Martin Courchesne is a project manager and research engineer at CEA Tech (French Atomic Energy and Alternative Energy Commission) in the Interactive Simulation and Virtual Reality laboratory. Starting with a degree in optical physics, Mr. Courchesne spent the last 25 years working and researching on physics simulation engines for real-time interactive application. From simulating cloth and hair as a research assistant at university of Geneva, to creating a collection of physics-based engines for the video game industry, he then spent over 10 years at CM-Labs simulations where he was a major contributor to the Vortex simulation engine. After an additional 5 years as founder and CEO at Simwat Simulations he finally joined the CEA Tech a year ago where he is involved in several projects related to the use of physics simulation in industrial and health applications.
"Interactive physics simulation for Virtual Technologies"
Between fun video game physics to useful high-fidelity physics simulation, there is a whole range of models, numerical methods and computational resources. Now what is it possible to achieve today in term of realism when restricted to real-time performance for human in the loop physics-based simulation? Keeping in mind general consumer market, how much recent progress in CPU and GPU hardware is helping us achieving our goals and at what price.
So in this talk I will be talking about the evolution and uses of interactive physics simulation and my vision of where this is going together with the emerging Virtual, Mixed and Augmented Reality technologies. How does this reflect with the new generation internet and the ability to extend physics interaction to include other human in the same loop?
Dr. Anatole LECUYER
Anatole Lécuyer is Senior Researcher and Head of Hybrid research team, at Inria, the French National Institute for Research in Computer Science and Control, in Rennes, France. His research interests include Virtual Reality, Haptic Interaction, 3D User Interfaces, and Brain-Computer Interfaces. He regularly serves as expert in Virtual Reality for public bodies such as European Commission or French National Research Agency. He is currently Associate Editor of “Frontiers in Virtual Environments” and “Presence” journals. He was Program co-Chair of the IEEE Virtual Reality Conference (2015-2016) and Conference co-Chair of the IEEE 3DUI Symposium (2012-2013) and the IEEE ISMAR Conference (2017). He is a former secretary of the IEEE Technical Committee on Haptics. Anatole Lécuyer obtained the Inria-French Academy of Sciences Young Researcher Prize in 2013.
"Touching with the eyes: A story of pseudo-haptics"
The sense of touch is an essential component of the user’s immersive experience when interacting in virtual reality. There exist many ways, and numerous sophisticated mechatronic devices for simulating touch or haptic sensations in virtual environments. The “pseudo-haptic feedback” represents an alternative approach, meant to simulate haptic sensations without necessarily relying on a dedicated device, but exploiting relatively simple visual effects instead. In this talk we will provide a global perspective about this alternative path, coming back to its origin, presenting its conceptual foundations and its main characteristics, and giving representative examples of implementation in various contexts such as 2D interaction with images or immersive 3D user interfaces.
Dr. Wendy POWELL
Dr Wendy Powell is a Reader in Virtual Reality at the University of Portsmouth and a subject matter expert in the engineering of virtual reality systems, with 12 years experience in creating and studying virtual environments and interactive applications. She directs the Virtual Interactions and Applications Research Group at the University of Portsmouth and is also Deputy Director of the Centre for Health Modelling and Informatics. Dr Powell is a VR Technical Expert for, and Senior Member of the Institute of Electrical and Electronics Engineers (IEEE). Wendy has a particular research interest in the way in which VR alters our perception and behaviour, and implications for the design of VR for rehabilitation.
"The good, the bad and the better : opportunities and risks in Virtual Rehabilitation"
The moment we connect with virtual reality, our perception and behaviour alters as we interact with the digital world. We are seeing growing numbers of VR applications which claim to offer positive benefits for our minds and bodies, but there has also been much speculation about the risks and side effects of virtual reality. While high-end VR systems have been used for years to assist in physical and emotional rehabilitation, the rising popularity of consumer level VR is raising issues such as nausea, sickness and potential injury.
In this talk I will discuss the potential benefits offered by VR, as well as some of the common pitfalls and mistakes. Finally I will explore design approaches which are important for effective and commercially successful VR Rehabilitation development.
Pr. Frank STEINICKE
Frank Steinicke is a professor for Human-Computer Interaction at the Department of Informatics at the University of Hamburg. His research is driven by understanding the human perceptual, cognitive and motor abilities and limitations in order to reform the interaction as well as the experience in computer-mediated realities. Frank Steinicke regularly serves as panelist and speaker at major events in the area of virtual reality and human-computer interaction and is on the IPC of various national and international conferences. He serves as the program chair for IEEE VR 2017/2018. Furthermore, he is a member of the Steering committee of the ACM SUI Symposium and the GI SIG VR/AR, and currently editor of the IEEE Computer Graphics & Applications Department on Spatial Interfaces.
"The Four S's of the Next User Interface Paradigm for VR: Spatial, Supernatural, Social & Smart"
The notion of a computer-mediated or virtual reality, in which synthetic objects or the entire virtual environment get indistinguishable from the real world, dates back to Plato’s “The Allegory of the Cave” and has been reconsidered again and again in science fiction literature as well as the movie industry. For instance, virtual reality is often used to question whether we truly “know” if our perceptions are real or not. Early science fiction movies like “The Matrix” or the fictional holodeck from the Star Trek universe are prominent examples of these kind of perceptual ambiguities. Furthermore, in movies like Steven Spielberg’s “Minority Report”, Jon Favreau’s “Iron Man″, or Brad Bird’s “Mission Impossible 4” actors can seamlessly use free-hand gestures in space combined with speech to manipulate 3D holographic projections, while they also perceive haptic feedback when touching virtual objects.
In my talk I will revisit some of the most visually impressive 3D user interfaces and experiences, and discuss their benefits and drawbacks. Finally, I will argue that successful user interfaces for the next human-computer interaction paradigm need to be spatial, supernatural, social and smart.
Philippe Gélin is a Policy and Project Officer working for the European Commission since 2002.
Electrical engineer with a major in Artificial Intelligence, he has received his PhD from the Ecole Polytechnique Fédérale de Lausanne for his work in "Keyword Spotting for Video Indexing" and has worked for multinational companies as well as start-ups before entering the European Commission where he developed policies and monitored projects in the areas of Human Language Technologies, Human Machine Interfaces, Cognition, Robotics, Automatic Translation, Emotional Computing, Creativity and most recently Augmented and Virtual Reality.
"H2020 and its new actions in Interactive Technologies"
Horizon 2020 is the European Union framework programme funding research and innovation. Within its future plan for 2018-2020, the part addressing information and communication technologies foresee funding to support the European academic research as well as its industry in the fast moving domain of interactive technologies which include Virtual Reality.
During the session, I will first present the rational and details of the planned actions as well the concrete steps toward fund granting.