David R Labbe

David R Labbe
École de Technologie Supérieure · Software Engineering

Ph.D.

About

46
Publications
9,100
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484
Citations

Publications

Publications (46)
Article
Full-text available
In immersive VR, a self-avatar that replicates the user's movements and is viewed from a first-person perspective can substitute the real body. If the avatar's movements are sufficiently synchronized with the user's actual movements, the user can experience a sense of embodiment over the avatar. Recent studies have shown that discrepancies between...
Article
Several studies have shown that users of immersive virtual reality can feel high levels of embodiment in self avatars that have different morphological proportions th a n th ose of their actual bodies . Deformed and unrealistic morphological modifications are accepted by embodied users, underlying the adaptability of one's mental map of their body...
Poster
Full-text available
Participating in classroom discussions can present significant hurdles for students who stutter (SWS), often triggering symptoms of anxiety. Effectively managing this anxiety is a pivotal aspect of evidence-based therapies for stuttering. This study aims to develop a versatile and cost-effective virtual reality (VR) tool that facilitates 'natural'...
Article
Full-text available
Introduction: Metaverse technology is spurring a transformation in healthcare and has the potential to cause a disruptive shift in rehabilitation interventions. The technology will surely be a promising field offering new resources to improve clinical outcomes, compliance, sustainability, and patients' interest in rehabilitation. Despite the growin...
Article
Full-text available
Introduction Metaverse technology is spurring a transformation in healthcare and has the potential to cause a disruptive shift in rehabilitation interventions. The technology will surely be a promising field offering new resources to improve clinical outcomes, compliance, sustainability, and patients' interest in rehabilitation. Despite the growing...
Article
Introduction: Metaverse technology is spurring a transformation in healthcare and has the potential to cause a disruptive shift in rehabilitation interventions. The technology will surely be a promising field offering new resources to improve clinical outcomes, compliance, sustainability, and patients' interest in rehabilitation. Despite the growin...
Article
Full-text available
Introduction Recent evidence has started to demonstrate that 360°VR, a type of VR that immerses a user within a 360° video, has advantages over two-dimensional (2D) video displays in the context of perceptual-cognitive evaluation and training. However, there is currently a lack of empirical evidence to explain how perceptual-cognitive strategies di...
Presentation
Artificial intelligence is part of our daily lives and offers more and more opportunities to leverage our work. Computer vision is a form of artificial intelligence that aims to automatically derive information from images or video recordings. This technique has great potential to innovate in sports by estimating sports movements and assisting prac...
Poster
Recent artificial intelligence methods such as computer vision and deep learning have allowed the extraction of 3D motion data from simple 2D videos. They could provide some advantages over motion capture techniques, which are costly in terms of time, equipment and allow a restricted amount of movement generation. More specifically, pose estimation...
Article
Full-text available
When immersed in virtual reality, users who view their body as a co-located virtual avatar that reflects their movements, generally develop a sense of embodiment whereby they perceive the virtual body to be their own. One aspect of the sense of embodiment is the feeling of agency over the avatar, i.e., the feeling that one is producing the movement...
Article
Full-text available
Brain–computer interfaces (BCIs) have been used to control the gait of a virtual self-avatar with a proposed application in the field of gait rehabilitation. Some limitations of existing systems are: (a) some systems use mental imagery (MI) of movements other than gait; (b) most systems allow the user to take single steps or to walk but do not allo...
Conference Paper
Virtual reality (VR) enables the user to perceive body ownership towards a virtual body. This illusion is induced through first-person perspective (1PP) and synchronous movement with the real body. Previous studies have shown that pronounced differences between the real and the virtual body lead to changes in the user’s behavior. It has also been s...
Conference Paper
Brain-computer interface, Virtual reality, EEG, Classification, Avatar, Gait, Generic classifier
Conference Paper
In virtual reality, it is possible to simulate visual self-representation by mapping one's body movements with an avatar. The acceptance of the virtual body as part of one's own body creates an ownership illusion. The purpose of this study was to investigate the effects of increasing a self-avatar's stride length on the stride length of embodied us...
Conference Paper
Full-text available
Synchronicity between user's movements and that of their self-avatar leads to a subjective illusion of embodiment over the virtual avatar. Tendon vibrations can be used to produce a perception of movement, in the absence of any voluntary movements. Such stimulations have been combined with virtual reality to induce the ownership illusion. In this s...
Conference Paper
Full-text available
In virtual reality, it is possible to simulate visual self-representation by mapping one’s body movements with an avatar. The acceptance of the virtual body as part of one’s own body creates an ownership illusion. The purpose of this study was to investigate the effects of increasing a self-avatar’s stride length on the stride length of embodied us...
Article
Introduction En réalité virtuelle (RV) immersive, notre corps est remplacé par une représentation virtuelle (avatar) qui peut, dans le cas d’une réplication fidèle et rapide des mouvements de l’utilisateur, donner l’illusion d’être une partie intégrante du corps de l’utilisateur ; il y a sentiment d’incarnation (SI). Le problème de cette approche e...
Article
This study introduces a virtual life-sized perceptual-cognitive training paradigm that combines three-dimensional multiple object tracking (3D-MOT) with motor (Experiment 1) or perceptual (Experiment 2) sport decision-making tasks. We sought to assess the impact of training on task performance and determine optimal training conditions for improveme...
Preprint
Full-text available
The present study introduces a virtual life-sized perceptual-cognitive paradigm combining three dimensional multiple object tracking (3D-MOT) with motor (Experiment 1) or perceptual (Experiment 2) decision-making tasks. The objectives were to assess the impact of training on task performance and to determine the best training conditions for improve...
Article
Background: A large majority of anterior cruciate ligament (ACL) injuries are non-contact, most often occurring during a landing or change of direction. Recent research indicates that cognitive factors may be involved in non-contact ACL injuries. The aim of this study was to determine if a game-situation perceptual–cognitive load leads to altered l...
Article
Full-text available
Introduction/Background Studies in the field of gait rehabilitation frequently use treadmills rather than over-ground walking, in part because treadmills require less space and allow for the capture of multiple gait cycles within a limited motion capture volume. Walking on a treadmill alters some kinematic and spatiotemporal parameters, which may b...
Article
Full-text available
Background Virtual reality (VR) is a non-pharmacological method to distract from pain during painful procedures. However, it was never tested in young children with burn injuries undergoing wound care. Aim We aimed to assess the feasibility and acceptability of the study process and the use of VR for procedural pain management. Methods From June...
Conference Paper
Previous research has shown that virtual embodiment can elicit behavioural change and increased motivation for exercise. However, there has been minimal research on how virtual embodiment can affect persons undergoing physical rehabilitation. We present a novel gait rehabilitation environment (Gaitzilla) in which the user embodies a gigantic Godzil...
Chapter
The complex biomechanics of the human knee joint are the result of an equilibrium of forces exerted by its surrounding soft tissue structures. When one of these forces is removed, as is the case when a ligament ruptures, a redistribution of forces occurs and the biomechanical properties of the knee are altered. One of the most frequently diagnosed...
Poster
Full-text available
The emerging use of self-avatars for physical and motor rehabilitation leads to specific requirements for their real-time animation that combine properties from the fields of computer graphics and of biomechanics. We present a method for animating a self-avatar in real-time that allows for high-fidelity representation of whole-body kinematics using...
Conference Paper
The long term objective of this research is to improve gait (i.e., walking patterns) rehabilitation through the use of 3D user interfaces and virtual embodiment. Previous research has shown that virtual embodiment can elicit behavioral change and increased motivation for exercise. However, there has been minimal research on how virtual embodiment c...
Article
The purpose of the study was to demonstrate the feasibility of a new measurement system using micro-electromechanical systems (MEMS)-based sensors for quantifying the pivot shift phenomenon. The pivot shift test was performed on 13 consecutive anterior cruciate ligament-deficient subjects by an experienced examiner while femur and tibia kinematics...
Article
The pivot shift test is the only clinical test which correlates with knee function following rupture of the ACL. A grade is given to the pivot shift in a subjective manner, leading to efforts to quantify the bone movements and correlate them to the grade. However, the dynamic and unconstrained nature of the manoeuvre introduces important kinematic...
Article
The pivot shift test is the only clinical test that has been shown to correlate with subjective criteria of knee joint function following rupture of the anterior cruciate ligament. The grade of the pivot shift is important in predicting short- and long-term outcome. However, because this grade is established by a clinician in a subjective manner, t...
Article
The pivot shift test reproduces a complex instability of the knee joint following rupture of the anterior cruciate ligament. The grade of the pivot shift test has been shown to correlate to subjective criteria of knee joint function, return to physical activity and long-term outcome. This severity is represented by a grade that is attributed by a c...
Article
Different attachment systems have been proposed in an effort to reduce skin movement artifacts when recording knee bone movement during gait. One such system, called exoskeleton, has shown promising accuracy but little is known concerning its reliability. The objective of this study was to determine the intra- and inter-observer reliability of this...
Article
Full-text available
A major difficulty in evaluating in-vivo knee joi nt kinematics during walking is the artifacts created by movement of the skin and soft tissue relative to the underly ing bones. An attachment system called exoskeleton has been proposed to remedy this problem; its precision is known as well as the repeatability of its calibration method. The objec...

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