Elastic Images: Perceiving Local Elasticity of Images Through a Novel Pseudo-haptic Deformation Effect. ACM Transactions on Applied Perception. 10:17:1-17:14.. 2013.
Influence of Error Rate on Frustration of BCI Users. AVI'16 - International Working Conference on Advanced Visual Interfaces.. 2016.
Take-over control paradigms in collaborative virtual environments for training. ACM Symposium on Virtual Reality Software and Technology (VRST).. 2016.
The Role of Interaction in Embodiment: The Effects of the Virtual Hand Representation. IEEE Virtual Reality.. 2016.
The Virtual Mitten: A Novel Interaction Paradigm for Visuo-Haptic Manipulation of Objects Using Grip Force. IEEE Symposium on 3D User Interfaces. :59-66.. 2014.
Toward "Pseudo-Haptic Avatars": Modifying the Visual Animation of Self-Avatar Can Simulate the Perception of Weight Lifting. IEEE Transactions on Visualization and Computer Graphics. 20(4):654-661.. 2014.
Virtual Proxemics: Locomotion in the Presence of Obstacles in Large Immersive Projection Environments. IEEE Virtual Reality. :75-80.. 2015.
''Wow! I Have Six Fingers!'': Would You Accept Structural Changes of Your Hand in VR? Frontiers in Robotics and AI. 3. 2016.