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2025Activity report​‌Project-TeamSEAMLESS

RNSR: 202424602S​​
  • Research center Inria Centre​​​‌ at Rennes University
  • In​ partnership with:CNRS, Institut​‌ national des sciences appliquées​​ de Rennes, Université de​​​‌ Rennes
  • Team name: Seamless​ interaction and collaboration through​‌ the reality-virtuality continuum
  • In​​ collaboration with:Institut de​​​‌ recherche en informatique et​ systèmes aléatoires (IRISA)

Creation​‌ of the Project-Team: 2024​​ December 01

Each year,​​​‌ Inria research teams publish​ an Activity Report presenting​‌ their work and results​​ over the reporting period.​​​‌ These reports follow a​ common structure, with some​‌ optional sections depending on​​ the specific team. They​​​‌ typically begin by outlining​ the overall objectives and​‌ research programme, including the​​ main research themes, goals,​​​‌ and methodological approaches. They​ also describe the application​‌ domains targeted by the​​ team, highlighting the scientific​​​‌ or societal contexts in​ which their work is​‌ situated.

The reports then​​ present the highlights of​​​‌ the year, covering major​ scientific achievements, software developments,​‌ or teaching contributions. When​​ relevant, they include sections​​​‌ on software, platforms, and​ open data, detailing the​‌ tools developed and how​​ they are shared. A​​​‌ substantial part is dedicated​ to new results, where​‌ scientific contributions are described​​ in detail, often with​​​‌ subsections specifying participants and​ associated keywords.

Finally, the​‌ Activity Report addresses funding,​​ contracts, partnerships, and collaborations​​​‌ at various levels, from​ industrial agreements to international​‌ cooperations. It also covers​​ dissemination and teaching activities,​​​‌ such as participation in​ scientific events, outreach, and​‌ supervision. The document concludes​​ with a presentation of​​​‌ scientific production, including major​ publications and those produced​‌ during the year.

Keywords​​

Computer Science and Digital​​​‌ Science

  • A5. Interaction, multimedia​ and robotics
  • A5.1. Human-Computer​‌ Interaction
  • A5.1.1. Engineering of​​ interactive systems
  • A5.1.2. Evaluation​​ of interactive systems
  • A5.1.3.​​​‌ Haptic interfaces
  • A5.1.4. Brain-computer‌ interfaces, physiological computing
  • A5.1.5.‌​‌ Body-based interfaces
  • A5.1.6. Tangible​​ interfaces
  • A5.1.7. Multimodal interfaces​​​‌
  • A5.1.8. 3D User Interfaces‌
  • A5.1.9. User and perceptual‌​‌ studies
  • A5.5. Computer graphics​​
  • A5.6. Virtual reality, augmented​​​‌ reality
  • A5.6.1. Virtual reality‌
  • A5.6.2. Augmented reality
  • A5.6.3.‌​‌ Avatar simulation and embodiment​​
  • A5.6.4. Multisensory feedback and​​​‌ interfaces

Other Research Topics‌ and Application Domains

  • B1.2.‌​‌ Neuroscience and cognitive science​​
  • B2. Digital health
  • B2.1.​​​‌ Well being
  • B2.5. Handicap‌ and personal assistances
  • B2.5.2.‌​‌ Cognitive disabilities
  • B5. Industry​​ of the future
  • B5.1.​​​‌ Factory of the future‌
  • B5.8. Learning and training‌​‌
  • B5.9. Industrial maintenance
  • B9.2.1.​​ Music, sound
  • B9.2.3. Video​​​‌ games
  • B9.5. Sciences
  • B9.5.1.‌ Computer science
  • B9.5.2. Mathematics‌​‌
  • B9.6. Humanities
  • B9.6.6. Archeology,​​ History

1 Team members,​​​‌ visitors, external collaborators

Research‌ Scientists

  • Ferran Argelaguet [‌​‌Team leader, INRIA​​, Researcher, HDR​​​‌]
  • Anatole Lécuyer [‌INRIA, Senior Researcher‌​‌, HDR]
  • Marc​​ Macé [CNRS,​​​‌ Researcher, HDR]‌
  • Léa Pillette [CNRS‌​‌, Researcher]
  • Justine​​ Saint-Aubert [CNRS,​​​‌ Researcher]

Faculty Members‌

  • Bruno Arnaldi [INSA‌​‌ RENNES, Emeritus,​​ HDR]
  • Mélanie Cogné​​​‌ [Univ. Rennes,‌ Associate Professor, HDR‌​‌]
  • Valérie Gouranton [​​INSA RENNES, Professor​​​‌, HDR]

Post-Doctoral‌ Fellows

  • Yann Glemarec [‌​‌INRIA, Post-Doctoral Fellow​​, until Aug 2025​​​‌]
  • Francois Le Jeune‌ [UNIV RENNES,‌​‌ Post-Doctoral Fellow, until​​ Feb 2025]
  • Jimmy​​​‌ Petit [CNRS,‌ Post-Doctoral Fellow, from‌​‌ Dec 2025]
  • Kyung-Ho​​ Won [INRIA,​​​‌ Post-Doctoral Fellow, until‌ Jan 2025]

PhD‌​‌ Students

  • Tiffany Aires Da​​ Cruz [Univ. Paris​​​‌ 1]
  • Arthur Audrain‌ [INRIA]
  • Maxime‌​‌ Dumonteil [Univ. Rennes​​]
  • Adriana Galán [​​​‌ECN]
  • Jeanne Hecquard‌ [INRIA, until‌​‌ Nov 2025]
  • Théo​​ Lefeuvre [Univ. Rennes​​​‌]
  • Julien Lomet [‌Univ. Paris 8,‌​‌ until Nov 2025]​​
  • Julien Manson [Univ.​​​‌ Rennes]
  • Maé Mavromatis‌ [CNRS, from‌​‌ Nov 2025]
  • Anna​​ Perret [UNIV RENNES​​​‌, from Oct 2025‌]
  • Mathieu Risy [‌​‌INSA RENNES]
  • Tom​​ Roy [INRIA]​​​‌
  • Sony Saint-Auret [INRIA‌]
  • Nathan Salin [‌​‌INSA RENNES]
  • Emile​​ Savalle [Univ. Rennes​​​‌, until Nov 2025‌]
  • Sabrina Toofany [‌​‌INRIA]
  • Guillaume Vallet​​ [Univ. Lille]​​​‌
  • Lisa Viallard [CHRU‌ RENNES, from Sep‌​‌ 2025]
  • Juri Yoneyama​​ [INRIA]
  • Philippe​​​‌ de Clermont Gallerande [‌InterDigital, CIFRE]‌​‌

Technical Staff

  • Alexandre Audinot​​ [INSA RENNES,​​​‌ Engineer]
  • Ronan Gaugne‌ [UNIV RENNES,‌​‌ Engineer]
  • Lysa Gramoli​​ [INSA RENNES,​​​‌ Engineer]
  • Tangui Marchand‌ Guerniou [INSA RENNES‌​‌, Engineer]
  • Maé​​ Mavromatis [INSA RENNES​​​‌, until Oct 2025‌]
  • Anthony Mirabile [‌​‌INRIA, Engineer,​​ until Mar 2025]​​​‌
  • Florian Nouviale [INSA‌ RENNES, Engineer]‌​‌
  • Thomas Prampart [INRIA​​, Engineer]
  • Adrien​​​‌ Reuzeau [UNIV RENNES‌, Engineer]
  • Marceline‌​‌ Rozelaar [INSA RENNES​​​‌, from Aug 2025​]
  • Oleksii Tkachenko [​‌INCR, from Oct​​ 2025]

Interns and​​​‌ Apprentices

  • Gaspard Charvy [​ENS RENNES, Intern​‌, until May 2025​​]
  • Chloé-Constance Degen [​​​‌CNRS, Intern,​ from Jul 2025 until​‌ Nov 2025]
  • Wael​​ El Khaledi [ENS​​​‌ RENNES, Intern,​ until May 2025]​‌
  • Filippo Gerbaudo [CNRS​​, Intern, until​​​‌ May 2025]
  • Thi​ Phuong Trinh Huynh [​‌INSA RENNES, Intern​​, from Jun 2025​​​‌ until Jul 2025]​
  • Azzedine Lahlou [INRIA​‌, Intern, from​​ Apr 2025 until Aug​​​‌ 2025]
  • Yan Leguedois​ [CNRS, Intern​‌, from Apr 2025​​ until Aug 2025]​​​‌
  • Justin Mercier [INSA​ RENNES, Intern,​‌ from Jun 2025 until​​ Aug 2025]
  • Oleksii​​​‌ Tkachenko [INRIA,​ Intern, from Apr​‌ 2025 until Sep 2025​​]

Administrative Assistant

  • Nathalie​​​‌ Denis [INRIA]​

Visiting Scientists

  • Zubin Datta​‌ Choudhary [INRIA,​​ until Jul 2025,​​​‌ PhD Student (UCF)]​
  • Eleonora Fontana [UNIV​‌ PISE, from Sep​​ 2025, PhD Student​​​‌]
  • Shuto Takashita [​UNIV TOKYO, from​‌ Nov 2025, PhD​​ Student]

External Collaborators​​​‌

  • Rebecca Fribourg [CENTRALE​ NANTES, Associate Professor​‌]
  • Guillaume Moreau [​​IMT ATLANTIQUE, Professor​​​‌, HDR]
  • Jean-Marie​ Normand [CENTRALE NANTES​‌, Professor, HDR​​]

2 Overall objectives​​​‌

Virtual and Augmented Reality​ (VR/AR) technologies, commonly referred​‌ as eXtended Reality (XR),​​ have the potential to​​​‌ redefine human interaction with​ digital content and collaboration​‌ across physical and virtual​​ spaces. As XR devices​​​‌ become increasingly accessible, they​ offer the potential to​‌ blur the boundaries between​​ real and virtual environments,​​​‌ enabling novel forms of​ interaction and cooperation. However,​‌ this transition introduces significant​​ challenges: users must adapt​​​‌ to varying perceptual and​ interactive modalities, and collaboration​‌ across realities must be​​ transparent to the user.​​​‌

The Seamless research team​ addresses these challenges by​‌ focusing on three core​​ scientific objectives. First, the​​​‌ team aims to enable​ seamless transition between realities​‌. XR environments present​​ distinct perceptual and interactive​​​‌ constraints, and SEAMLESS seeks​ to bridge these gaps​‌ to ensure users can​​ transition between realities without​​​‌ disruption. This involves mitigating​ perceptual biases, standardizing interaction​‌ paradigms, and ensuring a​​ consistent user experience across​​​‌ the reality-virtuality continuum.

Second,​ Seamless focuses on enabling​‌ seamless collaboration across realities​​. Collaboration in XR​​​‌ requires users in different​ realities to interact as​‌ equals. The team develops​​ methods to ensure users​​​‌ in virtual, augmented, or​ physical environments can perceive,​‌ interact, and collaborate effectively.​​ This includes designing shared​​​‌ workspaces, enhancing user awareness,​ and supporting equivalent interaction​‌ capabilities.

Third, Seamless aims​​ to enable seamless evaluation​​​‌ of user experience.​ Evaluating user experience in​‌ XR is inherently complex,​​ as it involves multiple​​​‌ dimensions such as performance,​ user preferences, and mental​‌ state. The team is​​ exploring objective and continuous​​​‌ assessment methods, such as​ electroencephalography (EEG), to provide​‌ precise insights into user​​ experience and system usability,​​ moving beyond traditional questionnaires​​​‌ and task-specific metrics.

3‌ Research program

In real‌​‌ life, the interaction process,​​ hereinafter referred as the​​​‌ perception-action loop 48,‌ is non-mediated. We can‌​‌ directly perceive the real​​ world and act on​​​‌ it. Yet, when immersed‌ in a virtual or‌​‌ an augmented reality we​​ perceive and act indirectly.​​​‌ The virtual world is‌ perceived through a number‌​‌ of output devices (e.g.​​ screen, headphones, haptic devices)​​​‌ and we are able‌ to act through a‌​‌ number of input devices​​ (e.g. tracking system, buttons,​​​‌ joysticks). The perception-action loop‌ in virtual and augmented‌​‌ reality (see Figure 1​​) can be decomposed​​​‌ as follows: (1) the‌ user receives multi-sensory feedback‌​‌ from the virtual environment​​ (perception), (2) the user​​​‌ decides and plans the‌ action he/she wants to‌​‌ perform (cognition), (3) the​​ user executes the planed​​​‌ actions (action) and (4)‌ the system interprets and‌​‌ executes the user’s actions​​ (commands). The execution of​​​‌ the commands generates additional‌ feedback, thereby closing the‌​‌ loop. The user interface,​​ commonly referred as 3D​​​‌ user interface or 3DUI‌ 51, becomes the‌​‌ tool that enables the​​ user to interact and​​​‌ perceive the virtual environment,‌ it translates the user’s‌​‌ actions into commands and​​ generates feedback that can​​​‌ be perceived and interpreted‌ by the user. However,‌​‌ issues in these processes​​ can degrade user interaction​​​‌ and reduce system usability.‌

Figure 1

The image shows two‌​‌ loops that illustrate the​​ perception-action loop, a inner-loop​​​‌ connecting human body and‌ human perception, in which‌​‌ non-mediated interaction takes place,​​ and an outer-loop in​​​‌ which mediated interaction with‌ virtual content takes place‌​‌ through the use of​​ input (e.g., VR controllers)​​​‌ and output (e.g., VR‌ Head Mounted Display) devices.‌​‌

Figure 1: Perception-action​​ loop in the context​​​‌ of VR/AR interaction. Two‌ loops are illustrated, a‌​‌ inner-loop in which non-mediated​​ interaction takes place, considering​​​‌ interaction with real world‌ content, and an outer-loop‌​‌ in which mediated interaction​​ with virtual content takes​​​‌ place.

The research program‌ of SEAMLESS is structured‌​‌ around three interconnected research​​ axes, following a bottom-up,​​​‌ user-centered approach. These axes‌ are designed to address‌​‌ the core scientific challenges​​ while ensuring a cohesive​​​‌ and incremental research methodology.‌

Research Axis 1: Modeling‌​‌ and Enhancing Human Perception​​ Among Realities

The perception​​​‌ and awareness of our‌ surroundings are fundamental to‌​‌ any interaction. XR technology​​ significantly alters how humans​​​‌ perceive their environment, often‌ leading to perceptual degradation‌​‌ due to the limitations​​ of current devices. SEAMLESS​​​‌ aims to understand and‌ model these perceptual changes‌​‌ to enhance human capabilities​​ in XR. This axis​​​‌ focuses on fundamental and‌ applied research to explore‌​‌ how XR can be​​ used to augment or​​​‌ diminish perceptual information, thereby‌ improving user interaction.

A‌​‌ key objective of this​​ axis is to investigate​​​‌ how users adapt to‌ mediated realities and how‌​‌ perceptual biases can be​​ reduced or mitigated. This​​​‌ involves studying perceptual recalibration‌ when transitioning between real,‌​‌ augmented, and virtual environments.​​ By understanding these processes,​​​‌ SEAMLESS seeks to develop‌ adaptation protocols to minimize‌​‌ the recalibration effort required​​​‌ from users.

Another critical​ aspect is the exploration​‌ of body representation within​​ the reality-virtuality continuum. The​​​‌ user's self-representation, such as​ avatars, plays a crucial​‌ role in perception and​​ social interaction. Seamless aims​​​‌ to understand how these​ representations are integrated by​‌ users and how they​​ impact the perception of​​​‌ self and others in​ collaborative scenarios. This research​‌ will provide fundamental knowledge​​ on the role of​​​‌ avatars in altering perception​ and social interactions, as​‌ well as novel methods​​ to improve virtual representations.​​​‌

Additionally, Seamless is exploring​ sensory augmentation and substitution,​‌ which extend the body's​​ ability to sense aspects​​​‌ of the environment and​ one's own body beyond​‌ natural limits. This research​​ aims to provide users​​​‌ with “superhuman” sensory abilities,​ enhancing their interaction with​‌ both the physical and​​ virtual worlds.

Research Axis​​​‌ 2: Modeling and Enhancing​ Interaction Among Realities

Interaction​‌ in XR is strongly​​ coupled with perception, as​​​‌ perception dictates the available​ interactions, and both can​‌ be modeled through a​​ closed feedback loop. However,​​​‌ the heterogeneity of the​ reality-virtuality continuum means that​‌ interaction modalities and capabilities​​ vary significantly within and​​​‌ between realities. Seamless aims​ to model how users​‌ interact in this continuum​​ and propose novel interaction​​​‌ methods that ensure equivalent​ interaction capabilities and support​‌ collaboration.

One of the​​ primary objectives is to​​​‌ design interaction techniques that​ generalize across the XR​‌ continuum. Current 3D user​​ interfaces are often medium-dependent,​​​‌ and Seamless seeks to​ develop unified interaction mechanisms​‌ that simplify user experience.​​ The human body, whether​​​‌ through partial augmentations in​ AR or avatars in​‌ VR, is envisioned as​​ the central element of​​​‌ these new interfaces.

Seamless​ is also addressing the​‌ challenges of asymmetric XR​​ collaboration, where users inhabit​​​‌ different physical or virtual​ workspaces. With advancements in​‌ image-based rendering methods, such​​ as Gaussian Splatting, real-time​​​‌ and high-fidelity reconstruction of​ physical workspaces is becoming​‌ feasible. The team aims​​ to design and evaluate​​​‌ novel interaction concepts to​ ensure seamless interaction in​‌ such asymmetric contexts.

Another​​ focus is on developing​​​‌ “holistic” haptic devices that​ overcome the limitations of​‌ current haptic technology. By​​ leveraging haptic illusions and​​​‌ cross-modal effects, Seamless seeks​ to expand the range​‌ of sensations that can​​ be rendered with a​​​‌ single device, making haptic​ feedback more accessible and​‌ effective.

Finally, Seamless is​​ committed to bridge research​​​‌ on XR and Brain-Computer​ Interfaces (BCIs) to improve​‌ the well-being of patients​​ with reduced motor and​​​‌ cognitive abilities. This involves​ identifying and modeling how​‌ patient profiles influence rehabilitation​​ and adapting protocols to​​​‌ account for these abilities,​ such as through neurofeedback.​‌

Research Axis 3: Modeling​​ and Enhancing User Experience​​​‌ Among Realities

Interaction techniques​ in XR leverage knowledge​‌ of user perception and​​ behavior to improve the​​​‌ interaction process. However, the​ evaluation of these systems​‌ must extend beyond performance​​ metrics to include user​​​‌ experience, which encompasses the​ user's capacity to use​‌ the system and their​​ subjective experience. SEAMLESS focuses​​​‌ on the additional dimensions​ of user experience in​‌ XR, such as presence,​​ embodiment, accessibility, and learnability,​​ aiming to propose innovative​​​‌ methods for their assessment,‌ modeling, and prediction.

Another‌​‌ important objective of Seamless​​ is to allow the​​​‌ customization user interactions to‌ improve the interoperability of‌​‌ XR systems. The lack​​ of standardization and design​​​‌ guidelines can limit adoption‌ and usability. Seamless seeks‌​‌ to unify interaction metaphors​​ that can be shared​​​‌ across XR applications, allowing‌ users to customize their‌​‌ experience and transfer their​​ knowledge between different systems.​​​‌

A significant objective is‌ to leverage neurophysiological data,‌​‌ such as EEG, to​​ measure user experience in​​​‌ XR. This approach provides‌ insights into the underlying‌​‌ mental processes during immersive​​ experiences, particularly in detecting​​​‌ perceptual and cognitive dissonances.‌ Seamless aims to develop‌​‌ novel evaluation methodologies using​​ EEG to characterize and​​​‌ assess these dissonances.

Finally,‌ Seamless is focused on‌​‌ improving the usability of​​ BCIs. Current training protocols​​​‌ are often inadequate, leading‌ to insufficient performance and‌​‌ limited user adoption. The​​ team aims to enhance​​​‌ BCI training through XR‌ systems and innovative haptic‌​‌ feedback, making BCIs more​​ accessible and effective for​​​‌ a broader range of‌ users.

Figure 2

The image shows‌​‌ a person wearing a​​ head-mounted device climbing an​​​‌ indoor rock wall. Augmented‌ reality features, including projections‌​‌ of a blue human​​ figure and circles around​​​‌ climbing holds, are visible‌ on the wall. The‌​‌ climber is using a​​ safety rope attached to​​​‌ the wall for support.‌ The climbing wall is‌​‌ equipped with various colored​​ handholds and footholds. The​​​‌ person is wearing a‌ cap and appears to‌​‌ be focused on the​​ climbing task. (Description generated​​​‌ at December 19th, 2025‌ by Albert AI with‌​‌ the model Mistral-Small-3.2-24B)

Figure​​ 2: Three examples​​​‌ of past work of‌ Seamless in the context‌​‌ of the three transversal​​ axis. From Left to​​​‌ Right. Usage of avatars‌ in augmented reality 47‌​‌. Physicalization of VR​​ interactions using encounter-type haptics​​​‌ 52. Neurofeedback for‌ motor rehabilitation 49.‌​‌

Transversal Research Axes

While​​ the research axes poses​​​‌ the methodological approach and‌ state how seamless interaction‌​‌ are strongly driven by​​ the perception-action loop, Seamless​​​‌ team members have a‌ strong visibility in the‌​‌ research community within several​​ research domains, notably, Avatars,​​​‌ Haptics and Brain-Computer Interfaces.‌ Thus, these three research‌​‌ domain define three transversal​​ axes (TAs), which contribute​​​‌ to the RAs:

  • Avatars‌, the user's virtual‌​‌ representation, are becoming ubiquitous​​ in virtual reality applications,​​​‌ and will also become‌ ubiquitous in augmented reality‌​‌ applications. In this context,​​ the avatar becomes the​​​‌ users’ main spatial reference,‌ which can not only‌​‌ alter their interaction with​​ the virtual environment, but​​​‌ also the perception of‌ themselves and other collaborators.‌​‌ Seamless strives for unified​​ avatar representations that could​​​‌ span through the reality-virtuality‌ continuum supporting seamless perception‌​‌ and interaction.
  • Haptic feedback​​ (i.e. sensory feedback generated​​​‌ to muscles, tendons and‌ the skin) is key‌​‌ for achieving efficient direct​​ interactions and to raise​​​‌ awareness of physical content.‌ Seamless aims at designing‌​‌ sensory feedback compliant with​​ the human perceptual capabilities​​​‌ in order to effectively‌ combine haptic feedback with‌​‌ other sensory cues (e.g.,​​​‌ vision and/or sound) within​ the reality-virtuality continuum. Seamless​‌ aims at pushing the​​ limits of existing haptic​​​‌ hardware/software schemes, promoting alternative​ low-cost approaches for contact​‌ rendering, and studying radically​​ novel and disruptive haptic​​​‌ paradigms.
  • Brain-Computer Interfaces (BCIs)​ allow to use brain​‌ activity as the input​​ of a computer process,​​​‌ and in the context​ of Seamless, it has​‌ a high potential for​​ monitoring and assessing the​​​‌ user's mental state during​ VR and AR experiences.​‌ Past research from Seamless​​ members have already shown​​​‌ such potential in the​ context of avatars, the​‌ study of visuo-proprioceptive illusions​​ or on the detection​​​‌ of system errors in​ VR applications. Seamless aims​‌ to push forward this​​ line of research in​​​‌ order to elicit more​ objective assessment of AR​‌ and VR experiences.

We​​ would like to note​​​‌ that these three domains​ follow a strong user-centered​‌ design, and thus can​​ be modeled by the​​​‌ perception-action loop, which resonates​ with the three research​‌ axes of Seamless. Second,​​ these transversal axes will​​​‌ not only foster research​ within each axis, but​‌ enable rich multidisciplinary research.​​ Third, this does not​​​‌ limit the research conducted​ at Seamless within these​‌ transversal axes, as other​​ research topics such as​​​‌ 3D user interaction or​ semantic modeling are highly​‌ active.

4 Application domains​​

Apart from the different​​​‌ research axes tackled by​ Seamless, the team has​‌ a strong know-how and​​ long-lasting collaborations in the​​​‌ context a number of​ application domains, such as​‌ cultural heritage, motor and​​ cognitive rehabilitation, education, training​​​‌ and entertainment. These application​ domains has enabled the​‌ collaboration of a number​​ of public and private​​​‌ bodies in order to​ transfer the research conducted​‌ by Seamless team members.​​ From the different application​​​‌ domains, we would like​ to highlight two application​‌ domains: cultural heritage and​​ motor and cognitive rehabilitation.​​​‌ These application domains allow​ not only to apply​‌ the research conducted at​​ Seamless, but to be​​​‌ the enabler for new​ research directions and collaborations​‌ with researchers of other​​ scientific domains, leading to​​​‌ trans-disciplinary research actions.

  • Cultural​ Heritage - Seamless team​‌ members have long lasting​​ collaborations with researchers at​​​‌ the INRAP (UMR CReAAH)​ which lead to rich​‌ and diverse research results.​​ The scope of the​​​‌ collaboration ranges from exploration​ of partial/total virtual reconstructions​‌ of archaeological artifacts to​​ museology. This collaboration is​​​‌ two-way, leveraging VR and​ AR tools, and pushing​‌ forward VR and AR​​ research providing innovative interaction​​​‌ and feedback methods.
  • Motor​ and cognitive rehabilitation -​‌ Seamless has also a​​ long lasting collaboration with​​​‌ the CHU Rennes, which​ was reinvigorated with the​‌ recent integration of Mélanie​​ Cogné (2021) and Léa​​​‌ Pillette (2023) in the​ team. The major focus​‌ on this collaboration is​​ on the usages of​​​‌ VR and AR for​ the motor reeducation of​‌ patients, but also on​​ the use of brain-computer​​​‌ interfaces and neurofeedback protocols​ to improve functional recovery.​‌

5 Social and environmental​​ responsibility

SEAMLESS focuses on​​​‌ methods to enable seamless​ transitions between virtual and​‌ augmented realities, ensuring consistent​​ user experience and interaction​​ paradigms. This vision carries​​​‌ significant societal and economic‌ potential, but achieving it‌​‌ requires both fundamental and​​ applied research. Beyond technological​​​‌ advancements, SEAMLESS emphasizes the‌ real-world impact of XR‌​‌ technologies, ensuring their integration​​ into practical use cases​​​‌ and addressing the challenges‌ that arise from their‌​‌ adoption.

5.1 Footprint of​​ research activities

At the​​​‌ IEEE Virtual Reality and‌ 3D User Interfaces conference‌​‌ that the team co-organized​​ at Saint-Malo (March 2025),​​​‌ we organized a panel‌ focused on adapting XR‌​‌ research practices in the​​ context of the ecological​​​‌ crisis, bringing together researchers‌ and citizens.

Discussions focused‌​‌ on the environmental impact​​ of digital activities and​​​‌ scientific conferences, proposing strategies‌ to reduce their carbon‌​‌ footprint. The panel fostered​​ a critical dialogue aimed​​​‌ at promoting more sustainable‌ XR research and conference‌​‌ practices.

5.2 Scientific Impact​​

The research conducted by​​​‌ SEAMLESS contributes broadly to‌ the fields of virtual‌​‌ and augmented reality, with​​ a particular focus on​​​‌ 3D user interfaces, haptics,‌ and brain-computer interfaces. The‌​‌ team’s multidisciplinary approach helps​​ achieve its core objectives​​​‌ and drives innovation across‌ these domains.

In the‌​‌ realm of 3D user​​ interfaces, SEAMLESS addresses​​​‌ the lack of standardization‌ and design guidelines in‌​‌ XR systems, which often​​ results in usability issues​​​‌ and limited interoperability. By‌ leveraging the user’s avatar‌​‌ as a spatial anchor​​ and interaction tool, the​​​‌ team aims to unify‌ interaction methods across XR‌​‌ applications. This standardization will​​ benefit both users and​​​‌ developers: users will experience‌ seamless transitions between applications,‌​‌ reducing the need for​​ retraining, while developers will​​​‌ streamline the design and‌ development process, ultimately improving‌​‌ adoption rates.

For haptics​​, SEAMLESS focuses on​​​‌ creating cost-effective and holistic‌ haptic rendering methods that‌​‌ utilize perceptual illusions. These​​ methods enable the delivery​​​‌ of compelling haptic sensations‌ without the complexity and‌​‌ cost of traditional devices.​​ This research has broad​​​‌ applications, from teleoperation and‌ industrial training to rehabilitation‌​‌ and entertainment. Additionally, SEAMLESS​​ is involved in the​​​‌ Inria Challenge YS.AI, collaborating‌ with InterDigital to standardize‌​‌ haptic data for interactive​​ experiences, further expanding the​​​‌ impact of this work.‌

In the field of‌​‌ brain-computer interfaces (BCIs),​​ SEAMLESS aims to enhance​​​‌ their performance and acceptability,‌ facilitating their transition from‌​‌ laboratory settings to real-world​​ applications. By coupling BCIs​​​‌ with XR, the team‌ seeks to identify neurophysiological‌​‌ markers of perceptual and​​ cognitive processes, such as​​​‌ virtual embodiment and presence.‌ This approach enables real-time‌​‌ monitoring of user experiences,​​ providing valuable insights for​​​‌ improving XR systems and‌ adapting them to individual‌​‌ users.

Beyond these core​​ areas, SEAMLESS contributes to​​​‌ adjacent fields such as‌ computer graphics, immersive visualization,‌​‌ human-computer interaction, semantic modeling,​​ neuroscience, and human perception​​​‌ and cognition. The team’s‌ involvement in numerous collaborative‌​‌ projects underscores its potential​​ for broad scientific impact.​​​‌

5.3 Societal and Economic‌ Impact

The societal and‌​‌ economic impact of SEAMLESS​​ is articulated through two​​​‌ primary dimensions: the digital‌ transformation of society and‌​‌ the practical applications of​​ XR technologies.

On the​​​‌ societal level, XR‌ technologies have the potential‌​‌ to revolutionize how people​​​‌ connect, communicate, and experience​ the world. They can​‌ create new forms of​​ social interaction, bridge geographical​​​‌ distances, and blend virtual​ and real-world information. However,​‌ SEAMLESS remains mindful of​​ the ethical challenges posed​​​‌ by these advancements. Accessibility​ is a key concern,​‌ as XR should remove​​ barriers rather than create​​​‌ new ones. Additionally, the​ extensive data collection involved​‌ in XR—such as motion​​ capture, eye-tracking, and physiological​​​‌ data—raises important questions about​ data management and privacy.​‌ The long-term impact of​​ XR on users is​​​‌ another critical area, requiring​ robust methodological approaches to​‌ evaluate its multifaceted effects.​​

From an economic perspective​​​‌, XR technologies are​ transforming industries such as​‌ education, healthcare, and entertainment.​​ They enable immersive learning​​​‌ experiences, remote medical consultations,​ and interactive entertainment, among​‌ other applications. SEAMLESS places​​ particular emphasis on two​​​‌ application domains: cultural heritage​ and motor and cognitive​‌ rehabilitation.

6 Highlights​​ of the year

6.1​​​‌ Organization of IEEE VR​ 2025

The SEAMLESS team​‌ was highly involved in​​ the organization of the​​​‌ 32nd IEEE Conference on​ Virtual Reality and 3D​‌ User Interfaces (IEEE​​ VR), the leading​​​‌ international event for research​ in virtual, augmented, and​‌ mixed reality (see Section​​ 11.1). The conference​​​‌ had a rich scientific​ program of five consecutive​‌ days, including paper presentations​​ ( 250), poster presentations​​​‌ ( 150), demonstrations (​ 40), workshops ( 24),​‌ panels (2), tutorials (​​ 10) and international keynote​​​‌ speakers (4). IEEE VR​ 2025 was held in​‌ Saint-Malo, at the Palais​​ du Grand Large (see​​​‌ Figure 3).

This​ year, we introduced a​‌ number of initiatives, the​​ XR Gallery, a track​​​‌ dedicated to artistic creation,​ and emphasized sustainability, including​‌ eco-friendly materials and promoting​​ carbon footprint reduction. Finally,​​​‌ we also organized a​ VR Lab tour in​‌ Rennes, showcasing the VR/AR​​ research conducted at the​​​‌ Inria Center of the​ Rennes University, notably the​‌ Immerstar platform, including Immersia​​ and Immermove.

Figure 3

The image​​​‌ shows a series of​ conference or event scenes.​‌ In the first section,​​ a large auditorium is​​​‌ filled with people seated​ and listening attentively. The​‌ second section depicts people,​​ from the different organizing​​​‌ committees, seated on the​ floor in front of​‌ the main stage of​​ the conference. The third​​​‌ section shows a group​ of individuals engaged in​‌ a technical setup, exploring​​ a physical surface enhanced​​​‌ with tactile stimulation. The​ final section features a​‌ focused individual in a​​ dimly lit room looking​​​‌ at a computer screen​ testing an exhibit from​‌ the XR art gallery.​​

Figure 3: IEEE​​​‌ VR 2025. From left​ to right, plenary session,​‌ organizing committee and student​​ volunteers, and XR gallery​​​‌ exhibits.

6.2 Kerflow StartUp​ Project

With the host​‌ and mentorship of the​​ Inria Startup Studio, on​​​‌ february 2025 the Kerflow​ entrepreneurial project was initiated.​‌ Kerflow aims at finding​​ a business model suitable​​​‌ for creating a start-up​ based on novel rehabilitation​‌ technology previously developed and​​ tested at Inria Center​​​‌ of the Rennes University​ and CHU de Rennes​‌ (Verare project). Kerflow has​​ the scientific advise of​​ Anatole Lécuyer, Mélanie Cogné​​​‌ and Justine Saint-Aubert.

6.3‌ Awards

Antonin Cheymol, PhD‌​‌ student that defended his​​ PhD in 2024 received​​​‌ the Best PhD award‌ (honorable mention) from the‌​‌ GDR-IGRV. The PhD was​​ entitled Designing Avatars in​​​‌ Virtual Reality, between mitigating‌ and leveraging body-avatar differences‌​‌ 46.

7 Latest​​ software developments, platforms, open​​​‌ data

7.1 Latest software‌ developments

7.1.1 OpenVIBE

  • Keywords:‌​‌
    Neurosciences, Interaction, Virtual reality,​​ Health, Real time, Neurofeedback,​​​‌ Brain-Computer Interface, EEG, 3D‌ interaction
  • Functional Description:
    OpenViBE‌​‌ is a free and​​ open-source software platform devoted​​​‌ to the design, test‌ and use of Brain-Computer‌​‌ Interfaces (BCI). The platform​​ consists of a set​​​‌ of software modules that‌ can be integrated easily‌​‌ and efficiently to design​​ BCI applications. The key​​​‌ features of OpenViBE software‌ are its modularity, its‌​‌ high performance, its portability,​​ its multiple-user facilities and​​​‌ its connection with high-end/VR‌ displays. The designer of‌​‌ the platform enables users​​ to build complete scenarios​​​‌ based on existing software‌ modules using a dedicated‌​‌ graphical language and a​​ simple Graphical User Interface​​​‌ (GUI). This software is‌ available on the Inria‌​‌ Forge under the terms​​ of the AGPL licence,​​​‌ and it was officially‌ released in June 2009.‌​‌ Since then, the OpenViBE​​ software has already been​​​‌ downloaded more than 60000‌ times, and it is‌​‌ used by numerous laboratories,​​ projects, or individuals worldwide.​​​‌ More information, downloads, tutorials,‌ videos, documentations are available‌​‌ on the OpenViBE website.​​
  • Release Contributions:

    Added: -​​​‌ Build: conda env for‌ dependency management - Build:‌​‌ OSX support (Intel) except​​ Advanced Visualization - Box:​​​‌ PulseRateCalculator - Box: Asymmetry‌ Index Metabox - CI:‌​‌ gitlab-ci

    Updated: - Box:​​ LDA Classifier scale independant​​​‌ - Box: Classifier trainer‌ randomized k-fold option move‌​‌ from conf to box​​ settings - Dependency: Boost​​​‌ version 1.71 -> 1.77‌ - Dependency: Eigen version‌​‌ 3.3.7 -> 3.3.8 -​​ Dependency: Expat version 2.1.0​​​‌ -> 2.5.0 - Dependency:‌ Xerces-C version 3.1.3 ->‌​‌ 3.2.4 - Dependency: OGG​​ version 1.2.1 -> 1.3.4​​​‌ - Dependency: Vorbis version‌ 1.3.2 -> 1.3.7 -‌​‌ Dependency: Lua version 5.1.4​​ -> 5.4.6

    Removed: -​​​‌ Build: CMake ExternalProjects dependencies‌ (now in conda) -‌​‌ Build: Scripted dependency management​​ - CI: Jenkins CI​​​‌ (now in gitlab)

  • URL:‌
  • Publication:
  • Contact:‌​‌
    Anatole Lecuyer
  • Participants:
    Florent​​ Leray, Arthur Desbois, Axel​​​‌ Bouneau, Laurent Garnier, Tristan‌ Cabel, Marc Mace, Lea‌​‌ Pillette, Anatole Lecuyer, Fabien​​ Lotte, Thomas Prampart, 5​​​‌ anonymous participants
  • Partners:
    INSERM,‌ GIPSA-Lab

7.1.2 Xareus

  • Name:‌​‌
    Xareus
  • Keywords:
    Virtual reality,​​ Augmented reality, 3D, 3D​​​‌ interaction, Behavior modeling, Interactive‌ Scenarios
  • Scientific Description:
    Xareus‌​‌ mainly contains a scenario​​ engine (#SEVEN) and a​​​‌ relation engine (#FIVE) #SEVEN‌ is a model and‌​‌ an engine based on​​ petri nets extended with​​​‌ sensors and effectors, enabling‌ the description and execution‌​‌ of complex and interactive​​ scenarios #FIVE is a​​​‌ framework for the development‌ of interactive and collaborative‌​‌ virtual environments. #FIVE was​​ developed to answer the​​​‌ need for an easier‌ and a faster design‌​‌ and development of virtual​​ reality applications. #FIVE provides​​​‌ a toolkit that simplifies‌ the declaration of possible‌​‌ actions and behaviours of​​​‌ objects in a VE.​ It also provides a​‌ toolkit that facilitates the​​ setting and the management​​​‌ of collaborative interactions in​ a VE. It is​‌ compliant with a distribution​​ of the VE on​​​‌ different setups. It also​ proposes guidelines to efficiently​‌ create a collaborative and​​ interactive VE.
  • Functional Description:​​​‌
    Xareus is implemented in​ C# and is available​‌ as libraries. An integration​​ to the Unity3D engine,​​​‌ also exists. The user​ can focus on domain-specific​‌ aspects for his/her application​​ (industrial training, medical training,​​​‌ etc) thanks to Xareus​ modules. These modules can​‌ be used in a​​ vast range of domains​​​‌ for augmented and virtual​ reality applications requiring interactive​‌ environments and collaboration, such​​ as in training. The​​​‌ scenario engine is based​ on Petri nets with​‌ the addition of sensors​​ and effectors that allow​​​‌ the execution of complex​ scenarios for driving Virtual​‌ Reality applications. Xareus comes​​ with a scenario editor​​​‌ integrated to Unity 3D​ for creating, editing and​‌ remotely controlling and running​​ scenarios. The relation engine​​​‌ contains software modules that​ can be interconnected and​‌ helps in building interactive​​ and collaborative virtual environments.​​​‌
  • Release Contributions:
    The scenario​ editor has been revamped​‌ using UIToolkit and the​​ User Experience has been​​​‌ improved with new features​ and helping elements. Xareus​‌ can now be used​​ for testing for free​​​‌ in freemium mode with​ limited features A new​‌ feature has been added:​​ scenarios templates
  • URL:
  • Publications:
  • Contact:
    Valerie​​ Gouranton
  • Participants:
    Guillaume Claude,​​​‌ Lysa Gramoli, Florian Nouviale,​ Valerie Gouranton, Bruno Arnaldi,​‌ Adrien Reuzeau, Alexandre Audinot,​​ 3 anonymous participants

7.1.3​​​‌ VERARE

  • Keywords:
    Virtual reality,​ Avatars, Motor reeducation
  • Functional​‌ Description:
    The software is​​ used with a Virtual​​​‌ Reality headset and immerses​ the user in a​‌ virtual environment where he​​ or she embodies a​​​‌ first-person avatar. The user​ remains static and observes​‌ his avatar walking, running​​ or passing obstacles during​​​‌ 9-minute sessions in different​ virtual environments (meadow, beach,​‌ forest).
  • Contact:
    Anatole Lecuyer​​

7.1.4 AvatarReady

  • Name:
    A​​​‌ unified platform for the​ next generation of our​‌ virtual selves in digital​​ worlds
  • Keywords:
    Avatars, Virtual​​​‌ reality, Augmented reality, Motion​ capture, 3D animation, Embodiment​‌
  • Scientific Description:
    AvatarReady is​​ an open-source tool (AGPL)​​​‌ written in C#, providing​ a plugin for the​‌ Unity 3D software to​​ facilitate the use of​​​‌ humanoid avatars for mixed​ reality applications. Due to​‌ the current complexity of​​ semi-automatically configuring avatars coming​​​‌ from different origins, and​ using different interaction techniques​‌ and devices, AvatarReady aggregates​​ several industrial solutions and​​​‌ results from the academic​ state of the art​‌ to propose a simple​​ and fast way to​​​‌ use humanoid avatars in​ mixed reality in a​‌ seamless way. For example,​​ it is possible to​​​‌ automatically configure avatars from​ different libraries (e.g., rocketbox,​‌ character creator, mixamo), as​​ well as to easily​​​‌ use different avatar control​ methods (e.g., motion capture,​‌ inverse kinematics). AvatarReady is​​ also organized in a​​​‌ modular way so that​ scientific advances can be​‌ progressively integrated into the​​ framework. AvatarReady is furthermore​​ accompanied by a utility​​​‌ to generate ready-to-use avatar‌ packages that can be‌​‌ used on the fly,​​ as well as a​​​‌ website to display them‌ and offer them for‌​‌ download to users.
  • Functional​​ Description:
    AvatarReady is a​​​‌ Unity tool to facilitate‌ the configuration and use‌​‌ of humanoid avatars for​​ mixed reality applications. It​​​‌ comes with a utility‌ to generate ready-to-use avatar‌​‌ packages and a website​​ to display them and​​​‌ offer them for download.‌
  • URL:
  • Contact:
    Ludovic‌​‌ Hoyet
  • Participants:
    Adrien Reuzeau,​​ Anthony Mirabile, Ludovic Hoyet,​​​‌ Fernando Argelaguet Sanz

7.2‌ New platforms

7.2.1 Immerstar‌​‌

Participants: Ronan Gaugne,​​ Florian Nouviale, Adrien​​​‌ Reuzeau.

With its‌ two virtual reality platforms,‌​‌ Immersia and Immermove, grouped​​ under the name Immerstar,​​​‌ the team has access‌ to high-level scientific facilities.‌​‌ This equipment benefits the​​ research teams of the​​​‌ center and has enabled‌ the development and strengthening‌​‌ of local, national, and​​ international collaborations.

The Immerstar​​​‌ platform was funded in‌ 2020 through the PIA3–Equipex+‌​‌ program as part of​​ the CONTINUUM project. This​​​‌ large-scale initiative involves 22‌ partners and has enabled‌​‌ the creation of a​​ collaborative research infrastructure comprising​​​‌ 30 platforms distributed across‌ France, with the objective‌​‌ of advancing interdisciplinary research​​ at the intersection of​​​‌ computer science and the‌ human and social sciences‌​‌ 50. Within this​​ framework, 37 research teams​​​‌ conduct cutting-edge research on‌ visualization, immersion, interaction, and‌​‌ collaboration, as well as​​ on human perception, cognition,​​​‌ and behavior in virtual‌ and augmented reality, with‌​‌ potential impact on major​​ societal issues. CONTINUUM promotes​​​‌ a paradigm shift in‌ the way complex digital‌​‌ data and digital worlds​​ are perceived, explored, and​​​‌ shared, by placing humans‌ at the center of‌​‌ data-processing workflows. In 2021,​​ the CONTINUUM infrastructure was​​​‌ officially labeled a Research‌ Infrastructure by the French‌​‌ Ministry of Research. In​​ this context, Immerstar hosted​​​‌ the CONTINUUM plenary meeting‌ in July 2024.

In‌​‌ 2025, several major developments​​ took place on the​​​‌ Immerstar platform:

In 2024,‌ Immerstar benefited from CPER‌​‌ funding supporting the recruitment​​ of a research engineer​​​‌ for a two-year period.‌ This position started in‌​‌ January 2024 and is​​ held by Alexandre Vu,​​​‌ who obtained his PhD‌ in 2023. This funding‌​‌ also contributed to the​​ structuring of long-term technical​​​‌ support for the platform,‌ resulting in the creation‌​‌ of a permanent (CDI)​​ Research Engineer position at​​​‌ Université Rennes 2, which‌ is currently in the‌​‌ recruitment process. The research​​ engineer’s activities contribute to​​​‌ the technical development, operation,‌ and sustainability of the‌​‌ Immerstar platforms, as well​​ as to their integration​​​‌ within national collaborative research‌ initiatives.

As part of‌​‌ the CONTINUUM program, a​​ major technical upgrade of​​​‌ the infrastructure was launched,‌ supported by dedicated funding‌​‌ of €1.8 million. Both​​ Immersia and Immermove initiated​​​‌ upgrades aligned with the‌ CONTINUUM roadmap. Immersia underwent‌​‌ a major upgrade of​​ its image-generation system, with​​​‌ the deployment of a‌ new PC cluster and‌​‌ six 4K video projectors,​​ now enabling simultaneous use​​​‌ by two users within‌ the immersive space. In‌​‌ addition, an omnidirectional treadmill​​​‌ is currently being integrated​ to support new research​‌ projects on natural navigation​​ in extended reality (XR).​​​‌ Immermove is also being​ upgraded, with the addition​‌ of a fourth projection​​ wall and new equipment​​​‌ dedicated to the investigation​ of markerless motion capture.​‌

Immerstar was also actively​​ involved in several technical​​​‌ actions within CONTINUUM, focusing​ on collaborative virtual environments​‌ between immersive platforms. These​​ actions were carried out​​​‌ in collaboration with the​ TORE and REVICA platforms​‌ in Lille, as well​​ as with the TransLife​​​‌ platform at UTC, and​ aim to advance interoperability​‌ and shared immersive experiences​​ across distributed infrastructures. These​​​‌ actions resulted in the​ grant of two PhD​‌ supports within the PEPR​​ Ensemble program, dedicated to​​​‌ research on collaborative virtual​ environments. These PhD projects​‌ are conducted in collaboration​​ with the MINT team​​​‌ in Lille and further​ reinforce Immerstar’s positioning in​‌ national research efforts on​​ immersive collaboration.

In March​​​‌ 2025, Immersia and Immermove​ jointly organized a VR​‌ Tour event as part​​ of the IEEE VR​​​‌ conference, held in Saint-Malo​ (). The​‌ VR Tour welcomed approximately​​ 100 international members of​​​‌ the XR research community​ over one day. Immerstar​‌ was also presented during​​ the IEEE VR Workshop​​​‌ “Immersive Visualization Laboratories –​ Past, Present and Future”​‌ 30, and the​​ European projects ShareSpace and​​​‌ GuestXR, both involving the​ Immerstar platforms, were showcased​‌ in the IEEE VR​​ exhibition area.

Immersia also​​​‌ hosted teaching activities for​ students from INSA Rennes,​‌ ENS Rennes, University of​​ Rennes, and University Rennes​​​‌ 2.

8 New results​

This section summarizes the​‌ latest research conduceted in​​ the Seamless team in​​​‌ five key areas. First​ three sections are directly​‌ linked with the research​​ axis of Seamless first,​​​‌ RA1 (1) pseudo-haptics, haptics,​ and sensory perception in​‌ VR (Section 8.1),​​ RA2 (2) interaction and​​​‌ embodiment in XR (Section​ 8.2) and RA2​‌ (3) neurofeedback, EEG, and​​ BCIs (Section 8.4).​​​‌ The final two sections​ focus in applied research​‌ to specific application domains,​​ (4) XR for teaching,​​​‌ training, and mediation (Section​ 8.3), and (5)​‌ cultural heritage, archaeology, and​​ artistic creation in XR​​​‌ (Section 8.5).

8.1​ Pseudo-haptics, haptics and sensory​‌ perception in VR

8.1.1​​ Design and Evaluation of​​​‌ Pseudo-Haptic Techniques in VR​

Participants: Ferran Argelaguet [contact]​‌, Anatole Lécuyer.​​

Pseudo-haptics techniques are interesting​​​‌ alternatives for inducing haptic​ perceptions, achieved by manipulating​‌ haptic perception through the​​ appropriate alteration of primarily​​​‌ visual feedback in response​ to body movements. However,​‌ the use of pseudo-haptics​​ techniques with a motion-input​​​‌ system can sometimes be​ limited. First, we investigated​‌ a novel approach for​​ extending the potential of​​​‌ pseudo-haptics techniques in VR,​ focusing in particular on​‌ pseudo-weight perception as the​​ target case 17.​​​‌ The proposed approach utilizes​ a reaction force from​‌ force-input as a substitution​​ of haptic cue for​​​‌ the pseudo-haptic perception.This work​ introduced a manipulation method​‌ in which the vertical​​ acceleration of the virtual​​​‌ hand is controlled by​ the extent of push-in​‌ of a force sensor.​​ Such a force-input manipulation​​ of a virtual body​​​‌ can not only present‌ pseudo-haptics with smaller physical‌​‌ spaces and be used​​ by more various users​​​‌ including people with mobility‌ limitations, but also can‌​‌ present the reaction force​​ proportional to the user's​​​‌ input to the user.‌ The experimental results suggest‌​‌ that the force-input manipulation​​ successfully extends the range​​​‌ of perceptible pseudo-weight by‌ 80% in comparison to‌​‌ the motion-input manipulation. On​​ the other hand, it​​​‌ is revealed that the‌ motion-input manipulation has 1‌​‌ step larger number of​​ distinguishable weight levels and​​​‌ is easier to operate.‌

Second, we introduced a‌​‌ method 33 that reproduces​​ sticky surface interactions during​​​‌ attaching-detaching 3D direct manipulation‌ in VR by blending‌​‌ three cues-motion gain, surface​​ deformation, and vibration-in various​​​‌ combinations (see Figure 4‌). Accurately sensing how‌​‌ strongly a surface “clings”​​ is vital for realistic​​​‌ grasping, adhesion training and‌ material evaluation, yet it‌​‌ has been largely overlooked​​ in pseudo-haptic research. We​​​‌ conducted three user studies‌ to evaluate the proposed‌​‌ approach. The first experiment​​ compared individual and combined​​​‌ cues on perceived stickiness,‌ confirming that additional cues‌​‌ reliably strengthened perceived stickiness.​​ The second experiment tested​​​‌ how cue number affects‌ tolerance for visual-physical mismatch,‌​‌ indicating that they lowered​​ the minimum detectable threshold​​​‌ though they did not‌ widen the overall tolerated‌​‌ mismatch. The third experiment​​ measured whether and how​​​‌ much added cues sharpen‌ perceptual resolution, showing multiple‌​‌ cues improved perceptual resolution​​ by reducing just noticeable​​​‌ differences by 44% (1.8×‌ finer), doubling discriminable levels‌​‌ from roughly eight with​​ a single cue to​​​‌ sixteen with all cues.‌

Figure 4

The image sequence demonstrates‌​‌ the effects of motion​​ gain, breaking height, surface​​​‌ deformation, and vibration. (a)‌ Shows the difference between‌​‌ physical and virtual positions​​ with motion gain applied.​​​‌ (b) Illustrates an object‌ jumping after reaching the‌​‌ breaking height. (c) Depicts​​ surface deformation when the​​​‌ object hits an uneven‌ surface. (d) Shows vibration‌​‌ effects when the object​​ makes contact with the​​​‌ surface. Each panel highlights‌ different physical interactions with‌​‌ corresponding labels and arrows​​ to explain the concepts.​​​‌ (Description generated at January‌ 23rd, 2026 by Albert‌​‌ AI with the model​​ Mistral-Small-3.2-24B)

Figure 4:​​​‌ The figure illustrates our‌ novel pseudo-haptic techniques designed‌​‌ to induce sticky perception.​​ (a) motion gain, (b)​​​‌ breaking height, (c) surface‌ deformation, and (d) vibration.‌​‌

This work was done​​ in collaboration with Dr.​​​‌ Takuji Narumi (The University‌ of Tokyo) and Dr.‌​‌ Yutaro Hirao (Nara Institute​​ of Science and Technology).​​​‌

8.1.2 “Persuasive Vibrations”: Studying‌ the influence of vibration‌​‌ parameters on speech persuasion​​

Participants: Sabrina Toofany,​​​‌ Anatole Lécuyer, Ferran‌ Argelaguet, Justine Saint-Aubert‌​‌ [contact].

We investigated​​ the notion of “Persuasive​​​‌ Vibrations” 23, which‌ showed that augmenting a‌​‌ person's speech with vibrotactile​​ feedback could artificially increase​​​‌ persuasion. However, while the‌ initial work has shown‌​‌ the effect, the underlying​​ reasons why vibrations enhance​​​‌ persuasion remain unknown. Through‌ two different user studies,‌​‌ this work aims to​​ study how the underlying​​​‌ parameters of the vibratory‌ feedback (e.g., frequency, amplitude,‌​‌ or audio-vibration synchronization) influence​​​‌ persuasion (see Figure 5​). The first study​‌ aimed to identify the​​ parameters of vibrotactile feedback​​​‌ that can positively influence​ persuasion. The second study​‌ evaluated vibrotactile feedback that​​ might impair the persuasive​​​‌ effect. In a nutshell,​ the first experiment suggests​‌ that the isolation of​​ different properties of the​​​‌ vibratory signal could tend​ to provide higher persuasion​‌ compared to no vibratory​​ feedback. A lower frequency​​​‌ at 100 Hz seems​ the most efficient way​‌ to generate a persuasive​​ effect. In contrast, the​​​‌ second experiment suggests that​ some alteration of the​‌ vibratory signal (e.g., latency)​​ does not decrease the​​​‌ levels of persuasion compared​ to the no-vibration condition.​‌ All in all, the​​ results suggest that using​​​‌ lower frequencies could have​ a better effect on​‌ persuasion. These results could​​ serve as a basis​​​‌ for haptic design in​ applications like videoconferencing, virtual​‌ meetings, and training systems​​ where supporting user speech​​​‌ is essential.

Figure 5

The image​ shows a person sitting​‌ at a desk working​​ on a computer. They​​​‌ are wearing over-ear headphones​ and have a small​‌ device attached to their​​ arm with vibrotactile actuators.​​​‌ The person is using​ multiple feedback systems: visual​‌ feedback displayed on the​​ computer screen, audio feedback​​​‌ through the headphones, and​ vibrotactile feedback from the​‌ device on their arm.​​ The person appears focused​​​‌ on the screen, with​ their hands on the​‌ keyboard. (Description generated at​​ January 23rd, 2026 by​​​‌ Albert AI with the​ model Mistral-Small-3.2-24B)

Figure 5​‌: Speech is augmented​​ with vibrations in the​​​‌ user hand. The influence​ of different vibrations (e.g.,​‌ low frequency, high frequency,​​ pink noise, etc) on​​​‌ persuasion is tested.

8.1.3​ The Snail: A Wearable​‌ Actuated Prop to Simulate​​ Grasp of Rigid and​​​‌ Soft Objects in Virtual​ Reality

Participants: Justine Saint-Aubert​‌ [contact].

The Snail​​ 21 is a wearable​​​‌ haptic interface that enables​ users to experience force​‌ feedback when grasping objects​​ in Virtual Reality. It​​​‌ consists of a 3D-printed​ prop attached to the​‌ tip of the thumb​​ that can rotate thanks​​​‌ to a small actuator.​ The prop is shaped​‌ like a snail to​​ display different grasping sizes,​​​‌ ranging from 1.5 cm​ to 7 cm, according​‌ to its orientation (see​​ Figure 6). The​​​‌ prop displays the force​ feedback, so forces over​‌ 100 N can be​​ displayed between fingers using​​​‌ small and low-power actuation.​ Very rigid objects can​‌ be rendered when the​​ prop remains static, but​​​‌ rotations when the users​ grasp the prop also​‌ allow for the simulation​​ of soft objects.The Snail​​​‌ is portable, low-cost, and​ easy to reproduce because​‌ it is made of​​ 3D-printed parts. The design​​​‌ and performance of the​ device were evaluated through​‌ technical evaluations and 3​​ user experiments. They show​​​‌ that participants can discriminate​ different grasping sizes and​‌ levels of softness with​​ the interface. The Snail​​​‌ also enhances user experience​ and performances in Virtual​‌ Reality compared to standard​​ vibration feedback.

Figure 6

The image​​​‌ displays two sets of​ step-by-step actions involving hands​‌ interacting with objects. First,​​ a hand grasping cubes​​ of different sizes, in​​​‌ which the Snail device‌ is adapted to provide‌​‌ a perceptually coherent haptic​​ feedback. Second, a sequence​​​‌ of a user pressing‌ an spherical sponge in‌​‌ which the snail rotates​​ to simulate the deformation.​​​‌

Figure 6: The‌ Snail uses a prop‌​‌ on the thumb fingertip​​ to provide realistic rigid​​​‌ force feedback when grasping‌ virtual objects. An actuator‌​‌ rotates the prop to​​ simulate different grasping sizes​​​‌ before the index finger‌ encounters it. Soft virtual‌​‌ objects can also be​​ simulated by rotating the​​​‌ prop when squeezed.

8.1.4‌ Walk on Hands: Can‌​‌ Vibrations in the Hands​​ Support Walking Experience in​​​‌ VR?

Participants: Julien Manson‌, Anatole Lécuyer,‌​‌ Justine Saint-Aubert [contact].​​

Previous works have shown​​​‌ that vibrations under the‌ feet can significantly enhance‌​‌ the walking experience in​​ Virtual Reality (VR). However,​​​‌ such approaches often require‌ specialized hardware. Therefore, in‌​‌ this work 34,​​ we study if vibrations​​​‌ in the hands could‌ represent a simple and‌​‌ cost-effective alternative to improve​​ the walking experience in​​​‌ VR. We conducted a‌ user study comparing vibrations‌​‌ displayed in the hands,​​ vibrations under the feet,​​​‌ and no vibration in‌ a VR passive walking‌​‌ simulation during which participants​​ were seated and embodied​​​‌ a first-person avatar (see‌ Figure 7). We‌​‌ compared the different conditions​​ regarding: the sensation of​​​‌ walking, avatar embodiment, cybersickness,‌ and comfort. Interestingly, our‌​‌ results show that vibrations​​ in the hands significantly​​​‌ increase the sensation of‌ walking and embodiment compared‌​‌ to no vibration. Moreover,​​ no significant difference is​​​‌ observed between vibrations under‌ the feet and in‌​‌ the hands concerning the​​ sensation of walking. Still,​​​‌ embodiment is higher with‌ vibrations under the feet.‌​‌ No significant differences in​​ cybersickness or comfort were​​​‌ observed between vibrations displays.‌ Overall, our results promote‌​‌ using vibrations in the​​ hands as a cost-effective​​​‌ and suitable alternative to‌ vibrations under the feet‌​‌ in VR applications for​​ which the walking sensation​​​‌ is prominent, leveraging for‌ instance vibrations embedded in‌​‌ VR controllers.

Figure 7

The image​​ shows a person using​​​‌ a VR setup. The‌ person is seated, wearing‌​‌ a VR headset, headphones,​​ and holding vibrotactile handheld​​​‌ interfaces. These devices are‌ connected to an Arduino‌​‌ Mega and a vibrotactile​​ platform on the table.​​​‌ The illustration on the‌ left depicts a similar‌​‌ scene with a simplified​​ drawing of a person​​​‌ holding a controller while‌ viewing a virtual avatar‌​‌ walking. The setup aims​​ to provide a tactile​​​‌ experience in VR by‌ using vibrations to simulate‌​‌ movements and interactions within​​ a virtual environment. (Description​​​‌ generated at January 23rd,‌ 2026 by Albert AI‌​‌ with the model Mistral-Small-3.2-24B)​​

Figure 7: Left:​​​‌ the concept of Walk‌ on hands. When a‌​‌ virtual foot touches the​​ virtual ground, a vibration​​​‌ is sent to the‌ corresponding hand. Right: experimental‌​‌ setup. A user is​​ sitting on a chair​​​‌ with handheld vibrotactile interfaces‌ in his hands and‌​‌ feet on vibrotactile platforms.​​ He wears a VR​​​‌ headset and headphones to‌ receive visual and audio‌​‌ stimuli from the simulation.​​​‌

This work was done​ in collaboration with Inria​‌ RAINBOW team.

8.1.5 Influence​​ of Haptic Feedback on​​​‌ Perception of Threat and​ Peripersonal Space in Social​‌ VR

Participants: Jeanne Hecquard​​, Anatole Lécuyer,​​​‌ Marc Macé [contact].​

Humans experience social interactions​‌ partly through nonverbal communication,​​ including proxemic behaviors and​​​‌ haptic sensations. Body language,​ facial expressions, personal spaces,​‌ and social touch are​​ multiple factors influencing how​​​‌ a stranger's approach is​ experienced. Furthermore, the rise​‌ of virtual social platforms​​ raises concerns about virtual​​​‌ harassment and the perception​ of personal space in​‌ VR: harassment is felt​​ much more strongly in​​​‌ virtual spaces, and the​ psychological effects can be​‌ just as severe. While​​ most virtual platforms have​​​‌ a “personal bubble”' feature​ that keeps strangers at​‌ a distance, it does​​ not seem to suffice:​​​‌ personal space violations seem​ influenced by more than​‌ simply distance. In this​​ work 22, we​​​‌ aim to further clarify​ the variability of personal​‌ spaces. We focus on​​ haptic stimulation, elaborating our​​​‌ hypotheses on the relationship​ between social touch and​‌ the perception of personal​​ spaces. Users wore a​​​‌ haptic compression belt and​ were immersed in a​‌ virtual dark alley. Virtual​​ agents approached them while​​​‌ exhibiting either neutral or​ threatening body language (see​‌ Figure 8). In​​ half of all trials,​​​‌ as the agent advanced,​ the compression belt tightened​‌ around the users’ torsos​​ with three different pressures.​​​‌ Participants could press a​ response button when uncomfortable​‌ with the agent's proximity.​​ Peripersonal space violations occurred​​​‌ 31% earlier on average​ when the agent was​‌ visibly angry and the​​ compression belt activated. A​​​‌ greater tightening pressure also​ slightly increased the personal​‌ sphere radius by up​​ to 13%. Overall, our​​​‌ results are consistent with​ previous works on peripersonal​‌ spaces. They help further​​ define our relationship to​​​‌ personal space boundaries and​ encourage using haptic devices​‌ during simulated social interactions​​ in VR.

Figure 8

The image​​​‌ shows a virtual reality​ (VR) setup where a​‌ person is using a​​ VR headset and a​​​‌ compressive belt in the​ abdomen. In the virtual​‌ environment, they see a​​ pathway with two possible​​​‌ agents they might encounter:​ an angry agent or​‌ a neutral agent. The​​ person must press a​​​‌ "STOP" button in the​ simulation, as part of​‌ an experiment. The scene​​ appears to be a​​​‌ city street at dusk,​ with buildings and streetlights​‌ visible in the background.​​

Figure 8: Users​​​‌ immersed in a virtual​ dark alley watch a​‌ virtual agent slowly approaching​​ them. The teaser image​​​‌ was lightened to enhance​ visibility. The agent can​‌ visibly emote anger or​​ appear neutral, and as​​​‌ he advances, a belt​ wraps around the users’​‌ torso, simulating the users’​​ shrinking peripersonal space. When​​​‌ feeling uncomfortable or threatened,​ users can choose to​‌ stop the progression of​​ the agent by pressing​​​‌ a button. Results show​ that the body language​‌ of the agent and​​ haptic stimulation of the​​​‌ observer both significantly influence​ users’ perception of threat​‌ and their peripersonal space.​​

This work was done​​ in collaboration with the​​​‌ University of Maastricht.

8.1.6‌ How do people perceive‌​‌ changes in physical bounce​​ model for virtual racket​​​‌ interactions?

Participants: Sony Saint-Auret‌, Ronan Gaugne,‌​‌ Valérie Gouranton [contact].​​

Nowadays, Virtual Reality is​​​‌ widely used in sports,‌ to enhance physical fitness,‌​‌ or improve specific subskills,​​ such as anticipation skills.​​​‌ However, many factors in‌ VR can alter the‌​‌ experience and make it​​ difficult to transfer the​​​‌ skills trained in VR‌ to real practice. One‌​‌ of these factors is​​ the physical simulation of​​​‌ the virtual environment, that‌ may produce unexpected behaviours.‌​‌ Hence, if users are​​ athletes in ball-based sports,​​​‌ the VR training simulator‌ should compute ball trajectories‌​‌ that look plausible for​​ them. In this work​​​‌ 37, our aim‌ is to evaluate how‌​‌ human perception can be​​ influenced by variations in​​​‌ a ball physical model.‌ We explore properties of‌​‌ human perception, the acceptance​​ threshold beyond which a​​​‌ deviation from the reference‌ ball trajectory is perceived‌​‌ more than 50% of​​ time, and the Just-Noticeable​​​‌ Difference (JND) as an‌ indicator of perceptual sensitivity.‌​‌ To this end, we​​ conducted psychophysical experiments where​​​‌ participants were asked to‌ either only observe, or‌​‌ observe and hit virtual​​ bouncing balls simulated with​​​‌ varying coefficients of restitution‌ (see Figure 9).‌​‌ We report the acceptance​​ threshold and JND in​​​‌ different conditions. We found‌ that participants detected variations‌​‌ in COR more easily​​ when having the motor​​​‌ task. Additionally, their sensitivity‌ to variations was globally‌​‌ higher when they first​​ performed the perceptual task​​​‌ alone, before the motor‌ task was introduced. These‌​‌ results contribute to the​​ design of credible VR​​​‌ environments involving bouncing objects,‌ such as for virtual‌​‌ sports.

Figure 9

The image shows​​ two scenes. On the​​​‌ left, a person wearing‌ a VR headset and‌​‌ holding a VR controller​​ is standing in a​​​‌ room. On the right,‌ a virtual reality perspective‌​‌ shows a scene where​​ the person holds a​​​‌ virtual baseball bat, aiming‌ at a blue ball‌​‌ in a virtual environment​​ with a wooden fence.​​​‌ (Description generated at January‌ 23rd, 2026 by Albert‌​‌ AI with the model​​ Mistral-Small-3.2-24B)

Figure 9:​​​‌ The experimental VR Setup.‌ Left: picture of a‌​‌ participant performing the “Perception-Action”​​ block. Right: generic virtual​​​‌ room displayed in the‌ head mounted display.

This‌​‌ work was done in​​ collaboration with Mimetic and​​​‌ Virtus teams.

8.2 Interaction‌ and embodiement in XR‌​‌

8.2.1 Measuring the Impact​​ of Objects' Physicalization, Avatar​​​‌ Appearance, and their Consistency‌ on Pick-and-Place Performance in‌​‌ Augmented Reality

Participants: Juri​​ Yoneyama, Rebecca Fribourg​​​‌, Jean-Marie Normand,‌ Ferran Argelaguet [contact].‌​‌

AR is a growing​​ technology that enables interaction​​​‌ with both virtual and‌ real objects. However, in‌​‌ order to support the​​ future development of efficient​​​‌ and usable AR interactions,‌ there is still a‌​‌ lack of systematic knowledge​​ establishing basic interaction performance​​​‌ across different conditions. Therefore,‌ in this work 16‌​‌, we report a​​ user study measuring the​​​‌ impact of objects’ physicalization‌ (object’s set composed of‌​‌ (i) virtual, (ii) real,​​​‌ or (iii) a composite​ mix of real and​‌ virtual objects) and hand​​ appearance (hand’s appearance displayed​​​‌ as (i) the real​ hand, (ii) an avatar,​‌ or (iii) dynamically adapting​​ to the surrounding objects’​​​‌ physicalization) on the speed​ performance of a pick-and-place​‌ task (see Figure 10​​). Overall, our results​​​‌ reveal that objects’ physicalization​ plays a significant role​‌ in interaction performance, with​​ the more real objects​​​‌ in a set the​ better the performance. Moreover,​‌ our results also suggest​​ that pick-and-place interaction performances​​​‌ are mostly unaffected by​ the hand appearance. Interestingly,​‌ we also observed that​​ interactions with real objects​​​‌ were less efficient as​ the object condition required​‌ the user to alternate​​ between interactions with virtual​​​‌ and real objects (object​ condition (iii)), which provides​‌ novel insights into an​​ important - mostly AR-specific​​​‌ - factor to consider​ for designing future AR​‌ interactions. Taken together, our​​ results provide a rich​​​‌ characterization of different factors​ influencing different phases of​‌ a pick-and-place interaction, which​​ could be employed to​​​‌ improve the design of​ future AR applications.

Figure 10

The​‌ image shows two sets​​ of sequences. The first​​​‌ row depicts a virtual​ hand interacting with a​‌ virtual object, transitioning from​​ virtual to real. The​​​‌ second row demonstrates a​ real hand interacting with​‌ a real object, transitioning​​ from a virtual depiction​​​‌ to a real one.​ Both sequences involve a​‌ hand grasping a steel​​ cans aranged in a​​​‌ circle.

Figure 10:​ llustration of the hybrid​‌ hand interaction condition, interacting​​ with either virtual (images​​​‌ at the top) or​ real (images at the​‌ bottom) objects. Vertically aligned​​ images illustrate the user’s​​​‌ hand approaching the target​ object over time. As​‌ it approaches, the hand​​ appearance gradually adapts to​​​‌ the object, either by​ increasing or decreasing the​‌ overlapping avatar visibility (respectively​​ in the virtual and​​​‌ real object conditions).

8.2.2​ Effects of Viewpoint Oscillations​‌ and Gaze-Based Stabilization on​​ Walking Sensation, Embodiment and​​​‌ Cybersickness in Immersive VR​

Participants: Justine Saint-Aubert [contact]​‌, Mélanie Cogné,​​ Anatole Lécuyer.

When​​​‌ walking, our head does​ not travel on a​‌ straight path but oscillates​​ in a swaying pattern.​​​‌ This pattern has been​ implemented in VR as​‌ “viewpoint oscillations”' - which​​ can be defined as​​​‌ periodic changes in position​ and/or orientation of the​‌ point of view to​​ enhance walking simulations and​​​‌ make them feel closer​ to real walking. Viewpoint​‌ oscillations are especially beneficial​​ when users cannot physically​​​‌ walk because of limitations​ of space or hardware,​‌ disability, or to avoid​​ fatigue. In this work​​​‌ 18, we provide​ new experimental data on​‌ the effects of viewpoint​​ oscillations on walking sensation,​​​‌ as well as cybersickness​ and virtual embodiment, since​‌ such results are scarce​​ in immersive VR, especially​​​‌ when using an avatar​ in first-person view. To​‌ do so, we also​​ propose a technical improvement​​​‌ of viewpoint oscillations in​ embodied VR. Our technique​‌ makes use of an​​ HMD-embedded gaze tracker to​​​‌ artificially add rotations that​ stabilize the target of​‌ the gaze in the​​ users’ field of view​​ (see Figure 11).​​​‌ A user study (n=24)‌ showed that viewpoint oscillations‌​‌ enhanced walking sensation without​​ affecting cybersickness or agency,​​​‌ compared to linear motion.‌ In addition, a novel‌​‌ positive effect of stabilized​​ viewpoint oscillations was found​​​‌ on virtual body ownership.‌ As such, this study‌​‌ demonstrates the feasibility and​​ viability of implementing gaze​​​‌ tracking-based stabilization with standard‌ commercial head-mounted displays, and,‌​‌ taken together, our results​​ promote the use of​​​‌ viewpoint oscillations during walking‌ simulations in embodied VR‌​‌ with an HMD.

Figure 11

The​​ image depicts a virtual​​​‌ reality (VR) setup and‌ its effects. On the‌​‌ left, a person is​​ seated and wearing a​​​‌ VR headset (A). In‌ the center, the person‌​‌ is walking down a​​ virtual hallway (B), with​​​‌ a blue line representing‌ head movement, i.e., head‌​‌ oscillations. On the right​​ (C), two diagrams compare​​​‌ VR experiences with and‌ without stabilization: the top‌​‌ shows a stabilized view,​​ and the bottom shows​​​‌ an unstable, wavy view.‌ The image emphasizes the‌​‌ importance of stabilization in​​ VR for smoother visual​​​‌ experiences.

Figure 11:‌ We evaluated the effects‌​‌ of viewpoint oscillations in​​ seated users (A). The​​​‌ user embodied a virtual‌ avatar walking in a‌​‌ corridor (B) viewed from​​ the first-person perspective. The​​​‌ trajectory of the viewpoint‌ with the oscillations is‌​‌ depicted in green. When​​ the gaze tracker was​​​‌ used, the fixated objects‌ were stabilized; when it‌​‌ was not, all objects​​ in the scene oscillated​​​‌ (C). The diagram represents‌ a top view of‌​‌ the camera’s motion, without​​ its forward linear component.​​​‌

8.2.3 Evaluation of Body‌ Parts Representations in Motion‌​‌ Reconstruction

Participants: Philippe de​​ Clermont Gallerande, Ferran​​​‌ Argelaguet [contact].

Acquiring,‌ encoding, transmitting, decoding, and‌​‌ displaying motion signals is​​ an essential challenge in​​​‌ our new world of‌ interconnected immersive applications (XR,‌​‌ online games etc.). In​​ addition to being potentially​​​‌ disturbed by multiple factors‌ (e.g., signal noise, latency,‌​‌ packet loss), this motion​​ data should be modifiable​​​‌ and customizable to fit‌ the needs of specific‌​‌ applications. Simultaneously, several approaches​​ have successfully proposed to​​​‌ explicitly integrate the semantics‌ of the human body‌​‌ in a deep learning​​ framework by separating it​​​‌ into smaller parts. We‌ propose to use such‌​‌ an approach to obtain​​ a robust streamed animation​​​‌ data 26. Specifically,‌ we create and train‌​‌ several neural networks on​​ the motion of different​​​‌ body parts independently from‌ each other (see Figure‌​‌ 12). We further​​ compare the performances of​​​‌ several body decompositions using‌ multiple objective reconstruction metrics.‌​‌ Eventually, we show that​​ this Body Parts approach​​​‌ brings new opportunities compared‌ to a compact one,‌​‌ such as a perfectly​​ partitioned and more interpretable​​​‌ motion data, while obtaining‌ comparable reconstruction results.

Figure 12

The‌​‌ image displays a series​​ of four stick-figure-like diagrams​​​‌ labeled as BPs1, BPs2,‌ BPs3, and BPs5. Each‌​‌ diagram represents a humanoid​​ figure with head, arms,​​​‌ torso, and legs connected‌ by joints, depicted using‌​‌ colored lines and nodes.​​ The figures show different​​​‌ configurations and connections of‌ these body parts. The‌​‌ first figure (BPs1) is​​​‌ entirely blue with complex​ joint detail. The second​‌ figure (BPs2) has a​​ red lower body and​​​‌ blue upper body. The​ third figure (BPs3) shows​‌ a pink upper body​​ and a red lower​​​‌ body. The fourth figure​ (BPs5) combines colors like​‌ pink, green, blue, and​​ red, highlighting different articulated​​​‌ sections, with the head​ and central torso in​‌ orange. (Description generated at​​ January 23rd, 2026 by​​​‌ Albert AI with the​ model Mistral-Small-3.2-24B)

Figure 12​‌: The different body​​ parts-based representations used in​​​‌ our evaluation. A Body​ Parts (BPs) model is​‌ a wrapper of one,​​ or several, neural networks​​​‌ approximating their corresponding body​ part motion manifold, linked​‌ together by overlapping joints​​ (BPs Connector are displayed​​​‌ as orange circles). From​ left to right: whole-body​‌ (BPs1), upper and lower​​ body parts (BPs2), spine,​​​‌ arms and legs (BPs3),​ spine, right arm, left​‌ arm, right leg and​​ left leg (BPs5).

This​​​‌ work was done in​ collaboration with InterDigital and​‌ Inria Virtus team.

8.2.4​​ A method for standardizing​​​‌ eye-tracking and behavioral data​ in real and virtual​‌ environments

Participants: Maxime Dumonteil​​, Marc Macé,​​​‌ Valérie Gouranton, Ronan​ Gaugne [contact].

We​‌ introduced a methodology for​​ generating standardized and comparable​​​‌ eye-tracking and behavioral data​ across multiple modalities, in​‌ real and virtual environments​​ 28. Our approach​​​‌ handles data collected using​ different devices, thereby enabling​‌ a comprehensive comparison between​​ different modalities: a real​​​‌ environment, a virtual one​ using an immersive room​‌ setup, and another virtual​​ environment using head-mounted displays.​​​‌ The versatility of this​ methodology is illustrated through​‌ an archaeological case study,​​ in which the gaze​​​‌ patterns and behavioral responses​ of participants are analyzed​‌ while they interact with​​ artifacts. However, this methodology​​​‌ is applicable to broader​ research areas involving eye​‌ tracking and behavior in​​ mixed environments. By explaining​​​‌ a workflow for the​ preparation, data acquisition, and​‌ post-processing of data (see​​ Figure 13), our​​​‌ approach enables the generation​ of 3D eye-tracking and​‌ behavioral data. Subsequently, our​​ presentation is accompanied by​​​‌ examples of metrics and​ visualization that are relevant​‌ in such a comparison​​ study, providing insights into​​​‌ cross-modal behavioral and gaze​ pattern analysis.

Figure 13

The image​‌ is a flowchart divided​​ into four main stages:​​​‌ Experiment Settings, Acquisition, Processing,​ and Interpretation. Experiment Settings​‌ include setting up the​​ protocol, apparatus for acquisition,​​​‌ and 3D models. Acquisition​ involves calibrating and collecting​‌ eye tracking and elements​​ tracking data. Processing focuses​​​‌ on extracting data to​ obtain 3D gaze and​‌ 3D environment data. Interpretation​​ includes analyzing gaze and​​​‌ user activity and restituting​ data through visualization and​‌ metrics.

Figure 13:​​ Workflow Components schema, structured​​​‌ in four blocks: Experiment​ Settings (purple), Acquisition (green),​‌ Processing (blue) and Interpretation​​ (red).

This work was​​​‌ done in collaboration with​ Trajectoires lab and INRAP​‌ institute.

8.2.5 Sustaining the​​ Experience of Pair Natural​​​‌ Walking in Social Virtual​ Reality

Participants: Rebecca Fribourg​‌, Jean-Marie Normand [contact]​​.

Walking together is​​​‌ a basic social interaction,​ making it an essential​‌ feature to support in​​ social virtual reality. Most​​ research on locomotion in​​​‌ VR focuses on the‌ motor aspect of walking,‌​‌ rather than on the​​ cognitive or social aspects​​​‌ of social walking. In‌ this work 40,‌​‌ we explore walking in​​ pairs, draw on observations​​​‌ from a pilot study,‌ and propose some recommendations‌​‌ for enhancing the experience​​ of pair walking in​​​‌ social VR. Using arm‌ arm-swinging locomotion, we implemented‌​‌ two features based on​​ movement rhythm, a footstep​​​‌ cue and an aura‌ to enhance the awareness‌​‌ of one's partner walking,​​ that we tested in​​​‌ a custom virtual environment‌ (see Figure 14).‌​‌ The initial results highlight​​ the potential benefits of​​​‌ our proposals, yet future‌ work is needed to‌​‌ strengthen these findings.

Figure 14

The​​ left image shows a​​​‌ character walking along a‌ path in a lush,‌​‌ green virtual environment with​​ trees and flowers. The​​​‌ right image depicts a‌ similar path with trees‌​‌ and flowers, but features​​ a hand-like cursor pointing​​​‌ at the path, indicating‌ a possible interactive element‌​‌ in virtual reality setting.​​ Both images convey a​​​‌ serene, nature-filled scene with‌ clear skies.

Figure 14‌​‌: Walking in pair​​ in social VR implies​​​‌ perceiving the other, either‌ by direct sight (left),‌​‌ or, as proposed here,​​ with audio or visual​​​‌ cues, such as a‌ yellow aura on the‌​‌ ground (right).

8.3 Neurofeedback,​​ EEG, BCI and applied​​​‌ neurosciences

8.3.1 EEG-fMRI neurofeedback‌ versus motor imagery after‌​‌ stroke, a randomized controlled​​ trial

Participants: Anatole Lécuyer​​​‌ [contact].

Neurofeedback (NF),‌ an advanced technique enabling‌​‌ self-regulation of brain activity,​​ was used to enhance​​​‌ upper limb motor recovery‌ in chronic stroke survivors‌​‌ 15. A comparison​​ was conducted between the​​​‌ efficacy of NF versus‌ Motor Imagery (MI) training‌​‌ without feedback. We hypothesized​​ that employing a bimodal​​​‌ electroencephalography (EEG) and functional‌ magnetic resonance imaging (fMRI)‌​‌ based NF training approach​​ would ensure precise targeting,​​​‌ and incorporating progressive multi-target‌ feedback would provide a‌​‌ more effective mean to​​ enhance plasticity. Thirty stroke​​​‌ survivors, exhibiting partial upper-limb‌ motor impairment with a‌​‌ Fugl-Meyer Assessment Upper Extremity​​ score (FMA-UE)>21 and partially​​​‌ functional corticospinal tract (CST)‌ were randomly allocated to‌​‌ the NF and MI​​ groups. The NF group​​​‌ (n=15) underwent a bimodal‌ EEG-fMRI NF training focused‌​‌ on regulating activity in​​ ipsilesional motor areas (M1​​​‌ and SMA), while the‌ MI group (n=15) engaged‌​‌ in MI training. Demographic​​ and stroke clinical data​​​‌ were collected. The primary‌ outcome measure was the‌​‌ post-intervention FMA-UE score. Change​​ in bold activations in​​​‌ target regions, EEG and‌ fMRI Laterality Index (LI)‌​‌ and Fractional Additionallynisotropy (FA)​​ asymmetry of the CST​​​‌ were assessed after the‌ intervention in both groups‌​‌ (respectively dEEG LI, dMRI​​ LI and dFA asymmetry)​​​‌ and correlated with FMA-UE‌ improvement (dFMA). Participants from‌​‌ both groups completed the​​ 5-week training, with the​​​‌ NF group successfully modulating‌ their brain activity in‌​‌ target regions. FMA-UE improvement​​ post-intervention tended to be​​​‌ higher in the NF‌ group than in the‌​‌ MI group (p=0.048), and​​ FMA-UE increased significantly only​​​‌ in the NF group‌ (p=0.003 vs p=0.633 for‌​‌ MI) (see Figure 15​​​‌). This improvement persisted​ at one-month in the​‌ NF group (p=0.029). Chronic​​ stroke survivors can effectively​​​‌ engage themselves in a​ NF task and can​‌ benefit from a bimodal​​ EEG-fMRI NF training. This​​​‌ demonstrates potential for NF​ in enhancing upper-limb motor​‌ recovery more efficiently than​​ MI training.

Figure 15

The image​​​‌ presents a comparative analysis​ of brain activity in​‌ two groups: Neurofeedback (NF)​​ and Motor Imagery (MI).​​​‌ Brain scans show activity​ before and after interventions.​‌

Figure 15: Results​​ of post-stroke patients from​​​‌ NF versus MI groups,​ before and after the​‌ intervention.

This work was​​ done in collaboration with​​​‌ Rennes Hospital (CHU), Inria​ EMPENN team, the LabSTICC​‌ and IMT-Atlantique.

8.3.2 Evaluating​​ the effects of multimodal​​​‌ EEG-fNIRS neurofeedback for motor​ imagery: An experimental platform​‌ and study protocol

Participants:​​ Thomas Prampart [contact].​​​‌

NF enables self-regulation of​ brain activity through real-time​‌ feedback derived from brain​​ signals. Combining multiple neuroimaging​​​‌ modalities, such as EEG​ and functional near-infrared spectroscopy​‌ (fNIRS), may improve brain​​ activity characterization and NF​​​‌ performance. Multimodal NF coupled​ with MI is particularly​‌ promising for post-stroke motor​​ rehabilitation, but EEG–fNIRS NF​​​‌ during upper-limb MI has​ not yet been studied.​‌ This work 19 presents​​ a fully operational experimental​​​‌ platform and a study​ protocol to assess the​‌ benefits of combining EEG​​ and fNIRS for MI-based​​​‌ NF. A custom platform​ was developed, including an​‌ integrated EEG–fNIRS cap and​​ software for real-time signal​​​‌ processing (see Figure 16​), NF score computation,​‌ and visual feedback. The​​ proposed platform enables combined​​​‌ EEG–fNIRS NF and supports​ the first investigation of​‌ multimodal NF during upper-limb​​ MI. We hypothesize that​​​‌ feedback based on both​ EEG and fNIRS will​‌ elicit more specific task-related​​ sensorimotor activity. By potentially​​​‌ enhancing neuroplasticity, this approach​ could be valuable for​‌ clinical applications, particularly post-stroke​​ motor rehabilitation.

Figure 16

The image​​​‌ depicts a flowchart for​ real-time preprocessing of EEG​‌ and fNIRS signals. The​​ process is divided into​​​‌ two main sections: Acquisition​ and Real-time Pre-processing.

Figure​‌ 16: Implementation of​​ EEG and fNIRS from​​​‌ acquisition and real-time preprocessing​ of EEG and fNIRS​‌ signals to the calculation​​ of the NF score.​​​‌ 1. Acquisition is done​ through the OpenViBE acquisition​‌ server for the EEG,​​ and for the fNIRS​​​‌ the raw signal is​ recorded via the NIRStar​‌ software and transferred to​​ the OpenViBE acquisition software​​​‌ via LSL communication. 2.​ Real-time preprocessing steps are​‌ conducted in the OpenViBE​​ designer software.

This work​​​‌ was done in collaboration​ with Rennes Hospital (CHU)​‌ and Inria EMPENN team.​​

8.3.3 Impact of neurofeedback​​​‌ training on thermal sensory​ imagery and perception

Participants:​‌ Théo Lefeuvre, Emile​​ Savalle, Anatole Lécuyer​​​‌, Marc Macé,​ Léa Pillette [contact].​‌

Few studies have examined​​ sensory imagery as a​​​‌ control strategy for brain–computer​ interfaces, despite encouraging results.​‌ Existing work mainly targets​​ tactile or vibratory imagery,​​​‌ while thermal modalities such​ as warmth remain largely​‌ unexplored. This preliminary protocol​​ aims to assess changes​​​‌ in brain activity during​ warmth sensory imagery across​‌ neurofeedback training. Specifically, this​​ study 44 addresses three​​ questions: (i) Can warmth​​​‌ sensory imagery be used‌ to control a brain–computer‌​‌ interface and improved through​​ neurofeedback? (ii) Does the​​​‌ type of instruction affect‌ performance? (iii) Does the‌​‌ initial neural response to​​ warmth predict neurofeedback performance​​​‌ and modulation of warmth‌ perception? Participants are immersed‌​‌ in a virtual environment​​ reproducing their real surroundings,​​​‌ while a wrist-mounted haptic‌ device with a Peltier‌​‌ element delivers controlled thermal​​ stimulation.

8.3.4 Neuro task-manager:​​​‌ enhancing well-being in the‌ workplace using passive BCI‌​‌

Participants: Emile Savalle,​​ Marc Macé [contact],​​​‌ Léa Pillette, Ferran‌ Argelaguet, Anatole Lécuyer‌​‌.

We explored the​​ feasibility of using passive​​​‌ brain-computer interfaces (BCIs) to‌ optimise task assignments in‌​‌ the workplace and address​​ fatigue, stress, and alienation​​​‌ caused by task misalignment‌ 41. We developed‌​‌ a virtual factory with​​ three tasks designed to​​​‌ elicit unique executive functions‌ (Shifting, Updating, and Inhibition)(see‌​‌ Figure 17). Using​​ passive BCI, we calibrated​​​‌ two user models: either‌ based on cognitive workload‌​‌ or behavioral performance, each​​ adapting task selection to​​​‌ the participant. Results revealed‌ that the performance-based model‌​‌ caused more fatigue while​​ maintaining performance comparable to​​​‌ the workload-based model, highlighting‌ the potential of passive‌​‌ BCIs to address some​​ workplace-related issues.

Figure 17

The image​​​‌ shows a person wearing‌ a virtual reality headset,‌​‌ seated in an office​​ chair. They are in​​​‌ a virtual reality environment‌ resembling an office setting.‌​‌ The person is interacting​​ with virtual objects on​​​‌ a large monitor that‌ displays text reading "Sort‌​‌ by COLOR." There is​​ a desk with some​​​‌ objects on it. The‌ environment is primarily shaded‌​‌ in blue and gray​​ tones.

Figure 17:​​​‌ Virtual setup inclunding a‌ screen displaying information, the‌​‌ conveyor belt providing objects​​ for the different tasks​​​‌ and bins for sorting‌ objects.

This work was‌​‌ done in collaboration with​​ BTU (Brandenburg University of​​​‌ Technology [Cottbus – Senftenberg]).‌

8.4 XR for teaching,‌​‌ training and mediation

8.4.1​​ SAMPO, a Scenario Authoring​​​‌ Model for Virtual Reality‌ with Pedagogical Objectives: An‌​‌ Authoring Perspective

Participants: Mathieu​​ Risy, Bruno Arnaldi​​​‌, Valérie Gouranton [contact]‌.

How domain experts‌​‌ without expertise in VR​​ development can be direct​​​‌ actors in the creation‌ of Virtual Reality Training‌​‌ Systems (VRTS)? In order​​ to facilitate a more​​​‌ hands-on approach to scenario‌ authoring for domain experts,‌​‌ this work 20 proposes​​ an extension of the​​​‌ Scenario Authoring Model with‌ Pedagogical Objectives (SAMPO) for‌​‌ Virtual Reality. It expands​​ SAMPO with accessible activity​​​‌ prerequisites, pedagogical guidance triggers,‌ and learning activity selectors‌​‌ (see Figure 18).​​ This work adopts the​​​‌ domain experts’ authoring perspective‌ to describe the authoring‌​‌ process.

Figure 18

Description of the​​ authoring process with SAMPO,​​​‌ including the specifications authoring,‌ reference implementation, scenario design,‌​‌ pedagogy implementation and pedagogical​​ scenario authoring.

Figure 18​​​‌: Description of the‌ authoring process with SAMPO‌​‌

8.4.2 Enable trainers to​​ create virtual reality training​​​‌ scenarios

Participants: Mathieu Risy‌, Valérie Gouranton [contact]‌​‌.

The creation of​​ VR training applications remains​​​‌ difficult for teachers, even‌ though they are the‌​‌ primary users of these​​​‌ applications. We are interested​ in pedagogical scenario authoring​‌ for VR to make​​ it accessible to teachers​​​‌ and trainers. We have​ proposed SAMPO, a scenario​‌ authoring model that allows​​ the creation of multiple​​​‌ pedagogical scenarios in the​ same VR application and​‌ their modification even after​​ the development phase. This​​​‌ work 39 has been​ implemented on the use​‌ case of a welding​​ risk training application in​​​‌ VR (see Figure 19​), developed with welding​‌ teachers and tested with​​ 260 students.

Figure 19

The image​​​‌ consists of three sections​ labeled A, B, and​‌ C. Section A shows​​ a person wearing a​​​‌ VR headset, using virtual​ reality equipment with a​‌ focus on a welding​​ simulation. Section B depicts​​​‌ virtual avatars in a​ room with signs indicating​‌ "Non-conformité de la tenue,"​​ highlighting inappropriate attire for​​​‌ a VR welding scenario.​ Section C displays a​‌ VR interface with a​​ list of users and​​​‌ options, including launching scenarios,​ following, and settings. This​‌ interface helps monitor and​​ manage multiple VR sessions.​​​‌ (Description generated at January​ 23rd, 2026 by Albert​‌ AI with the model​​ Mistral-Small-3.2-24B)

Figure 19:​​​‌ Welding safety training application.​ a) Welding station in​‌ VR. b) Identification of​​ incorrect clothing in VR.​​​‌ c) Teacher's monitoring application.​

This work was done​‌ in collaboration with ISCR​​ (Institut des Sciences Chimiques​​​‌ de Rennes).

8.4.3 Teaching​ Non-Euclidean Geometries through Virtual​‌ Reality

Participants: Maé Mavromatis​​, Ronan Gaugne,​​​‌ Valérie Gouranton [contact].​

Immersive technologies are increasingly​‌ used in education, offering​​ unique benefits in fields​​​‌ like mathematics that require​ spatial understanding. These tools​‌ enable learners to interact​​ with virtual environments, providing​​​‌ hands-on experiences that enhance​ comprehension and retention of​‌ abstract concepts. This is​​ particularly valuable in areas​​​‌ like non-Euclidean geometries, which​ are difficult to visualize​‌ using traditional methods. In​​ a first study 35​​​‌ we explores how virtual​ reality can be leveraged​‌ to teach non-Euclidean geometries,​​ highlighting both the benefits​​​‌ and challenges (see Figure​ 20, left).

In​‌ a second study 36​​ we compared three different​​​‌ learning modalities – slides,​ screen, and vr –​‌ in terms of knowledge​​ acquired, time spent, and​​​‌ usability. The slides modality​ involves an illustrated slide​‌ presentation, the screen modality​​ uses an on-screen simulation​​​‌ with navigation, and the​ vr modality shows the​‌ same simulation in virtual​​ reality with a Head-Mounted​​​‌ Display (hmd)​ (see Figure 20,​‌ right). Precisely, we investigated​​ the impact of these​​​‌ modalities on students’ understanding​ of the essential properties​‌ of the unintuitive non-Euclidean​​ geometries S3 and​​​‌ H3. All​ three modalities helped participants​‌ improve their answers to​​ the mathematics questionnaire, though​​​‌ further research is needed​ to fully exploit the​‌ unique benefits of virtual​​ reality.

Figure 20

The image shows​​​‌ two scenes. On the​ left, a person stands​‌ in front of a​​ large screen displaying abstract,​​​‌ white, swirling shapes. The​ person appears to be​‌ interacting with or observing​​ the display. On the​​​‌ right, a woman wears​ a virtual reality headset​‌ and holds controllers, standing​​ in front of another​​ screen that shows colorful,​​​‌ pattern-filled spheres in a‌ virtual reality experience.

Figure‌​‌ 20: Left, The​​ user is immersed through​​​‌ a cave into the‌ S2×E‌​‌ geometry, within a scene​​ featuring rows of spheres.​​​‌ Right, The user is‌ immersed in a tiled‌​‌ hyperbolic space made up​​ of sphere complements. This​​​‌ tiling reveals pillars that‌ highlight the rotations in‌​‌ the environment caused by​​ holonomy.

This work was​​​‌ done in collaboration with‌ IMB (Institut de Mathématiques‌​‌ de Bourgogne).

8.4.4 Virtual​​ reality-based cognitive rehabilitation programme​​​‌ to support employment in‌ patients with breast cancer:‌​‌ protocol for the Cog-VR​​ pilot study

Participants: Anatole​​​‌ Lécuyer, Mélanie Cogné‌, Valérie Gouranton [contact]‌​‌.

Cancer-related cognitive impairment​​ is frequently reported by​​​‌ patients with breast cancer‌ after chemotherapy. These difficulties‌​‌ can hinder return to​​ work. It is therefore​​​‌ particularly important to assess‌ and manage these impairments,‌​‌ especially to facilitate employment.​​ We propose the Cog-VR​​​‌ pilot study 24 to‌ assess patient adherence to‌​‌ a VR-based cognitive rehabilitation​​ programme to support employment.​​​‌ This prospective interventional pilot‌ study aims to assess‌​‌ adherence to a VR-based​​ cognitive rehabilitation programme in​​​‌ patients with breast cancer‌ (n=23) who underwent chemotherapy‌​‌ and reported cognitive complaints.​​ The programme consists of​​​‌ six weekly individual sessions‌ (1 hour/week), including cognitive‌​‌ training, psychoeducation and VR​​ immersion (10–15 min). VR​​​‌ tasks train executive functions,‌ attention, memory and processing‌​‌ speed (see Figure 21​​). The primary endpoint​​​‌ is the programme adherence,‌ defined as completing at‌​‌ least five out of​​ six VR sessions, each​​​‌ lasting a minimum of‌ 5 min. The main‌​‌ secondary endpoints are objective​​ cognitive tests and patient-reported​​​‌ outcomes (subjective cognitive functioning‌ (Functional Assessment of Cancer‌​‌ Therapy—Cognitive Scale), anxiety/depression (Hospital​​ Anxiety and Depression Scale)​​​‌ and fatigue (Functional Assessment‌ of Chronic Illness Therapy—Fatigue))‌​‌ assessed before and after​​ the programme. Furthermore, cyber​​​‌ sickness (Simulator Sickness Questionnaire)‌ at each session, VR‌​‌ usability (System Usability Scale—third​​ session) and patient satisfaction​​​‌ to the programme will‌ also be assessed. The‌​‌ results of this pilot​​ study will be disseminated​​​‌ through peer-reviewed journals and‌ conference presentations.

Figure 21

A person‌​‌ is seated at a​​ desk, working on a​​​‌ computer. The screen shows‌ “2:49”'. There are files‌​‌ and boxes labeled with​​ months like “Juin” (June)​​​‌ and “Octobre” (October) on‌ the desk. A green‌​‌ potted plant is on​​ the windowsill behind the​​​‌ desk. The room has‌ light blue walls and‌​‌ wooden flooring. The person​​ appears to be focused​​​‌ on their task. (Description‌ generated at January 23rd,‌​‌ 2026 by Albert AI​​ with the model Mistral-Small-3.2-24B)​​​‌

Figure 21: Screenshot‌ of the virtual environment‌​‌ during the prospective memory​​ task.

This work was​​​‌ done in collaboration with‌ Rennes hospital (CHU), ANTICIPE‌​‌ (Unité de recherche interdisciplinaire​​ pour la prévention et​​​‌ le traitement des cancers)‌ and CRLC (Centre Régional‌​‌ de Lutte contre le​​ Cancer François Baclesse).

8.4.5​​​‌ Xareus: a Framework to‌ Create Interactive Applications without‌​‌ Coding

Participants: Lysa Gramoli​​, Florian Nouviale,​​​‌ Adrien Reuzeau, Alexandre‌ Audinot, Mathieu Risy‌​‌, Tangui Marchand,​​​‌ Maé Mavromatis, Bruno​ Arnaldi, Valérie Gouranton​‌ [contact].

Creating interactive​​ XR applications is a​​​‌ complex task. It implies​ people with different backgrounds​‌ which can lead to​​ communication problems and a​​​‌ lot of coding, rarely​ formalized, that leads to​‌ a lack of reusability.​​ Furthermore, the domain expert​​​‌ can not be directly​ involved in the creation​‌ process. Therefore, we propose​​ Xareus, a framework​​​‌ designed to simplify and​ accelerate the creation of​‌ interactive applications with little​​ coding 43. To​​​‌ help domain experts and​ developers, Xareus includes several​‌ features to make the​​ virtual objects interactive, manage​​​‌ virtual humans, and create​ a scenario using a​‌ graphical interface or VR​​ interaction (see Figure 22​​​‌). Our framework is​ compatible with Unity Engine​‌ and suitable for various​​ fields such as training,​​​‌ video games, or industry.​ During the demo, the​‌ participants will have the​​ opportunity to test these​​​‌ features. A video presents​ the interface here.​‌

Figure 22

The image depicts various​​ scenes from a virtual​​​‌ environment, to illustrate a​ sneario design system. -​‌ Panel A shows a​​ flowchart with nodes and​​​‌ transitions, possibly representing states​ or tasks in the​‌ simulation. - Panel B​​ displays a room with​​​‌ a robot interacting with​ objects like books and​‌ candles on a table.​​ - Panel C depicts​​​‌ a user interface where​ a hand is selecting​‌ options such as "Cancel​​ task" and "Save" over​​​‌ a 3D-rendered room. -​ Panel D highlights a​‌ hand grasping a bottle​​ in a close-up view​​​‌ with motion tracking markers.​ - Panel E shows​‌ the robot moving through​​ the room with a​​​‌ green path indicating its​ trajectory. - Panel F​‌ presents the robot standing​​ on a platform with​​​‌ another flowchart in the​ background, detailing steps or​‌ tasks. - Panel G​​ features a hand with​​​‌ motion tracking points, likely​ used for gesture recognition​‌ or control in the​​ simulation. (Description generated at​​​‌ January 23rd, 2026 by​ Albert AI with the​‌ model Mistral-Small-3.2-24B)

Figure 22​​: Xareus main features.​​​‌ A: Graphic representation of​ a sample scenario; B:​‌ Virtual scene of the​​ demo; C: Example of​​​‌ Scenario Authoring in VR​; D: Object highlighting;​‌ E: Teleportation Interaction; F:​​ Agent following a Scenario;​​​‌ G: Hand Pose creation​

8.5 Cultural heritage, archeaology​‌ and cultural creation in​​ XR

8.5.1 Cognitive Archaeology​​​‌ in Virtual Environment

Participants:​ Maxime Dumonteil, Valérie​‌ Gouranton, Marc Macé​​, Ronan Gaugne [contact]​​​‌.

The integration of​ XR methods has significantly​‌ transformed the working methods​​ of archaeologists, enabling experts​​​‌ to explore artifacts in​ a controlled virtual environment​‌ without altering them. However,​​ it may differ when​​​‌ XR technologies are used​ compared to real-world experiences.​‌ This work 27 introduces​​ a workflow that generates​​​‌ standardized eye-tracking and behavioral​ data, allowing for a​‌ comparison between real and​​ virtual modalities (see Figure​​​‌ 23). A user​ study of visual exploration​‌ of an artifact based​​ on this workflow is​​​‌ presented to identify biases​ in the use of​‌ VR tools for archaeology.​​ A complementary study 29​​ folowing the same protocol​​​‌ revealed differences between naive‌ and expert participants when‌​‌ virtually exploring artifacts. Non-experts​​ tend to focus on​​​‌ prominent visual cues without‌ fully grasping their archaeological‌​‌ significance while experts employ​​ an analytical approach to​​​‌ integrate technical and decorative‌ details. XR and neuro-archaeology‌​‌ tools such as eye-tracking​​ offer promising opportunities for​​​‌ enhancing the understanding and‌ interactions with cultural heritage.‌​‌ Further research is needed​​ to extend and refine​​​‌ these methods to ensure‌ they provide a relevant‌​‌ archaeological experience.

Figure 23

The image​​ shows a man using​​​‌ different virtual reality (VR)‌ headsets while interacting with‌​‌ a tabletop setup. The​​ scenes depict three distinct​​​‌ moments: the man wears‌ an eye-tracking device, an‌​‌ immersive projection display with​​ an eye-trackign device, and​​​‌ a standard VR headset.‌ The tabletop has a‌​‌ cup and various objects​​ in each scene, depicting​​​‌ an experiment in virtual‌ reality interaction and perception.‌​‌

Figure 23: Eye-tracking​​ and motion tracking during​​​‌ the same task in‌ reality (left), an immersive‌​‌ room (center) and a​​ virtual environment (HMD) (right).​​​‌

This work was done‌ in collaboration with Trajectoires‌​‌ lab and INRAP institute.​​

8.5.2 For a Perception​​​‌ of Monumentality in Eastern‌ Arabia from the Neolithic‌​‌ to the Bronze Age:​​ 3D Reconstruction and Multidimensional​​​‌ Simulations of Monuments and‌ Landscapes

Participants: Valérie Gouranton‌​‌ [contact].

The monumentality​​ of Neolithic and Early​​​‌ Bronze Age (6th to‌ 3rd millennium BC) structures‌​‌ in the Arabian Peninsula​​ (see Figure 24)​​​‌ has never been approached‌ through a comprehensive approach‌​‌ of simulations and reconstructions.​​ As a result, its​​​‌ perception remains understudied. By‌ combining archaeological and paleoenvironmental‌​‌ data, 3D reconstruction, 4D​​ simulations, virtual reality and​​​‌ generative AI, this work‌ 25 proposes to analyse‌​‌ the perception of monuments,​​ exploring their spatial, visual​​​‌ and temporal dimensions, in‌ order to answer to‌​‌ the following question: how​​ can we reconstruct and​​​‌ analyse the perception of‌ monumentality in Eastern Arabia‌​‌ through 4D simulations, and​​ how can the study​​​‌ of this perception influence‌ our understanding of monumentality‌​‌ and territories?

Figure 24

The image​​ shows a desolate and​​​‌ rocky landscape with scattered‌ stones and pebbles. In‌​‌ the distance, there is​​ a large, isolated rock​​​‌ formation that appears to‌ stand on a slight‌​‌ elevation. The sky is​​ hazy, creating a muted​​​‌ backdrop, and the overall‌ scene gives a sense‌​‌ of vast, open space​​ and arid conditions. (Description​​​‌ generated at January 23rd,‌ 2026 by Albert AI‌​‌ with the model Mistral-Small-3.2-24B)​​

Figure 24: Dhabtiyah​​​‌ archaeological site, Saudi Arabia‌

This work was done‌​‌ in collaboration with Trajectoires​​ lab and Université Paris​​​‌ Panthéon-Sorbonne.

8.5.3 Reconstructing Gladiator‌ Combat: A Multisensory Virtual‌​‌ Reality Training Environment

Participants:​​ Ronan Gaugne, Valérie​​​‌ Gouranton [contact].

This‌ work 32 focuses on‌​‌ designing, implementing, and evaluating​​ a multisensory virtual environment​​​‌ to simulate gladiatorial training.‌ The aim is to‌​‌ analyze how immersive experiences​​ impact the acquisition and​​​‌ refinement of technical skills‌ in armed singular dueling.‌​‌ Conducted collaboratively by teams​​ in VR, biomechanics, and​​​‌ history, the project developed‌ a historically contextualized environment‌​‌ centered on the provocator,​​​‌ a specific gladiator type.​ The virtual environment allows​‌ users to train in​​ typical offensive maneuvers, offering​​​‌ a testbed for hypotheses​ about Roman combat and​‌ the effects of external​​ conditions on performance (see​​​‌ Figure 25). It​ serves as both a​‌ historical reconstruction tool and​​ an experimental platform for​​​‌ studying ancient martial techniques.​ Built on rigorous historical​‌ and visual research, it​​ uses motion capture technology​​​‌ to accurately recreate combat​ sequences, enhancing the authenticity​‌ and educational value of​​ the simulation. A key​​​‌ contribution of this work​ lies in advancing the​‌ study of gladiatorial techniques,​​ an area often distorted​​​‌ by popular culture. By​ integrating passive haptic and​‌ auditory feedback, the environment​​ enhances sensory immersion, contributing​​​‌ to a deeper and​ more accurate understanding of​‌ gladiatorial practices. This multisensory​​ approach not only supports​​​‌ the preservation of ancient​ techniques but also sheds​‌ light on the physical​​ and cognitive demands faced​​​‌ by historical fighters. Ultimately,​ this research bridges disciplines-combining​‌ historical scholarship, biomechanics, and​​ VR-to offer an innovative​​​‌ way of exploring Roman​ gladiatorial training. The findings​‌ may inform broader discussions​​ on the role of​​​‌ immersive technologies in skill​ development and historical interpretation​‌ within virtual environments.

Figure 25

The​​ image depicts two individuals​​​‌ dressed in historical gladiator-style​ costumes. The person in​‌ the foreground is holding​​ an prop representing a​​​‌ weapon. The second person,​ virtual agent projected in​‌ an immersive projection system,​​ is clad in armor​​​‌ and a helmet, holding​ a shield adorned with​‌ decorative elements. The scene​​ appears is a reenactment​​​‌ or a staged event.​

Figure 25: Interaction​‌ through motion tracking in​​ the training scene, with​​​‌ the wooden dagger and​ the marker for the​‌ shield position.

This work​​ was done in collaboration​​​‌ with the Combo team,​ the Trajectoires lab and​‌ Université Paris Panthéon-Sorbonne.

8.5.4​​ The Secret of Bastet:​​​‌ Integrating VR and 3D​ Printing for the Study​‌ and Exhibition of a​​ Cat Mummy

Participants: Ronan​​​‌ Gaugne, Valérie Gouranton​ [contact].

This work​‌ 31 presents the design​​ and evaluation of a​​​‌ twofold dissemination experience to​ enhance the scientific study​‌ of a cat mummy.​​ The mummy is part​​​‌ of the archaeological collection​ of an art museum.​‌ It has undergone scientific​​ analysis, resulting in a​​​‌ large amount of digital​ data collected via X-ray,​‌ CT and photogrammetry, leading​​ to significant discoveries about​​​‌ the nature and history​ of the mummy. The​‌ first part of the​​ dissemination approach resulted in​​​‌ the production of a​ 1:1 scale transparent copy,​‌ which gives visitors a​​ clear view of the​​​‌ mummy's contents. It has​ joined the museum's collection​‌ and is now displayed​​ alongside the original mummy.​​​‌ The object is both​ aesthetic and scientific. It​‌ was produced using an​​ advanced 3D printing technique​​​‌ based on 3D data​ generated from segmentations of​‌ CT scan data. The​​ second part consists of​​​‌ a VR-based experience proposed​ to the museum's visitors,​‌ highlighting the scientific process​​ that has led to​​​‌ new knowledge and unresolved​ questions. The VR environment​‌ guides users through data​​ production, exploration and analysis,​​ enhancing interpretation (see Figure​​​‌ 26). This VR‌ experience was first showcased‌​‌ at an international XR​​ event, and later at​​​‌ the museum's weekly events.‌ Two user studies were‌​‌ conducted on these occasions,​​ using subjective questionnaires to​​​‌ gather feedback. The first‌ assessed the presence, usability‌​‌ and comfort of the​​ VR experience. The second​​​‌ assessed the impact on‌ dissemination. The results show‌​‌ a strong user interest​​ in the scientific approach​​​‌ and confirm the public‌ interest in this method.‌​‌ The experience is now​​ routinely offered in the​​​‌ museum.

Figure 26

The image shows‌ a cluttered wooden table‌​‌ with various objects. There​​ are labeled items, such​​​‌ as tools, fabrics, and‌ other crafting materials. Brightly‌​‌ colored lines connect the​​ items, indicating how they​​​‌ relate or interact.

Figure‌ 26: Analysing the‌​‌ content of the mummy.​​

This work was done​​​‌ in collaboration with Trajectoires‌ lab, Orange Labs, Musée‌​‌ des beaux-arts of Rennes,​​ Inrap (Institut national de​​​‌ recherches archéologiques préventives) and‌ Université Paris Panthéon-Sorbonne.

8.5.5‌​‌ Toward Multimodal Asynchronous Collaboration​​ in VR Artistic Creation​​​‌ with SPARK

Participants: Nathan‌ Salin, Ronan Gaugne‌​‌, Valérie Gouranton [contact]​​.

Recent artistic explorations​​​‌ in VR environments have‌ explored how users engage‌​‌ with virtual spaces, sounds,​​ and bodies whether, as​​​‌ artists, coders, or spectators.‌ While many applications focus‌​‌ primarily on musical interaction​​ or motion capture, few​​​‌ allow users to actively‌ compose spatial and temporal‌​‌ relationships within a multimodal​​ collaborative creation context merging​​​‌ altogether different artistic modalities.‌ In this work 38‌​‌, we present a​​ Virtual Reality application that​​​‌ enables novel forms of‌ collaboration between dancers and‌​‌ musicians. The application (see​​ Figure 27) allows​​​‌ dancers to record full-body‌ performances, which musicians can‌​‌ then use as the​​ basis for sonic composition​​​‌ by spatially mapping sound‌ triggers onto the dancer’s‌​‌ recorded movement. Rather than​​ relying on live capture​​​‌ or real-time gesture tracking,‌ our approach treats movement‌​‌ as a timeline for​​ interaction blending choreography with​​​‌ sound design in an‌ asynchronous workflow. We employ‌​‌ an iterative design process​​ to ensure usability among​​​‌ experts. This work details‌ the first implementation and‌​‌ study involving 10 participants​​ recruited from professional and​​​‌ amateur artists with electronic‌ music backgrounds, highlighting positive‌​‌ reception of the application’s​​ creative potential and usability.​​​‌

Figure 27

The image shows two‌ scenes of a person‌​‌ using a virtual reality​​ (VR) headset and controllers​​​‌ in an outdoor setting.‌ They are manipulating a‌​‌ graphical user interface within​​ the VR environment. In​​​‌ both scenes, there is‌ a virtual character with‌​‌ outstretched arms, likely being​​ controlled or interacted with​​​‌ by the VR user.‌ The VR interface includes‌​‌ various tools and settings​​ for position, rotation, scale,​​​‌ spawning objects, and global‌ settings. The VR user‌​‌ is standing on a​​ wooden deck with trees​​​‌ and grass in the‌ background. (Description generated at‌​‌ January 23rd, 2026 by​​ Albert AI with the​​​‌ model Mistral-Small-3.2-24B)

Figure 27‌: User mapping a‌​‌ sound with S.P.A.R.K: the​​ wrist-attached UI appears, a​​​‌ virtual box is selected,‌ and an OSC message‌​‌ is configured with desired​​​‌ values, which will be​ sent to the Pure​‌ Data patch when the​​ avatar passes through the​​​‌ box.

This work was​ done in collaboration with​‌ CRIStAL lab.

8.5.6 Remember!​​ VR as a vessel​​​‌ to explore memories

Participants:​ Ronan Gaugne, Valérie​‌ Gouranton [contact].

This​​ work  45 presents a​​​‌ collaboration with visual artist​ Alma Oskouei, which resulted​‌ in the immersive and​​ interactive installation “Remember!”. Remember!​​​‌ is a VR experience​ about Lin, a cyborg​‌ whose memory is fading.​​ To preserve their past,​​​‌ Lin visits a “memory​ rehabilitation center” (see Figure​‌ 28), where fragmented​​ childhood memories are injected​​​‌ into their mind. The​ viewer explores six childhood​‌ memories from around the​​ world through three interactive,​​​‌ minimalist black-and-white scenes. Custom​ soundscapes evolve as viewers​‌ collect “souvenirs,” unlocking new​​ sound patterns. Simple hand​​​‌ gestures drive the interaction,​ creating an intimate, poetic​‌ experience. In the final​​ scene, viewers can draw​​​‌ their own memories in​ virtual space. Outside the​‌ headset, they are invited​​ to share a personal​​​‌ childhood memory in a​ recording room for others​‌ to hear, completing the​​ journey through memory, sound,​​​‌ and art.

Figure 28

This is​ an artistic black and​‌ white illustration featuring a​​ checkerboard floor extending into​​​‌ the distance. Along both​ sides of the floor​‌ are large, stylized eyes​​ with intricate patterns surrounding​​​‌ them. The eyes appear​ to be watching the​‌ center pathway. The image​​ has an abstract and​​​‌ surreal quality, evoking a​ dreamlike or hallucinatory scene.​‌ (Description generated at January​​ 23rd, 2026 by Albert​​​‌ AI with the model​ Mistral-Small-3.2-24B)

Figure 28:​‌ Remember!, Representative Image, sketch​​ of the main scene​​​‌

This work was done​ in collaboration with Alma​‌ Oskouei, an independant artist.​​

9 Bilateral contracts and​​​‌ grants with industry

Nemo.AI​ Laboratory with InterDigital

Participants:​‌ Ferran Argelaguet [Contact],​​ Anatole Lécuyer, Yann​​​‌ Glemarrec, Tom Roy​, Philippe Clermont de​‌ Gallerande.

To engage​​ and employ scientists and​​​‌ engineers across the Brittany​ region in researching the​‌ technologies that will shape​​ the metaverse, Inria, the​​​‌ French National Institute for​ Research in Digital Science​‌ and Technology, and InterDigital,​​ Inc. (NASDAQ:IDCC), a mobile​​​‌ and video technology research​ and development company, launched​‌ the Nemo.AI Common Lab.​​ This public-private partnership is​​​‌ dedicated to leveraging the​ combined research expertise of​‌ Inria and InterDigital labs​​ to foster local participation​​​‌ in emerging innovations and​ global technology trends. Named​‌ after the pioneering Captain​​ Nemo from Jules Verne's​​​‌ 20,000 leagues under the​ sea, the Nemo.AI Common​‌ Lab aims to equip​​ the Brittany region with​​​‌ resources to pursue cutting​ edge scientific research and​‌ explore the technologies that​​ will define media experiences​​​‌ in the future. The​ project reflects the recognized​‌ importance of artificial intelligence​​ (AI) in enabling new​​​‌ media experiences in a​ digital and responsible society.​‌

IRT b<>com

Participants: Valérie​​ Gouranton [Contact], Florian​​​‌ Nouviale.

Our participation​ in the IRT b<>com​‌ involves using the Xareus​​ software with the Cotuna​​​‌ project partners.

Interpol International​

Participants: Valérie Gouranton [Contact]​‌, Florian Nouviale.​​

We participate by using​​ the Xareus software with​​​‌ Interpol to reflect on‌ the integration of immersive‌​‌ reality solutions in training​​ courses.

10 Partnerships and​​​‌ cooperations

10.1 International initiatives‌

10.1.1 Participation in other‌​‌ International Programs

JST ASPIRE​​ - Seamless Reality

Participants:​​​‌ Ferran Argelaguet [Contact],‌ Anatole Lécuyer, Jean-Marie‌​‌ Normand.

  • Title:
    Seamless​​ Reality: A Technological Foundation​​​‌ for Merging Cyber-Physical Spaces‌ through Real World Oriented‌​‌ Avatars
  • Partner Institution(s):
    • University​​ of Tokyo, Japan.
    • University​​​‌ of Tsukuba, Japan.
    • Cluster‌ Inc., Japan.
    • University College‌​‌ London, UK.
    • Ecole Central​​ de Nantes, France
    • ETH​​​‌ Zurich, Swizerland
    • Inria, France.‌
    • IMT-Atlantique, France.
  • Date/Duration:
    From‌​‌ January 2025 to March​​ 2027
  • Additionnal info/keywords:
    Advanced​​​‌ Display Technologies, Haptic-Visual Interfaces,‌ Augmented Reality Displays, Perceptual‌​‌ Design and Evaluation, Avatars​​

10.2 International research visitors​​​‌

10.2.1 Visits of international‌ scientists

Other international visits‌​‌ to the team
Zubin​​ Choudhary
  • Status:
    Visiting PhD​​​‌
  • Institution of origin:
    University‌ of Central Florida
  • Country:‌​‌
    United States of America​​
  • Dates:
    From 01/2025 to​​​‌ 07/2025
  • Context of the‌ visit:
    Study of the‌​‌ impact of virtual reality​​ content on object recall.​​​‌
  • Mobility program/type of mobility:‌
    Research stay
Eleonora Fontana‌​‌
  • Status
    Visiting PhD
  • Institution​​ of origin:
    University of​​​‌ Pisa
  • Country:
    Italy
  • Dates:‌
    From 09/2025 to 12/2025‌​‌
  • Context of the visit:​​
    Study on inducing movement​​​‌ illusion using a skin‌ stretch device.
  • Mobility program/type‌​‌ of mobility:
    Research stay​​
Shuto Takashita
  • Status
    Visiting​​​‌ PhD
  • Institution of origin:‌
    University of Tokyo
  • Country:‌​‌
    Japan
  • Dates:
    From 11/2025​​ to 01/2026
  • Context of​​​‌ the visit:
    Design and‌ Evaluation of Human Augmentation‌​‌ for XR
  • Mobility program/type​​ of mobility:
    Research stay​​​‌
Research stays abroad
Julien‌ Manson
  • Visited institution:
    University‌​‌ of Siena
  • Country:
    Italy​​
  • Dates:
    From 09/25 to​​​‌ 03/26
  • Context of the‌ visit:
    Design and Evaluation‌​‌ of High Dynamic Thermal​​ Interface
  • Mobility program/type of​​​‌ mobility:
    Research stay

10.3‌ European initiatives

10.3.1 Horizon‌​‌ Europe

METATOO

Participants: Ferran​​ Argelaguet [contact], Arthur​​​‌ Audrain.

  • Title:
    A‌ transfer of knowledge and‌​‌ technology for investigating gender-based​​ inappropriate social interactions in​​​‌ the Metaverse
  • Duration:
    From‌ June 2024 to May‌​‌ 2027
  • Partners:
    Inria, France.​​ University of Athens, Grece.​​​‌ Institut d'Investigacions Biomèdiques August‌ Pi I Sunyer, Spain‌​‌ Inria
  • Inria Contact:
    Ferran​​ Argelaguet
  • Coordinator:
    University of​​​‌ Athens, Grece
  • Summary:
    The‌ META-TOO project, funded by‌​‌ the EU, addresses inappropriate​​ social interactions in the​​​‌ Metaverse while boosting the‌ research and management capacity‌​‌ of the National and​​ Kapodistrian University of Athens,​​​‌ the coordinating institution from‌ Greece. By leveraging expertise‌​‌ from top European institutions,​​ such as the Institute​​​‌ National de Recherche en‌ Informatique et Automatique (INRIA)‌​‌ in France and the​​ Fundació de Recerca Clínic​​​‌ Barcelona-Institut d'Investigacions Biomèdiques August‌ Pi i Sunyer (FRCB-IDIBAPS)‌​‌ in Spain, META-TOO combines​​ technical and behavioral research​​​‌ to create a safer,‌ more inclusive digital space.‌​‌

10.3.2 H2020 projects

GuestXR​​

Participants: Anatole Lécuyer [contact]​​​‌, Justine Saint-Aubert,‌ Marc Macé, Ferran‌​‌ Argelaguet, Jeanne Hecquard​​, Sabrina Toofany.​​​‌

  • Title:
    GuestXR: A Machine‌ Learning Agent for Social‌​‌ Harmony in eXtended Reality​​
  • Duration:
    From January, 2022​​​‌ to December, 2025
  • Partners:‌
    Inria, France. Uniwersytet Warszawski‌​‌ (Uniwarsaw), Poland. Virtual Bodyworks​​​‌ SL (Virtual Bodyworks S.L.),​ Spain. Universiteit Maastricht, Netherlands.​‌ Universitat De Barcelona (UB),​​ Spain. Fundacio Eurecat (Eurecat),​​​‌ Spain. Reichman University (Reichman​ University), Israel. Centre National​‌ De La Recherche Scientifique​​ Cnrs (CNRS), France, G.Tec​​​‌ Medical Engineering Gmbh (G.Tec​ Medical Engineering Gmbh), Austria.​‌
  • Inria contact:
    Anatole Lécuyer​​
  • Coordinator:
    EURECAT, Barcelona, Spain​​​‌
  • Summary:
    Immersive online social​ spaces will soon become​‌ ubiquitous. However, there is​​ also a warning that​​​‌ we need to heed​ from social media. User​‌ content is the “lifeblood​​ of social media”. However,​​​‌ it often stimulates antisocial​ interaction and abuse, ultimately​‌ posing a danger to​​ vulnerable adults, teenagers, and​​​‌ children. In the VR​ space this is backed​‌ up by the experience​​ of current virtual shared​​​‌ spaces. While they have​ many positive aspects, they​‌ have also become a​​ space full of abuse.​​​‌ Our vision is to​ develop GuestXR, a socially​‌ interactive multisensory platform system​​ that uses eXtended Reality​​​‌ (virtual and augmented reality)​ as the medium to​‌ bring people together for​​ immersive, synchronous face-to-face interaction​​​‌ with positive social outcomes.​ The critical innovation is​‌ the intervention of artificial​​ agents that learn over​​​‌ time to help the​ virtual social gathering realise​‌ its aims. This is​​ an agent that we​​​‌ refer to as “The​ Guest” that exploits Machine​‌ Learning to learn how​​ to facilitate the meeting​​​‌ towards specific outcomes. Underpinning​ this is neuroscience and​‌ social psychology research on​​ group behaviour, which will​​​‌ deliver rules to Agent​ Based Models (ABM). The​‌ combination of AI with​​ immersive systems (including haptics​​​‌ and immersive audio), virtual​ and augmented reality will​‌ be a hugely challenging​​ research task, given the​​​‌ vagaries of social meetings​ and individual behaviour. Several​‌ proof of concept applications​​ will be developed during​​​‌ the project. A strong​ User Group made up​‌ of a diverse range​​ of stakeholders from industry,​​​‌ academia, government and broader​ society will provide continuous​‌ feedback. An Open Call​​ will be held to​​​‌ bring in artistic support​ and additional use cases​‌ from wider society. Significant​​ work is dedicated to​​​‌ ethics “by design”, to​ identify problems and look​‌ eventually towards an appropriate​​ regulatory framework for such​​​‌ socially interactive systems.

10.4​ National initiatives

10.4.1 ANR​‌

ANR ASTRAL

Participants: Ferran​​ Argelaguet [contact], Anatole​​​‌ Lécuyer, Guillaume Moreau​, Jean-Marie Normand,​‌ Rebecca Fribourg, Juri​​ Yoneyama, Adriana Galan​​​‌ Villamarin.

  • Duration:
    From​ April 2022 to October​‌ 2027
  • Coordinator:
    CLARTE
  • Partners:​​
    Inria, Ecole Centrale Nantes,​​​‌ IMT-Atlantique.
  • Summary:
    The ASTRAL​ project aims to explore​‌ the potential of augmented​​ reality (AR) avatars, ranging​​​‌ from physical rehabilitation to​ enhancing sports performance. It​‌ focuses on three main​​ areas: technology, interaction and​​​‌ the perception of avatars.​ The work will overcome​‌ the technical challenges associated​​ with displaying avatars in​​​‌ AR, focusing on two​ types of device: Video​‌ See-Through and Optical See-Through​​ displays. In parallel, the​​​‌ project explores the psychological​ and social implications of​‌ using avatars in AR,​​ assessing their impact on​​​‌ users' self-perception, self-confidence and​ performance.
ANR JCJC NUTS​‌

Participants: Léa Pillette [contact]​​, Jimmy Petit.​​

  • Duration:
    From 2026 to​​​‌ 2030
  • Coordinator:
    CNRS
  • Summary:‌
    BCIs hold promise for‌​‌ a wide range of​​ clinical and non-clinical applications​​​‌ however limited by their‌ current lack of reliability.‌​‌ The user training that​​ these technologies require, during​​​‌ which people learn to‌ control their own brain‌​‌ activity, is a significant​​ limitation preventing a wider​​​‌ development of the technology.‌ The ANR NUTS project‌​‌ aims at developing the​​ first intelligent tutoring system​​​‌ dedicated to BCI user‌ training. We will first‌​‌ model the knowledge users​​ acquire during the training.​​​‌ Then, using models from‌ the ITS field, we‌​‌ will investigate how to​​ adapt the training to​​​‌ the users. Finally, we‌ will explore informative pedagogical‌​‌ instructions for the training.​​

10.4.2 PIA

PIA4 DemoES​​​‌ AIR

Participants: Valérie Gouranton‌ [contact, resp. INSA Rennes]‌​‌, Bruno Arnaldi,​​ Florian Nouviale, Alexandre​​​‌ Audinot, Lysa Gramoli‌, Tangui Marchand-Guerniou,‌​‌ Maé Mavromatis, Adrien​​ Reuzeau, Marceline Rozelaar​​​‌, Mathieu Risy.‌

  • Duration:
    From December 2021‌​‌ to February 2026
  • Coordinator:​​
    Université Rennes
  • Partners:
    INSA​​​‌ Rennes, Université Rennes, Artefacto,‌ Klaxoon
  • Description:
    The project‌​‌ Augmenter les Interactions à​​ Rennes (AIR) is one​​​‌ of the 17 laureates‌ chosen by the French‌​‌ government as part of​​ the call for expressions​​​‌ of interest “Digital demonstrators‌ in higher education” (DemoES)‌​‌ launched by the ministry​​ of higher education, research​​​‌ and innovation. Designed to‌ overcome the artificial opposition‌​‌ between social learning and​​ digital, the AIR project​​​‌ is structured around 3‌ complementary axes:
    • An augmented‌​‌ campus to facilitate social​​ interactions across all activities​​​‌ (training, services, exchanges and‌ social relations) and ensure‌​‌ their continuum as an​​ extension of physical campuses,​​​‌ implemented in partnership with‌ Orange Labs, a member‌​‌ of the consortium, with​​ the support for other​​​‌ EdTech players such as‌ Appscho or Jalios.
    • Interactive‌​‌ pedagogies to increase interactions​​ in training and optimize,​​​‌ through interactivity, learning, ranging‌ from the development of‌​‌ serious games to the​​ use of immersive technologies​​​‌ (virtual reality, augmented reality,‌ mixed reality), by developing‌​‌ functionalities resulting from projects​​ research carried out within​​​‌ the Hybrid/Seamless team, in‌ Irisa, by intensifying the‌​‌ partnership established since 2018​​ with Klaxoon or by​​​‌ relying on Artefacto's immersive‌ solutions.
    • An ecosystem of‌​‌ support for pedagogical and​​ digital transformations to promote​​​‌ the appropriation by teachers‌ of these new large-scale‌​‌ devices, in particular thanks​​ to the time allocated​​​‌ dedicated to these transformations‌ and to offer a‌​‌ recomposed and plural proximity​​ assistance to teaching teams.​​​‌
PIA4 PEPR Ensemble

Participants:‌ Ferran Argelaguet [contact],‌​‌ Anatole Lécuyer, Ronan​​ Gaugne, Valérie Gouranton​​​‌, Justine Saint-Aubert,‌ Nathan Salin, Sabrina‌​‌ Toofany, Guillaume Vallet​​.

  • Duration:
    From 2023​​​‌ to 2030
  • Coordinator:
    CNRS-Inria-UNIV‌ Grenoble Alpes-UNIV Paris Saclay‌​‌
  • Description:
    The digital collaboration​​ research programme (also known​​​‌ as PEPR eNSEMBLE) is‌ a national research programme,‌​‌ funded by France 2030,​​ which brings together scientists​​​‌ from all disciplines to‌ address current issues in‌​‌ digital collaboration. Its aim​​ is to propose socio-technical​​​‌ models for long-term collaboration‌ and platforms for multi-organisational,‌​‌ sovereign, secure and interoperable​​​‌ collaboration that promote trust​ and digital well-being. This​‌ grant finances Guillaume's thesis.​​ In addition, it also​​​‌ finances the thesis support​ for the PhD thesis​‌ of Nathan's (thesis grant​​ financed by INSA Rennes)​​​‌ and Sabrina Toofany (thesis​ grant financed by the​‌ GuestXR project).
PIA4 Equipex+​​ Continuum

Participants: Ferran Argelaguet​​​‌, Ronan Gaugne [contact]​, Valérie Gouranton,​‌ Florian Nouviale, Adrien​​ Reuzeau.

  • Duration:
    From​​​‌ June 2021 to May​ 2028
  • Coordinator:
    CNRS
  • Description:​‌

    CONTINUUM is an 8​​ years EquipEx + project​​​‌ led by the CNRS​ as part of the​‌ 4th Future Investments Program​​ (PIA4). Endowed with €​​​‌ 13.6M, the project will​ create a collaborative research​‌ infrastructure of 30 platforms​​ located throughout France, in​​​‌ order to advance interdisciplinary​ research between IT and​‌ the human and social​​ sciences. Through CONTINUUM, 37​​​‌ research teams will develop​ cutting-edge research focused on​‌ visualization, immersion, interaction and​​ collaboration, as well as​​​‌ human perception, cognition and​ behavior in virtual augmented​‌ reality. CONTINUUM is organized​​ along two axes:

    1. Interdisciplinary​​​‌ research on the interaction,​ in collaboration between computing​‌ and human and social​​ sciences, in order to​​​‌ increase knowledge and solutions​ in human-centered computing;
    2. Deployment​‌ of tools and services​​ to meet the needs​​​‌ of many scientific fields​ in terms of access​‌ to big data, simulations​​ and virtual / augmented​​​‌ experiences (mathematics, physics, biology,​ engineering, computer science, medicine,​‌ psychology, didactics, history ,​​ archeology, sociology, etc.)

    By​​​‌ developing the instrument itself​ and using it in​‌ different fields of application,​​ CONTINUUM will promote interdisciplinary​​​‌ research in order to​ better understand how to​‌ interact with the digital​​ world and to enable​​​‌ advances in other fields​ of science, technology and​‌ engineering.

PIA4 PEPR ICCARE​​

Participants: Valérie Gouranton [contact]​​​‌.

  • Duration:
    From 2024​ to 2031
  • Coordinator:
    CNRS​‌
  • Description:
    Use research to​​ help the ICC industry​​​‌ transform and adapt to​ the digital, economic and​‌ social challenges of tomorrow.​​

10.5 Regional initiatives

ARIADE:​​​‌ Augmented Reality for Improving​ Navigation in Dementia

Participants:​‌ Mélanie Cogné [contact],​​ Anatole Lécuyer, Jean-Marie​​​‌ Normand, Guillaume Moreau​, Justine Saint-Aubert,​‌ Léa Pillette, Oleksii​​ Tkachenko.

  • Duration:
    From​​​‌ 2020 to 2026
  • Coordinator:​
    Inria
  • Partners:
    CHU Rennes,​‌ IMT-Atlantique, Ecole Centrale Nantes​​
  • Description:
    Research and development​​​‌ of AR-based systems with​ multisensory cues to help​‌ people with dementia to​​ navigate independently.
Verare

Participants:​​​‌ Mélanie Cogné, Anatole​ Lécuyer [contact], Justine​‌ Saint-Aubert, Anna Perret​​.

  • Duration:
    From 2020​​​‌ to 2027
  • Coordinator:
    Inria​
  • Partners:
    Univ. Rennes, CHU​‌ Rennes
  • Description:
    Research and​​ development of a VR-based​​​‌ system to improve motor​ rehabilitation (lower libs) after​‌ a long stay in​​ ICU.
Voyage du geste​​​‌ - Rennes Métropole

Participants:​ Valérie Gouranton [contact],​‌ Ronan Gaugne, Adrien​​ Reuzeau, Julien Lomet​​​‌.

  • Duration:
    From 2024​ to 2026
  • Coordinator:
    UR2​‌ - M2S
  • Partners:
    Seamless​​ & Virtus teams; Centre​​​‌ Eugène Marquis
  • Description:
    This​ project combines digital art,​‌ virtual reality, movement sciences​​ and health sciences, with​​​‌ the aim of developing​ an immersive work of​‌ art to help women​​ undergoing treatment for breast​​ cancer, offering them a​​​‌ stimulating experience to help‌ them get back into‌​‌ movement.

11 Dissemination

Participants:​​ Ferran Argelaguet, Bruno​​​‌ Arnaldi, Ronan Gaugne‌, Valérie Gouranton,‌​‌ Anatole Lécuyer, Marc​​ Macé, Guillaume Moreau​​​‌, Jean-Marie Normand,‌ Florian Nouviale, Thomas‌​‌ Prampart, Léa Pillette​​, Justine Saint-Aubert,​​​‌ Mélanie Cogné.

11.1‌ Promoting scientific activities

11.1.1‌​‌ Scientific events

General chair,​​ Chair of conference program​​​‌ committees
  • Ferran Argelaguet was‌ General Co-Chair of IEEE‌​‌ VR 2025.
  • Anatole Lécuyer​​ was General Co-Chair of​​​‌ IEEE VR 2025.
Member‌ of organizing committees
  • Anatole‌​‌ Lécuyer is member of​​ the steering committee of​​​‌ IEEE VR Conference.
  • Guillaume‌ Moreau is member of‌​‌ the steering committee of​​ IEEE ISMAR Conference.
  • Léa​​​‌ Pillette is member of‌ the steering committee of‌​‌ the CORTICO Association.
Member​​ of conference program committees​​​‌
  • Rebecca Fribourg was Workshop‌ Chair at IEEE VR‌​‌ 2025.
  • Ronan Gaugne was​​ VR Lab Tour Chair​​​‌ at IEEE VR 2025.‌
  • Valérie Gouranton was XR‌​‌ Gallery Chair at IEEE​​ VR 2025.
  • Marc Macé​​​‌ was doctoral consortium chair‌ and Environmental Impact Reduction‌​‌ and Awareness chair at​​ IEEE VR 2025.
  • Jean-Marie​​​‌ Normand was 3DUI Contest‌ Chair at IEEE VR‌​‌ 2025.
  • Florian Nouviale was​​ Online-Experience Chair at IEEE​​​‌ VR 2025.
  • Léa Pillette‌ was Web Chair at‌​‌ IEEE VR 2025.
  • Justine​​ Saint-Aubert was Poster Chair​​​‌ at IEEE VR 2025.‌
Reviewer (Conferences)
  • Ferran Argelaguet‌​‌ was reviewer for ACM​​ CHI 2025, ACM VRST​​​‌ 2025, Siggraph Asia 2025,‌ ACM UIST 2025 and‌​‌ IHM 2025.
  • Valérie Gouranton​​ was reviewer for IEEE​​​‌ VR 2025.
  • Marc Macé‌ was reviewer for IEEE‌​‌ VR 2025 and IEEE​​ WHC 2025.
  • Jean-Marie Normand​​​‌ was reviewer for IEEE‌ VR 2025, IEEE ISMAR‌​‌ 2025, ICAT-EGVE 2025.
  • Léa​​ Pillette was reviewer for​​​‌ CORTICO 2025, International BCI‌ meeting 2025, IEEE VR‌​‌ 2025 and ICASSP 2025.​​
  • Justine Saint-Aubert was reviewer​​​‌ for ACM VRST 2025,‌ IEEE WHC 2025 and‌​‌ IEEE ISMAR 2025.

11.1.2​​ Journal

Member of the​​​‌ editorial boards
  • Ferran Argelaguet‌ is member of the‌​‌ ERCIM News board.
  • Anatole​​ Lécuyer is on the​​​‌ editorial board of Presence‌ journal.
  • Jean-Marie Normand is‌​‌ Associate Editor for IEEE​​ Transactions on Visualization and​​​‌ Graphics and he is‌ Review Editor for Frontiers‌​‌ in Virtual Reality and​​ Frontiers in Neuroergonomics.
  • Justine​​​‌ Saint-Aubert is a topic‌ editor for Frontiers in‌​‌ Virtual Reality.
Reviewer (Journal)​​
  • Ferran Argelaguet was reviewer​​​‌ for IEEE TVCG.
  • Mélanie‌ Cogné was reviewer for‌​‌ Annals of Physical and​​ Rehabilitation Medicine.
  • Anatole Lécuyer​​​‌ was reviewer for IEEE‌ TVCG.
  • Marc Macé was‌​‌ reviewer for JNE and​​ Transactions on Haptics.
  • Léa​​​‌ Pillette was reviewer for‌ HIHC, IJHCS, JNE and‌​‌ SciRep.
  • Justine Saint-Aubert was​​ reviewer for IEEE TOH.​​​‌

11.1.3 Invited talks

  • Anatole‌ Lécuyer was Keynote Speaker‌​‌ at IEEE World Haptics​​ 2025 Conference (Korea, June),​​​‌ and Invited Speaker at‌ COMET/PEPR ICARE (Lille, January),‌​‌ CYENS (Cyprus, April), Laval​​ Virtual (Laval, April), Incheon​​​‌ Univ (Incheon, June), Inria-Brasil‌ Workshop on Digital Health‌​‌ (online, April), and GTEC​​ Spring School (online, September).​​​‌
  • Léa Pillette was an‌ invited keynote speaker at‌​‌ the COLIBRI workshop in​​​‌ Graz (VR meets AI)​ and at the SIEL​‌ department day from the​​ LS2N in Nantes.

11.1.4​​​‌ Leadership within the scientific​ community

  • Ferran Argelaguet is​‌ member of the scientific​​ committee of the EUR​​​‌ Digisport and the EquipEx+​ Continuum.
  • Valérie Gouranton is​‌ member of the Consortium​​ 3D of TGIR HumaNum​​​‌ and member of the​ scientific committee of the​‌ PEPR ICCARE and the​​ EquipEx+ Continuum.
  • Jean-Marie Normand​​​‌ was co-head of the​ Groupe de Travail "Réalités​‌ Virtuelles" from the GdR​​ IG-RV and IHM.

11.1.5​​​‌ Scientific expertise

  • Mélanie Cogné​ was member Reviewing for​‌ Endobreizh (AAP) and PhD​​ grants for the SOFMER​​​‌ Société Française de Médecine​ Physique et de Réadaptation​‌.
  • Anatole Lécuyer is​​ member of expert committee​​​‌ of the Inria Quadrant​ Programme (PIQ), and was​‌ member of specialist committee​​ of ICUBE laboratory/team IGG​​​‌ (Strasbourg, September).
  • Valérie Gouranton​ was member of the​‌ Conseil National des Universités​​ 27th section (computer science)​​​‌
  • Marc Macé was member​ of the evaluation committee​‌ of the competitivity cluster​​ Images & networks.

11.1.6​​​‌ Research administration

  • Valérie Gouranton​ is in charge of​‌ IRISA's Arts, Culture and​​ Heritage cross-disciplinary unit and​​​‌ the referent for the​ PEPR Continuum project in​‌ the PEPR ICCARE project.​​
  • Guillaume Moreau is the​​​‌ Director of Research and​ Innovation of IMT-Atlantique.
  • Léa​‌ Pillette is the doctoral​​ candidates' liaison/lead for IRISA,​​​‌ and overseeing the ISA​ competition for UR/INSA CDOs​‌ for the award of​​ doctoral scholarships within the​​​‌ IRISA laboratory. She also​ was responsible for chairing​‌ the IRISA Laboratory Council’s​​ autumn by-elections (Scientific College,​​​‌ sub-group C).
  • Justine Saint-Aubert​ is member of the​‌ CoNRS section 3 (scientific​​ secretary) since September 2025.​​​‌

11.2 Teaching - Supervision​ - Juries - Educational​‌ and pedagogical outreach

In​​ this section, only courses​​​‌ related to the main​ research field of Seamless​‌ are listed.

Ferran Argelaguet:​​
  • Master STS Informatique: “Techniques​​​‌ d'Interaction Avancées”, 26h, M2,​ ISTIC, University of Rennes,​‌ FR
  • Master SIF: “Virtual​​ Reality and Multi-Sensory Interaction”,​​​‌ 8h, M2, INSA Rennes,​ FR
  • Master SIF: “Data​‌ Mining and Visualization”, 2h,​​ M2, University of Rennes,​​​‌ FR
  • Master AI-ViC: “Virtual​ Reality and 3D Interaction”,​‌ 6h, M2, École Polytechnique,​​ FR
Rebecca Fribourg:
  • Virtual​​​‌ Reality Major, “Advanced Concepts​ in VR/AR”, 16h, M1/M2,​‌ École Centrale de Nantes,​​ FR
  • Virtual Reality Major,​​​‌ “Projects in Virtual Reality”,​ 15h, M1/M2, École Centrale​‌ de Nantes, FR
  • Virtual​​ Reality Major, “Projects in​​​‌ OpenGL C++”, 10h, M1/M2,​ École Centrale de Nantes,​‌ FR
Ronan Gaugne:
  • INSA​​ Rennes: Projects on “Virtual​​​‌ Reality”, 24h, L3, INSA​ Rennes, FR
  • Master Digital​‌ Creation: “Virtual Reality”, 6h,​​ M1, University of Rennes​​​‌ 2, FR
Valérie Gouranton:​
  • Master INSA Rennes: “Virtual​‌ Reality”, 22h, M2, INSA​​ Rennes, FR
  • Master INSA​​​‌ Rennes: Projects on “Virtual​ Reality”, 60h, INSA Rennes,​‌ FR
Anatole Lécuyer:
  • Master​​ AI-ViC: “Haptic Interaction and​​​‌ Brain-Computer Interfaces”, 6h, M2,​ Ecole Polytechnique, FR
  • Master​‌ MNRV: “Haptic Interaction”, 9h,​​ M2, ENSAM, Laval, FR​​​‌
  • Master SIBM: “Haptic and​ Brain-Computer Interfaces”, 4.5h, M2,​‌ University of Rennes, FR​​
  • Master SIF: “Pseudo-Haptics and​​​‌ Brain-Computer Interfaces”, 6h, M2,​ INSA Rennes, FR
Jean-Marie​‌ Normand:
  • Virtual Reality Major,​​ “Computer Graphics”, 24h, M1/M2,​​ École Centrale de Nantes,​​​‌ FR
  • Virtual Reality Major,‌ “Fundamentals of Virtual Reality”,‌​‌ 20h, M1/M2, École Centrale​​ de Nantes, FR
  • Virtual​​​‌ Reality Major, “Computer Vision‌ and Augmented Reality”, 25h,‌​‌ M1/M2, École Centrale de​​ Nantes, FR
  • Virtual Reality​​​‌ Major, “Advanced Concepts in‌ VR/AR”, 24h, M1/M2, École‌​‌ Centrale de Nantes, FR​​
  • Virtual Reality Major, “Projects​​​‌ in Virtual Reality”, 20h,‌ M1/M2, École Centrale de‌​‌ Nantes, FR
  • Virtual Reality​​ Major, “Projects in OpenGL​​​‌ C++”, 10h, M1/M2, École‌ Centrale de Nantes, FR‌​‌
Léa Pillette:
  • Master SIBM:​​ “Haptic and Brain-Computer Interfaces”,​​​‌ 4h, M2, University of‌ Rennes, FR
  • Master students:‌​‌ “Brain-Computer Interfaces”, 4h, M2,​​ IMT Atlanique, Brest, FR​​​‌
  • Master students: “Brain-Computer Interfaces:‌ From theory to practice”,‌​‌ 4h, M2, ESIR, Rennes,​​ FR
Justine Saint-Aubert:
  • Master​​​‌ students: “Haptic Interfaces”, 4h,‌ M2, IMT Atlanique, Brest,‌​‌ FR

11.2.1 Supervision

  • PhD:​​ Jeanne Hecquard, “Affective Haptics​​​‌ in Virtual Reality”, Defended‌ in November 2025, Supervised‌​‌ by Marc Macé, Anatole​​ Lécuyer, Ferran Argelaguet, Justine​​​‌ Saint-Aubert and Claudio Pacchierotti‌ (Rainbow, Inria).
  • PhD: Julien‌​‌ Lomet, “Cocreation of a​​ virtual reality artwork, from​​​‌ the artist to the‌ viewer”, Defended in November‌​‌ 2025, Univ. Paris 8,​​ Supervised by Cédric Plessiet​​​‌ (Université Paris 8), Valérie‌ Gouranton and Ronan Gaugne.‌​‌
  • PhD: Mathieu Risy, “Pedagogical​​ models in Virtual Reality​​​‌ training environments”, Defended in‌ December 2025, INSA Rennes,‌​‌ Supervised by Valérie Gouranton.​​
  • PhD: Emile Savalle, “Cybersickness​​​‌ assessment in Virtual Reality‌ using Neurophysiology”, Defended in‌​‌ December 2025, Supervised by​​ Marc Macé, Anatole Lécuyer,​​​‌ Ferran Argelaguet and Léa‌ Pillette.
  • PhD in progress:‌​‌ Sony Saint-Auret, “Collaborative real​​ tennis in virtual reality”,​​​‌ Started in November 2022,‌ INSA Rennes, Supervised by‌​‌ Valérie Gouranton, Franck Multon​​ and Richard Kulpa (Mimetic,​​​‌ Inria) and Ronan Gaugne.‌
  • PhD in progress (CIFRE):‌​‌ Philippe de Clermont de​​ Gallerande, “Deep-based semantic representation​​​‌ of avatars for virtual‌ reality”, Started in March‌​‌ 2023, Supervised by Ferran​​ Argelaguet, Ludovic Hoyet (Virtus)​​​‌ and in collaboration with‌ InterDigital.
  • PhD in progress:‌​‌ Maxime Dumonteil, “Perception of​​ archaeological artefacts”, Started in​​​‌ October 2023, Univ. Rennes,‌ Supervised by Ronan Gaugne,‌​‌ Valérie Gouranton, Marc Macé​​ and Théophane Nicolas (UMR​​​‌ Trajectoires).
  • PhD in progress:‌ Julien Manson, “Design of‌​‌ Haptic Interfaces for Supporting​​ Social Interactions in Virtual​​​‌ Reality”, PhD started in‌ October 2023, Supervised by‌​‌ Anatole Lécuyer and Justine​​ Saint-Aubert.
  • PhD in progress​​​‌ (CIFRE): Tom Roy, “Modeling‌ Kinesthetic an tactile properties‌​‌ of virtual environments”, Started​​ in October 2023, Supervised​​​‌ by Ferran Argelaguet and‌ in collaboration with InterDigital.‌​‌
  • PhD in progress: Sabrina​​ Toofany, “Study of haptic​​​‌ feedback to foster positive‌ social interactions in virtual‌​‌ reality”, Started in October​​ 2023, Supervised by Anatole​​​‌ Lécuyer, Ferran Argelaguet and‌ Justine Saint-Aubert.
  • PhD in‌​‌ progress: Tiffany Aires Da​​ Cruz, “For a perception​​​‌ of monumentality in Eastern‌ Arabia from the Neolithic‌​‌ to the Bronze Age:​​ 3D reconstruction and multidimensional​​​‌ simulation of monuments and‌ landscapes”, Started in October‌​‌ 2024, Univ. Paris 1,​​ Supervised by François Giligny​​​‌ (Univ. Paris 1) and‌ Valérie Gouranton.
  • PhD in‌​‌ progress: Arthur Audrain, “Understanding​​ and Improving Human Interactions​​​‌ in Social eXtended Reality”,‌ Started in October 2024,‌​‌ Supervised by Ferran Argelaguet​​​‌ and Katja Zibrek (Virtus).​
  • PhD in progress: Adriana​‌ Galan Villamarin, “Designing and​​ evaluating Avatar Embodiment and​​​‌ Proteus effect in Augmented​ Reality”, Started in October​‌ 2024, Supervised by Rebecca​​ Fribourg (ECN), Anatole Lécuyer​​​‌ and Jean-Marie Normand (ECN).​
  • PhD in progress: Théo​‌ Lefeuvre, “Towards innovative neurotechnologies​​ with tactile interfaces”, Started​​​‌ in October 2024, Supervised​ by Marc Macé, Léa​‌ Pillette and Anatole Lécuyer.​​
  • PhD in progress: Nathan​​​‌ Salin, “Shared Immersive Environments​ for Artistic Co-Creation in​‌ Heterogeneous Modalities", Started in​​ October 2024, INSA Rennes,​​​‌ Supervised by Valérie Gouranton,​ Florent Bertault (Univ. Lille)​‌ and Ronan Gaugne.
  • PhD​​ in progress: Juri Yoneyama,​​​‌ “Interacting with Avatars in​ Virtual and Augmented Reality”,​‌ Started in October 2024,​​ Supervised by Ferran Argelaguet,​​​‌ Guillaume Moreau (IMT Atlantique)​ and Etienne Peillard (IMT​‌ Atlantique).
  • PhD in progress:​​ Chenyao Li, “Exploring the​​​‌ use of avatars in​ virtual urban environments”, Started​‌ in November 2024, Supervised​​ by Rebecca Fribourg (ECN),​​​‌ Marco Boffi (Università degli​ Studi di Milano) and​‌ Jean-Marie Normand (ECN).
  • PhD​​ in progress: Guillaume Vallet,​​​‌ “ Collaborative Immersive Art​ Performances”, Started in November​‌ 2024, Univ. Lille, Supervised​​ by Florent Bertault (Univ.​​​‌ Lille), Valérie Gouranton and​ Ronan Gaugne.
  • PhD in​‌ progress: Majd Bitar, “Keeping​​ collaboration along transitions between​​​‌ places in VR”, Started​ in December 2024, Supervised​‌ by Rebecca Fribourg, Jean-Marie​​ Normand, Jean-Phillipe Rivière and​​​‌ Yannick Prié.
  • PhD in​ progress: Anna Perret, “Multi-Sensory​‌ stimulation in VR for​​ patient with muscle weaknesses”,​​​‌ Started in October 2025,​ Supervised by Mélanie Cogne,​‌ Justine Saint-Aubert, Anatole Lécuyer.​​
  • PhD in progress: Lisa​​​‌ Viallard, “Effects of an​ EMG-guided gamified rehabilitation program​‌ targeting motor selectivity on​​ cortical activity in children​​​‌ with cerebral palsy”, Started​ in December 2025, Supervised​‌ by Isabelle Bonan, Léa​​ Pillette and Sébastien Cordillet​​​‌ (CHU Rennes).
  • PhD in​ progress: Maé Mavromatis, “Virtual​‌ reality in non-Euclidean spaces”,​​ Started in November 2025,​​​‌ INSA Rennes, Supervised by​ Valérie Gouranton, Ronan Gaugne​‌ and Rémi Coulon (Univ.​​ Dijon, CNRS).
  • PhD in​​​‌ progress: Thibaut Stark, “Neuropathic​ Pain Rehabilitation through Neurofeedback​‌ in Mixed Reality”, Started​​ in April 2025, Supervised​​​‌ by Jean-Marie Normand,Rebecca Fribourg​ in collaboration with the​‌ Nantes University Hospital (CHU​​ de Nantes).

11.2.2 Juries​​​‌

  • Ferran Argelaguet was reviewer​ for the PhD of​‌ Jose Luis Pontón (Universitat​​ Politécnica de Catalunya) and​​​‌ Louis Lafuma (Université Paris​ Saclay), and examiner for​‌ the PhD of Camille​​ Dupré (Université Paris Saclay).​​​‌
  • Anatole Lécuyer was examiner​ for the PhD of​‌ Elise Bonnail (Télécom Paris)​​ and Yassine El Ouahidi​​​‌ (IMT-Atlantique), and for the​ Habilitation of Fotis Liarokapis​‌ (CYENS).
  • Valérie Gouranton was​​ reviewer for the the​​​‌ Habilitation of Elisabetta Bevacqua​ (Univ. Brest)and Lahcen Oubahssi​‌ (Univ. Le Mans), and​​ examiner for the the​​​‌ Habilitation of Georges Gagneré​ (Univ. Paris 8) and​‌ Jean-François Jégo (Univ. Paris​​ 8). She was reviewer​​​‌ for the PhD of​ Simon Besga (Univ. Montpellier,​‌ Marion Ristorcelli (Univ Marseille)​​ and Kelly Minotti (Univ​​​‌ Evry).
  • Marc Macé was​ reviewer for the PhD​‌ of Emma Tison (Bordeaux​​ university) and Gaël van​​​‌ der Lee (Lille university).​
  • Jean-Marie Normand was president​‌ of the PhD jury​​ for the PhD defense​​ of Celia Kassoussi (IMT​​​‌ Atlantique), Rima Ayoubi (École‌ Centrale de Nantes) and‌​‌ Eloïse Minder (École Nationale​​ Supérieure d'Arts et Métiers).​​​‌

11.3 Popularization

11.3.1 Productions‌ (articles, videos, podcasts, serious‌​‌ games, ...)

  • Article. “L'Usine​​ Nouvelle”, “La réalité immersive​​​‌ et l'IA convergent”. Anatole‌ Lécuyer, March 2025.
  • Article.‌​‌ “Science et Vie”, “La​​ révolution Tron : quand​​​‌ la fiction anticipe l'IA‌ et la réalité virtuelle”.‌​‌ Anatole Lécuyer, September 2025.​​
  • Article. “Univadis”, “Après un​​​‌ cancer du sein, se‌ réadapter grâce à la‌​‌ réalité virtuelle”. Émilie Hummel,​​ May 2025.
  • Video. “OuestFrance”.​​​‌ Filming sequences for a‌ pilot episode of “Détour‌​‌ vers le Futur”, September​​ 2025.

11.3.2 Participation in​​​‌ Live events

  • “Journées Européennes‌ de l'Archéologie”. Exhibition (Valérie‌​‌ Gouranton, Ronan Gaugne). June​​ 2025, Saint-Malo.
  • “Festival Sur​​​‌ les épaules du Géant”.‌ Invited speaker (Anatole Lécuyer).‌​‌ September 2025, Le Havre.​​
  • “Evènement Fabrique!”. Exhibition (Valérie​​​‌ Gouranton, Ronan Gaugne). September‌ 2025, Rennes.
  • “Festival Court-Métrange”.‌​‌ Hands-on demonstrations and Exhibit​​ (Valérie Gouranton, Ronan Gaugne).​​​‌ Octobre 2025, Rennes.
  • “Fête‌ de la science”. Exhibition‌​‌ (Valérie Gouranton, Ronan Gaugne),​​ Octobre 2025, Rennes.
  • “Clôture​​​‌ des 50 ans de‌ l'IRISA”. Performance and demonstrators‌​‌ (Valérie Gouranton, Ronan Gaugne).​​ December 2025, Rennes.
  • “Visite​​​‌ insolite CNRS”. Focus on‌ Brain computer interfaces and‌​‌ Virtual Reality, October 2025​​ (Marc Macé, Léa Pillette).​​​‌

11.3.3 Others science outreach‌ relevant activities

  • “Morning IdeaTech”.‌​‌ Presentation of OpenViBE (Thomas​​ Prampart). Organized by ISS,​​​‌ BPIFrance et le POOOL.‌ November 2025, Rennes.
  • “De‌​‌ Pixels à Perceptions: les​​ sciences de l'image -​​​‌ Recherche & Entreprise”. Invited‌ talk (Valérie Gouranton). Image‌​‌ & Reseaux, December 2025,​​ Rennes.

12 Scientific production​​​‌

12.1 Major publications

12.2 Publications of the​‌ year

International journals

International​ peer-reviewed conferences

National‌​‌ peer-reviewed Conferences

  • 39 inproceedings​​M.Mathieu Risy,​​​‌ M.Marilyne Cornen and‌ V.Valérie Gouranton.‌​‌ Enable trainers to create​​ virtual reality training scenarios​​​‌.Actes de l'atelier‌ EduIHM : Education et‌​‌ ApprentissageEIAH 2025 -​​ 12ème Conférence sur les​​​‌ Environnements Informatiques pour l'Apprentissage‌ Humain / Atelier GT‌​‌ Apprentissage et ÉducationLille,​​ France2025, 1-4​​​‌HALback to text‌

Conferences without proceedings

Other scientific​‌ publications

12.3​​​‌ Cited publications

  • 46 phdthesis​A.Antonin Cheymol.​‌ Reshaping the virtual body's​​ appearance and movements :​​​‌ A contribution to the​ study of avatar ''alteration''​‌ in virtual reality.​​INSA de RennesDecember​​​‌ 2024HALback to​ text
  • 47 inproceedingsA.​‌Adéla\"ide Genay, A.​​Anatole Lécuyer and M.​​​‌Martin Hachet. What​ Can I Do There?​‌ Controlling AR Self-Avatars to​​ Better Perceive Affordances of​​​‌ the Real World.​2022 IEEE International Symposium​‌ on Mixed and Augmented​​ Reality (ISMAR)Singapore, Singapore​​​‌IEEEOctober 2022,​ 450-459HALDOIback​‌ to text
  • 48 book​​J. J.James J​​​‌ Gibson. The ecological​ approach to visual perception:​‌ classic edition.Psychology​​ press2014back to​​​‌ text
  • 49 inproceedingsG.​Gabriela Herrera Altamira,​‌ L.Laurent Bougrain,​​ A.Anatole Lécuyer and​​​‌ S.Stéphanie Fleck.​ Grasp-IT Xmod: A Multisensory​‌ Brain-Computer Interface forPost-Stroke Motor​​ Rehabilitation.IHM 2022​​ - 33e conférence internationale​​​‌ francophone sur l'Interaction Humain-Machine‌AFIHMNamur, BelgiumApril‌​‌ 2022, 1-3HAL​​back to text
  • 50​​​‌ articleA.Alexandre Kabil‌, R.Ronan Gaugne‌​‌ and M.Michel Beaudouin-Lafon​​. CONTINUUM, the French​​​‌ Research Infrastructure for Collaborative‌ Interaction and Visualisation.‌​‌ERCIM News137May​​ 2024, 22-23HAL​​​‌back to text
  • 51‌ bookJ. J.Joseph‌​‌ J LaViola Jr,​​ E.Ernst Kruijff,​​​‌ R. P.Ryan P‌ McMahan, D.Doug‌​‌ Bowman and I. P.​​Ivan P Poupyrev.​​​‌ 3D User Interfaces: Theory‌ and Practice.Addison-Wesley‌​‌ Professional2017back to​​ text
  • 52 inproceedingsV.​​​‌Victor Mercado, M.‌Maud Marchal and A.‌​‌Anatole Lécuyer. Design​​ and Evaluation of Interaction​​​‌ Techniques Dedicated to Integrate‌ Encountered-Type Haptic Displays in‌​‌ Virtual Environments.VR​​ 2020 - IEEE Conference​​​‌ on Virtual Reality and‌ 3D User InterfacesAtlanta‌​‌ / Virtual, United States​​IEEEMarch 2020,​​​‌ 230-238HALDOIback‌ to text