Papers by samuel degrande
Concept de Salle Virtuelle d'Interaction Collaborative
Un système de visite virtuelle pour un bureau 3D
... Il est composé d'une boule de cristal, d'une carte et d'un système... more ... Il est composé d'une boule de cristal, d'une carte et d'un système de visite guidée. La boule de cristal est utilisée pour contenir et afficher l'objet 3D. Elle ouvre l'espace du bureau, tout en gardant les fonctionnalités de ce dernier. ...
An Interactive System Based on Semantic Graphs
This paper introduces an original method towards post-WIMP desktops. Our main contribution involv... more This paper introduces an original method towards post-WIMP desktops. Our main contribution involves a new way of organizing desktops with respect of the Instrumental Interaction model and relies on semantic graphs. A semantic graph expresses semantic dependencies of documents or components like a scene graph expresses geometrical dependency. This structure allows users to visualize the desktop given a chosen criterion. We also propose polymorphic tools that enable Direct Manipulation: tools directly modify the semantic visual factor leading to a semantic modification of object. A prototype is proposed to illustrate this concept.
The paper addresses the problem of visual recognition of several hand postures corresponding to a... more The paper addresses the problem of visual recognition of several hand postures corresponding to a few operations commonly performed in virtual environments, such as: object selection, translation, rotation and resizing. Processing is performed in a top-view scenario with a top-mounted camera that monitors the user's hands on the working desktop. By careful choosing and controlling of the scene and lighting conditions, hands segmentation is fast and robust which increases the performances of the hand posture classifier. The chosen classifier was a multilayered perceptron with three layers. By keeping all the processing at a low level of complexity and by considering an appropriate control of the environment, we obtain a real time 25 fps functional system with high detection and recognition accuracy results.

In this paper, we present the design and implementation of the VRML97 Distributed Authoring Inter... more In this paper, we present the design and implementation of the VRML97 Distributed Authoring Interface (DAI) introduced in Spin-3D, a distributed Collaborative Virtual Environment (CVE). Our proposal is a powerful interface, very close to the classical VRML97 External Authoring Interface (EAI). The DAI allows the connection of any external application with the Spin-3D CVE platform. With the Spin-3D CVE platform and the DAI, it will be easy to develop collaborative applications. We use the Common Object Request Broker Architecture (CORBA) to support distributed authoring applications. Complex collaborative applications and remote interaction introduce new considerations in the design of the DAI: we enhance the standard VRML97 EAI with new interfaces in order to easily traverse the VRML97 scene graph and limit the network overhead introduced by the remote interaction. Moreover, taking advantage of the CORBA middleware, external applications can be written with any programming language for which the OMG defined an IDL mapping.

Virtual Reality, 1999
In this paper, we present a three-dimensional user interface for synchronous co-operative work, S... more In this paper, we present a three-dimensional user interface for synchronous co-operative work, Spin, which has been designed for multi-user synchronous real-time applications to be used in, for example, meetings and learning situations. Spin is based on a new metaphor of virtual workspace. We have designed an interface, for an office environment, which recreates the three-dimensional elements needed during a meeting and increases the user's scope of interaction. In order to accomplish these objectives, animation and three-dimensional interaction in real time are used to enhance the feeling of collaboration within the three-dimensional workspace. Spin is designed to maintain a maximum amount of information visible. The workspace is created using artificial geometry — as opposed to true three-dimensional geometry — and spatial distortion, a technique that allows all documents and information to be displayed simultaneously while centring the user's focus of attention. Users interact with each other via their respective clones, which are three-dimensional representations displayed in each user's interface, and are animated with user action on shared documents. An appropriate object manipulation system (direct manipulation, 3D devices and specific interaction metaphors) is used to point out and manipulate 3D documents.
A 3-D Interface for Cooperative Work
... Synthesized analysis of these fields allows us to put forward general concepts for the develo... more ... Synthesized analysis of these fields allows us to put forward general concepts for the development of ... In a cooperative work context, the user is physically in the interface, and also has a ... figure 2:objects placed around our virtual table The actors and the shared applications (2D ...
In this paper, we present the design and implementation of a VRML97 multi-user layer introduced i... more In this paper, we present the design and implementation of a VRML97 multi-user layer introduced in SPIN-3D, our Distributed Collaborative Virtual Environment. The main consideration of our multi-user extension is the ease of design of multi-user objects from single-user standard VRML97 objects. Any standard VRML97 browser must at least display the single-user content without taking account of the multiuser description. Whereas other approaches use a VRML node insertion mechanism, such as in Living Worlds, our approach uses a substitution mechanism. And beneath our multi-user extension, we use the Common Object Request Broker Architecture to provide a network communication layer for supporting the virtual meetings.
De nos jours, les interfaces 3D apparaissent de plus en plus dans les environnements utilisateurs... more De nos jours, les interfaces 3D apparaissent de plus en plus dans les environnements utilisateurs. L'arrivée de la troisième dimension apporte certaines améliorations aux interfaces mais les différents systèmes existant ne font qu'intégrer des applications 2D dans un environnement virtuel sans proposer de réelles nouveautés en terme d'Interface Homme-Machine 3D. Dans cette article, nous effectuons un retour d'expérience sur l'utilisation du modèle MVC pour l'architecture d'un bureau 3D collaboratif, afin d'offrir une plate-forme de développement totalement ouverte : Spin|3D.
Computer-Aided Collaborative Work into War Rooms: A New Approach of Collaboration
This paper presents the realization of a new software and hardware platform for collocated collab... more This paper presents the realization of a new software and hardware platform for collocated collaborative work. Our objective is to take the most of the various competences of the teammates. We have created an architecture named MVT (model, view, tool) for supporting collaborative interaction in war-room-like environments. This software distribution offers various interactions modalities, allowing multi-skilled teams to collaborate using different input devices, thanks to multiple visualization and interaction channels.
SpinCAS: a step toward virtual collaborative sculpting
This paper adresses the forthcoming technical issue of collaborative geometric modeling, using a ... more This paper adresses the forthcoming technical issue of collaborative geometric modeling, using a previously existing virtual sculpting framework. A software architecture is described, called SpinCAS (Spin3D Computer Aided Sculpting) providing the user with the ability to both sculpt objects virtually, and share such modeling along the internet in real- time. Technical issues are discussed, especially regarding classical geometric tools applications on network based applications. The notion of spacial lock is also closely studied, from a human-computer interface point of view, and also from a technical point of view.
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Papers by samuel degrande