2025Activity reportProject-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.
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.
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.
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)
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.
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.
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
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Keywords:
Neurosciences, Interaction, Virtual reality, Health, Real time, Neurofeedback, Brain-Computer Interface, EEG, 3D interaction
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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.
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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:
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Contact:
Anatole Lecuyer
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Participants:
Florent Leray, Arthur Desbois, Axel Bouneau, Laurent Garnier, Tristan Cabel, Marc Mace, Lea Pillette, Anatole Lecuyer, Fabien Lotte, Thomas Prampart, 5 anonymous participants
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Partners:
INSERM, GIPSA-Lab
7.1.2 Xareus
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Name:
Xareus
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Keywords:
Virtual reality, Augmented reality, 3D, 3D interaction, Behavior modeling, Interactive Scenarios
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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.
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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.
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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:
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Contact:
Valerie Gouranton
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Participants:
Guillaume Claude, Lysa Gramoli, Florian Nouviale, Valerie Gouranton, Bruno Arnaldi, Adrien Reuzeau, Alexandre Audinot, 3 anonymous participants
7.1.3 VERARE
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Keywords:
Virtual reality, Avatars, Motor reeducation
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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).
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Contact:
Anatole Lecuyer
7.1.4 AvatarReady
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Name:
A unified platform for the next generation of our virtual selves in digital worlds
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Keywords:
Avatars, Virtual reality, Augmented reality, Motion capture, 3D animation, Embodiment
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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.
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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:
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Contact:
Ludovic Hoyet
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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.
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)
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.
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)
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.
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.
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.
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)
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.
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.
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.
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)
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.
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.
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.
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.
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.
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)
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Description of the authoring process with SAMPO, including the specifications authoring, reference implementation, scenario design, pedagogy implementation and pedagogical scenario authoring.
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.
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)
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 and . 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.
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.
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.
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)
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.
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)
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.
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.
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?
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)
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.
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.
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.
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.
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.
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)
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.
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)
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.
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Title:
Seamless Reality: A Technological Foundation for Merging Cyber-Physical Spaces through Real World Oriented Avatars
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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.
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Date/Duration:
From January 2025 to March 2027
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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
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Status:
Visiting PhD
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Institution of origin:
University of Central Florida
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Country:
United States of America
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Dates:
From 01/2025 to 07/2025
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Context of the visit:
Study of the impact of virtual reality content on object recall.
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Mobility program/type of mobility:
Research stay
Eleonora Fontana
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Status
Visiting PhD
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Institution of origin:
University of Pisa
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Country:
Italy
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Dates:
From 09/2025 to 12/2025
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Context of the visit:
Study on inducing movement illusion using a skin stretch device.
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Mobility program/type of mobility:
Research stay
Shuto Takashita
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Status
Visiting PhD
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Institution of origin:
University of Tokyo
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Country:
Japan
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Dates:
From 11/2025 to 01/2026
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Context of the visit:
Design and Evaluation of Human Augmentation for XR
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Mobility program/type of mobility:
Research stay
Research stays abroad
Julien Manson
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Visited institution:
University of Siena
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Country:
Italy
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Dates:
From 09/25 to 03/26
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Context of the visit:
Design and Evaluation of High Dynamic Thermal Interface
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Mobility program/type of mobility:
Research stay
10.3 European initiatives
10.3.1 Horizon Europe
METATOO
Participants: Ferran Argelaguet [contact], Arthur Audrain.
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Title:
A transfer of knowledge and technology for investigating gender-based inappropriate social interactions in the Metaverse
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Duration:
From June 2024 to May 2027
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Partners:
Inria, France. University of Athens, Grece. Institut d'Investigacions Biomèdiques August Pi I Sunyer, Spain Inria
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Inria Contact:
Ferran Argelaguet
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Coordinator:
University of Athens, Grece
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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.
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Title:
GuestXR: A Machine Learning Agent for Social Harmony in eXtended Reality
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Duration:
From January, 2022 to December, 2025
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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.
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Inria contact:
Anatole Lécuyer
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Coordinator:
EURECAT, Barcelona, Spain
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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.
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Duration:
From April 2022 to October 2027
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Coordinator:
CLARTE
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Partners:
Inria, Ecole Centrale Nantes, IMT-Atlantique.
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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.
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Duration:
From 2026 to 2030
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Coordinator:
CNRS
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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.
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Duration:
From December 2021 to February 2026
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Coordinator:
Université Rennes
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Partners:
INSA Rennes, Université Rennes, Artefacto, Klaxoon
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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.
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Duration:
From 2023 to 2030
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Coordinator:
CNRS-Inria-UNIV Grenoble Alpes-UNIV Paris Saclay
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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.
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Duration:
From June 2021 to May 2028
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Coordinator:
CNRS
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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:
- 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;
- 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].
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Duration:
From 2024 to 2031
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Coordinator:
CNRS
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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.
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Duration:
From 2020 to 2026
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Coordinator:
Inria
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Partners:
CHU Rennes, IMT-Atlantique, Ecole Centrale Nantes
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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.
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Duration:
From 2020 to 2027
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Coordinator:
Inria
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Partners:
Univ. Rennes, CHU Rennes
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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.
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Duration:
From 2024 to 2026
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Coordinator:
UR2 - M2S
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Partners:
Seamless & Virtus teams; Centre Eugène Marquis
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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
- 1 inproceedingsThe role of interaction in virtual embodiment: Effects of the virtual hand representation.IEEE Virtual RealityGreenville, United States2016, 3-10HALDOI
- 2 articleAvatar and Sense of Embodiment: Studying the Relative Preference Between Appearance, Control and Point of View.IEEE Transactions on Visualization and Computer Graphics265May 2020, 2062-2072HALDOI
- 3 articleThe sense of embodiment in Virtual Reality and its assessment methods.Frontiers in Virtual Reality42023, 1141683HALDOI
- 4 articleCONTINUUM, the French Research Infrastructure for Collaborative Interaction and Visualisation.ERCIM News137May 2024, 22-23HAL
- 5 inproceedingsCreate by doing - Action sequencing in VR.CGI 2019 - Computer Graphics International, Advances in Computer GraphicsCalgary, CanadaSpringer International Publishing2019, 329-335HALDOI
- 6 articleCollaboration in a virtual reality artwork: co-creation and relaxation beyond technology.ERCIM News137May 2024, 45-47HAL
- 7 articleENTROPiA: Towards Infinite Surface Haptic Displays in Virtual Reality Using Encountered-Type Rotating Props.IEEE Transactions on Visualization and Computer Graphics273March 2021, 2237-2243HALDOI
- 8 bookG.Guillaume Moreau, B.Bruno Arnaldi and P.Pascal Guitton, eds. Virtual Reality, Augmented Reality: myths and realities.Computer engineering seriesFranceISTE; WileyMarch 2018, 322HAL
- 9 articleAssisted walking-in-place: Introducing assisted motion to walking-by-cycling in embodied virtual reality.IEEE Transactions on Visualization and Computer Graphics295May 2023, 2796-2805HALDOI
- 10 articleTouching and interacting with inaccessible cultural heritage.Presence: Teleoperators and Virtual Environments2432015, 265-277HALDOI
- 11 inproceedingsVirtual Objects Look Farther on the Sides: The Anisotropy of Distance Perception in Virtual Reality.VR 2019 - 26th IEEE Conference on Virtual Reality and 3D User InterfacesOsaka, JapanIEEEMarch 2019, 227-236HALDOI
- 12 inproceedingsPersuasive Vibrations: Effects of Speech-Based Vibrations on Persuasion, Leadership, and Co-Presence During Verbal Communication in VR.VR 2023 - IEEE Conference on Virtual Reality and 3D User InterfacesShanghai, ChinaIEEEMarch 2023, 1-9HALDOI
- 13 articleTowards electrophysiological measurement of presence in virtual reality through auditory oddball stimuli.Journal of Neural Engineering214July 2024, 046015HALDOI
- 14 articleTowards BCI-based Interfaces for Augmented Reality: Feasibility, Design and Evaluation.IEEE Transactions on Visualization and Computer Graphics263October 2018, 1608-1621HALDOI
12.2 Publications of the year
International journals
International peer-reviewed conferences
National peer-reviewed Conferences
Conferences without proceedings
Other scientific publications
12.3 Cited publications
- 46 phdthesisReshaping 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 inproceedingsWhat 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, SingaporeIEEEOctober 2022, 450-459HALDOIback to text
- 48 bookThe ecological approach to visual perception: classic edition.Psychology press2014back to text
- 49 inproceedingsGrasp-IT Xmod: A Multisensory Brain-Computer Interface forPost-Stroke Motor Rehabilitation.IHM 2022 - 33e conférence internationale francophone sur l'Interaction Humain-MachineAFIHMNamur, BelgiumApril 2022, 1-3HALback to text
- 50 articleCONTINUUM, the French Research Infrastructure for Collaborative Interaction and Visualisation.ERCIM News137May 2024, 22-23HALback to text
- 51 book3D User Interfaces: Theory and Practice.Addison-Wesley Professional2017back to text
- 52 inproceedingsDesign 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 StatesIEEEMarch 2020, 230-238HALDOIback to text