
Pierre Bourdin KreitzUniversitat Oberta de Catalunya | UOC · Computer, Multimedia and Telecommunication Studies
Pierre Bourdin Kreitz
PhD
About
27
Publications
9,102
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424
Citations
Introduction
Researcher in computer graphics and virtual reality applied to the context of psychology and neuroscience under the supervision of Mel Slater from EventLab at the University of Barcelona.
In parallel, associate professor of Computer Sciences at the UOC (Open University of Catalunya).
Additional affiliations
September 2013 - December 2013
Position
- Research Associate in Virtual Reality applied to Neuro-Rehabilitation
Description
- Working for the Beaming project on distance rehabilitation system using virtual reality and an twin haptic arm from university of Pisa, with patients from Hospital-Clinic Barcelona. Working on a visual feedback experiment in Immersive Virtual Reality.
Publications
Publications (27)
Episodic Memory (EM) is the neurocognitive capacity to consciously recollect personally experienced events in specific spatio-temporal contexts. Although the relevance of spatial and temporal information is widely acknowledged in the EM literature, it remains unclear whether and how EM performance and organisation is modulated by self-motion, and b...
BACKGROUND
Chronic pain is prevalent in our society, with conditions like fibromyalgia being notably widespread. The gold standard in aiding individuals dealing with chronic pain involves interdisciplinary approaches rooted from a biopsychosocial perspective. Regrettably, access to such care is difficult for most of the people in need. Information...
Background
Chronic pain is prevalent in our society, with conditions such as fibromyalgia being notably widespread. The gold standard for aiding individuals dealing with chronic pain involves interdisciplinary approaches rooted in a biopsychosocial perspective. Regrettably, access to such care is difficult for most of the people in need. Informatio...
Out-of-body experiences (OBEs) are subjective experiences of seeing one's own body and the environment from a location outside the physical body. They can arise spontaneously or in specific conditions, such as during the intake of dissociative drug. Given its unpredictable occurrence, one way to empirically study it is to induce subjective experien...
The exploration of augmented reality’s (AR) potential
in higher education teaching and learning demonstrates
an impressive scope of critical inquiry. Online higher education
(OHE) represents a transformation in learning practices and
educational paradigms on a global scale, with a significant
opportunity for the application of AR through e-learning...
From Paper and Pencil Tasks to Virtual Reality Interventions: Improving Spatial Abilities in Girls and Women
Group pressure can often result in people carrying out harmful actions towards others that they would not normally carry out by themselves. However, few studies have manipulated factors that might overcome this. Here male participants (n = 60) were in a virtual reality (VR) scenario of sexual harassment (SH) of a lone woman by a group of males in a...
El profesor Pierre Bourdin y la alumna en prácticas Laura Beltrán de la UOC han desarrollado una de aplicación de realidad aumentada y una aplicación de realidad virtual para la nueva exposición del Museu de Cervera creada por Xavier Marrades, «Diàlegs amb la Casa Duran. Memòries en trànsit».
Evidence suggests that the sense of the position of our body parts can be surreptitiously deceived, for instance through illusory visual inputs. However, whether altered visual feedback during limb movement can induce substantial unconscious motor and muscular adjustments is not known. To address this question, we covertly manipulated virtual body...
Immersive technologies are becoming increasingly popular in a
wide range of fields from gaming to therapy. While there is a high
number of case studies in education with promising results in
terms of students’ performance and engagement, there has still not
been widespread adoption. Indeed, more research focused on
large-size samples, assessing and...
This thesis defends the proposition that by means of Virtual Reality (VR) and body ownership, it is possible to study the consequences of experiencing phenomena otherwise impossible to experience where here we concentrate on personal death. In the first instance, we present a work that aims at investigating whether it is possible to build a shared...
Mortality is an obvious if uncomfortable part of the human condition, yet it is impossible to study its impact on anyone who experiences it. Reports of phenomena associated with death such as out-of-the-body (OBE) and near death experiences (NDE) can only be studied post-hoc, since it is impossible to design a scientific study where an experimental...
The data set.
Some individual defining characteristics such as age and religion have been removed for data protection reasons.
(CSV)
Pro and anti Catalan texts used, together with the evaluation questions for both texts (Spanish).
(DOCX)
The sample—A summary of the demographic variables.
(DOCX)
Responses to email sent 15 days after the final day of the experiment.
(DOCX)
Immersive virtual reality can be used to visually substitute a person’s real body by a life-sized virtual body (VB) that is seen from first person perspective. Using real-time motion capture the VB can be programmed to move synchronously with the real body (visuomotor synchrony), and also virtual objects seen to strike the VB can be felt through co...
Supporting Information.
(A) Participant information, (B) Statistical Model (C) Further out-of-body questions, (D) Posterior distributions of the model parameters (E) Statistics of the posterior distributions of the model parameters.
(DOCX)
An Excel Spreadsheet.
This excel spreadsheet contains the original data. The comments in the header column explain the meaning of each variable.
(XLSX)
Supporting Video.
A video illustrating the experimental procedures and conditions.
(MP4)
It has been shown that an illusion of ownership over an artificial limb or even an entire body can be induced in people through multisensory stimulation providing evidence that the surrogate body is the person’s actual body. Such body ownership illusions have been shown to occur with virtual bodies, mannequins, as well as humanoid robots. In this s...
We built a Collaborative Virtual Environment (CVE) allowing one person, the 'visitor' to be digitally transported to a remote destination to interact with local people there. This included full body tracking, vibrotactile feedback and voice. This allowed interactions in the same CVE between multiple people situated in different physical remote loca...
Objetivo: Aplicación de un sistema de rehabilitación basado en la inmersión del paciente en un entorno virtual visual y de interfaces hápticas que son dispositivos que permiten tocar, sentir o manipular objetos en entornos virtuales y sistemas teleoperados de conexión remota.
Diseño: Sistema que integra gráficos en 3D, interfaz de fuerza y simulac...
In this paper, we present some results on 3D digitizing and visualizing a prehistoric portable art object. This 12,000 years old artifact was scanned with a surface scanner and with two volume scanners. With this last device, we can reach a high resolution which allows one to distinguish the engravings. It is not so easy to visualize and interact i...