Publications associées (288)

Customizing the human-avatar mapping based on EEG error related potentials during avatar-based interaction.

Olaf Blanke, José del Rocio Millán Ruiz, Ronan Boulic, Bruno Herbelin, Ricardo Andres Chavarriaga Lozano, Fumiaki Iwane

Objective. A key challenge of virtual reality (VR) applications is to maintain a reliable human-avatar mapping. Users may lose the sense of controlling (sense of agency), owning (sense of body ownership), or being located (sense of self-location) inside th ...
2024

Physical Body Orientation Impacts Virtual Navigation Experience and Performance

Olaf Blanke, Emanuela De Falco, Hsin-Ping Wu, Hyukjun Moon

Most human navigation studies in MRI rely on virtual navigation. However, the necessary supine position in MRI makes it fundamentally different from daily ecological navigation. Nonetheless, until now, no study has assessed whether differences in physical ...
Washington2023

Human Interactive Robotic Surfaces for Physical Immersion

Fabio Zuliani

Computers have long been augmenting human capabilities and communication, and with emerging technologies, physical immersion in virtual worlds is now attainable. These advancements push the boundaries of human potential, allowing designers, architects, eng ...
EPFL2023

Playing Brains: The Ethical Challenges Posed by Silicon Sentience and Hybrid Intelligence in DishBrain

The convergence of human and artificial intelligence is currently receiving considerable scholarly attention. Much debate about the resulting Hybrid Minds focuses on the integration of artificial intelligence into the human brain through intelligent brain- ...
2023

Simulated Learners in Educational Technology: A Systematic Literature Review and a Turing-like Test

Simulation is a powerful approach that plays a significant role in science and technology. Computational models that simulate learner interactions and data hold great promise for educational technology as well. Amongst others, simulated learners can be use ...
SPRINGER2023

From finger animation to full-body embodiment of avatars with different morphologies and proportions

Mathias Guy Delahaye

VR (Virtual Reality) is a real-time simulation that creates the subjective illusion of being in a virtual world.This thesis explores how integrating the user's body and fingers can be achieved and beneficial for the user to experience VR.At the advent of V ...
EPFL2023

Effects of Head-Tracking Artefacts on Externalization and Localization in Azimuth With Binaural Wearable Devices

Hervé Lissek, Gilles André Courtois, Vincent Pierre Olivier Grimaldi

Head tracking combined with head movements have been shown to improve auditory externalization of a virtual sound source and contribute to the performance in localization. With certain technically constrained head-tracking algorithms, as can be found in we ...
New York2023

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