Marc-Antoine Moinnereau

Marc-Antoine Moinnereau
Institut National de la Recherche Scientifique | INRS · Energy, Materials and Telecommunications Research Centre

About

13
Publications
979
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
51
Citations
Citations since 2017
13 Research Items
51 Citations
2017201820192020202120222023051015202530
2017201820192020202120222023051015202530
2017201820192020202120222023051015202530
2017201820192020202120222023051015202530

Publications

Publications (13)
Conference Paper
Full-text available
With the advent of standalone virtual reality (VR) headsets, multisensory VR experiences are emerging with the hopes of better simulating real-world experiences. For example, innovations in haptic suits and scent diffusion devices are burgeoning. While stimulating multiple senses re-orientates the perceived quality of experience (QoE) by increasing...
Conference Paper
Stress and anxiety are increasingly present in society, contributing to many chronic diseases and decreasing quality of life. Non-pharmacological therapies to relieve these symptoms and promote relaxation have been developed, including immersing oneself in nature (so-called ‘forest bathing’). Access to nature, however, is not available to many arou...
Article
Full-text available
Measuring a gamer’s behaviour and perceived gaming experience in real-time can be crucial not only to assess game usability, but to also adjust the game play and content in real-time to maximize the experience per user. For this purpose, affective and physiological monitoring tools (e.g., wearables) have been used to monitor human influential facto...
Conference Paper
Virtual reality applications are on the rise and touching numerous domains, including healthcare, training, and gaming, to name a few. Existing experiences, however, are not fully immersive, as only two senses (audio-visual) are stimulated. To overcome this limitation, olfactory and haptic devices are emerging, thus making multisensory immersive ex...
Article
Full-text available
Virtual reality (VR) applications, especially those where the user is untethered to a computer, are becoming more prevalent as new hardware is developed, computational power and artificial intelligence algorithms are available, and wireless communication networks are becoming more reliable, fast, and providing higher reliability. In fact, recent pr...
Conference Paper
It is known that human influential factors (HIFs, e.g., sense of presence/immersion; attention, stress, and engagement levels; fun factors) play a crucial role in the gamer’s perceived immersive media experience [1]. To this end, recent research has explored the use of affective brain-/body-computer interfaces to monitor such factors [2, 3]. Typica...
Conference Paper
Measuring saccadic eye movements when wearing a virtual reality (VR) head-mounted display (HMD) has recently gained a lot of attention, as it allows for enriched user experiences. This has led to an increase in devices showcasing camera-based eye tracking capabilities. Such devices, however, can be orders of magnitude more expensive than convention...
Article
The last decade has seen a strong resurgence of virtual reality (VR) and augmented reality (AR) applications, ranging from entertainment to neurorehabilitation. Users of VR headsets, however, often experience motion sickness symptoms, commonly referred to as cybersickness . For developers of immersive content, it is hard to measure in real time use...
Article
Despite decades of research, the features of an input audio stimulus that are encoded in an electroencephalogram (EEG) are still not clearly identified. We wish to investigate whether a frequency-band coupling model that estimates the cortical neural activity from EEGs can capture the important features of an input audio stimulus. To do so, EEG rec...
Preprint
Full-text available
The use of electroencephalogram (EEG) as the main input signal in brain-machine interfaces has been widely proposed due to the non-invasive nature of the EEG. Here we are specifically interested in interfaces that extract information from the auditory system and more specifically in the task of classifying heard speech from EEGs. To do so, we propo...

Network

Cited By