Patrick Salamin's research while affiliated with Logitech and other places
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Publications (19)
Gesture recognition is becoming a popular way of interaction, but still suffers of important drawbacks to be integrated in everyday life devices. One of these drawbacks is the activation of the recognition system -- trigger gesture - which is generally tiring and unnatural. In this paper, we propose two natural solutions to easily activate the gest...
In the recent years, usage of the third-person perspective (3PP) in virtual training methods has become increasingly viable and despite the growing interest in virtual reality and graphics underlying third-person perspective usage, not many studies have systematically looked at the dynamics and differences between the third and first-person perspec...
Over the years, different approaches have been explored to build effective learning methods in virtual reality but the design of effective 3D manipulation techniques still remains an important research problem. To this end, it is important to quantify behavioral and brain mechanisms underlying the geometrical mappings of the body with the environme...
This paper describes a system with several fixed cameras that provide Third-Person Perspective (3PP) to the video-through HMD of the user. Once done, our system uses an algorithm to make intelligent switches between the different cameras in order to provide the best view to the user. User comfort does not suffer from the changes of perspective; som...
Nowadays, several techniques exist to render digital content such as graphics, audio, haptic, etc. Unfortunately, they require different faculties that cannot always be applied, e.g. providing a picture to a blind person would be useless. In this paper, we present a new multimodal rendering engine with a server web-connected to other devices to per...
News aggregators are widely used to read RSS feeds but they require the
user to be in front of a screen. While moving, people usually do not
have any display, or very small ones. Moreover, they need to perform
actions to get access to the news: download a tool, choose to generate
audio files from the news, and send them to e.g. an MP3 player. We
pr...
L'utilisation des agrégateurs de news est devenue très commune bien qu'ils requièrent de l'utilisateur qu'il soit devant une écran. Malheureusement, la plupart des gens ne possèdent pas d'écran (ou alors de très petits) lorsqu'ils se déplacent. De plus, cette méthode nécessite des opérations manuelles de l'utilisateur pour accéder aux informations...
Augmented reality (AR) environments are suffering from a limited workspace. In addition, registration issues are also increased by the use of a mobile camera on the user that provides a first-person perspective (1PP). Using several fixed cameras reduces the registration issues and, depending on their location, the workspace could also be enlarged....
Nowadays, several techniques exist to render digital content such as graphics, audio, haptic, etc. Unfortunately, they require different faculties that cannot always be applied, e.g. providing a picture to a blind person would be useless. In this paper, we present a new multimodal rendering engine with a server web-connected to other devices to per...
News aggregators are widely used to read RSS feeds but they require the user to be in front of a screen. While moving, people usually do not have any display, or very small ones. Moreover, they need to perform actions to get access to the news: download a tool, choose to generate audio files from the news, and send them to e.g. an MP3 player. We pr...
Pre-existing researches [Salamin et al. 2006] showed that Third-Person Perspective (3PP) enhances user navigation in 3D virtual environments by reducing proprio-perception issues. Nevertheless, this approach has shown drawbacks related to occlusions and adaptation time. The perspective proposed in this paper - our Improved Third-Person Perspective...
In this paper, we present a telerehabilitation system aiming to help the physiotherapists for the shoulder and elbow treatment. It is based on a two-arm haptic force feedback to avoid excessive efforts and discomfort with the spinal column. This system, remotely controlled by smart phone, has been validated by a physiotherapist with the help of mus...
Virtual Environments (VE) are mainly visual experiments that exclude visually impaired people. In this paper we present an application that should allow almost everybody to ``see'' or at least to perceive 3D shapes. We will first describe the mandatory aspects of such an application, the tests we made and finally conclude by the results we obtained...
Instead of the reality in which you can see your own limbs, in virtual reality simulations it is sometimes disturbing not to be able to see your own body. It seems to create an issue in the proprioperception of the user who does not completely feel integrated in the environment. This perspective should be beneficial for the users. We propose to giv...
We present a system that exploits advanced Mixed and Virtual Reality technologies to create a surveillance and security system that could be also extended to define emergency prevention plans in crowdy environments. Surveillance cameras are carried by a mini Blimp which is tele-operated using an innovative Virtual Reality interface with haptic feed...
Improving quality, design and comfort is very important for high technology companies in order to stay competitive against the other enterprises. A present problem is that the new physical dedicated prototypes they need to create for the tests are very expensive and time-consuming. Another solution would be to create virtual and touchable prototype...
We present a system that exploits advanced Mixed and Virtual Reality technologies to create a surveillance and security system that could be also extended to define emergency prevention plans in crowdy environments. Surveillance cameras are carried by a mini Blimp which is tele-operated using an innovative Virtual Reality interface with haptic feed...
Citations
... A situation could be a surveillance walking team helped with a video flow provided by a camera carried on a soft blimp [Thalmann et al. 2006]. In this case, content is a video flow and context requires an embed device usable while walking or running, i.e. legs or arms are considered as disabled. ...
... Salamin and his co-workers [19] have developed PDAbased mobile tools allowing exploration of 3D geometric shapes such as sphere, cylinder, pyramid and others relying on scanning predefined 2D views (frontal, side, top) and audio-haptic feedback. In the absence of visual feedback, blindfolded subjects were able to perceive the contours of the 2D views by scanning tactile display with a stylus. ...
... Teleoperation can be accomplished using mobile devices like smartphones, as well as sensorbased or haptic feedback technology. In a study involving a system based on two-arm haptic force feedback, the teleoperation was fulfilled by therapist's distant controlling through smart phone, which allowed the therapist to apply different forces in the shoulder and elbow training (Salamin et al., 2008). Atashzar et al. (2017) introduced a non-passive bilateral telerobotic rehabilitation system, allowing the therapist to provide non-passive nonlinear assistive/resistive forces in response to the patient's movement, consisting of master and slave haptic devices on both sides. ...
... Fully immersive is the most real-life and indicates that the user has a first-person perspective (Salamin et al., 2010). Spatial immersion occurs when a person feels the simulated world is perceptually convincing enough to feel as if they are physically in the created environment (Freina & Ott, 2015). ...
Reference: Training Counselors Using Virtual Reality
... Step: Privacy Invasions by Biometrics and ICT Implants t7.9 S7 [Thalmann, Salamin, Ott, Gutiérrez, & Vexo, 2006] Advanced Mixed Reality Technologies for Surveillance and Risk Prevention Applications t7.10 S8 [Hampapur et al., 2003] Smart Surveillance: Applications, Technologies and Implications t7.11 S9 [Williams & Eyo] Ubiquitous Computing: The Technology for Boundless Surveillance t7.12 S10 [Mueller & Kuehn, 2013] Einstein on the Breach: Surveillance Technology, Cybersecurity and Organizational Change t7.13 S11 [Sutor & Reda, 2008] Multi Sensor Technologies Augmenting Video Surveillance: Security and Data Fusion Aspects t7.14 S12 [Senior, 2009] An Introduction to Automatic Video Surveillance t7.15 S13 [Meggitt, Roderick, & Cooke, 1999] Advanced Technologies for Undersea Surveillance of Modern Threats t7.16 S14 [Gulzar, Abbasi, Wu, Ozbal, & Yan, 2013] Surveillance Privacy Protection t7.17 S15 [Gong, Loy, & Xiang, 2011] Security and Surveillance With regard to data extraction, this was done on the basis of the collected study doc-702 uments. Specifically, in Table 9, we illustrate the source of information for each of the 703 defined type of questions (i.e., generic and focused). ...
... The activation of an interaction is particularly important. There are different approaches to activate the gesture recognition itself to avoid accidental detection, for example the use of gaze targets and trigger gestures by hand or foot (Hopmann et al. 2011;Hatscher and Hansen 2018). However, this has to be differentiated from the activation of the action associated with the gesture. ...
... As presented in the sample screenshots, application users can explore the campuses through a third-person perspective. Inspired by video games, viewing the virtual world from this perspective provides a wider field of view that consequently allows users to see more of the virtual surroundings and to better assess the distances and extrapolate the trajectory of digital objects (Salamin et al., 2006). Meanwhile, the representation of users in the virtual world is through avatars that are already predetermined in the MILES Virtual Tour. ...
... Although the system provided a 3PV, it was not possible to adjust the viewing angle during runtime, since the stick had a static behavior. An extended version of the system used multiple cameras mounted in the environment and one wearable camera on a stick [16]. The view switched from the stick-camera to the environment-camera if the user entered a room that contains an environment-camera. ...
... 1PP was also found to have offered a significant advantage during navigation tasks without obstacles and with obstacles. This contrasted with the findings of Salamin et al. [47,48] who suggested that 3PP was advantageous when performing dynamic tasks, such as navigation. ...
... H2 : There are significantly less collisions between user's body parts and virtual objects in MPI than in simple 1PP interface. According to [14,38], the proposed MPI is supposed to improve the interaction performance since it combines the advantages of 1PP and 3PP. However, it was still necessary to test hypotheses H1 and H2 because no previous study had tested the handheld WIM-based MPI in narrow spaces. ...