Ludovic Hoyet

ORCID: 0000-0002-7373-6049
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About
Contact & Profiles
Research Areas
  • Human Motion and Animation
  • Human Pose and Action Recognition
  • Virtual Reality Applications and Impacts
  • Video Analysis and Summarization
  • Evacuation and Crowd Dynamics
  • Action Observation and Synchronization
  • 3D Shape Modeling and Analysis
  • Tactile and Sensory Interactions
  • Visual perception and processing mechanisms
  • Traffic and Road Safety
  • Gaze Tracking and Assistive Technology
  • Evolutionary Psychology and Human Behavior
  • Face Recognition and Perception
  • Balance, Gait, and Falls Prevention
  • Data Visualization and Analytics
  • Advanced Vision and Imaging
  • Face recognition and analysis
  • Anomaly Detection Techniques and Applications
  • Robotic Locomotion and Control
  • Injury Epidemiology and Prevention
  • Social Robot Interaction and HRI
  • Video Surveillance and Tracking Methods
  • Winter Sports Injuries and Performance
  • Traffic control and management
  • Psychology of Moral and Emotional Judgment

Institut national de recherche en informatique et en automatique
2010-2025

Centre National de la Recherche Scientifique
2019-2025

Institut de Recherche en Informatique et Systèmes Aléatoires
2007-2025

Université de Rennes
2018-2025

Inria Rennes - Bretagne Atlantique Research Centre
2010-2024

Trinity College Dublin
2011-2015

Université Rennes 2
2011

How do people appropriate their virtual hand representation when interacting in environments? In order to answer this question, we conducted an experiment studying the sense of embodiment with three different representations, each one providing a degree visual realism but keeping same control mechanism. The main experimental task was Pick-and-Place which participants had grasp cube and place it indicated position while avoiding obstacle (brick, barbed wire or fire). An additional considered...

10.1109/vr.2016.7504682 preprint EN 2016-03-01

In Virtual Reality, a number of studies have been conducted to assess the influence avatar appearance, control and user point view on Sense Embodiment (SoE) towards virtual avatar. However, such tend explore each factor in isolation. This paper aims better understand inter-relations among these three factors by conducting subjective matching experiment. presented experiment (n=40), participants had match given "optimal" SoE configuration (realistic avatar, full-body motion capture,...

10.1109/tvcg.2020.2973077 article EN IEEE Transactions on Visualization and Computer Graphics 2020-02-13

ORIGINAL RESEARCH article Front. Robot. AI, 12 May 2016Sec. Virtual Environments Volume 3 - 2016 | https://doi.org/10.3389/frobt.2016.00027

10.3389/frobt.2016.00027 article CA cc-by Frontiers in Robotics and AI 2016-05-12

In this article, we introduce a concept called "virtual co-embodiment", which enables user to share their virtual avatar with another entity (e.g., user, robot, or autonomous agent). We describe proof-of-concept in two users can be immersed from first-person perspective environment and have complementary levels of control (total, partial, none) over shared avatar. addition, conducted an experiment investigate the influence users' level prior knowledge actions on sense agency motor actions....

10.1109/tvcg.2020.2999197 article EN IEEE Transactions on Visualization and Computer Graphics 2020-06-01

Abstract Human character animation is often critical in entertainment content production, including video games, virtual reality or fiction films. To this end, deep neural networks drive most recent advances through learning (DL) and reinforcement (DRL). In article, we propose a comprehensive survey on the state‐of‐the‐art approaches based either DL DRL skeleton‐based human animation. First, introduce motion data representations, common datasets how basic models can be enhanced to foster of...

10.1111/cgf.14426 article EN Computer Graphics Forum 2021-11-21

With the increasing use of avatars (i.e. virtual representation user in a environment) reality, it is important to identify factors eliciting sense embodiment or that can disrupt this feeling. This paper reports an exploratory study aiming at identifying internal (personality traits and body awareness) might cause either resistance predisposition feel towards avatar. To purpose, we conducted experiment (n=123) which participants were immersed environment embodied gender-matched generic...

10.1109/ismar.2019.00-12 preprint EN 2019-10-01

Avatars, the users' virtual representations, are becoming ubiquitous in reality applications. In this context, avatar becomes medium which enables users to manipulate objects environment. It also main spatial reference, can not only alter their interaction with environment, but perception of themselves. paper, we review and analyse current state-of-the-art for 3D object manipulation sense embodiment. Our analysis is twofold. First, discuss impact that have on manipulation. Second, how...

10.1145/3411764.3445379 preprint EN 2021-05-06

Subtle animation details such as finger or facial movements help to bring virtual characters life and increase their appeal. However, it is not always possible capture animations simultaneously with full-body motion, due limitations of the setup tight production schedules. Therefore, hand motions are often either omitted, manually created by animators, captured during a separate session spliced full body animation. In this paper, we investigate perceived fidelity where all degrees freedom...

10.1145/2159616.2159630 article EN 2012-03-09

Simulating realistic interactions between virtual characters has been of interest to research communities for years, and is particularly important automatically populate environments. This problem requires accurately understand model how humans interact, which can be difficult assess. In this context, Virtual Reality (VR) a powerful tool study human behaviour, especially as it allows assessing conditions are both ecological controlled. While VR was shown allow collision avoidance...

10.1109/vr.2019.8798204 preprint EN 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2019-03-01

In human interaction, people will keep different distances from each other depending on their gender. For example, males stand further away and closer to females. Previous studies in virtual reality (VR), where were interacting with humans, showed a similar result. However, many variables influence proximity, such as appearance characteristics of the character (e.g., attractiveness). Our study focuses proximity walkers, gender could be recognised motion only, since previous using point-light...

10.1145/3419985 article EN ACM Transactions on Applied Perception 2020-10-31

Crowd motion data is fundamental for understanding and simulating realistic crowd behaviours. Such usually collected through controlled experiments to ensure that both desired individual interactions collective behaviours can be observed. It however scarce, due ethical concerns logistical difficulties involved in its gathering, only covers a few typical scenarios. In this work, we propose evaluate novel Virtual Reality based approach lifting the limitations of real-world acquisition data....

10.1109/tvcg.2022.3150507 article EN IEEE Transactions on Visualization and Computer Graphics 2022-02-15

10.5220/0013138200003912 article EN Proceedings of the 17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications 2025-01-01

Recent advances in rendering and data-driven animation have enabled the creation of compelling characters with impressive levels realism. While techniques can produce animations that are extremely faithful to original motion, many challenging problems remain because high complexity human motion. A better understanding factors make motion recognizable appealing would be great value industries where creating a variety virtual realistic is required. To investigate these issues, we captured...

10.1145/2508363.2508367 article EN ACM Transactions on Graphics 2013-11-01

In this paper, we explore the influence of sharing a virtual environment with another user on sense embodiment in reality. For aim, conducted an experiment where users were immersed while being embodied anthropomorphic representation themselves. To evaluate presence user, two situations studied: either alone, or company user. During experiment, participants performed version well-known whac-a-mole game, therefore interacting environment, sitting at table. Our results show that significantly...

10.1109/vr.2018.8448293 preprint EN 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2018-03-01

It has been shown that humans are sensitive to the portrayal of emotions for virtual characters. However, previous work in this area often examined sensitivity using extreme examples facial or body animation. Less is known about how attuned people at recognizing as they expressed during conversational communication. In order determine whether motion a better indicator emotional expression game characters, we conduct perceptual experiment synchronized full-body and motion-capture data. We...

10.1145/2522628.2522633 article EN 2013-11-06

Virtual reality (VR) is a valuable experimental tool for studying human movement, including the analysis of interactions during locomotion tasks developing crowd simulation algorithms. However, these studies are generally limited to distant in crowds, due difficulty rendering realistic sensations collisions VR. In this article, we explore use wearable haptics render contacts virtual navigation. We focus on behavioral changes occurring with or without haptic navigation task dense crowd, as...

10.1109/tvcg.2020.3041341 article EN IEEE Transactions on Visualization and Computer Graphics 2020-11-30

Abstract The real‐time simulation of human crowds has many applications. In a typical crowd simulation, each person ('agent') in the moves towards goal while adhering to local constraints. Many algorithms exist for specific ‘steering’ tasks such as collision avoidance or group behavior. However, these do not easily extend completely new types behavior, circling around another agent hiding behind an obstacle. They also tend focus purely on agent's velocity without explicitly controlling its...

10.1111/cgf.14491 article EN Computer Graphics Forum 2022-05-01

With recent advances in real-time graphics technology, more realistic, believable and appealing virtual characters are needed than ever before. Both player-controlled avatars non-player now starting to interact with the environment, other humans crowds. However, simulating physical contacts between matching appropriate reactions specific actions is a highly complex problem, timing errors, force mismatches angular distortions common. To investigate effect of such anomalies on perceived...

10.1145/2185520.2185586 article EN ACM Transactions on Graphics 2012-07-01

In this article, we investigate the perception of gender from motion virtual humans under different emotional conditions and explore effect bias on (e.g., anger being attributed to males more than females). As types can present levels physiological cues, also how two (walking conversations) are affected by bias. Walking typically displays cues about hip sway) therefore is expected be less To these effects, used a corpus captured facial body motions four male female actors, performing basic...

10.1145/2767130 article EN ACM Transactions on Applied Perception 2015-07-21

When we are walking in crowds, mainly use visual information to avoid collisions with other pedestrians. Thus, gaze activity should be considered better understand interactions between people a crowd. In this work, Virtual Reality (VR) facilitate motion and tracking, as well accurately control experimental conditions, order study the effect of crowd density on eye-gaze behavior. Our motivation is how interaction neighborhood (i.e., subset actually influencing one's locomotion trajectory)...

10.1109/vr46266.2020.00052 article EN 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2020-03-01

While data is vital to better understand and model interactions within human crowds, capturing real crowd motions extremely challenging. Virtual Reality (VR) demonstrated its potential help, by immersing users into either simulated virtual crowds based on autonomous agents, or motion-capture-based crowds. In the latter case, users' own captured motion can be used progressively extend size of crowd, a paradigm called Record-and-Replay (2R). However, both approaches several limitations which...

10.1109/tvcg.2024.3372038 article EN IEEE Transactions on Visualization and Computer Graphics 2024-03-04
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