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Alexis D. Souchet

Alexis D. Souchet

PhD Information and Communication Sciences
Virtual Reality, Human-AI collaboration, Human Factors, Visual Fatigue, Cybersickness, Stress, Cognitive load

About

20
Publications
6,611
Reads
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425
Citations
Introduction
My research focuses on cognitive ergonomics. I aim to measure Cybersickness, Visual fatigue, Cognitive Load, Inhibition, and Stress while Learning or Working in Virtual Reality with physiological sensors. Machine Learning is also used to work on automatic detection of those. Last project involved human-AI teaming for decision-making.

Publications

Publications (20)
Conference Paper
We designed a randomized-controlled study with 80 participants to investigate the effects of an AI assistant on the activity and processes implemented by users in their decision-making tasks. For that purpose, we will examine several aspects of decision-making in problem-solving situations in five experimental conditions resulting from the combinat...
Technical Report
Full-text available
The excitement surrounding virtual worlds is nothing new: since the 1990s, there have been successive cycles of enthusiasm and technological development around virtual reality, augmented reality, and immersive technologies. At the same time, virtual worlds are part of the imaginary worlds conveyed by popular culture, video games, and films. In Octo...
Poster
Acute stress in Virtual Reality (VR) requires more experimental inputs to determine how VR affects human psychophysiology, how to alleviate stress, and whether visual fatigue can impact its detection with machine learning. We randomly assigned 93 participants to three experimental conditions: Control, Stressful, and Stereoscopy. Participants fulfil...
Article
Full-text available
Virtual reality (VR) can induce side effects known as virtual reality-induced symptoms and effects (VRISE). To address this concern, we identify a literature-based listing of these factors thought to influence VRISE with a focus on office work use. Using those, we recommend guidelines for VRISE amelioration intended for virtual environment creators...
Presentation
Full-text available
My childish thought experiment (a headset to access the metaverse = 2 x a smartphone) gives the following result. By 2040, a metaverse would represent 778 Megatons of CO2 equivalent per year from resource extraction to waste. The Headsets would account for 250, the infrastructure for 528 megatons of CO2 equivalent a year. This is more than Iran's (...
Conference Paper
Cognitive load (CL) when using Virtual Reality (VR) requires more experimental inputs, especially to determine how VR affects human psychophysiology depending on the task. Classifying humans' physiological variations in a controlled setup is essential. We randomly assigned 92 participants to three experimental conditions: control, stereoscopy, and...
Article
Full-text available
This narrative review synthesizes and introduces 386 previous works about virtual reality-induced symptoms and effects by focusing on cybersickness, visual fatigue, muscle fatigue, acute stress, and mental overload. Usually, these VRISE are treated independently in the literature, although virtual reality is increasingly considered an option to rep...
Article
Full-text available
Purpose Do apparatuses and eyestrain have effects on learning performances and quality of experience? Materials and Methods: 42 participants played a serious game simulating a job interview with a Samsung Gear VR Head-Mounted Display (HMD) or a computer screen. Participants were randomly assigned to 3 groups: PC, HMD biocular, and HMD stereoscopy (...
Article
Virtual Reality Head-Mounted Displays (HMDs) reached the consumer market and are used for learning purposes. Risks regarding visual fatigue and high cognitive load arise while using HMDs. These risks could impact learning efficiency. Visual fatigue and cognitive load can be measured with eye tracking, a technique that is progressively implemented i...
Article
Full-text available
It is becoming increasingly prevalent in digital learning research to encompass an array of different meanings, spaces, processes, and teaching strategies for discerning a global perspective on constructing the student learning experience. Multimodality is an emergent phenomenon that may influence how digital learning is designed, especially when e...
Poster
Full-text available
The objective of the Neurostars project is to develop a platform to manipulate and visualize patients’ brain medical data in Virtual Reality. This application can be used (1) by surgeons, (2) by students, (3) by patients. We present here the prototype of the VR application allowing the integration of data into a VR environment for visualisation, ma...
Thesis
Full-text available
A new generation of Virtual Reality (VR) Head-Mounted Displays (HMDs) is on the consumer and enterprise market. Nowadays, they are increasingly integrated into training. These devices display stereoscopic images (S3D). Exposure to these images can cause visual fatigue. Simultaneously, the Serious Game (SG) is tending to become a type of knowledge m...
Thesis
Une nouvelle génération de casques (HMDs) de Réalité Virtuelle (VR) est sur le marché grand public et des entreprises. De nos jours, ils s’intègrent de plus en plus dans la formation professionnelle. Ces appareils affichent des images stéréoscopiques (S3D). L’exposition à ces images peut provoquer une fatigue visuelle. Parallèlement, le Serious Gam...
Conference Paper
Full-text available
https://doi.org/10.20870/IJVR.2020...3316 As collaborative VR for learning is coming to the general market, its evaluation in situ becomes more pregnant. Our purpose is: 1) implement collaborative VR for learning in situ in various conditions, 2) propose a questionnaire-based method to evaluate Quality of Experience (QoE) and 3) identify potential...
Conference Paper
Purpose: It is hypothesized that cyclical stereoscopy (displaying stereoscopy or 2D cyclically) has effect over visual fatigue, learning curves and quality of experience, and that those effects are different from regular stereoscopy. Materials and Methods: 59 participants played a serious game simulating a job interview with a Samsung Gear VR Head...
Conference Paper
Full-text available
Les casques de réalité virtuelle sont de plus en plus intégrés dans l'enseignement et la formation Parallèlement, l'utilisation des serious games (SG) est de plus en plus répandue. Notre expérience consiste à interroger le couplage des SG avec la Réalité Virtuelle (RV) en visiocasque (HMD).Plus de données sur les HMD accessibles au grand public son...
Conference Paper
Purpose: This study explores eyestrain and its possible impacts on learning performances and quality of experience using different apparatuses and imaging. Materials and Methods: 69 participants played a serious game simulating a job interview with a Samsung Gear VR Head Mounted Display (HMD) or a computer screen. The study was conducted according...

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