IRMA

Projet CNRS Imag’In IRMA
Imagerie et InteRactions Multi-modales pour l’Archéologie

Une collaboration SHS – STIC autour de cas réels d’étude

– archéologues (CreAAH et Inrap)

– chercheurs en informatique (IRISA / Centre Inria Rennes Bretagne Atlantique)

– l’entreprise Image ET

Objectifs :

– Proposer des méthodologies innovantes pour le patrimoine archéologique
     – Basée sur des technologies d’imagerie avancées (tomodensitométrie, µ-tomographie, lasergrammétrie, photogrammétrie…)
     – Restitutions 3D interactives physiques et virtuelles
          – Réalité virtuelle, augmentée, mixte
          – Impressions 3D complexes
          – Interactions tangibles

Présentation du projet IRMA PDF

 

 

 

VRShooting

Electrophysiological correlate of top-down attention bias in a realistic virtual shooting environment,

Michael Pereira

CNBI, Institute of Bioengineering

EPFL, Lausanne, Suisse

One well-known source of sport performance variability is the shifting of the attention locus from the task due to a disturbing environment. In this collaboration, we aim at studying the neural correlates of such attentional
shifts using scalp electroencephalography (EEG) in a virtual reality simulation. For this purpose we considered an Olympic virtual shooting scenario which requires a high degree of concentration and does not involve intense physical activity. The lack of physical activity ensures that EEG recordings will not be polluted with artefacts due to excessive movements. The experimentation was done at the Immersia platform which provided the optimal conditions to implement such a realistic sports scenario in virtual reality, assuring a high degree of immersion and providing an ecologically valid competition scenario.

CollisionDetection

Collision Avoidance and Distance Perception in the Presence of Real and Virtual Objects in a Large Immersive Projection Space

Dr. Gerd Bruder

Immersive Media Group (IMG)

Department of Computer Science

University of Würzburg, Germany

Our main objective in this project was to compare obstacle avoidance behavior between simple real or virtual geometrical objects as well as real or virtual humans with different affordances. We conducted a behavioral dynamics experiment, which revealed different avoidance behavior of participants towards the considered virtual objects compared to their physical counterparts. During additional pilot tests in the large walking area of the IMMERSIA setup we considered different potential contributing factors. We observed differences in distance estimates to virtual objects depending on the position of the observer in the projection setup. In order to formally investigate this factor we conducted a second experiment. The experiment revealed interaction effects between accommodation distances, stereoscopic parallax, and target distance on distance judgments in the projection environment, which provides interesting guidelines and vistas for future research.