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Section: Scientific Foundations

Multimodal immersive interaction

The second aspect concerns the design and evaluation of novel approaches for multimodal immersive interaction with virtual environments.

We aim at improving capabilities of selection and manipulation of virtual objects, as well as navigation in the virtual scene and control of the virtual application. We target a wide spectrum of sensory modalities and interfaces such as tangible devices, haptic interfaces (force-feedback, tactile feedback), visual interfaces (e.g., gaze tracking), locomotion and walking interfaces, and brain-computer interfaces. We consider this field as a strong scientific and technological challenge involving advanced user interfaces, but also as strongly related to user's perceptual experience. We promote a perception-based approach for multimodal interaction, based on collaborations with laboratories of the Perception and Neuroscience research community.

The introduction of a third dimension when interacting with a virtual environment makes inappropriate most of the classical techniques used successfully in the field of 2D interaction with desktop computers up to now. Thus, it becomes successfully used to design and evaluate new paradigms specifically oriented towards interaction within 3D virtual environments.

We aim at improving the immersion of VR users by offering them natural ways for navigation, interaction and application control, as these are the three main tasks within 3D virtual environments. Here we consider interactions as multimodal interactions, as described in the previous section. We also want to make the users forget their physical environment in benefit of the virtual environment that surrounds them and contribute to improve the feeling of immersion and of presence. To achieve this goal, we must ensure that users can avoid collisions with their surrounding real environment (the screens of the rendering system, the walls of the room) and can avoid lost of interaction tracking (keeping the user within the range of the physical interaction devices). To do that, we propose to take into account the surrounding real physical environment of the user and to include it in the virtual environment through a virtual representation. This explicit model of the real environment of the users will help users to forget it: throughout this model, the user will be aware (with visual, auditive or haptic feedback) of these virtual objects when he comes near their boundaries. We also have to investigate which physical limitations are the most important ones to perceive, and what are the best ways to make the users aware of their physical limitations.