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COMBO - 2025

2025Activity​​ reportProject-TeamCOMBO

RNSR:​​​‌ 202524648M
  • Research center Inria‌ Centre at Rennes University‌​‌
  • In partnership with:École​​ normale supérieure de Rennes,​​​‌ Université de Rennes, Université‌ Rennes 2
  • Team name:‌​‌ Computer and Biomechanics –>​​ Out-of-the-Lab
  • In collaboration with:​​​‌Institut de recherche en‌ informatique et systèmes aléatoires‌​‌ (IRISA), Mouvement, Sport, Santé​​ (M2S)

Creation of the​​​‌ Project-Team: 2025 January 01‌

Each year, Inria research‌​‌ teams publish an Activity​​ Report presenting their work​​​‌ and results over the‌ reporting period. These reports‌​‌ follow a common structure,​​​‌ with some optional sections​ depending on the specific​‌ team. They typically begin​​ by outlining the overall​​​‌ objectives and research programme,​ including the main research​‌ themes, goals, and methodological​​ approaches. They also describe​​​‌ the application domains targeted​ by the team, highlighting​‌ the scientific or societal​​ contexts in which their​​​‌ work is situated.

The​ reports then present the​‌ highlights of the year,​​ covering major scientific achievements,​​​‌ software developments, or teaching​ contributions. When relevant, they​‌ include sections on software,​​ platforms, and open data,​​​‌ detailing the tools developed​ and how they are​‌ shared. A substantial part​​ is dedicated to new​​​‌ results, where scientific contributions​ are described in detail,​‌ often with subsections specifying​​ participants and associated keywords.​​​‌

Finally, the Activity Report​ addresses funding, contracts, partnerships,​‌ and collaborations at various​​ levels, from industrial agreements​​​‌ to international cooperations. It​ also covers dissemination and​‌ teaching activities, such as​​ participation in scientific events,​​​‌ outreach, and supervision. The​ document concludes with a​‌ presentation of scientific production,​​ including major publications and​​​‌ those produced during the​ year.

Keywords

Computer Science​‌ and Digital Science

  • A5.1.4.​​ Brain-computer interfaces, physiological computing​​​‌
  • A5.1.9. User and perceptual​ studies
  • A5.6. Virtual reality,​‌ augmented reality
  • A5.10.5. Robot​​ interaction (with the environment,​​​‌ humans, other robots)
  • A6.1.4.​ Multiscale modeling
  • A6.5.1. Solid​‌ mechanics
  • A9.2.1. Supervised learning​​
  • A9.2.2. Unsupervised learning
  • A9.2.4.​​​‌ Optimization and learning
  • A9.3.​ Signal processing
  • A9.12. Computer​‌ vision
  • A9.12.1. Object recognition​​
  • A9.12.4. 3D and spatio-temporal​​​‌ reconstruction
  • A9.12.5. Object tracking​ and motion analysis
  • A9.12.8.​‌ Motion capture

Other Research​​ Topics and Application Domains​​​‌

  • B2.2.7. Virtual human twin​
  • B2.5.1. Sensorimotor disabilities
  • B2.8.​‌ Sports, performance, motor skills​​
  • B5.1. Factory of the​​​‌ future
  • B5.6. Robotic systems​
  • B9.4. Sports
  • B9.5.5. Mechanics​‌

1 Team members, visitors,​​ external collaborators

Research Scientists​​​‌

  • Nolwenn Fougeron [INRIA​, Researcher]
  • Franck​‌ Multon [INRIA,​​ Senior Researcher, HDR​​​‌]

Faculty Members

  • Charles​ Pontonnier [Team leader​‌, ENS RENNES,​​ Associate Professor, HDR​​​‌]
  • Nicolas Bideau [​UNIV RENNES II,​‌ Associate Professor]
  • Benoit​​ Bideau [UNIV RENNES​​​‌ II, Professor,​ HDR]
  • Armel Cretual​‌ [UNIV RENNES II​​, Associate Professor,​​​‌ HDR]
  • Georges Dumont​ [ENS RENNES,​‌ Professor, HDR]​​
  • Diane Haering [UNIV​​​‌ RENNES II, Associate​ Professor]
  • Pierre Hellier​‌ [Univ Rennes ,​​ Professor, HDR]​​​‌
  • Hugo Kerhervé [UNIV​ RENNES II, Associate​‌ Professor]
  • Richard Kulpa​​ [UNIV RENNES II​​​‌, Associate Professor,​ HDR]
  • Fabrice Lamarche​‌ [UNIV RENNES,​​ Associate Professor]
  • Caroline​​​‌ Martin [UNIV RENNES​ II, Associate Professor​‌]
  • Guillaume Nicolas [​​UNIV RENNES II,​​​‌ Associate Professor]
  • Nicolas​ Vignais [UNIV RENNES​‌ II, Professor,​​ HDR]

Post-Doctoral Fellows​​​‌

  • Annabelle Limballe [UNIV​ RENNES II, from​‌ Jul 2025]
  • Aurelie​​ Tomezzoli [INRIA,​​​‌ Post-Doctoral Fellow]

PhD​ Students

  • Ahmed Abdourahman Mahamoud​‌ [INRIA]
  • Louis​​ Arles [UNIV RENNES​​​‌ II]
  • Kilian Bertholon​ [UNIV RENNES II​‌]
  • Clelia Boulati [​​INRIA]
  • Léo Denouel​​ [UNIV RENNES II​​​‌]
  • Mael Gallois [‌INRIA]
  • Leo-Paul Huar‌​‌ [INTERDIGITAL, CIFRE​​]
  • Shubhendu Jena [​​​‌INRIA, until May‌ 2025]
  • Elisa Jolas‌​‌ [Univ Lyon 1​​]
  • Elyse Larribau [​​​‌ENS RENNES, from‌ Sep 2025]
  • Guillaume‌​‌ Le Guludec [UNIV​​ RENNES, from Jul​​​‌ 2025]
  • Guillaume Loranchet‌ [INTERDIGITAL, CIFRE‌​‌]
  • Lola Masson [​​UNIV RENNES II]​​​‌
  • Florian Matéos [UNIV‌ RENNES II]
  • Simon‌​‌ Ozan [UNIV RENNES​​ II]
  • Nolwenn Poquerusse​​​‌ [UNIV RENNES II‌]
  • Suzon Pucheu [‌​‌ENS RENNES]
  • Valentin​​ Ramel [INRIA]​​​‌
  • Nolwenn Regnault [UNIV‌ RENNES II]
  • Victor‌​‌ Restrat [INRIA]​​
  • Etienne Ricard [INRS​​​‌ - VANDOEUVRE- LES- NANCY‌, until Sep 2025‌​‌]
  • Julie Robillard [​​UNIV RENNES II]​​​‌
  • Remy Roinson [Phyling,CIFRE‌]
  • Sony Saint-Auret [‌​‌INRIA]
  • Aurelien Schuster​​ [FONDATION ST CYR​​​‌]

Technical Staff

  • Guillaume‌ Claude [UNIV RENNES‌​‌ II, Engineer]​​
  • Ronan Gaugne [UNIV​​​‌ RENNES, Engineer]‌
  • Laurent Guillo [CNRS‌​‌, Engineer]
  • Corentin​​ Hardy [UNIV RENNES​​​‌, Engineer, from‌ Sep 2025]
  • Julian‌​‌ Joseph [INRIA,​​ Engineer]
  • Antoine Marin​​​‌ [UNIV RENNES II‌, Engineer]
  • Anthony‌​‌ Sorel [UNIV RENNES​​ II, Engineer]​​​‌
  • Alexandre Vu [UNIV‌ RENNES II, Engineer‌​‌]

Interns and Apprentices​​

  • Marcella Bergamini Wendhausen Portella​​​‌ [INRIA, Intern‌, from Jun 2025‌​‌ until Aug 2025]​​
  • Marie Curci [ENS​​​‌ RENNES, Intern,‌ until Apr 2025]‌​‌
  • Erwan Fertray [UNIV​​ RENNES, Apprentice]​​​‌
  • Elyse Larribau [CENTRALE‌ NANTES, Intern,‌​‌ from Feb 2025 until​​ Jul 2025]
  • Minh​​​‌ Nhut Nguyen [UNIV‌ RENNES II, Intern‌​‌, from Mar 2025​​ until Aug 2025]​​​‌
  • Raphael Peus [UNIV‌ RENNES II, Intern‌​‌, from Feb 2025​​ until Jul 2025]​​​‌
  • Nicolas Polio [INRIA‌, Intern, from‌​‌ Feb 2025 until Jul​​ 2025]
  • Stephane Salvan​​​‌ [UBO, Intern‌, from Apr 2025‌​‌ until Jun 2025]​​

Administrative Assistants

  • Nathalie Denis​​​‌ [INRIA]
  • Sophie‌ Maupile [CNRS]‌​‌

External Collaborator

  • Mathieu Ménard​​ [IO Rennes]​​​‌

2 Overall objectives

2.1‌ Context and Motivations

Human‌​‌ beings are increasingly interacting​​ with complex, connected and​​​‌ responsive systems. In sport,‌ for example, athletes are‌​‌ increasingly using virtual reality​​ systems to optimize their​​​‌ training 67. In‌ the field of disability,‌​‌ exoskeletons and mixed reality​​ systems are gradually being​​​‌ used to support rehabilitation‌ or assist people with‌​‌ reduced mobility 68,​​ while in ergonomics, these​​​‌ systems reduce the arduousness‌ of work tasks while‌​‌ requiring complex motor adaptations​​ 69. Humans may​​​‌ also have to carry‌ out tasks in collaboration‌​‌ or in opposition with​​ other humans, sometimes in​​​‌ hybrid environments mixing real‌ and virtual humans, which‌​‌ is also a complex​​ form of interaction from​​​‌ a biomechanical and sensorimotor‌ point of view 66‌​‌.

The behavior of​​​‌ these systems is increasingly​ well modeled, thanks in​‌ particular to the development​​ of computing capacity. However,​​​‌ understanding and analysing the​ interaction between humans and​‌ systems requires detailed modelling​​ of human behaviour in​​​‌ terms of motion and​ forces exchanged with the​‌ environment, in other words​​ the biomechanical behavior. What's​​​‌ more, this understanding can​ only be achieved through​‌ field experiments to ensure​​ that the analysis is​​​‌ ecologically valid. This need​ coincides with the arrival​‌ of mature capabilities for​​ measuring movement in the​​​‌ field (IMUs, video capture,​ markerless, etc.). These tools​‌ open the door to​​ systematic monitoring of sporting​​​‌ or professional activity, or​ monitoring of the development​‌ of a disability, among​​ many other applicative examples.​​​‌

The maturity of measurement​ methods in the field,​‌ combined with the increasing​​ complexity of human-system interactions​​​‌ as a result of​ technological development, has led​‌ to a growing scientific​​ need for analysis, classification​​​‌ and simulation of human​ movement and interaction from​‌ a biomechanical point of​​ view.

2.2 Scientific objectives​​​‌

Based on this observation,​ the ComBO project team​‌ will aim to develop​​ biomechanical models and numerical​​​‌ methods for analyzing and​ simulating human-system interaction on​‌ field. We define​​ ourselves as digital biomechanicians,​​​‌ which is a unique​ skill within Inria, while​‌ having strong connections with​​ the fields of robotics​​​‌ and virtual reality. To​ illustrate the objectives of​‌ the team, we can​​ draw on concrete applications,​​​‌ as shown in Figure​ 1:

  • Example 1​‌ We want to understand​​ how an athlete interacts​​​‌ with his sports equipment,​ in this case how​‌ he exploits the pole​​ vault in terms of​​​‌ energy storage and restitution,​ which is a criterion​‌ for improving fundamental performance​​ in pole vaulting. This​​​‌ first example raises a​ number of scientific challenges.​‌ First of all, there​​ is the need for​​​‌ a realistic, detailed and​ personalised biomechanical model of​‌ the athlete in action,​​ enabling detailed information to​​​‌ be retrieved about the​ athlete's joint and muscle​‌ mobilisation during movement. This​​ model also needs to​​​‌ interact with a model​ of the sports equipment​‌ in a simulation that​​ can be controlled using​​​‌ movement synthesis and analysis.​ In this particular case,​‌ the pole is a​​ passive, highly flexible system​​​‌ that presents inherent difficulties​ to be properly modeled​‌ and simulated. Finally, to​​ feed this simulation and​​​‌ then validate it, it​ is necessary to capture​‌ and analyse the movement​​ of the pole vaulter​​​‌ and the pole vault​ in a real situation,​‌ which poses clear limits​​ on the quantity and​​​‌ quality of the signals​ captured and the necessity​‌ to learn from a​​ more complete data a​​​‌ sparse response (see Figure​ 1.a).
  • Example 2​‌ We want to assess​​ and train boxers' dodging​​​‌ skills while limiting the​ physical impact of this​‌ training, and train against​​ a given style associated​​​‌ to a future opponent.​ To this end, it​‌ is necessary to extract,​​ model and simulate the​​​‌ fighting style, including motion​ and strategy, observed in​‌ real condition. It raises​​ several scientific challenges, such​​ as collecting 3D data​​​‌ of real fights, including‌ shape and motion of‌​‌ the two interacting fighters,​​ with limited equipment. A​​​‌ second challenge is to‌ define a relevant, compact‌​‌ and controllable representation of​​ the fighting interaction, with​​​‌ temporal and spatial dependencies,‌ for unstructured clips. This‌​‌ model enables to simulate​​ a virtual opponent in​​​‌ a mixed reality system,‌ but this system should‌​‌ lead to realistic behaviours​​ of the user when​​​‌ fighting against this model,‌ to ensure transfer of‌​‌ skills between virtual training​​ to real fighting (see​​​‌ Figure 1.b).
  • Example‌ 3 We want to‌​‌ be able to investigate​​ and quantify the biomechanical​​​‌ impact of an assistance‌ system on the performance‌​‌ of work tasks. In​​ this example we find​​​‌ the need for a‌ detailed musculoskeletal model, in‌​‌ this case of a​​ specific joint, and also​​​‌ the challenge of co-simulating‌ the human and the‌​‌ assistance system and their​​ respective control (feedforward and​​​‌ feedback strategies). An additional‌ scientific difficulty lies in‌​‌ the need to model​​ the contact actions at​​​‌ the interface between the‌ human and the exoskeleton,‌​‌ which are key to​​ any simulation seeking to​​​‌ assess the advantages and‌ disadvantages of human interaction‌​‌ with such systems in​​ biomechanical terms (see Figure​​​‌ 1.c).
  • Example 4‌ We want to identify‌​‌ the actual motor strategy​​ of disabled people, in​​​‌ particular in daily tasks‌ involving upper body. The‌​‌ challenge is to distinguish​​ between capacity, i.e. physiological​​​‌ possibility to perform such‌ gesture, and actual usage‌​‌ in daily life. During​​ clinical evaluation, disabled people​​​‌ will tend to act‌ as they think health‌​‌ professional want them to​​ act whereas the main​​​‌ question is to know‌ how they act in‌​‌ real life (see Figure​​ 1.d).
Figure 1.a
a)
Figure 1.b
b)​​​‌
Figure 1.c
c)
Figure 1.d
d)

Four illustrations‌ of the team work.‌​‌ The first illustration is​​ a pault volter equipped​​​‌ with sensors, the second‌ a boxer equipped with‌​‌ a VR helmet, the​​ third a wrist exoskeleton​​​‌ equipped on a butcher,‌ the last a child‌​‌ in front of a​​ capacity benchmarking protocol, assessing​​​‌ its motor capabilitées.

Four‌ illustrations of the team‌​‌ work. The first illustration​​ is a pault volter​​​‌ equipped with sensors, the‌ second a boxer equipped‌​‌ with a VR helmet,​​ the third a wrist​​​‌ exoskeleton equipped on a‌ butcher, the last a‌​‌ child in front of​​ a capacity benchmarking protocol,​​​‌ assessing its motor capabilitées.‌

Figure 1: From‌​‌ left to right, ComBO​​ applications: a) Pole vault​​​‌ energetics b) XR boxer‌ training setup, c) wrist‌​‌ exoskeleton biomechanical assessment d)​​ children with cerebral palsy​​​‌ upper limb capacities assessment‌

3 Research program

The‌​‌ team is developing a​​ three-tiered methodology, enabling it​​​‌ to develop different answers‌ to the questions raised‌​‌ by the applications. In​​ particular, we are considering​​​‌ three different working environments‌ that will enable us‌​‌ to develop our scientific​​ approaches (see Figure 2​​​‌):

  • The laboratory This‌ is the natural place‌​‌ for prototyping methods, where​​ we will find the​​​‌ most powerful technologies for‌ capturing effort, movement, muscular‌​‌ activity, etc. It is​​​‌ also the ideal place​ to carry out a​‌ analyses of gestures under​​ controlled conditions.
  • The XR​​​‌ Extended reality (VR and​ AR) is an ideal​‌ tool for analysing movement,​​ where control can be​​​‌ high while offering sensory-motor​ alteration strategies that may​‌ be useful for training​​ or prevention. It's also​​​‌ a "safe" place to​ evaluate certain practices in​‌ secure conditions.
  • The real​​ world This is where​​​‌ the previously developed methods​ are applied and analyses​‌ are carried out with​​ the application in mind.​​​‌ This is also generally​ where the motivation for​‌ the scientific work that​​ lead to the development​​​‌ of the original methods​ developed by the team​‌ is to be found.​​

These three environments present​​​‌ an increasing level of​ ecological validity while they​‌ present a decreasing level​​ of control (in terms​​​‌ of experimental conditions and​ motion and force sensing).​‌ One of the challenges​​ is therefore to progressively​​​‌ reduce the level of​ control over the developments​‌ carried out, in order​​ to get closer to​​​‌ the conditions of field​ applications. The cross-sectional approach​‌ of the team is​​ leading to four research​​​‌ axes that are summarized​ here and developed in​‌ the next sections of​​ the document:

  • Ready-to-go Biomechanical​​​‌ Models: The current maturity​ of musculoskeletal modelling and​‌ personalizing tools, and the​​ democratisation of medical imaging​​​‌ data, mean that in​ the near future it​‌ will be possible to​​ create detailed biomechanical models​​​‌ of humans that can​ be personalised with just​‌ a few measurements and​​ a few clicks. This​​​‌ objective aim at representing​ specific subjects (high-level athletes,​‌ specific disabilities), or particular​​ populations (workers in a​​​‌ given sector, age cohorts,​ etc.). To achieve this​‌ objective, it is necessary​​ to develop both statistical​​​‌ learning methods to reduce​ the specific data required​‌ to establish a model​​ representative of a given​​​‌ population, and model-informed methods​ based on anatomical and​‌ physiological knowledge to obtain​​ unique characteristics representative of​​​‌ the subject's physical capabilities.​
  • Efficient Extended Environments: The​‌ emergence of immersion tools​​ such as Head-Mounted Displays​​​‌ (HMDs) and haptic interfaces​ makes it possible to​‌ envisage the creation of​​ virtual or augmented environments​​​‌ that can be used​ to study the physical​‌ activity of interacting humans​​ in an efficient manner.​​​‌ In particular, sports applications​ of this type raise​‌ a number of scientific​​ questions, including the quality​​​‌ of immersion, the fidelity​ of physical interactions with​‌ the environment, and the​​ evaluation of training methods​​​‌ using this paradigm (skills​ training), in particular regarding​‌ the biases integrated into​​ the perception-action loop (perception​​​‌ of one's body, shift​ in sensory stimuli, etc.).​‌ Such questions may also​​ be developed for other​​​‌ applications (ergonomics, clinics).
  • Human-System​ Interaction: The development of​‌ computing capacity and the​​ associated algorithms make it​​​‌ possible to implement detailed​ co-simulations of humans and​‌ the systems with which​​ they interact, whether from​​​‌ a sports (athlete-sports equipment),​ ergonomics (worker-assistive device) or​‌ clinical (patient-medical device) point​​ of view. In particular,​​​‌ these simulations and the​ study of the resulting​‌ interactions can be used​​ to predict the impact​​ of systems on the​​​‌ performance of a given‌ task, thereby accelerating their‌​‌ prototyping or optimizing their​​ use. These objectives raise​​​‌ a number of scientific‌ challenges, such as modelling‌​‌ the human-system interface, integrating​​ control into the simulation​​​‌ and rigid-deformable coupling in‌ the simulation loop. It‌​‌ also raises questions about​​ the interpretability of the​​​‌ results and their analyses.‌
  • Ready-to-go Field Analysis: Field‌​‌ analysis methods will become​​ more widespread in the​​​‌ future, particularly for monitoring‌ athletes during their training.‌​‌ In the long term,​​ these analysis methods could​​​‌ lead to significant improvements‌ in training, whether in‌​‌ terms of physical preparation,​​ injury prevention or optimisation​​​‌ of the sporting gesture.‌ This perspective can be‌​‌ transposed to physical activity​​ in the workplace for​​​‌ injury prevention, or for‌ monitoring patients on a‌​‌ daily basis. However, the​​ accuracy and quantity of​​​‌ the data available mean‌ that this analysis is‌​‌ very partial at present,​​ and requires the development​​​‌ of methods based on‌ learning and biomechanics to‌​‌ increase the data available​​ and maximise the relevance​​​‌ of the approach for‌ the practitioner. The latter‌​‌ also requires the tools​​ to be designed from​​​‌ a field perspective, by‌ co-constructing the analysis tools‌​‌ with those practitioners.
Figure 2

The​​ picture shows 3 levels​​​‌ of work, one being‌ the lab (illustrated by‌​‌ a subject in a​​ lab configuration for motion​​​‌ capture), the second being‌ the XR (a boxer‌​‌ with a VR helmet),​​ the third being the​​​‌ field (a swimmer in‌ action).

Figure 2:‌​‌ ComBO research paradigm. "Control"​​ defines what we call​​​‌ controlled conditions of the‌ task execution and the‌​‌ related sensing, whereas "ecology"​​ defines what we call​​​‌ the closest experimental conditions‌ to a real situation‌​‌ to be studied.

4​​ Application domains

4.1 Applicative​​​‌ fields

The team contributes‌ to numerous numerical topics‌​‌ due to its multidisciplinary​​ nature: human movement analysis,​​​‌ computer vision, biomechanical system‌ simulation, virtual reality, biofeedback,‌​‌ motion recognition.

We are​​ also involved in three​​​‌ cross-disciplinary fields, which can‌ be summarized as follows:‌​‌

  • Sport: Sport is one​​ of the major application​​​‌ field of the team.‌ Studying the biomechanical constraints‌​‌ suffered by the athlete​​ during his/her performance enables​​​‌ to identify the possible‌ injury mechanisms associated to‌​‌ a gesture and to​​ adapt the training and​​​‌ the physical conditioning in‌ relation with those mechanisms.‌​‌ This observation is directly​​ translatable to the performance​​​‌ itself, the human-material interaction‌ being directly optimized through‌​‌ this biomechanical analysis. Such​​ analyses may be done​​​‌ in an acute manner,‌ but can as well‌​‌ be considered on a​​ longer duration, by evaluating​​​‌ and analysing this interaction‌ during the whole athlete‌​‌ preparation with a proper​​ field analysis protocol. Furthermore,​​​‌ the use of new‌ training medias such as‌​‌ extended reality express the​​ need to understand the​​​‌ biomechanical behavior of the‌ athlete in this environment,‌​‌ and to quantify the​​ interaction with the system​​​‌ in relation with his/her‌ sensorimotor behavior. Last, disabled‌​‌ sports need a heavy​​ investment in the understanding​​​‌ and the optimization of‌ the athlete-material interaction which‌​‌ is still largely suboptimal​​​‌ due to the relative​ confidentiality of this activity​‌ and the lack of​​ investment in a more​​​‌ general way.
  • Ergonomics: Ergonomics,​ and in particular the​‌ analysis of human physical​​ activity at work, is​​​‌ another of the team's​ key areas of application.​‌ The study of the​​ biomechanical constraints associated with​​​‌ the performance of professional​ tasks remains a key​‌ factor in occupational health,​​ particularly in the prevention​​​‌ of musculoskeletal disorders. In​ addition, the complex interaction​‌ between humans and the​​ machines that surround them​​​‌ in a professional context,​ for example in industry,​‌ requires special treatment to​​ understand the movements and​​​‌ efforts involved in this​ interaction. This analysis is​‌ necessarily carried out under​​ the constraints of the​​​‌ field, which will reduce​ the quality of the​‌ data that can be​​ captured and necessitate the​​​‌ development of methods for​ estimating specific biomechanical quantities.​‌ Finally, the advent of​​ work assistance systems (cobots,​​​‌ exoskeletons) requires a detailed​ understanding of human-system interaction​‌ in a professional context,​​ in order to design​​​‌ high-performance systems and assess​ their contribution at the​‌ end of the chain.​​
  • Clinics: The team also​​​‌ deals with scientific problems​ that have their origins​‌ in clinical practice. In​​ particular, the team is​​​‌ interested in analyzing the​ physical activity of people​‌ with disabilities. There is​​ still a major need​​​‌ to develop field tools​ for quantifying biomechanical parameters​‌ as part of the​​ treatment of a pathology,​​​‌ in order to help​ therapists make the right​‌ decisions. This need goes​​ hand in hand with​​​‌ the need to develop​ models specific to the​‌ pathology studied (neurodegenerative diseases,​​ post-avc, etc.). In addition,​​​‌ the number of rehabilitation​ and assistance systems is​‌ increasing, and their effectiveness​​ has yet to be​​​‌ evaluated in the short​ and long term. The​‌ team is therefore also​​ seeking to assess the​​​‌ biomechanical constraints associated with​ the use of such​‌ devices in a therapeutic​​ context. The problems of​​​‌ the field are again​ present here, since the​‌ effectiveness of such systems​​ can only really be​​​‌ assessed in everyday situations.​

4.2 Scientific impact

The​‌ team will contribute to​​ extend the scientific knowledge​​​‌ on several aspects:

  • All​ of our developments in​‌ biomechanics, especially in human​​ motion analysis, synthesis and​​​‌ modeling are dedicated to​ better understand human motion​‌ and human interaction in​​ our more and more​​​‌ complex environments. Through our​ developments of data-driven (learning​‌ based) approaches all along​​ the motion analysis/synthesis pipeline,​​​‌ we contribute to the​ development of a new​‌ level of description for​​ human motion, enabling a​​​‌ better understanding of the​ mechanisms underlying human activity​‌ from a biomechanical point​​ of view, in its​​​‌ environment and interacting with​ it;
  • In numerical fields,​‌ the extension of existing​​ learning-based (machine learning, deep​​​‌ learning) methods to experimental,​ physiological data is a​‌ strong scientific asset, in​​ which we will be​​​‌ able to contribute heavily​ to generalize these approaches​‌ to sparse, small sample​​ sizes and noisy data;​​​‌
  • To go beyond the​ development of human digital​‌ twins, we aim at​​ developing innovative coupled models​​ taking humans and their​​​‌ environment into account. Indeed,‌ the development of novel‌​‌ human-system simulation frameworks is​​ also an important stake,​​​‌ since all the main‌ actors in biomechanics, sport‌​‌ science and robotics seek​​ at representing the human​​​‌ in the simulation loop‌ to enhance design, control,‌​‌ use and performance of​​ the systems, being assistive​​​‌ devices, sport material or‌ virtual reality headsets for‌​‌ example. The team, with​​ its strong expertise in​​​‌ biomechanics and the development‌ of its expertise in‌​‌ coupling human body models​​ and systems, aim at​​​‌ having a major role‌ in the development and‌​‌ democratization of such tools;​​
  • Our developments around the​​​‌ use of extended environments‌ (VR/AR/XR) for physical activity‌​‌ assessment is also contributing​​ to the understanding of​​​‌ our behavior with regard‌ to these technologies, and‌​‌ reversely to adapt these​​ technologies to human being.​​​‌ Such an understanding is‌ of primary importance with‌​‌ regard to the place​​ it will take in​​​‌ the following years, with‌ the dissemination of "Metaverse"‌​‌ applications, such as educational,​​ professional and sports training,​​​‌ rehabilitation, physical activity assessments...‌
  • In sports sciences, all‌​‌ the developments of the​​ team contribute to better​​​‌ understand performance, injury, or‌ recovery mechanisms with regard‌​‌ to the interaction of​​ the athlete with his/her​​​‌ material or his/her environment.‌ This is the main‌​‌ application of the methods​​ developed by the team​​​‌ and should help, applied‌ to specific disciplines, to‌​‌ extend the knowledge related​​ to a given sport​​​‌ gesture or the relation‌ between sport performance and‌​‌ physical condition or sport​​ performance and human-material interaction​​​‌ for example;
  • In studying‌ physical activity at work‌​‌ (physical ergonomics), our work​​ will similarly enhance the​​​‌ knowledge of the biomechanical‌ constraints related to the‌​‌ work gestures in specific​​ conditions. Our focus on​​​‌ physical assistance will also‌ have a strong impact‌​‌ on the understanding of​​ the interaction between human​​​‌ and systems, and ways‌ to maximize the positive‌​‌ effects of such an​​ assistance from a design,​​​‌ control and use point‌ of view. It will‌​‌ contribute to better take​​ human factors in the​​​‌ next generations of manufactures‌ centered on working conditions;‌​‌
  • Finally, in clinical the​​ development of specific models​​​‌ of disabled people will‌ be a first asset‌​‌ of importance, to better​​ understand physical constraints related​​​‌ to a given pathology‌ and how to deal‌​‌ with it from a​​ clinical and patient point​​​‌ of view. As well,‌ focusing on assistive devices‌​‌ also seek at enhancing​​ the knowledge around the​​​‌ effects of such systems‌ at the kinematic, dynamic‌​‌ and muscle level to​​ maximize their efficiency.

5​​​‌ Social and environmental responsibility‌

5.1 Societal and Economical‌​‌ Impact

The focus of​​ the team on analyzing​​​‌ human activity on the‌ field should be able‌​‌ to provide the best​​ level of knowledge to​​​‌ the practitioner with a‌ minimal intervention on the‌​‌ athlete/patient/worker performance. Proposing such​​ analyses will have a​​​‌ very strong impact on‌ the development of human‌​‌ motion quantification. This is​​ a major societal stake​​​‌ since well being and‌ health became a central‌​‌ element in the modern​​​‌ societies. The team already​ has a solid set​‌ of partnerships with industry,​​ clinicians and sports federations​​​‌ in which we largely​ apply our expertise to​‌ concrete and useful solutions.​​ We already contributed to​​​‌ assist sports training staff​ to prepare elite athletes​‌ for the Olympics. This​​ activity will be continued​​​‌ to produce new knowledge​ and methods to enhance​‌ performance and preserve health​​ for the next competitions.​​​‌ In the same way,​ we have created a​‌ start-up company named Moovency​​ in 2017 to support​​​‌ ergonomists when analyzing the​ workers' activity on site.​‌ The ComBO team aims​​ at continuing this very​​​‌ practical approach by continuing​ the transfer of its​‌ development to the society.​​

By continuing these partnerships​​​‌ and extending the applications,​ the team has a​‌ role to play in​​ the democratization and the​​​‌ development of systems in​ interaction with humans. For​‌ example, our objectives in​​ terms of human-system simulation​​​‌ should serve as an​ accelerator to the prototyping​‌ of assistive devices and​​ their use in industrial​​​‌ or rehabilitation contexts. In​ a similar manner, our​‌ developments around efficient extended​​ environments should play a​​​‌ major role in the​ development of XR solutions​‌ dedicated to i) learning​​ skills including complex and​​​‌ distant collaborative tasks, ii)​ practicing physical activity in​‌ a standardized and safe​​ environment, iii) rehabilitation purposes​​​‌ with a human-centric development​ scheme to design assistive​‌ devices and rehabilitation protocols.​​ These elements are clearly​​​‌ related to training, health​ and well being issues,​‌ and should transfer to​​ industrial partners to touch​​​‌ the largest population. Therefore​ the economical impact of​‌ the team will be​​ linked to its capacity​​​‌ to transfer applications to​ industry, as it has​‌ already been the case​​ in the past (see​​​‌ industrial partnerships).

Finally, at​ the era where everything​‌ can be measured through​​ connected devices, developing feedback​​​‌ (real time or to​ practitioners) should also be​‌ an accelerator for the​​ reliability and democratization of​​​‌ these systems to help​ any of us to​‌ enhance health practices. ComBO​​ will have a unique​​​‌ collection of multidisciplinary skills​ to enhance these systems,​‌ make them available to​​ the wide public audience,​​​‌ and propose smart interfaces​ to analyze and interpret​‌ these measurements.

5.2 Environmental​​ Impact

The environmental impact​​​‌ policy of the team​ can be considered from​‌ two points of view:​​

  • The team's travel policy​​​‌ should be exemplary. Beyond​ the rules common to​‌ Inria teams and the​​ IRISA laboratory, air travel​​​‌ should be reserved for​ destinations that are truly​‌ essential to the life​​ of the team (presentations​​​‌ at A* rank conferences,​ and exchange of experts)​‌ and designed to maximize​​ the value of the​​​‌ trip (extension of the​ mission by laboratory visits,​‌ collaboration meetings, etc.). Those​​ questions may have an​​​‌ impact on the collaborations​ the team can run,​‌ favouring "local" (Europe) partners​​ instead of worldwide partners.​​​‌ We are aware that​ those element may have​‌ a negative impact on​​ the research, but factually​​​‌ most of our collaborations​ are already in Europe.​‌
  • The team's equipment policy​​ should be designed to​​ encourage the use of​​​‌ common tools for experimental‌ aspects, in vivo or‌​‌ in silico. In view​​ of the growing need​​​‌ for computing time associated‌ with the expansion of‌​‌ learning methods, the team​​ will be keen to​​​‌ implement these calculations methodically,‌ and after ensuring that‌​‌ the requested calculation is​​ scientifically mature. The team​​​‌ will also need a‌ number of in vivo‌​‌ measurement tools (optoelectronic motion​​ capture, markerless, IMU, EMGs,​​​‌ effort sensors, etc.) and‌ will draw on existing‌​‌ tools in the previous​​ team (MimeTIC), the Inria​​​‌ center, IRISA and M2S‌ to build a coherent‌​‌ usage policy. In particular,​​ we will seek to​​​‌ propose a system for‌ reserving experimental resources that‌​‌ will enable us to​​ rationalize their use as​​​‌ much as possible. From‌ a purchasing point of‌​‌ view, the team will​​ seek to limit its​​​‌ environmental impact, in particular‌ by avoiding hasty spending‌​‌ at the end of​​ the projects, which is​​​‌ highly deleterious from this‌ point of view. By‌​‌ supporting the immerStar platform,​​ we also support any​​​‌ possibility to mutualise tools,‌ software and equipment with‌​‌ other teams and laboratories,​​ to prevent from buying​​​‌ them several times on‌ the same site. This‌​‌ intention may have consequences​​ on the research and​​​‌ the visibility of the‌ research. We do not‌​‌ renounce at buying additional​​ material, but this should​​​‌ be done with the‌ idea of maximizing their‌​‌ damping both economically and​​ environmentally. The main concern​​​‌ is that we should‌ still be on page‌​‌ on the most recent​​ technologies of motion capture.​​​‌ At this date, we‌ are still using one‌​‌ of the most performing​​ system (Qualisys), and we​​​‌ regularly bought additional cameras‌ to enhance the platform.‌​‌ In future updates, we​​ should consider the gain​​​‌ (that may sometimes marginal)‌ with regard to the‌​‌ environmental cost.

5.3 Ethics​​

The team's overall aim​​​‌ is to develop ethical‌ applications in areas such‌​‌ as occupational health, sports​​ for all and disability​​​‌ assistance. This applicative vision‌ goes hand in hand‌​‌ with ethical scientific behavior,​​ which must be beyond​​​‌ reproach. The MimeTIC team,‌ prior to the ComBO‌​‌ team, has long implemented​​ an ethical policy associated​​​‌ with its experimental nature,‌ by systematically submitting its‌​‌ experimental protocols to the​​ appropriate committees, whether Inria's​​​‌ COERLE for applications involving‌ hardware or methodological development,‌​‌ or the Comités de​​ Protection des Personnes for​​​‌ applications requiring it (research‌ on humans). This policy‌​‌ will be pursued and​​ expanded, in particular by​​​‌ proposing joint protocols with‌ players in the healthcare,‌​‌ sports and labor sectors.​​ Generic referrals will be​​​‌ proposed to COERLE to‌ facilitate the implementation of‌​‌ experiments and their ethical​​ validation. Particular attention will​​​‌ also be paid to‌ the collection and management‌​‌ of personal data, in​​ line with GDPR requirements.​​​‌

6 Highlights of the‌ year

The projects REVEA‌​‌ and sharespace were presented​​ at the AI For​​​‌ Good Global Summit 2025‌ in Geneva, supported by‌​‌ United Nations. They presented​​ demos of :

  • cycling​​​‌ scenario to anticipate an‌ attack in a virtual‌​‌ peloton
  • boxing against an​​​‌ AI opponent trained to​ imitate the style of​‌ a mocaped boxer

7​​ Latest software developments, platforms,​​​‌ open data

7.1 Latest​ software developments

7.1.1 CusToM​‌

  • Name:
    Customizable Toolbox for​​ Musculoskeletal simulation
  • Keywords:
    Biomechanics,​​​‌ Dynamic Analysis, Kinematics, Simulation,​ Mechanical multi-body systems, Musculoskeletal​‌ Analysis
  • Scientific Description:

    The​​ present toolbox aims at​​​‌ performing a motion analysis​ thanks to an inverse​‌ dynamics method.

    Before performing​​ motion analysis steps, a​​​‌ musculoskeletal model is generated.​ Its consists of, first,​‌ generating the desire anthropometric​​ model thanks to models​​​‌ libraries. The generated model​ is then kinematical calibrated​‌ by using data of​​ a motion capture. The​​​‌ inverse kinematics step, the​ inverse dynamics step and​‌ the muscle forces estimation​​ step are then successively​​​‌ performed from motion capture​ and external forces data.​‌ Two folders and one​​ script are available on​​​‌ the toolbox root. The​ Main script collects all​‌ the different functions of​​ the motion analysis pipeline.​​​‌ The Functions folder contains​ all functions used in​‌ the toolbox. It is​​ necessary to add this​​​‌ folder and all the​ subfolders to the Matlab​‌ path. The Problems folder​​ is used to contain​​​‌ the different study. The​ user has to create​‌ one subfolder for each​​ new study. Once a​​​‌ new musculoskeletal model is​ used, a new study​‌ is necessary. Different files​​ will be automaticaly generated​​​‌ and saved in this​ folder. All files located​‌ on its root are​​ related to the model​​​‌ and are valuable whatever​ the motion considered. A​‌ new folder will be​​ added for each new​​​‌ motion capture. All files​ located on a folder​‌ are only related to​​ this considered motion.

  • Functional​​​‌ Description:
    Inverse kinematics Inverse​ dynamics Muscle forces estimation​‌ External forces prediction
  • Publications:​​
  • Contact:​​
    Charles Pontonnier
  • Participants:
    Suzon​​​‌ Pucheu, Antoine Marin, Diane​ Haering, Aurelie Tomezzoli, Aurelien​‌ Schuster, Antoine Muller, Charles​​ Pontonnier, Georges Dumont, Pierre​​​‌ Puchaud, Anthony Sorel, Claire​ Livet, Louise Demestre

7.2​‌ New platforms

Immerstar

Participants:​​ Ronan Gaugne, Georges​​​‌ Dumont, Antoine Marin​, Anthony Sorel,​‌ Richard Kulpa.

With​​ the two platforms of​​​‌ virtual reality, Immersia and​ Immermove Immermove, grouped under​‌ the name Immerstar, the​​ team has access to​​​‌ high level scientific facilities.​ This equipment benefits the​‌ research teams of the​​ center and has allowed​​​‌ them to extend their​ local, national and international​‌ collaborations. The Immerstar platform​​ was granted by a​​​‌ Inria CPER funding for​ 2015-2019 that enabled important​‌ evolutions of the equipment.​​ In 2016, the first​​​‌ technical evolutions have been​ decided and, in 2017,​‌ these evolutions have been​​ implemented. On one side,​​​‌ for Immermove, the addition​ of a third face​‌ to the immersive space,​​ and the extension of​​​‌ the Vicon tracking system​ have been realized and​‌ continued this year with​​ 23 new cameras. And,​​​‌ on the second side,​ for Immersia, the installation​‌ of WQXGA laser projectors​​ with augmented global resolution,​​​‌ of a new tracking​ system with higher frequency​‌ and of new computers​​ for simulation and image​​ generation in 2017. In​​​‌ 2018, a Scale One‌ haptic device has been‌​‌ installed. It allows, as​​ in the CPER proposal,​​​‌ one or two handed‌ haptic feedback in the‌​‌ full space covered by​​ Immersia and possibility of​​​‌ carrying the user. Based‌ on these supports, in‌​‌ 2020, we participated to​​ a PIA3-Equipex+ proposal. This​​​‌ proposal CONTINUUM involves 22‌ partners, has been succesfully‌​‌ evaluated and will be​​ granted. The CONTINUUM project​​​‌ will create a collaborative‌ research infrastructure of 30‌​‌ platforms located throughout France,​​ to advance interdisciplinary research​​​‌ based on interaction between‌ computer science and the‌​‌ human and social sciences.​​ Thanks to CONTINUUM, 37​​​‌ research teams will develop‌ cutting-edge research programs focusing‌​‌ on visualization, immersion, interaction​​ and collaboration, as well​​​‌ as on human perception,‌ cognition and behaviour in‌​‌ virtual/augmented reality, with potential​​ impact on societal issues.​​​‌ CONTINUUM enables a paradigm‌ shift in the way‌​‌ we perceive, interact, and​​ collaborate with complex digital​​​‌ data and digital worlds‌ by putting humans at‌​‌ the center of the​​ data processing workflows. The​​​‌ project will empower scientists,‌ engineers and industry users‌​‌ with a highly interconnected​​ network of high-performance visualization​​​‌ and immersive platforms to‌ observe, manipulate, understand and‌​‌ share digital data, real-time​​ multi-scale simulations, and virtual​​​‌ or augmented experiences. All‌ platforms will feature facilities‌​‌ for remote collaboration with​​ other platforms, as well​​​‌ as mobile equipment that‌ can be lent to‌​‌ users to facilitate onboarding.​​ The kick-off meeting of​​​‌ continuum has been held‌ in 2022, January the‌​‌ 14th. A global meeting​​ was held in 2022,​​​‌ July the 5th and‌ 6th.

7.3 Open data‌​‌

8 New results

8.1​​ Axis 1: Ready-to-go biomechanical​​​‌ models

8.1.1 Subject specific‌ modeling

Those results deal‌​‌ with subject specific modeling​​ at the osteoarticular and​​​‌ muscular level.

Subject specific‌ lower limbs and knee‌​‌ modeling

Participants: Nolwenn Fougeron​​, Charles Pontonnier,​​​‌ Elisa Jolas.

Figure 3

Knee‌ representation including manual and‌​‌ automatic landmarks.

Figure 3​​: 9 landmarks of​​​‌ interest done by both‌ operators for all three‌​‌ measures and by the​​ automatic algorithm. Published in​​​‌ 15.

In preoperative‌ planning, a number of‌​‌ techniques for registration of​​ anatomical landmarks on bones,​​​‌ or “bones landmarking”, have‌ been developed for automatic‌​‌ measurement of lower limbs.​​ However, the evaluation of​​​‌ these techniques is often‌ neglected, reducing confidence in‌​‌ results and limiting clinical​​ applications. We propose a​​​‌ protocol to evaluate landmarking‌ techniques applied to thirty‌​‌ 3D images of osteoarthritic​​ lower limbs. The protocol​​​‌ includes the evaluation of‌ the ground truth based‌​‌ on manual landmarking performed​​ by two experienced clinicians.​​​‌ Intra- and inter-operator variability‌ were quantified. Automatic landmarking‌​‌ was evaluated using the​​ same procedure and compared​​​‌ to manual landmarking by‌ computing distances with bounding‌​‌ boxes including manual landmarks.​​ The method was applied​​​‌ to 87 landmarks on‌ the femur, tibia, fibula,‌​‌ and patella. For intra-operator​​ variability, the mean median​​​‌ error was 2.0 mm,‌ with a maximum of‌​‌ 42.1 mm. For inter-operator​​ variability, errors ranged from​​​‌ 0.0 to 43.5 mm,‌ with a mean median‌​‌ error of 2.3 mm​​​‌ across all landmarks. The​ mean median error between​‌ manual and automatic landmarking​​ methods was 2.4 mm,​​​‌ with a range from​ 0.0 mm to 22.8​‌ mm. Confidence intervals of​​ automatic landmarking errors were​​​‌ consistent with intra- and​ inter-operator variability confidence intervals.​‌ Approximately 42 % of​​ the automatic landmarks were​​​‌ inside their bounding boxes,​ with a mean distance​‌ of 1.4 mm from​​ the box for landmarks​​​‌ on the outside. Results​ showed different errors depending​‌ on landmark location and​​ coordinates. Intra- and inter-operator​​​‌ variability shed light on​ the difficulty of defining​‌ ground truth based on​​ manual segmentation. This finding​​​‌ emphasizes the need for​ a rigorous evaluation protocol​‌ for landmarking validation, including​​ the verification of statistical​​​‌ test hypotheses and population​ size influence. Published in​‌ 15.

In addition​​ to this major contribution,​​​‌ many works in the​ team focuses in improving​‌ knee modeling, especially in​​ adding complexity in the​​​‌ musculoskeletal models (ligaments, moving​ rotation axes)...It has been​‌ published in different short​​ communication in congresses for​​​‌ now 62, 12​, 48, 16​‌, 50, waiting​​ for extended results to​​​‌ be published in journal​ papers.

Subject specific force​‌ generation capacities modeling

Participants:​​ Charles Pontonnier, Aurelie​​​‌ Tomezzoli.

Figure 4

Torque-angle curves​ including clinical scores

Figure​‌ 4: Elbow torque-angle​​ curves including clinic scores​​​‌ in MAS and MRC​ scales. Published in57​‌.

Within the frame​​ of the MusMapS exploratory​​​‌ action, we seek at​ defining subject-specific force generation​‌ capacities models for people​​ with motor impairment (stroke,​​​‌ multiple sclerosis). In collaboration​ with the Fondation Saint​‌ Hélier (rehabilitation center in​​ Rennes), we evaluated the​​​‌ strength developed by such​ a population in shoulder​‌ internal/external rotation and elbow​​ flexion using an isokinetic​​​‌ ergometer (a rehabilitation machine​ that provides torques developed​‌ by the patient during​​ a given exercise). Using​​​‌ those data, we are​ able to i) provide​‌ reliable torque-angle relationships for​​ these people 57 and​​​‌ also to compare and​ evaluate this data to​‌ the clinical scores provided​​ by practitioners in their​​​‌ evaluation of the patients​ 56, 30.​‌ Such a work will​​ be of first importance​​​‌ for the next steps​ of the project, in​‌ which we will exploit​​ this data to provide​​​‌ personnalized as-needed assistance to​ users with an upper​‌ limb exoskeleton.

8.1.2 Motion​​ analysis

These results deal​​​‌ with human motion analysis​ in a laboratory setup,​‌ including applications in sports,​​ ergonomics and clinics.

Stepping​​​‌ analysis

Participants: Charles Pontonnier​.

Figure 5

No step strategies​‌ are differentiated from backwatd​​ and forward steps. Lateral​​​‌ steps are classified in​ loaded side step, unloaded​‌ medial step and unloaded​​ crossover step.

Figure 5​​​‌: Illustrations of the​ recovery strategies classified in​‌ the study. Published in​​ 8.

Recovery from​​​‌ external perturbations typically involves​ stepping, with the perturbation​‌ direction playing a key​​ role in determining the​​​‌ recovery strategy. To date,​ classifications of these stepping​‌ strategies have relied on​​ prior knowledge of perturbation​​​‌ direction, which is not​ always available when considering​‌ experimental paradigms close to​​ real-world scenario. Here, we​​ introduce a novel Unified​​​‌ classification method that enables‌ the labeling of first‌​‌ recovery steps based solely​​ on body kinematics. We​​​‌ have also developed and‌ validated a logistic regression‌​‌ model that effectively differentiates​​ between different recovery strategies.​​​‌ Published in 8,‌ 61. A collaboration‌​‌ with the VirTUS Inria​​ research team.

Motion analysis​​​‌ and chronic low back‌ pain

Participants: Mathieu Ménard‌​‌, Diane Haering,​​ Armel Cretual.

Chronic​​​‌ non-specific low back pain‌ (cNSLBP) is a leading‌​‌ cause of disability, influenced​​ by bio-psycho-social factors. However,​​​‌ its impact on everyday‌ activities such as navigating‌​‌ streets and interacting with​​ other pedestrians remains underexplored.​​​‌ This study aimed to‌ assess the effect of‌​‌ cNSLBP on perceptual-motor processes​​ in a pedestrian crossing​​​‌ task, focusing on 1)‌ collision avoidance behaviours, 2)‌​‌ the walker's role in​​ avoiding collisions, and 3)​​​‌ the influence of pain‌ perception. Methods: Seventeen asymptomatic‌​‌ adults (AA, 11 females,​​ 46.4 ± 12.8 years)​​​‌ and seventeen cNSLBP participants‌ (10 females, 47.9 ±‌​‌ 12.7 years) performed a​​ task involving crossing paths​​​‌ at a 90° angle‌ with another walker. Participants‌​‌ interacted in three groups​​ pairings: AA-AA, AA-cNSLBP, and​​​‌ cNSLBP-cNSLBP. Key metrics included‌ crossing order inversion, collision‌​‌ risk threshold informing movement​​ adaptation, crossing distance, and​​​‌ the walker's contribution (speed/orientation).‌ Results and discussion: No‌​‌ significant differences were observed​​ between groups for the​​​‌ collision risk threshold (0.93‌ m) or crossing distance‌​‌ (0.8 m). However, cNSLBP​​ participants exhibited distinct avoidance​​​‌ strategies, especially in cNSLBP-cNSLBP‌ interactions, which showed more‌​‌ frequent inversions. When crossing​​ first, cNSLBP participants contributed​​​‌ less, whereas when crossing‌ second, they contributed more,‌​‌ primarily by adjusting their​​ speed. A significant negative​​​‌ correlation emerged between depression‌ scores and the level‌​‌ of contribution when cNSLBP​​ participants crossed second. Conclusion:​​​‌ These findings suggest that‌ pain perception may influence‌​‌ collision avoidance behaviours. Further​​ research, potentially incorporating virtual​​​‌ reality, is needed to‌ control environmental factors and‌​‌ deepen our understanding of​​ these interactions. Published in​​​‌ 7, 60,‌ in collaboration with the‌​‌ VirTUS Inria research team.​​

Additional research is led​​​‌ on chronic low back‌ pain in the team,‌​‌ mainly focusing on the​​ efficiency of chiropractic therapies​​​‌ on the low back‌ pain (see 11).‌​‌

Motion analysis and sport​​ sciences

Participants: Nicolas Vignais​​​‌, Anthony Sorel,‌ Nolwenn Poquerusse.

We‌​‌ had various results in​​ the field of motion​​​‌ analysis for sport sciences.‌ For example, we developed‌​‌ additional results on discriminating​​ sensorimotor performance in elite​​​‌ football players by evaluating‌ their reactive and planned‌​‌ agility 22 (a collaboration​​ with the Stade Rennais​​​‌ football team). We also‌ had some studies about‌​‌ studying cycling motion with​​ IMU sensors , showing​​​‌ that they are reliable‌ to asses joint torques‌​‌ against time 46,​​ 45.

Work in​​​‌ progress and books contributions‌

Participants: Nicolas Vignais,‌​‌ Aurelie Tomezzoli, Charles​​ Pontonnier, Georges Dumont​​​‌, Aurelien Schuster,‌ Franck Multon.

We‌​‌ also had some interesting​​ collaborations leading to the​​​‌ evaluation of the impact‌ of the bow camber‌​‌ on violonist kinematics 37​​​‌ (with Université Lyon 1).​ We also evaluated the​‌ possibility to use mecanomyography​​ to assess muscle fatigue,​​​‌ developing specifing signal artifacts​ removing methods 35,​‌ 47. We participated​​ to the publication of​​​‌ a reference book for​ sport sciences students, presenting​‌ biomechanics and human motion​​ analysis for undergruate students​​​‌ 65. Lastly, we​ proposed a mechanical energy​‌ analysis of obstacle crossing​​ in soldiers, enabling a​​​‌ better understanding of this​ crossing technique and its​‌ biomechanical implications 55.​​

8.2 Axis 2: Efficient​​​‌ extended environments

8.2.1 Studying​ perception-action loop in virtual​‌ reality for sports applications:​​

The perception-action loop has​​​‌ long been studied in​ sports, to explain athletes​‌ decisions and actions with​​ regard to their direct​​​‌ environment and the clues​ they perceive from the​‌ opponents actions. The team​​ continues to develop works​​​‌ in this field.

Visual​ Tracking Performance of Soccer​‌ Players in a Virtual​​ Reality Multiple-Player-Tracking Task

Participants:​​​‌ Alexandre Vu, Anthony​ Sorel, Benoit Bideau​‌, Richard Kulpa.​​

Figure 6

A participant in front​​​‌ of a cave emulating​ a virtual soccer field.​‌

Figure 6: Experimental​​ setup. Published in 64​​​‌.

Visual tracking tasks​ are commonly used in​‌ laboratory settings to investigate​​ the relationship between team​​​‌ sports expertise and the​ ability to dynamically allocate​‌ attention to multiple moving​​ targets. It has been​​​‌ studied for football in​ the present study 64​‌, especially the interaction​​ of this tracking performance​​​‌ with the reception of​ a pass.

Custom Virtual​‌ Reality Exergame for Hospitalized​​ Children with Cancer

Participants:​​​‌ Alexandre Vu, Benoit​ Bideau.

Figure 7

a. Start​‌ gamescreen in sky environment;​​ b. Game session with​​​‌ obstacles; c. Child playing​ the VR-based exergame.

Figure​‌ 7: a. Start​​ gamescreen in sky environment;​​​‌ b. Game session with​ obstacles; c. Child playing​‌ the VR-based exergame. Published​​ in 36.

Exercise​​​‌ improves health outcomes in​ hospitalized children with cancer​‌ but is often limited​​ by various barriers. Virtual​​​‌ Reality (VR) based exergames​ offer a promising solution.​‌ This study evaluated the​​ acceptance, compliance, and intensity​​​‌ of a custom VR-based​ exergame program for pediatric​‌ cancer patients in a​​ hospital setting. Thirteen children​​​‌ participated, achieving a compliance​ rate of 68% and​‌ an average intensity of​​ 4.92 Metabolic of tasks​​​‌ (MET), meeting recommended moderate-to-vigorous​ physical activity (PA) levels.​‌ The findings suggest that​​ this VR-based exergame is​​​‌ a promising and engaging​ intervention to promote exercise​‌ in children with cancer​​ during treatment, with minimal​​​‌ risk of cybersickness. Published​ in 36.

Physical​‌ bounce model for virtual​​ racket interactions

Participants: Sony​​​‌ Saint-Auret, Franck Multon​, Ronan Gaugne,​‌ Richard Kulpa.

Figure 8

Experimental​​ set-up composed of a​​​‌ racket rigidly attached to​ a support, the ball​‌ with coloured patches (detailed​​ Jeu de Paume balls​​​‌ on the right) going​ out of a tube​‌ held at different heights,​​ orientations and positions.

Figure​​​‌ 8: Experimental set-up​ composed of a racket​‌ rigidly attached to a​​ support, the ball with​​​‌ coloured patches (detailed Jeu​ de Paume balls on​‌ the right) going out​​ of a tube held​​ at different heights, orientations​​​‌ and positions. Published in‌ 43.

Nowadays, Virtual‌​‌ Reality is widely used​​ in sports, to enhance​​​‌ physical fitness, or improve‌ specific subskills, such as‌​‌ anticipation skills. However, many​​ factors in VR can​​​‌ alter the experience and‌ make it difficult to‌​‌ transfer the skills trained​​ in VR to real​​​‌ practice. One of these‌ factors is the physical‌​‌ simulation of the virtual​​ environment, that may produce​​​‌ unexpected behaviours. Hence, if‌ users are athletes in‌​‌ ball-based sports, the VR​​ training simulator should compute​​​‌ ball trajectories that look‌ plausible for them. In‌​‌ this paper, our aim​​ is to evaluate how​​​‌ human perception can be‌ influenced by variations in‌​‌ a ball physics' model.​​ We explore properties of​​​‌ human perception, the acceptance‌ threshold beyond which a‌​‌ deviation from the reference​​ ball trajectory is perceived​​​‌ more than 50% of‌ time, and the Just-Noticeable‌​‌ Difference (JND) as an​​ indicator of perceptual sensitivity.​​​‌ To this end, we‌ conducted psychophysical experiments where‌​‌ participants were asked to​​ either only observe, or​​​‌ observe and hit virtual‌ bouncing balls simulated with‌​‌ varying coefficients of restitution​​ (COR). We report the​​​‌ acceptance threshold and JND‌ in different conditions. We‌​‌ found that participants detected​​ variations in COR more​​​‌ easily when having the‌ motor task. Additionally, their‌​‌ sensitivity to variations was​​ globally higher when they​​​‌ first performed the perceptual‌ task alone, before the‌​‌ motor task was introduced.​​ These results contribute to​​​‌ the design of credible‌ VR environments involving bouncing‌​‌ objects, such as for​​ virtual sports. Published in​​​‌ 43.

8.2.2 Virtual‌ reality for arts and‌​‌ history

These results deal​​ with the use of​​​‌ virtual environments to assess‌ human behavior in relation‌​‌ to arts or historical​​ questions, that are partly​​​‌ tackled within the team.‌

Reconstructing Gladiator Combat in‌​‌ A Multisensory Virtual Reality​​ Training Environment

Participants: Stephane​​​‌ Salvan, Charles Pontonnier‌, Ronan Gaugne.‌​‌

Figure 9

A hall with a​​ 3D representation of a​​​‌ gladiator (provocator) and its‌ equipment.

Figure 9:‌​‌ Introductory scene. Published in​​ 40.

This study​​​‌ presents a research project‌ focused on designing, implementing,‌​‌ and evaluating a multisensory​​ virtual environment to simulate​​​‌ gladiatorial training. The aim‌ is to analyze how‌​‌ immersive experiences impact the​​ acquisition and refinement of​​​‌ technical skills in armed‌ singular dueling. Conducted collaboratively‌​‌ by teams in virtual​​ reality, biomechanics, and history,​​​‌ the project developed a‌ historically contextualized environment centered‌​‌ on the provocator, a​​ specific gladiator type. The​​​‌ virtual environment allows users‌ to train in typical‌​‌ offensive maneuvers, offering a​​ testbed for hypotheses about​​​‌ Roman combat and the‌ effects of external conditions‌​‌ on performance. It serves​​ as both a historical​​​‌ reconstruction tool and an‌ experimental platform for studying‌​‌ ancient martial techniques. Built​​ on rigorous historical and​​​‌ visual research, it uses‌ motion capture technology to‌​‌ accurately recreate combat sequences,​​ enhancing the authenticity and​​​‌ educational value of the‌ simulation. A key contribution‌​‌ of this work lies​​ in advancing the study​​​‌ of gladiatorial techniques, an‌ area often distorted by‌​‌ popular culture. By integrating​​​‌ passive haptic and auditory​ feedback, the environment enhances​‌ sensory immersion, contributing to​​ a deeper and more​​​‌ accurate understanding of gladiatorial​ practices. This multisensory approach​‌ not only supports the​​ preservation of ancient techniques​​​‌ but also sheds light​ on the physical and​‌ cognitive demands faced by​​ historical fighters. Ultimately, this​​​‌ research bridges disciplines-combining historical​ scholarship, biomechanics, and virtual​‌ reality-to offer an innovative​​ way of exploring Roman​​​‌ gladiatorial training. The findings​ may inform broader discussions​‌ on the role of​​ immersive technologies in skill​​​‌ development and historical interpretation​ within virtual environments. Presented​‌ and published in 40​​, 34 and as​​​‌ part of the developments​ currently made in the​‌ Immersia virtual reality cave​​ 39.

Le Voyage​​​‌ du Geste

Participants: Ronan​ Gaugne.

'Le Voyage​‌ du Geste' project is​​ part of an immersive​​​‌ and interactive artistic creation​ process in virtual reality,​‌ at the crossroads of​​ digital art, dance and​​​‌ sensory experience. It aims​ to design a collaborative​‌ virtual reality (VR) work​​ in which body movement​​​‌ – hand gestures –​ becomes both a medium​‌ of expression and a​​ tool for transforming the​​​‌ virtual landscape. Inspired by​ the aesthetics of pictorial​‌ romanticism, this work invites​​ viewers on a contemplative​​​‌ journey in which the​ participants' gestures shape mountains,​‌ flows of light and​​ sound variations in a​​​‌ sensitive and poetic choreographic​ dynamic.

Conceived in the​‌ context of supportive care​​ for women with metastatic​​​‌ breast cancer, Voyage du​ Geste seeks to demonstrate​‌ that a deep artistic​​ commitment can become a​​​‌ lever for therapeutic support.​ The work invites patients​‌ to reconnect with their​​ bodies through guided or​​​‌ free and intuitive dances,​ where each gesture produces​‌ sensitive effects in the​​ virtual landscape. This gentle,​​​‌ progressive and adapted artistic​ approach to movement aims​‌ to reduce kinesiophobia while​​ promoting relaxation, the pleasure​​​‌ of movement and letting​ go. By reintegrating movement​‌ into an aesthetic and​​ immersive experience, the project​​​‌ offers a new form​ of ‘Poetic’ physical activity​‌ that is personal, emotional​​ and potentially beneficial to​​​‌ quality of life. Presented​ in 63.

8.2.3​‌ Work in progress:

Participants:​​ Clelia Boulati, Julie​​​‌ Robillard, Anthony Sorel​, Nicolas Vignais.​‌

In a preliminary study,​​ we realized an analysis​​​‌ of spatiotemporal parameters involved​ in the Lineout in​‌ rugby union 44.​​ This preliminary analysis was​​​‌ necessary to consider modeling​ a virtual environment to​‌ develop the thrower performance​​ based on subtle changes​​​‌ in the lineout organisation​ against time.

A work​‌ in progress of the​​ PhD thesis of Julie​​​‌ Robillard has been presented​ in a conference 53​‌. Through this doctoral​​ project, a virtual environment​​​‌ will be modelled based​ on an industrial work​‌ situation, and the behaviour​​ of operators in this​​​‌ environment will be recorded​ and then compared with​‌ that obtained in the​​ real work situation. More​​​‌ specifically, a set of​ inertial measurement units (MVN​‌ Awinda, XSens, Movella) and​​ instrumented gloves will be​​​‌ used to obtain the​ operators' kinematic data during​‌ the real work situation.​​ The virtual environment will​​ then be designed based​​​‌ on the workstation studied.‌ The aim of this‌​‌ comparison is to position​​ the use of virtual​​​‌ reality as a benchmark‌ method for ergonomic analyses‌​‌ carried out prior to​​ the design of workstations.​​​‌ A sensitivity study will‌ therefore be conducted to‌​‌ identify the immersion parameters​​ that have the greatest​​​‌ influence on operator behaviour‌ in virtual environments. Based‌​‌ on the results obtained​​ during the two previous​​​‌ stages, the virtual environment‌ will be optimised to‌​‌ study operators' familiarity with​​ this type of innovative​​​‌ methodology.

8.3 Axis 3:‌ Human-system interaction

8.3.1 Interaction‌​‌ forces analysis and prediction​​

In human-system biomechanical,interaction, it​​​‌ is of primary importance‌ to measure or estimate‌​‌ the external forces applied​​ to the subject you​​​‌ are currently studying, since‌ it enables the evaluation‌​‌ of internal forces. The​​ ComBO team has a​​​‌ long experience of force‌ prediction methodologies to predict‌​‌ external forces in absence​​ of force sensor.

Size-adjustable​​​‌ instrumented track for reaction‌ forces measure during running‌​‌

Participants: Nicolas Vignais,​​ Remy Roinson.

Figure 10

a​​​‌ 3D scheme of the‌ instrumented track detailing sensors.‌​‌

Figure 10: Size-adjustable​​ instrumented track illustration. a)​​​‌ Uniaxial vertical force sensor‌ b) Seven-sensor configuration of‌​‌ the instrumented track. Published​​ in 29.

Force​​​‌ plates are widely used‌ in sport sciences to‌​‌ measure ground reaction forces.​​ However, their use in​​​‌ ecological conditions is limited‌ by their restricted recording‌​‌ measurement area. Recently, a​​ size-adjustable track instrumented with​​​‌ force sensors has been‌ developed to measure vertical‌​‌ ground reaction forces (vGRF)​​ over large perimeters. The​​​‌ aim of this study‌ was to evaluate accuracy‌​‌ and repeatability of this​​ instrumented track (IT). The​​​‌ evaluation was conducted through‌ a two-step protocol: (i)‌​‌ a static protocol assessing​​ the accuracy and repeatability​​​‌ of force sensors composing‌ the IT, and (ii)‌​‌ an ecological protocol aiming​​ to assess values obtained​​​‌ while running on both‌ a reference force plate‌​‌ and a three-sensor IT​​ configuration. Results from the​​​‌ static protocol demonstrated an‌ excellent agreement between the‌​‌ reference force sensor and​​ the IT sensors (p​​​‌ < 0.001, ICC(3,1) >‌ 0.99). Force measured from‌​‌ the IT sensors showed​​ a high accuracy with​​​‌ an average bias of‌ 1.27 N, corresponding to‌​‌ a ratio limit of​​ agreement of 0.3%, and​​​‌ a repeatability error within‌ 2 N. For the‌​‌ ecological protocol, there was​​ also an excellent correlation​​​‌ between the vGRF running‌ parameters measured by the‌​‌ reference force plate, and​​ the IT (p <​​​‌ 0.001, ICC(3,1) > 0.98),‌ reinforced high accuracy results.‌​‌ Moreover, a ‘Minimal Detectable​​ Changes’ analysis indicated that​​​‌ IT can accurately quantify‌ all running patterns. This‌​‌ study demonstrated that force​​ sensors integrated into the​​​‌ IT may be used‌ to assess running patterns‌​‌ over a large area,​​ expanding the scope of​​​‌ dynamic analysis in various‌ applications. Published in 29‌​‌. A side result​​ about center of mass​​​‌ predicition has been presented‌ in 28. A‌​‌ tentative work about predicting​​ antero-posterior and medio-lateral forces​​​‌ from the vertical component‌ during running has been‌​‌ presented in 54.​​​‌

Acceleration prediction and analysis​ in gymnastic landing

Participants:​‌ Suzon Pucheu, Diane​​ Haering, Mathieu Ménard​​​‌, Charles Pontonnier.​

Gymnastic landing is well​‌ known source of injuries​​ in this sport, leading​​​‌ to serious sprains at​ the ankle, or anterior​‌ cruciate ligament ruptures, or​​ low back pains. The​​​‌ stresses experienced by athletes​ during landings are a​‌ major issue in injury​​ prevention and improving landing​​​‌ techniques. We have been​ working on these issues​‌ for several years.

In​​ our ongoing work on​​​‌ this subject, we have​ developed a method for​‌ learning about the acceleration​​ experienced using an LSTM-type​​​‌ neural network, based on​ a database collected from​‌ an instrumented impactor and​​ measurements of the accelerations​​​‌ of the impactor and​ the mat. Published in​‌ 23.

We have​​ also carried out an​​​‌ analysis of the impacts​ experienced by athletes during​‌ standardised gymnastics training, showing​​ a significant increase in​​​‌ the accelerations experienced during​ training, which can be​‌ interpreted as a decrease​​ in the shock absorption​​​‌ capacity of gymnasts during​ landings due to peripheral​‌ fatigue. Published in 9​​.

Ground Reaction Forces​​​‌ estimation method for non-human​ primate bipedalism analysis

Participants:​‌ Charles Pontonnier, Franck​​ Multon, Armel Cretual​​​‌.

Figure 11

A graphical representation​ of the baboon foot​‌ including joints axes. a​​ visual representation of the​​​‌ ground reaction forces predicted​ with the method.

Figure​‌ 11: (a) Olive​​ baboon foot. Contact points:​​​‌ calcaneum (green), metatarsals (red)​ and phalanges (yellow) and​‌ Joint axes (black) (b)Mean​​ and standard deviation of​​​‌ estimated GRF on 7​ different locomotion cycles, normalized​‌ by the baboon mass.​​ Experimental GRF measured on​​​‌ a single platform for​ another baboon (black). Date​‌ are normalized by the​​ baboon masses. Published in​​​‌ 21.

In this​ work, we have adapted​‌ an effective optimisation based​​ ground reaction forces estimation​​​‌ method to the specific​ case of non-human primate​‌ bidepalism. Such optimisation seek​​ at finding the minimal​​​‌ interaction forces guaranteeing the​ dynamical equilibrium of the​‌ subject against time. Studying​​ Olive baboon, we developed​​​‌ a specific foot model​ with an additional flexion​‌ degree and a specific​​ biomechanical model of the​​​‌ baboon. The method was​ evaluated on selected gait​‌ cycles, showing very conssitent​​ results with previous ground​​​‌ reaction forces measurements. Published​ in 21.

8.3.2​‌ Human-Exoskeleton interaction

The team​​ is deeply involved in​​​‌ the evaluation of the​ biomechanical impact of assistive​‌ devices such as exoskeletons.​​

Operational and Biomechanical impact​​​‌ of a wrist exoskeleton​ to assist meat cutting​‌ tasks

Participants: Charles Pontonnier​​, Aurelie Tomezzoli.​​​‌

Figure 12

See caption

Figure 12​: A. Participant equipment​‌ (white labels), exoskeleton (green​​ labels) and drawing of​​​‌ the cutting tasks on​ the foam (blue labels).​‌ B. Timeline of one​​ task. C. Processing of​​​‌ cutting inaccuracy for a​ semi-circular cutting task. ISB:​‌ international society of biomechanics​​ [36]. Com: center of​​​‌ mass of the exoskeleton,​ located between its brakes.​‌ JN: jugular notch. XP:​​ xiphoid process. *63.7mm =​​​‌ distance measured between the​ exoskeleton center of mass​‌ and the skin surface​​ (25 mm) + average​​ maximum radius of the​​​‌ forearm in men in‌ the literature (38.7mm, [31]).‌​‌ Published in 31.​​

Although a growing number​​​‌ of exoskeletons have been‌ developed for occupational applications,‌​‌ wrist exoskeletons remain relatively​​ rare. However, in the​​​‌ meat processing industry, elbow‌ and hand-wrist musculoskeletal disorders‌​‌ are particularly common. The​​ aim of this study​​​‌ was to assess the‌ potential effectiveness and risks‌​‌ of a 670g wrist​​ exoskeleton prototype designed to​​​‌ assist operators during meat‌ cutting tasks. Six professional‌​‌ butchers performed three standardized​​ tasks reproducing meat cutting​​​‌ gestures in foam, in‌ three randomized experimental conditions:‌​‌ (1) without exoskeleton, (2)​​ wearing the exoskeleton passive,​​​‌ with brakes off and‌ (3) using it with‌​‌ brakes activated, locked in​​ a static position. Cutting​​​‌ forces were recorded using‌ an instrumented table, joint‌​‌ angles using an optoelectronic​​ motion capture system, muscle​​​‌ activity using surface EMG‌ and user experience was‌​‌ assessed using questionnaires. The​​ cutting inaccuracy was defined​​​‌ as the area between‌ the prescribed task and‌​‌ the actual cut on​​ the foam surface. Joint​​​‌ torques were estimated by‌ inverse dynamics with and‌​‌ without taking the exoskeleton’s​​ mass into account, to​​​‌ isolate its effect. Linear‌ mixed-effects statistical models were‌​‌ fitted. With the exoskeleton​​ active during tasks, EMG​​​‌ activity was decreased of‌ up to 18.7 %‌​‌ (p<0.01 to p<0.001) in​​ the wrist flexors and​​​‌ increased of up to‌ 61.7% (not significant to‌​‌ p<0.05) in the upper​​ trapezius. Shoulder elevation joint​​​‌ torques were increased of‌ up to 39.7% (p<0.001),‌​‌ mainly due to the​​ exoskeleton mass. The proposed​​​‌ multi-criteria exoskeleton evaluation has‌ provided guidance for following‌​‌ prototyping stages. Too heavy​​ wrist exoskeletons could increase​​​‌ the risk of shoulder‌ tendinitis for such tasks.‌​‌ Published in 31.​​

Mechanical caracterization of a​​​‌ passive upper limb exoskeleton‌ for load carrying

Participants:‌​‌ Charles Pontonnier, Etienne​​ Ricard.

Figure 13

Torque-angle curves​​​‌ obtained from an isokinetic‌ ergometer

Figure 13:‌​‌ Torque-angle relationship of the​​ Ottobock shoulder under different​​​‌ conditions: STA (left), FLE‌ (centre) and EXT (right)‌​‌ for the 4 assistance​​ levels (Min, Int1, Int2,​​​‌ Max), represented by the‌ mean with the standard‌​‌ deviation in the band.​​ The dynamic conditions FLE​​​‌ and EXTare represented for‌ the 12 angular velocities‌​‌ from 20 to 240°/s.​​ Published in 27.​​​‌

Adjusting the assistive torque‌ of upper limb occupational‌​‌ exoskeletons is essential to​​ optimize their effectiveness and​​​‌ user acceptance in companies.‌ This adjustment enables a‌​‌ balance to be struck​​ between the expected benefits​​​‌ and potential undesirable effects‌ associated with their use,‌​‌ particularly for the shoulder​​ joint, which is sensitive​​​‌ to the balance of‌ forces. Despite this, no‌​‌ study has yet evaluated​​ these assistive torques in​​​‌ static and dynamic conditions‌ representative of work situations.‌​‌ The aim of this​​ article is therefore to​​​‌ evaluate these assistive torques‌ under these two conditions,‌​‌ using an isokinetic dynamometer.​​ Angular velocities ranging from​​​‌ 0 to 240°/s and‌ four levels of assistance‌​‌ were investigated. The results​​ showed that the maximum​​​‌ assistive torques in flexion‌ (energy restitution phase) were‌​‌ lower than those in​​​‌ extension (tensioning phase) by​ 20 to 36% and​‌ were median in static​​ conditions. It was also​​​‌ observed that the level​ of assistance and the​‌ exoskeleton opening angles had​​ a strong impact on​​​‌ the assistive torques, unlike​ the angular velocity in​‌ dynamic conditions, which had​​ a minimal effect. Quantifying​​​‌ these assistive torques is​ crucial for assessing their​‌ biomechanical impact and adjusting​​ the exoskeleton's assistance to​​​‌ the operator and the​ task performed. Published in​‌ 27. Part of​​ this work has also​​​‌ been presented in 52​, a preliminary study​‌ showing positive and negative​​ effects of the assistive​​​‌ torque on shoulder and​ back biomechanics.

Passive upper​‌ limb exoskeleton based on​​ a new spring design​​​‌

Participants: Nicolas Vignais.​

Upper limb exoskeletons may​‌ be valuable tools to​​ decrease the risk to​​​‌ develop musculoskeletal disorders, and​ their design may differ​‌ from one manufacturer to​​ another. The aim of​​​‌ the present study is​ to evaluate a passive​‌ upper limb exoskeleton based​​ on a new spring​​​‌ design comprised of composite​ spring rods. Twelve right-handed​‌ participants have performed three​​ manual tasks: static overhead​​​‌ holding, manual handling, and​ load carrying, with and​‌ without the upper limb​​ exoskeleton. EMG activity of​​​‌ the anterior deltoid and​ biceps brachii was significantly​‌ reduced across the three​​ tasks when wearing the​​​‌ exoskeleton. These findings suggested​ that the upper limb​‌ exoskeleton based on this​​ new spring device permitted​​​‌ to reduce shoulder-flexor muscular​ demand through the tested​‌ experimental tasks. Longer-duration, in-field​​ studies are now required​​​‌ to assess the efficacy​ of this exoskeleton for​‌ workers and potential implications​​ for MSD prevention. Published​​​‌ in 17.

Upper​ limb movement regression using​‌ EMGs

Participants: Nicolas Vignais​​.

Figure 14

Participants were connected​​​‌ to the exoskeleton via​ the orthosis represented in​‌ green; interaction forces are​​ measured via the F/T​​​‌ sensor represented in red.​ During the tasks, the​‌ yellow and white dots​​ represented the current and​​​‌ target positions, respectively.

Figure​ 14: Experimental setup.​‌ Published in 24.​​

Achieving a versatile control​​​‌ of exoskeletons or prostheses​ requires accurate, robust and​‌ fast predictions of upcoming​​ human movements. Electromyographic (EMG)​​​‌ signals are increasingly being​ used for this purpose​‌ as they theoretically allow​​ to estimate joint torques​​​‌ in advance due to​ the electromechanical delay. However,​‌ their performance in continuously​​ predicting joint torques strongly​​​‌ depends on the location​ of the sensors and​‌ on the feature extracted​​ from the signal, whose​​​‌ impact on the accuracy​ is little-known in this​‌ context. In the present​​ paper, the influence of​​​‌ different EMG features and​ muscles on the performance​‌ to predict both multi-​​ and single-joint torques have​​​‌ been analyzed, while moving​ in a parasagittal plane​‌ hindered by a viscous​​ force field applied by​​​‌ an exoskeleton. The existence​ of an accuracy–latency tradeoff​‌ is first highlighted, whether​​ with frequency or time-domain​​​‌ features, the latter providing​ the best tradeoff. Second,​‌ the impact of muscle​​ selection on the quality​​​‌ of the joint torques​ prediction is illustrated. In​‌ particular, the anterior deltoid,​​ the long triceps, the​​ brachialis, and the brachioradialis​​​‌ muscles are shown to‌ be the most important‌​‌ to record during movements​​ in a parasagittal plane.​​​‌ The present results pave‌ the path towards the‌​‌ design of reactive and​​ accurate exoskeletons and prostheses​​​‌ controllers based on EMG‌ signals. Published in 24‌​‌.

EMG-to-torque models for​​ exoskeleton assistance

Participants: Nicolas​​​‌ Vignais.

In the‌ field of robotic exoskeleton‌​‌ control, it is critical​​ to accurately predict the​​​‌ intention of the user.‌ While surface electromyography (EMG)‌​‌ holds the potential for​​ such precision, current limitations​​​‌ arise from the absence‌ of robust EMG-to-torque model‌​‌ calibration procedures and a​​ universally accepted model. This​​​‌ paper introduces a practical‌ framework for calibrating and‌​‌ evaluating EMG-to-torque models, accompanied​​ by a novel nonlinear​​​‌ model. The framework includes‌ an in situ procedure‌​‌ that involves generating calibration​​ trajectories and subsequently evaluating​​​‌ them using standardized criteria.‌ A comprehensive assessment on‌​‌ a dataset with 17​​ participants, encompassing single-joint and​​​‌ multi-joint conditions, suggests that‌ the novel model outperforms‌​‌ the others in terms​​ of accuracy while conserving​​​‌ computational efficiency. This contribution‌ introduces an efficient model‌​‌ and establishes a versatile​​ framework for EMG-to-torque model​​​‌ calibration and evaluation, complemented‌ by a dataset made‌​‌ available. This further lays​​ the groundwork for future​​​‌ advancements in EMG-based exoskeleton‌ control and human intent‌​‌ detection. Published in 25​​ and a short communicatio​​​‌ about this work here‌ 58.

Using vibratory‌​‌ feedback through an exoskeleton​​ to generate ergonomic postures​​​‌

Participants: Nicolas Vignais.‌

Figure 15

A picture with the‌​‌ setup and the corresponding​​ trajectories.

Figure 15:​​​‌ Reaching trajectories of representative‌ participants for each group‌​‌ through the experiment. The​​ red curves represent the​​​‌ trajectories with the median‌ final height (zr )‌​‌ during the transparent (T),​​ first and last vibration​​​‌ (V1 and V4) and‌ aftereffects (AE) blocks. Horizontal‌​‌ dashed line represents the​​ height at which the​​​‌ amplitude of the vibrations‌ was null. A Below‌​‌ group. B Above group.​​ Published in 14.​​​‌

In the past decades,‌ active exoskeletons have been‌​‌ dedicated to reducing human​​ effort, in particular to​​​‌ assist workers in occupational‌ environments. However, this approach‌​‌ does not promote the​​ learning of more ergonomic​​​‌ postures by workers, which‌ is critical for the‌​‌ long-term prevention of musculoskeletal​​ disorders. Alternatively, we propose​​​‌ the use of exoskeletons‌ as biofeedback systems, generating‌​‌ task-relevant perturbations guiding users​​ towards ergonomic postures. To​​​‌ test this approach, participants‌ performed reach-to-hold movements towards‌​‌ a redundant target, allowing​​ multiple final postures. We​​​‌ then introduced vibrations with‌ posture-dependent intensity, generating a‌​‌ sensorimotor disturbance that canceled​​ out either above or​​​‌ below each participant’s nominal‌ preferred posture. Interestingly, participants‌​‌ adapted to minimize the​​ vibrations, whether it increased​​​‌ or decreased the gravity‌ efforts, and retained the‌​‌ novel posture when it​​ induced lower effort. Finally,​​​‌ all participants significantly reduced‌ effort post-exposure. This work‌​‌ demonstrates the feasibility of​​ using exoskeletons as biofeedback​​​‌ systems to improve posture,‌ paving the path for‌​‌ applications in musculoskeletal disorders​​ prevention. Published in 14​​​‌.

Effort generation capabilites‌ mapping for personalized robotic‌​‌ assistance of the elbow​​​‌

Participants: Mael Gallois,​ Nicolas Vignais, Charles​‌ Pontonnier.

Figure 16

A block​​ scheme including the evaluation​​​‌ of the participant forces​ to adjust the level​‌ of assistance.

Figure 16​​: Architecture of the​​​‌ assistive control. Human-robot interaction​ force is measured for​‌ torque control, and robot​​ gravity is compensated. J​​​‌ is the exoskeleton Jacobian.​ Published in 38.​‌

This study explores the​​ use of a robotic​​​‌ aid to improve the​ mobility of people with​‌ neuromuscular or neurodegenerative disorders,​​ who have reduced motor​​​‌ skills. It aims to​ compare the use of​‌ either a musculoskeletal model​​ or a torque-angle joint​​​‌ model in a shared​ control framework of an​‌ upper limb exoskeleton in​​ order to assists elbow​​​‌ flexion/extension movements. The method​ consists of measuring the​‌ effort-generating capacities of the​​ elbow using an isokinetic​​​‌ ergometer. Data were then​ used to calibrate the​‌ two models. Both were​​ integrated into an exoskeleton​​​‌ control law to estimate​ online user isometric capacities​‌ during a mass-holding task​​ performed in various positions.​​​‌ Four experimental conditions were​ compared: without exoskeleton, with​‌ exoskeleton without assistance, with​​ assistance computed from the​​​‌ quadratic model and from​ the musculoskeletal model. In​‌ order to test the​​ method against individual variability,​​​‌ the study was conducted​ with nine participants. The​‌ results show a decrease​​ in muscular activity for​​​‌ the biceps in both​ assistance conditions. In extrapolating​‌ effort-generating capacities outside the​​ ergometer's measured range, the​​​‌ musculoskeletal model is more​ robust than the torque-angle​‌ joint model. Its estimations​​ are more consistent with​​​‌ the literature, while torque-angle​ joint model errors induces​‌ unintended triceps activation. In​​ conclusion, this study highlights​​​‌ the potential of combining​ a musculoskeletal model with​‌ shared control for assisting​​ elbow. Published in38​​​‌ and shorts communications here​ 13, 49.​‌

8.4 Axis 4 :​​ Ready-to-go field analysis

8.4.1​​​‌ Computer vision

Exploiting Latent​ Properties to Optimize Neural​‌ Codecs

Participants: Pierre Hellier​​.

End-to-end image and​​​‌ video codecs are becoming​ increasingly competitive, compared to​‌ traditional compression techniques that​​ have been developed through​​​‌ decades of manual engineering​ efforts. These trainable codecs​‌ have many advantages over​​ traditional techniques, such as​​​‌ their straightforward adaptation to​ perceptual distortion metrics and​‌ high performance in specific​​ fields thanks to their​​​‌ learning ability. However, current​ state-of-the-art neural codecs do​‌ not fully exploit the​​ benefits of vector quantization​​​‌ and the existence of​ the entropy gradient in​‌ decoding devices. In this​​ paper, we propose to​​​‌ leverage these two properties​ (vector quantization and entropy​‌ gradient) to improve the​​ performance of off-the-shelf codecs.​​​‌ Firstly, we demonstrate that​ using non-uniform scalar quantization​‌ cannot improve performance over​​ uniform quantization. We thus​​​‌ suggest using predefined optimal​ uniform vector quantization to​‌ improve performance. Secondly, we​​ show that the entropy​​​‌ gradient, available at the​ decoder, is correlated with​‌ the reconstruction error gradient,​​ which is not available​​​‌ at the decoder. We​ therefore use the former​‌ as a proxy to​​ enhance compression performance. Our​​​‌ experimental results show that​ these approaches save between​‌ 1 to 3% of​​ the rate for the​​ same quality across various​​​‌ pretrained methods. In addition,‌ the entropy gradient based‌​‌ solution improves traditional codec​​ performance significantly as well.​​​‌ Published in 6.‌

D-Garment: Physics-Conditioned Latent Diffusion‌​‌ for Dynamic Garment Deformations​​

Participants: Pierre Hellier.​​​‌

Adjusting and deforming 3D‌ garments to body shapes,‌​‌ body motion, and cloth​​ material is an important​​​‌ problem in virtual and‌ augmented reality. Applications are‌​‌ numerous, ranging from virtual​​ change rooms to the​​​‌ entertainment and gaming industry.‌ This problem is challenging‌​‌ as garment dynamics influence​​ geometric details such as​​​‌ wrinkling patterns, which depend‌ on physical input including‌​‌ the wearer's body shape​​ and motion, as well​​​‌ as cloth material features.‌ Existing work studies learning-based‌​‌ modeling techniques to generate​​ garment deformations from example​​​‌ data, and physics-inspired simulators‌ to generate realistic garment‌​‌ dynamics. We propose here​​ a learning-based approach trained​​​‌ on data generated with‌ a physics-based simulator. Compared‌​‌ to prior work, our​​ 3D generative model learns​​​‌ garment deformations for loose‌ cloth geometry, especially for‌​‌ large deformations and dynamic​​ wrinkles driven by body​​​‌ motion and cloth material.‌ Furthermore, the model can‌​‌ be efficiently fitted to​​ observations captured using vision​​​‌ sensors. We propose to‌ leverage the capability of‌​‌ diffusion models to learn​​ fine-scale detail: we model​​​‌ the 3D garment in‌ a 2D parameter space,‌​‌ and learn a latent​​ diffusion model using this​​​‌ representation independent from the‌ mesh resolution. This allows‌​‌ to condition global and​​ local geometric information with​​​‌ body and material information.‌ We quantitatively and qualitatively‌​‌ evaluate our method on​​ both simulated data and​​​‌ data captured with a‌ multi-view acquisition platform. Compared‌​‌ to strong baselines, our​​ method is more accurate​​​‌ in terms of Chamfer‌ distance. Published in 59‌​‌.

Generative Articulated Neural​​ Fields to multiple identities​​​‌ and poses

Participants: Pierre‌ Hellier, Franck Multon‌​‌, Guillaume Loranchet.​​

Figure 17

See caption

Figure 17​​​‌: Top: Meshes generated‌ by our method, the‌​‌ three in the middle​​ are not in the​​​‌ training set and are‌ interpolated between the far‌​‌ left and the far​​ right ones. More precisely,​​​‌ we interpolated the SMPL‌ identity parameters (betas) that‌​‌ conditioned our networks. We​​ also zoomed in on​​​‌ the hands to show‌ the detailed capabilities of‌​‌ the network. Bottom: the​​ relative distance for each​​​‌ point to the corresponding‌ SMPL mesh. Published in‌​‌ 51.

The creation​​ of realistic avatars in​​​‌ motion has been the‌ hot-topic topic in academia‌​‌ and creative industry. Recent​​ advances in deep learning​​​‌ and implicit representations have‌ opened new avenues of‌​‌ research, especially to enhance​​ the details of the​​​‌ avatars. However, these approaches‌ generally lead to design‌​‌ large deep learning architectures​​ dedicated to a specific​​​‌ identity shape and pose.‌ Some previous works proposed‌​‌ to adapt the method​​ to handle various poses​​​‌ for a given identity,‌ but they are trained‌​‌ only on one identity.​​ In VR applications, training​​​‌ this type of network‌ for a new user,‌​‌ with a new shape,​​ would require collecting many​​​‌ 3D geometric examples of‌ this user in various‌​‌ poses. Moreover, for distant​​​‌ and massively populated virtual​ environments, it would also​‌ require to transfer one​​ network for each user,​​​‌ which would require huge​ memory and network usage.​‌ This paper proposes an​​ improvement over the state-of-the-art​​​‌ implicit SNARF and Fast-SNARF​ methods to permit generalization​‌ to novel motions and​​ shape identities. Our result​​​‌ show that conditioning a​ light version of Fast-SNARF​‌ with a compact identity​​ latent code enables to​​​‌ handle multiple shape identities​ while preserving the accuracy​‌ of the geometric reconstruction.​​ Extrapolation to identity shapes​​​‌ that have never been​ seen during training is​‌ also possible, but with​​ a little decrease of​​​‌ the reconstruction quality. Hence,​ to use his/her avatar​‌ in VR, a user​​ simply has to provide​​​‌ to the application a​ compact identity latent code​‌ (obtained on a unique​​ 3D example). Published in​​​‌ 51.

NIPIG: Neural​ Implicit Avatar Conditioned on​‌ Human Pose, Identity and​​ Gender

Participants: Pierre Hellier​​​‌, Franck Multon,​ Guillaume Loranchet.

Figure 18

See​‌ caption

Figure 18:​​ General overview: For any​​​‌ query point x in​ pose-space, the model first​‌ finds iteratively the corresponding​​ roots x1...xn in the​​​‌ canonical space thanks to​ the LBS network, conditioned​‌ on the identity vector​​ beta. Then, for each​​​‌ canonical root, a second​ network predicts its occupancy​‌ conditioned on the identity​​ (beta) and pose (theta).​​​‌ The result is finally​ compared with the ground​‌ truth occupancy of x​​ with a Binary Cross​​​‌ Entropy loss L to​ update both networks. Published​‌ in 41.

The​​ creation of realistic avatars​​​‌ in motion is a​ hot-topic in academia and​‌ the creative industries. Recent​​ advances in deep learning​​​‌ and implicit representations have​ opened new avenues of​‌ research, especially to enhance​​ the details of the​​​‌ avatars using implicit methods​ based on neural networks.​‌ State-of-the-art implicit Fast-SNARF [Chen​​ et al. 2023] methods​​​‌ encodes various poses of​ a given identity, but​‌ are specialized for that​​ single identity. This paper​​​‌ proposes NIPIG, a method​ that extends Fast-SNARF model​‌ to handle multiple and​​ novel identities. Our main​​​‌ contribution is to condition​ the model on identity​‌ and pose features, such​​ as an identity code,​​​‌ a gender indicator, and​ a weight estimate. Extensive​‌ experiments led us to​​ a compact model capable​​​‌ of interpolating and extrapolating​ between training identities. We​‌ test several conditioning techniques​​ and network's sizes to​​​‌ find the best trade-off​ between parameter count and​‌ result quality. We also​​ propose an efficient fine-tuning​​​‌ approach to handle new​ out-of-distribution identities, while avoiding​‌ decreasing the reconstruction performance​​ for in-distribution identities. Pubished​​​‌ in 41.

Implicit​ Shape Avatar Generalization across​‌ Pose and Identity

Participants:​​ Pierre Hellier, Franck​​​‌ Multon, Guillaume Loranchet​.

The creation of​‌ realistic animated avatars has​​ become a hot-topic in​​​‌ both academia and the​ creative industry. Recent advancements​‌ in deep learning and​​ implicit representations have opened​​​‌ new research avenues, particularly​ in enhancing avatar details​‌ with lightweight models. This​​ paper introduces an improvement​​​‌ over the state-of-the-art implicit​ Fast-SNARF method to permit​‌ generalization to novel motions​​ and shape identities. Fast-SNARF​​ trains two networks: an​​​‌ occupancy network to predict‌ the shape of a‌​‌ character in canonical space,​​ and a Linear Blend​​​‌ Skinning network to deform‌ it into arbitrary poses.‌​‌ However, it requires a​​ separated model for each​​​‌ subject. We extend this‌ work by conditioning both‌​‌ networks on an identity​​ parameter, enabling a single​​​‌ model to generalize across‌ multiple identities, without increasing‌​‌ the model's size, compared​​ to Fast-SNARF. Published in​​​‌ 42.

8.4.2 Markerless‌ motion analysis

Impact of‌​‌ introducing sparse inertial Measurement​​ Units in Computer Vision-Based​​​‌ Motion Capture Systems for‌ Ergonomic Postural Assessment

Participants:‌​‌ Charles Pontonnier, Franck​​ Multon, Georges Dumont​​​‌.

In ergonomics, worker‌ movement on site is‌​‌ an important factor in​​ assessing the risk of​​​‌ musculoskeletal disorders, among other‌ factors. Several commercial markerless‌​‌ motion capture systems that​​ can be used for​​​‌ this purpose are available,‌ mostly based on monocular‌​‌ or multi RGB (THEIA​​ system) / RGB-D cameras​​​‌ (MS Kinect system). Hybrid‌ systems combining computer vision‌​‌ and Inertial Measurement Units​​ (IMUs) have been introduced,​​​‌ such as the KIMEA‌ (1 RGB-D+4 IMUs) and‌​‌ the KIMEA Cloud (1​​ RGB+4 IMUs) solutions. Although​​​‌ previous works analysed the‌ accuracy of some of‌​‌ these systems, the relevance​​ of coupling computer vision​​​‌ and IMU has not‌ been studied. Hence, we‌​‌ tested the performance of​​ these systems in evaluating​​​‌ bimanual handling tasks, with‌ partial occlusions of the‌​‌ body in the images.​​ The THEIA system exhibits​​​‌ an average of 11.1°‌ error for all the‌​‌ joints, with larger Root​​ Mean Square errors on​​​‌ the wrists and the‌ shoulder (>14° error). KIMEA‌​‌ Cloud with IMU obtained​​ similar global RMS error​​​‌ (10.3 ° to 10.9°‌ depending on the viewpoint),‌​‌ but with better results​​ for the wrists (3.9​​​‌ ° to 4.3°). The‌ impact of coupling RGB-D‌​‌ images and IMU data​​ is even bigger: the​​​‌ RMS error of the‌ Kinect decreased from 17.2°‌​‌ down to 8.9° when​​ adding the IMUs information​​​‌ (KIMEA system). This difference‌ is even bigger for‌​‌ the wrists: 28.3° to​​ 38.5° for the Kinect,​​​‌ and 3.8 ° to‌ 4° for KIMEA. These‌​‌ results confirm the advantage​​ of introducing a few​​​‌ IMU sensors, especially for‌ the wrists which are‌​‌ badly tracked in the​​ images. Published in 33​​​‌, 18.

Uncertainty‌ estimation in marker-based motion‌​‌ capture of the tennis​​ serve

Participants: Caroline Martin​​​‌, Simon Ozan.‌

Figure 19

See caption

Figure 19‌​‌: Marker placement and​​ motion reconstruction. a) Anterior​​​‌ view of the participant‌ with reflective markers. b)‌​‌ Posterior view of the​​ participant with reflective markers.​​​‌ c) 3D reconstruction of‌ the tennis serve from‌​‌ motion capture data. Published​​ in 20.

Marker-based​​​‌ motion capture (MoCap) systems‌ are widely used to‌​‌ analyse human movement. However,​​ they are affected by​​​‌ measurement uncertainties, particularly marker‌ placement errors (MPE) and‌​‌ soft tissue artefacts (STA).​​ Here, we quantify the​​​‌ individual and combined effects‌ of these two sources‌​‌ of uncertainty on joint​​ angles and angular velocities​​​‌ in the case of‌ the tennis serve. A‌​‌ Monte-Carlo approach was used​​​‌ to simulate 3000 perturbed​ marker trajectories for each​‌ uncertainty source and their​​ combination. We applied a​​​‌ random offset for MPE,​ while sinusoidal perturbations were​‌ used to simulate for​​ STA. The resulting joint​​​‌ kinematics were compared across​ all degrees of freedom.​‌ Confidence intervals (5-95 %),​​ root mean square deviation​​​‌ (RMSD) and Minimal Detectable​ Changes (MDC) were calculated​‌ for key biomechanical variables.​​ Results showed that STA​​​‌ predominantly affected angular velocities,​ while MPE had a​‌ greater impact on joint​​ angles. The combined simulation​​​‌ consistently produced the largest​ variability, with mean confidence​‌ intervals ranging from 5.1°​​ to 30.8° for joint​​​‌ angles and from 70.5°.s-1​ to 248.5°.s-1 for joint​‌ angular velocities, and RMSD​​ values ranging from 1.6°​​​‌ to 8.4° for joint​ angles and from 16.8°.s-1​‌ to 68.0°.s-1 for joint​​ angular velocities. To our​​​‌ knowledge, this is the​ first quantification of MPE​‌ and STA effects on​​ ballistic movement kinematics. These​​​‌ results provide critical reference​ values, enabling more accurate​‌ comparisons across subjects and​​ studies while accounting for​​​‌ measurement uncertainties.Published in 20​.

8.4.3 Tennis motion​‌ analysis and biomechanics

Tennis​​ Serve Constraints Delimit but​​​‌ Do Not Prohibit Individual​ Movement Strategies among Professional​‌ Players

Participants: Caroline Martin​​, Simon Ozan.​​​‌

Figure 20

The curve show a​ decrease of the com​‌ during knee flexion while​​ being maximal at the​​​‌ impact of the ball​

Figure 20: Illustrations​‌ of key instants, phases​​ of the serve, and​​​‌ selected CoM parameters. Published​ in 10.

In​‌ sport, copying the motion​​ technique of top-level athletes,​​​‌ which is regarded as​ perfect and optimal, is​‌ a goal often targeted​​ by coaches for their​​​‌ athletes. However, inter-individual variability​ has been shown to​‌ remain in sport motions​​ even at the elite​​​‌ level, and its analysis​ is important to identify​‌ the different motor strategies​​ used to respond to​​​‌ the same motor task.​ This study aimed to​‌ assess inter-individual variability of​​ Center of Mass (CoM)​​​‌ vertical kinematics during the​ serve among a homogeneous​‌ population of twenty-two professional​​ tennis players and to​​​‌ investigate its links with​ serve performance indicators. Vertical​‌ CoM trajectories, impact height​​ and racket head velocity​​​‌ were analyzed using a​ marker-based motion capture system.​‌ Inter-individual variability was assessed​​ using the coefficient of​​​‌ variation. The phase duration,​ the vertical CoM displacement​‌ and its maximal velocity​​ showed greater variability during​​​‌ the loading phase compared​ to the acceleration phase.​‌ Strong correlations were found​​ between vertical CoM parameters​​​‌ during the acceleration phase​ and ball impact height,​‌ but not during the​​ loading phase. The serving​​​‌ task constraints seem to​ offer limited scope for​‌ inter-individual variability and tend​​ to delimit CoM movement​​​‌ strategy during the acceleration​ phase. Conversely, individual strategies​‌ of CoM kinematics differ​​ among professional players during​​​‌ the loading phase, which​ could be the result​‌ of the expression of​​ organismic constraints. This inter-individual​​​‌ variability observed during the​ loading phase points towards​‌ a non-unique way of​​ serving and the need​​​‌ for individualized coaching exercises.​ Published in 10.​‌

Contextual cues and stance​​ decision-making in tennis forehand​​ professional tennis players

Participants:​​​‌ Nicolas Vignais.

In‌ tennis, both open and‌​‌ square stances are used​​ to produce forehands, although​​​‌ few differences have been‌ found between them in‌​‌ terms of biomechanical or​​ ball speed advantages. Hence,​​​‌ it is currently unclear‌ why expert players decide‌​‌ to change their stance​​ during rallies. The objective​​​‌ of this study was‌ to analyze the influence‌​‌ of the context before​​ the stroke on the​​​‌ players’ stance choice. Based‌ on video analysis of‌​‌ men and women professional​​ tennis matches, 2479 stances​​​‌ chosen by twenty players‌ were recorded, considering contextual‌​‌ factors such as “balance​​ of power” and direction​​​‌ of the ball to‌ be played. Results revealed‌​‌ that open stance was​​ used significantly more than​​​‌ square stance in 83.6%‌ of the forehands, with‌​‌ no difference between women​​ and men. These rates​​​‌ varied based on the‌ balance of power, with‌​‌ fewer open stance during​​ favorable situations (65.4%). The​​​‌ direction of the ball‌ played influenced the choice‌​‌ of stance in favorable​​ situations, with fewer open​​​‌ stance being used to‌ play cross court. Taken‌​‌ all together, these results​​ showed an interaction between​​​‌ factors preceding the forehand‌ stroke when adopting a‌​‌ stance in tennis. When​​ players had little time​​​‌ to make a choice,‌ they overwhelmingly used open‌​‌ stances. This choice can​​ be automated, which reduces​​​‌ the attentional load. On‌ the other hand, when‌​‌ they had more time,​​ they varied their type​​​‌ of stance according to‌ the zone being played,‌​‌ with inter-individual differences. The​​ findings could provide valuable​​​‌ insights for coaches to‌ optimize training and improve‌​‌ players’ decision-making efficiency. Published​​ in 32.

Work​​​‌ in progress

Two preliminaries‌ studies have been presented‌​‌ in congress regarding the​​ reliability and usability of​​​‌ markerless motion capture for‌ running 26 and the‌​‌ developent of a markerless​​ method to reconstruct racket​​​‌ and ball motion during‌ tennis serve 19.‌​‌

9 Bilateral contracts and​​ grants with industry

9.1​​​‌ Bilateral contracts with industry‌

9.1.1 Nisk.AI, Industrial "defi"‌​‌ with Interdigital (2024-2030, partner)​​

Participants: Pierre Hellier,​​​‌ Leo-Paul Huar.

Nisk.AI‌ (2024-2030) is a project‌​‌ within the Nemo joint​​ laboratory INRIA-InterDigital. It is​​​‌ concerned with the efficient‌ and frugal compression of‌​‌ new media. More specifically,​​ we are concerned in​​​‌ Combo with the reconstruction‌ and compression of 3D‌​‌ scenes using Gaussian Splats.​​ This topic is managed​​​‌ through the PhD of‌ Leo-Paul Huar.

9.1.2 Ys.AI,‌​‌ Industrial "defi" with Interdigital​​ (leader)

Participants: Pierre Hellier​​​‌, Franck Multon,‌ Guillaume Loranchet.

Ys.AI‌​‌ (2020-2026) is a joint​​ project with InterDigital aiming​​​‌ at exploring the representation‌ of avatars in Metaverse‌​‌ environments. More specifically, we​​ aim at pushing the​​​‌ limits of the uncanny‌ valley for highly realistic‌​‌ avatars. To this end,​​ we explore how to​​​‌ enhance fullbody, garments and‌ hair simulation using AI‌​‌ approaches. We also explore​​ how these methods could​​​‌ enhance the interaction experience‌ in immersive worlds, with‌​‌ multisensory feedback rendering.

9.1.3​​ FFT, collaboration contract

Participants:​​​‌ Caroline Martin, Simon‌ Ozan.

Contract with‌​‌ FFT (2023-2025)

This project​​​‌ was conducted in collaboration​ with the research and​‌ optimisation unit of the​​ French Tennis Federation (FFT)​​​‌ to provide a biomechanical​ analysis of the serve​‌ for FFT players in​​ a laboratory setting. The​​​‌ project was funded by​ the FFT to the​‌ tune of €22,400 over​​ a period of 24​​​‌ months. Caroline Martin was​ responsible for this project​‌ on behalf of the​​ M2S laboratory at the​​​‌ University of Rennes 2.​

9.1.4 VRboxing, collaboration contract​‌

Participants: Richard Kulpa,​​ Franck Multon, Benoit​​​‌ Bideau, Guillaume Claude​, Julian Joseph,​‌ Annabelle Limballe.

Following​​ the REVEA project, a​​​‌ collaboration was established between​ Université Rennes 2, Inria,​‌ the company VRBoxing, and​​ the French Boxing Federation.​​​‌ The primary objective is​ to work collectively to​‌ better analyze combat sport​​ situations and to develop​​​‌ innovative training protocols based​ on studies conducted in​‌ ecological settings. The second​​ objective is to make​​​‌ these new defensive training​ approaches accessible not only​‌ to the French national​​ boxing team but also​​​‌ to boxing clubs and​ amateur boxers.

9.2 Bilateral​‌ Grants with Industry

9.2.1​​ PerFoot

Participants: Anthony Sorel​​​‌, Nicolas Bideau.​

CIFRE with Stade Rennais​‌ (2023-2027)

This project, in​​ collaboration with Stade Rennais​​​‌ FC, utilizes retrospective data​ and mixed models to​‌ chart the evolution of​​ athletic qualities in young​​​‌ elite soccer players, factoring​ in age and prior​‌ injuries to better estimate​​ future potential. By moving​​​‌ beyond static performance comparisons,​ the research accounts for​‌ longitudinal progress and individual​​ variability, addressing a significant​​​‌ gap where most current​ methods fail to predict​‌ future capacity. This approach​​ adapts statistical tools successfully​​​‌ used in skiing to​ a non-timed sport like​‌ soccer, aiming to provide​​ a reliable evaluation system.​​​‌ Ultimately, the project targets​ key sporting, financial, and​‌ social objectives, such as​​ optimizing investment and improving​​​‌ player career management.

9.2.2​ VirGoal

Participants: Anthony Sorel​‌, Nicolas Bideau.​​

CIFRE with Direction Innovation​​​‌ et Recherche of the​ French Football Federation (FFF)​‌ (2023-2026)

This project, in​​ collaboration with the French​​​‌ Football Federation, focuses on​ developing and implementing virtual​‌ reality environments to enhance​​ the perception-action coupling and​​​‌ decision-making capabilities of goalkeepers​ in football. The research​‌ pursues three primary objectives:​​ 1) to identify the​​​‌ spatiotemporal variables and underlying​ paradigms governing goalkeeper decision-making​‌ in critical game situations,​​ particularly the "back-pass" scenario;​​​‌ 2) to design and​ validate an ecologically valid​‌ virtual reality training application​​ targeting perceptual-cognitive competencies; 3)​​​‌ to quantify the transfer​ of skills learned in​‌ the virtual environment to​​ real-world pitch performance. The​​​‌ project's distinctive contribution lies​ in isolating and training​‌ often-unconscious decision factors in​​ expert players through contextually-grounded​​​‌ virtual simulations, leveraging state-of-the-art​ immersive technologies and biomechanical​‌ analysis tools to bridge​​ the gap between laboratory​​​‌ training and field performance.​

9.2.3 Motor preferences and​‌ tennis

Participants: Caroline Martin​​.

CIFRE with Volodalen​​​‌ (2022-2025).

This project was​ carried out in collaboration​‌ with Volodalen in support​​ of the ANR STHP​​​‌ BEST Tennis project and​ helped fund Kaies Deghaies'​‌ thesis on optimising tennis​​ performance: biomechanical analysis of​​ the serve and natural​​​‌ preferences.

9.2.4 BiomeCAP

Participants:‌ Nicolas Vignais, Remy‌​‌ Roinson.

CIFRE with​​ Phyling company (2023-2026).

The​​​‌ aim of this project‌ is to detect risk‌​‌ of injury in running​​ directly in the field​​​‌ by using embedded sensors.‌ To this aim, the‌​‌ first step is to​​ validate a running track​​​‌ instrumented with vertical force‌ sensors. The second step‌​‌ is to develop a​​ biomechanical model integrating kinematic​​​‌ data from a video-based‌ markerless motion capture system‌​‌ and force data from​​ the instrumented track. Finally,​​​‌ this methodology will be‌ employed in the field‌​‌ to detect the risk​​ of injury based on​​​‌ joint moment estimation.

9.2.5‌ SafranRV

Participants: Nicolas Vignais‌​‌, Julie Robillard.​​

CIFRE with Safran Landing​​​‌ System company (2024-2027).

The‌ aim of this project‌​‌ is to develop a​​ virtual reality methodology to​​​‌ prevent the appearance of‌ musculoskeletal disorders (MSDs) for‌​‌ aeronautic workers. To this​​ aim, the first step​​​‌ is to record the‌ real activity of these‌​‌ workers on a painting​​ workstation using inertial sensor​​​‌ units, in collaboration with‌ Safran LS company. These‌​‌ measurements will permit to​​ obtain the reference activity.​​​‌ The second step is‌ to model the workstation‌​‌ into a virtual environment,​​ and to record the​​​‌ workers’ activity into this‌ virtual situation. This will‌​‌ enable us to identify​​ which are the critical​​​‌ elements (stereovision, haptics, etc.)‌ to consider when using‌​‌ virtual reality for MSDs​​ prevention. Finally, this virtual​​​‌ environment will be optimized‌ and will be used‌​‌ to analyze the effect​​ of familiarization in virtual​​​‌ reality on the task‌ performance.

10 Partnerships and‌​‌ cooperations

10.1 European initiatives​​

10.1.1 Horizon Europe

Sharespace,​​​‌ (2023 – 2026, partner)‌

Participants: Valentin Ramel,‌​‌ Richard Kulpa, Julian​​ Joseph, Benoit Bideau​​​‌, Nicolas Vignais,‌ Franck Multon, Anthony‌​‌ Sorel.

SHARESPACE will​​ demonstrate a radically new​​​‌ technology for promoting ethical‌ and social interaction in‌​‌ eXtended Reality (XR) Shared​​ Hybrid Spaces (SHS), anchored​​​‌ in human sensorimotor communication.‌ Our core concept is‌​‌ to identify and segment​​ social sensorimotor primitives and​​​‌ reconstruct them in hybrid‌ settings to build continuous,‌​‌ embodied, and rich human-​​ avatar experiences. To achieve​​​‌ this, three interconnected science-towards-technology‌ breakthroughs will be delivered:‌​‌ novel computational cognitive architectures,​​ a unique self-calibrating body​​​‌ sensor network, and a‌ fully mobile spatial Augmented‌​‌ Reality (AR) and virtual​​ human rendering. We will​​​‌ create a library of‌ social motion primitives and‌​‌ use them to design​​ AI-based architectures of our​​​‌ artificial agents. SHARESPACE mobile‌ capturing technologies combine loosely-coupled‌​‌ visual-inertial tracking of full​​ body kinematic, hand pose​​​‌ and facial expression, incorporating‌ novel neural encoding/decoding functionalities,‌​‌ together with local context-aware​​ animations and highly realistic​​​‌ neural rendering. Our technology‌ will be iteratively tested‌​‌ in 2 Proofs-of-principles involving​​ human and artificial agents​​​‌ interacting in SHS, and‌ 3 real-world use case‌​‌ scenarios in Health, Sport​​ and Art. We will​​​‌ demonstrate a fully functional‌ prototype of SHARESPACE tailored‌​‌ to the agents’ personalized​​ characteristics (gender, culture, and​​​‌ social dispositions). SHARESPACE will‌ support community-building and exploitation‌​‌ with concrete initiatives, including​​​‌ (i) public engagement around​ our research and innovation,​‌ (ii) promoting high-tech innovation​​ and early transfer to​​​‌ our deep-tech companies, as​ premises for the consolidation​‌ of human-centric and sovereign​​ European market areas such​​​‌ Industry AR and SHS,​ eHealth and tele-Health. Our​‌ long-term vision is to​​ bring XR to a​​​‌ radically new level of​ presence and sociality by​‌ reconstructing sensorimotor primitives that​​ enable ethical, trusted and​​​‌ inclusive modes of social​ interaction.

10.2 National initiatives​‌

10.2.1 Continuum, ANR Equipex+​​

Participants: Georges Dumont,​​​‌ Ronan Gaugne, Anthony​ Sorel, Richard Kulpa​‌.

Immersia and Immermove​​ are the two parts​​​‌ of Immerstar platform led​ by Georges Dumont, In​‌ 2020, we participated to​​ a PIA3-Equipex+ proposal. This​​​‌ proposal CONTINUUM involves 22​ partners, has been succesfully​‌ evaluated and will be​​ granted. The CONTINUUM project​​​‌ will create a collaborative​ research infrastructure of 30​‌ platforms located throughout France,​​ to advance interdisciplinary research​​​‌ based on interaction between​ computer science and the​‌ human and social sciences.​​ Thanks to CONTINUUM, 37​​​‌ research teams will develop​ cutting-edge research programs focusing​‌ on visualization, immersion, interaction​​ and collaboration, as well​​​‌ as on human perception,​ cognition and behaviour in​‌ virtual/augmented reality, with potential​​ impact on societal issues.​​​‌ CONTINUUM enables a paradigm​ shift in the way​‌ we perceive, interact, and​​ collaborate with complex digital​​​‌ data and digital worlds​ by putting humans at​‌ the center of the​​ data processing workflows. The​​​‌ project will empower scientists,​ engineers and industry users​‌ with a highly interconnected​​ network of high-performance visualization​​​‌ and immersive platforms to​ observe, manipulate, understand and​‌ share digital data, real-time​​ multi-scale simulations, and virtual​​​‌ or augmented experiences. All​ platforms will feature facilities​‌ for remote collaboration with​​ other platforms, as well​​​‌ as mobile equipment that​ can be lent to​‌ users to facilitate onboarding.​​ The kick-off meeting of​​​‌ continuum has been held​ in 2022, January the​‌ 14th. Global meetings are​​ organized once a year,​​​‌ and the scientific committee​ meets every 2 or​‌ 3 months. Continuum network​​ is part of French​​​‌ national strategy on research​ infrastructures since 2020 and​‌ applying to the renewal​​ of this recognition this​​​‌ year.

10.2.2 AeX MusMaps,​ (2024 – 2028, co-leader)​‌

Participants: Charles Pontonnier,​​ Mael Gallois, Aurelie​​​‌ Tomezzoli, Nolwenn Fougeron​, Nicolas Vignais,​‌ Elyse Larribau.

MusMapS​​ uses effort measurements (mapping​​​‌ of physical abilities) from​ patients with disabilities to​‌ personalise the assistance provided​​ by an upper limb​​​‌ exoskeleton with shared control,​ assisting these patients with​‌ everyday movements. The combination​​ of a musculoskeletal model​​​‌ representing the patient's physical​ capabilities with shared control​‌ for conditions such as​​ multiple sclerosis or stroke​​​‌ sequels is innovative and​ forms the core of​‌ the approach. Approx 250k​​ funded by Inria.

10.2.3​​​‌ PPR REVEA, (2020 –​ 2025, leader)

Participants: Richard​‌ Kulpa, Franck Multon​​, Benoit Bideau,​​​‌ Guillaume Claude, Julian​ Joseph, Annabelle Limballe​‌.

PIA PPR Sport​​ Très Haute Performance: The​​​‌ REVEA project (2020-2025) proposes​ a new generation of​‌ innovative and complementary training​​ methods and tools to​​ increase the number of​​​‌ medals at the Paris‌ 2024 Olympic Games, using‌​‌ virtual reality. Indeed, the​​ latter offers standardization, reproducibility​​​‌ and control features that:‌ 1) Densify and vary‌​‌ training for very high​​ performance without increasing the​​​‌ associated physical loads, and‌ by IRISA Activity Report‌​‌ 2024 28 Inria Annual​​ Report 2024 reducing the​​​‌ risk of impact and/or‌ high intensity exercises ;‌​‌ 2) offer injured athletes​​ the opportunity to continue​​​‌ training during their recovery‌ period, or for all‌​‌ athletes during periods of​​ confinement as experienced with​​​‌ Covid-19 ; 3) provide‌ objective and quantified assessment‌​‌ of athlete performance and​​ progress; and 4) provide​​​‌ a wide range of‌ training that allows for‌​‌ better retention of learning​​ and adaptability of athletes.​​​‌ Virtual reality offers a‌ range of stimuli that‌​‌ go beyond the limits​​ of reality, such as​​​‌ facing an opponent with‌ extraordinary abilities or seeing‌​‌ an action that has​​ not yet been mastered.​​​‌ The objective of REVEA‌ is therefore to meet‌​‌ the needs of three​​ federations by exploiting the​​​‌ unique properties of virtual‌ reality to improve the‌​‌ motor performance of athletes​​ through the optimisation of​​​‌ the underlying perceptual-motor and‌ cognitive-motor processes. The French‌​‌ Gymnastics Federation wishes to​​ optimise the movements of​​​‌ its gymnasts by observing‌ their own motor production‌​‌ to avoid further increasing​​ the load of physical​​​‌ training. The French Boxing‌ Federation wishes to improve‌​‌ the perceptual-motor anticipation capacities​​ of boxers in opposition​​​‌ situations while reducing the‌ impact and therefore the‌​‌ risk of injury. The​​ French Athletics Federation wishes​​​‌ to improve the perceptual-motor‌ anticipation capacities of athletes‌​‌ in cooperative situations (4x100m​​ relay) without running at​​​‌ high intensity. It is‌ performed by a multidisciplinary‌​‌ consortium composed of University​​ Rennes 2 (and Inria),​​​‌ University of Reims Champagne-Ardenne,‌ Aix-Marseille University, Paris-Saclay University‌​‌ and INSEP.

10.2.4 PPR​​ Neptune, (2021 – 2025,​​​‌ partner)

Participants: Guillaume Nicolas‌, Nicolas Bideau,‌​‌ Kilian Bertholon, Benoit​​ Bideau, Antoine Bouvet​​​‌.

PIA PPR Sport‌ de Très Haute Performance.‌​‌ The objective of the​​ NePTUNE project is to​​​‌ provide the French coaches‌ and swimmers with quantitative‌​‌ tools and methods (1)​​ to evaluate the key​​​‌ performance factors (stroke rate/stroke‌ length ratio, velocity, water‌​‌ resistance, force, gliding efficiency,​​ motor coordination, etc), (2)​​​‌ to identify the different‌ performance profiles in order‌​‌ to individualize training, (3)​​ to perform physical models​​​‌ in order to optimize‌ performance. Thus, one of‌​‌ the issues developed in​​ the framework of this​​​‌ project concerns the optimization‌ of movement in world‌​‌ class swimming and in​​ particular the links between​​​‌ hydrodynamic resistances and swimming‌ technique. Based on innovative‌​‌ approaches, we propose to​​ evaluate the previous key​​​‌ factors in experimental situations,‌ from which knowledge can‌​‌ be transferred to coaches​​ for the monitoring of​​​‌ swimmers. To achieve these‌ objectives, we propose a‌​‌ research focus mixing biomechanics​​ and fluid mechanics.

10.2.5​​​‌ Thurston VR, CNRS 80‌ PRIME

Participants: Ronan Gaugne‌​‌.

Name: The project​​ aims to develop a​​​‌ virtual reality tool that‌ allows users to explore‌​‌ non-Euclidean geometries in three​​​‌ dimensions in real time.​ These geometries, discovered in​‌ the 19th century by​​ Gauss, Bolyai and Lobachevsky,​​​‌ challenge Euclid's fifth postulate​ and open up new​‌ mathematical “worlds”. The work​​ of Thurston and Perelman​​​‌ shows that any three-dimensional​ space can be described​‌ by eight model geometries,​​ known as Thurston geometries.​​​‌ The project seeks to​ simulate the visual perception​‌ of an observer in​​ each of these spaces,​​​‌ where light does not​ necessarily follow straight paths.​‌ It is based on​​ an existing web application​​​‌ and aims to enhance​ it and bring it​‌ to the Immersia immersive​​ platform.

10.2.6 ANR MiXSON,​​​‌ (2024 – 2028, partner)​

Participants: Caroline Martin,​‌ Simon Ozan.

Using​​ an interdisciplinary approach, the​​​‌ MixSon project involves designing​ a sonification tool and​‌ examining its effectiveness and​​ acceptance in a training​​​‌ context to optimise performance​ in a sporting movement:​‌ the tennis serve. This​​ project brings together a​​​‌ specialist in the biomechanics​ of high-level sports movements,​‌ a neuroscientist who is​​ an expert in movement​​​‌ sonification, an acoustician, a​ psychologist specialising in the​‌ acceptability of new technologies,​​ and an anthropologist specialising​​​‌ in the analysis of​ the experiences of high-level​‌ athletes and coaches. I​​ am responsible for WP1,​​​‌ which focuses on identifying​ the kinematic variables of​‌ the serve that are​​ most relevant for sonification.​​​‌ The project, led by​ Guillaume Escalié (PU, University​‌ of Bordeaux), will last​​ 48 months (total funding​​​‌ of €490.4K from the​ ANR).

10.2.7 Morphotwin

Participants:​‌ Nolwenn Fougeron.

CNRS​​ MITI: Morpho Twin -​​​‌ Jumeaux numériques biomécaniques pour​ l’exploration des locomotions bipèdes​‌ humaines et non-humaines. Normalité​​ et évolution

The MorphoTwin​​​‌ project aims in the​ creation of biomechanical digital​‌ twins of lower limbs,​​ both human and primate,​​​‌ to unlock new insights​ into the structure and​‌ evolution of bipedal movement.​​ By building diverse cohorts​​​‌ of 1,000 human and​ 20 non-human primate digital​‌ models, the team is​​ capturing anatomical and functional.​​​‌ A groundbreaking robotic test​ bench allows researchers to​‌ validate these digital twins​​ by simulating real-world locomotion​​​‌ on cadaver limbs. Early​ progress includes scans of​‌ primates and initial human​​ data, with partnerships across​​​‌ hospitals and research centres​ to expand the dataset.​‌ Ultimately, MorphoTwin seeks to​​ provide insight into human​​​‌ bipedalism and inform future​ medical, ergonomic, and evolutionary​‌ research.

10.2.8 Participation to​​ PEPR ENSEMBLE

Participants: Anthony​​​‌ Sorel, Nicolas Vignais​, Franck Multon,​‌ Richard Kulpa, Ahmed​​ Abdourahman Mahamoud, Clelia​​​‌ Boulati, Ronan Gaugne​.

eNSEMBLE (2023-2030) is​‌ an ambitious national project​​ funded by the ANR​​​‌ PIA4 PEPR call. The​ eNSEMBLE project (Future of​‌ Digital Collaboration) aims to​​ fundamentally redefine digital tools​​​‌ for collaboration. Whether it​ is to reduce the​‌ number of people on​​ the move, improve territorial​​​‌ networking, or tackle the​ problems and transformations of​‌ the coming decades, the​​ challenges of the 21st​​​‌ century will require collaboration​ at an unprecedented speed​‌ and scale. For this​​ to happen, a paradigm​​​‌ shift in the design​ of collaborative systems is​‌ needed, comparable to the​​ one that saw the​​ advent of personal computing.​​​‌ This means inventing shared‌ digital spaces that do‌​‌ more than simply replicate​​ the physical world in​​​‌ virtual environments, enabling co-located‌ and/or geographically distributed teams‌​‌ to work together fluidly​​ and efficiently. In this​​​‌ context, ComBO is involved‌ in the PhD thesis‌​‌ of Ahmed Abdourahman Mahamoud.​​ The PhD topic consists​​​‌ in designing an AI-based‌ controller of autonomous virtual‌​‌ humans that are supposed​​ to behave as real​​​‌ human would do when‌ interacting with users. More‌​‌ specifically, we explore imitation​​ learning methods to train​​​‌ a controller to imitate‌ the behavior of real‌​‌ humans in complex interaction​​ tasks. ComBO is also​​​‌ involved in the PhD‌ thesis of Clelia Boulati‌​‌ , started in December​​ 2024. This PhD thesis​​​‌ is performed in collaboration‌ with Racing92 rugby pro‌​‌ club, in Paris. It​​ aims at developing a​​​‌ method based on virtual‌ environments and intelligent systems‌​‌ to optimize the performance​​ of players involved in​​​‌ touch-throwing in rugby. Last,‌ ComBO is involved in‌​‌ two PhD theses in​​ collaboration with the Seamless​​​‌ Inria team.The fisrt one‌ ,' Shared Immersive Environments‌​‌ for Artistic Co-Creation in​​ Heterogeneous Modalities', aims to​​​‌ design and validate new‌ shared immersive environments that‌​‌ enable artists from various​​ disciplines to collaborate in​​​‌ heterogeneous virtual spaces. The‌ state of the art‌​‌ shows that current applications​​ are mostly single-user and​​​‌ offer only limited forms‌ of collaboration, rarely interdisciplinary.‌​‌ An initial prototype has​​ been developed in Unity​​​‌ to facilitate interaction between‌ dancers and musicians in‌​‌ a shared virtual environment.​​ The dancer's movements, captured​​​‌ by motion tracking, can‌ be replayed and used‌​‌ by the musician to​​ modulate or create music​​​‌ based on their physical‌ properties. The second, 'Nouvelles‌​‌ métaphores pour les performances​​ collaboratives immersives' deals with​​​‌ new forms of artistic‌ creation and performance, while‌​‌ raising scientific questions about​​ 3D interaction, scenography and​​​‌ audience experience. These technologies‌ make it possible to‌​‌ design musical or participatory​​ performances in virtual environments​​​‌ shared between artists and‌ spectators. The scenarios envisaged‌​‌ include immersive orchestras distributed​​ in real time, as​​​‌ well as co-creation devices‌ between performers and connected‌​‌ audiences. The main issues​​ concern synchronisation, demonstration metaphors,​​​‌ multi-modal expression interfaces and‌ inclusive collaborative tools. The‌​‌ overall objective is to​​ adapt and design immersive​​​‌ metaphors that promote expressiveness,‌ time management and the‌​‌ integration of the audience's​​ role within immersive musical​​​‌ performances.

10.2.9 Participation to‌ the PEPR ICCARE

GLAD-X‌​‌ project, leader

Participants: Charles​​ Pontonnier, Ronan Gaugne​​​‌.

The GLAD-X project‌ recreates an immersive experience‌​‌ of Roman gladiatorial combat​​ through a faithful virtual​​​‌ environment based on archaeological‌ and biomechanical data. Users‌​‌ learn the moves of​​ novice gladiators through avatars​​​‌ animated by motion capture.‌ The experience will be‌​‌ enhanced by sound (shouts,​​ ancient music), smell (sweat,​​​‌ blood) and touch (weapon‌ vibrations). These additions aim‌​‌ to improve the sense​​ of presence, historical accuracy​​​‌ and learning. Interaction with‌ tangible interfaces (sword, shield)‌​‌ will enhance immersion. This​​ device, which combines virtual​​​‌ reality, experimental archaeology and‌ biomechanics, will be evaluated‌​‌ historically and from a​​​‌ user experience perspective. GLAD-X​ is fully in line​‌ with the objectives of​​ the COMET programme on​​​‌ immersive multisensory content. 20k,​ funded by ICCARE.

10.2.10​‌ Collaboration with "Institut Français​​ du cheval et de​​​‌ l'équitation" and "fonds éperon"​

EPICC PhD thesis

Participants:​‌ Nicolas Bideau, Benoit​​ Bideau, Hugo Kerhervé​​​‌, Nolwenn Regnault.​

Equestrian performance relies on​‌ optimizing the rider–horse interaction​​ (RHI), which is based​​​‌ on sensory information and​ postural control. In show​‌ jumping (SJ), the rider​​ must accurately perceive distances​​​‌ in order to regulate​ the horse’s stride and​‌ successfully clear the obstacle.​​ These perceptual–motor abilities are​​​‌ essential, as any deficit​ can lead to loss​‌ of confidence, increased stress,​​ or injuries within the​​​‌ rider–horse pair. The EPICC​ project aims to identify​‌ the determinants of performance​​ in show jumping through​​​‌ the study of rider–horse​ interactions, levels of expertise,​‌ and inter-individual differences. Three​​ actions are undertaken: comparing​​​‌ expert and amateur riders,​ analyzing the effects of​‌ sensory perturbations, and testing​​ perceptual training programs. The​​​‌ project seeks to define​ reliable indicators of rider–horse​‌ interaction and to improve​​ training methods. Ultimately, EPICC​​​‌ aims to enhance performance,​ safety, and the well-being​‌ of the rider–horse pair.​​

HOPE PhD thesis

Participants:​​​‌ Hugo Kerhervé, Nicolas​ Vignais.

There is​‌ currently no consensus regarding​​ best practices for training​​​‌ sport horses, with very​ few sport-specific metrics to​‌ assess performance and health​​ besides veterinary science. This​​​‌ project aims to develop​ and validate non-invasive, field-specific​‌ tools for quantifying training​​ load in young (2-3​​​‌ yr) sport horses. Using​ these tools and borrowing​‌ from training methodologies developed​​ in humans, a second​​​‌ objective is to evaluate​ the effect of different​‌ training strategies (continuous vs​​ interval training) on performance​​​‌ and health indices.

11​ Dissemination

11.1 Promoting scientific​‌ activities

11.1.1 Scientific events:​​ organisation

General chair, scientific​​​‌ chair
  • Charles Pontonnier :​ Co-organizer with Pascal Madeleine​‌ of a Symposium «​​ human-system biomechanical simulation for​​​‌ ergonomics» at PREMUS 2025​ ( 500 participants, work​‌ related musculoskeletal disorders prevention)​​
  • Franck Multon :
    • Exhibits​​​‌ and Sponsors Chair of​ IEEE VR2025
    • Organizer of​‌ the Next Generation Avatar​​ NGA2025 Workshop (IEEE VR2025​​​‌ workshop)
  • Richard Kulpa :​
    • Co-organizer of the 2nd​‌ DIGISPORT Winter School entitled​​ “Quantify, Analyze, Prescribe: The​​​‌ Digital Shift in Physical​ Activity and Health”, November​‌ 2025
    • Co-organizer symposium «​​ XR en mouvement »,​​​‌ June 2025
  • Ronan Gaugne​ :
    • Chair of the​‌ VR Tour of IEEE​​ VR2025
    • Organizer of the​​​‌ ARCHERIX IEEE VR Workshop​
Member of the organizing​‌ committees
  • Anthony Sorel :​​ co-organizer of IEEE VR​​​‌ Tour during IEEEVR2025

11.1.2​ Scientific events: selection

Member​‌ of the conference program​​ committees
  • Charles Pontonnier :​​​‌ Member of the scientific​ comitee of the 50th​‌ congrès de la Société​​ de Biomécanique
  • Diane Haering​​​‌ : Member of the​ comitee of the Prix​‌ Jean Vivès (Société de​​ Biomécanique)
Reviewer
  • Charles Pontonnier​​​‌ : Reviewer for the​ the 50th congrès de​‌ la Société de Biomécanique,​​ Humanoids 2025, IROS 2025​​​‌
  • Franck Multon : Reviewer​ for ACM SIGGRAPH Asia2025,​‌ ACM SIGGRAPH 2025, ACM​​ SIGGRAPH/Eurographics SCA2025, ACM Multimedia2025​​
  • Nicolas Vignais : Reviewer​​​‌ for EuroXR 2025
  • Nolwenn‌ Fougeron : Reviewer for‌​‌ French Congress of Mechanics​​ 2025
  • Pierre Hellier :​​​‌ Reviewer for Eurographics 2025,‌ PacificGraphics 2025

11.1.3 Journal‌​‌

Member of the editorial​​ boards
  • Caroline Martin :​​​‌ Member of the editorial‌ board of Journal of‌​‌ Medicine and Science in​​ Tennis
  • Charles Pontonnier :​​​‌ Associate editor of the‌ episciences journal Multidisciplinary Biomechanics‌​‌ Journal (in charge of​​ the track human system​​​‌ biomechanical interaction, robotics and‌ ergonomics)
  • Hugo Kerhervé :‌​‌ Member of the editorial​​ board of PeerJ
  • Mathieu​​​‌ Ménard : Member of‌ the editorial board of‌​‌ International Journal of Osteopathic​​ Medecine
  • Nicolas Vignais :​​​‌ Member of the editorial‌ board of Applied Ergonomics‌​‌ since 2019
Reviewer -​​ reviewing activities
  • Caroline Martin​​​‌ : Reviewer for British‌ Journal of Sports Medicine,‌​‌ European Journal of Sports​​ Sciences, Frontiers in Sports​​​‌ and Active Living, International‌ Journal of Sports Physiology‌​‌ and and Coaching, Sports​​ biomechanics
  • Armel Cretual :​​​‌ Reviewer for Archive of‌ Physical Medicine and Rehabilitation,‌​‌ Clinical Biomechanics, Disability and​​ Rehabilitation, Human Movement Science,​​​‌ IEEE Journal of Engineering‌ in Medicine and Biology,‌​‌ Journal of Motor Behavior,​​ Medical and Biological Engineering​​​‌ and Computing, Musculoskeletal Science‌ and Practice, Plos One,‌​‌ Scientific Reports
  • Charles Pontonnier​​ : Reviewer for IEEE​​​‌ Transactions on Visualization and‌ Computer Graphics, Applied Ergonomics,‌​‌ Multibody Systems Dynamics, IEEE​​ Computer Graphics and Applications,​​​‌ ACM Computing surveys, IEEE‌ Robotics an Automation Letters,‌​‌ Journal of Biomechanics, Medical​​ Engineering and Physics, Computer​​​‌ Methods in Biomechanics and‌ Biomedical Engineering: Imaging and‌​‌ Visualization, Scientific Reports, Computer​​ and Graphics, International Journal​​​‌ of Computer Assisted Radiology‌ and Surgery, Helyon
  • Franck‌​‌ Multon : Reviewer for​​ Cognitive Development (Elsevier), Advanced​​​‌ Intelligent Discovery (Elsevier), Pattern‌ Recognition (Elsevier), Pattern Recognition‌​‌ Letters (Elsevier), Information Fusion​​ (Elsevier), Signal, Image and​​​‌ Video Processing (SpringerNature)
  • Guillaume‌ Nicolas : Reviewer for‌​‌ Journal of Biomechanics, Biophysics​​ AIM, Sensors, Frontiers and​​​‌ active living, Journal of‌ Human Kinetics
  • Hugo Kerhervé‌​‌ : Reviewer for PeerJ,​​ Physiological Reports, PLOS One,​​​‌ Clinical Physiology and Functional‌ Imaging, Experimental Physiology, Journal‌​‌ of Sport Sciences, International​​ Journal of Sports Medicine,​​​‌ European Journal of Sport‌ Science, European Journal of‌​‌ Applied Physiology, Journal of​​ Sport Science and Medicine,​​​‌ Journal of Athletic Enhancement,‌ Human Factors and Ergonomics‌​‌ in Manufacturing and Service​​ Industries
  • Mathieu Ménard :​​​‌ Reviewer for Reviewer for‌ International Journal of Osteopathic‌​‌ Medecine
  • Nicolas Bideau :​​ Reviewer for Sports Biomechanics,​​​‌ Reviewer for Journal of‌ Sports Sciences
  • Nicolas Vignais‌​‌ : Reviewer for Advanced​​ Engineering Informatics, Ergonomics
  • Nolwenn​​​‌ Fougeron : Reviewer for‌ Biomedical Materials and Devices,‌​‌ Clinical Biomechanics, International Wound​​ Journal
  • Pierre Hellier :​​​‌ Reviewer for Signal, Image‌ and Video Processing, Computer‌​‌ Animation and Virtual Worlds​​

11.1.4 Invited talks

  • Anthony​​​‌ Sorel : "Virtual reality‌ and elite sport: new‌​‌ frontiers in performance evaluation​​ and training" presented in​​​‌ the “ International Summer‌ School - Virtual Reality‌​‌ in Health and Sport”,​​ Université de Caen Normandie,​​​‌ August 2025. Link
  • Caroline‌ Martin :
    • “Exploring tennis‌​‌ environment to improve serve​​ biomechanics in young players”,​​​‌ The 2025 ITF World‌ Coaches Conference Overview, October‌​‌ 2025
    • “How to improve​​​‌ the serve leg drive​ performance?”, The 2025 ITF​‌ World Coaches Conference Overview,​​ October 2025
    • “The biomechanics​​​‌ of open and neutral​ stances in tennis forehand:​‌ implications for performance and​​ injury”, Tennis Australia Grand​​​‌ Slam Coaches’ Conference, January​ 2025
    • “Tennis serve biomechanics:​‌ implications for performance and​​ injury”, National Coaches Summit​​​‌ Tour Tennis Australia, January​ 2025.
  • Frank Multon :​‌
    • “Défis et promesses de​​ la réalité mixte pour​​​‌ l’entrainement sportif”, Colloque annuel​ du Centre d’Aide à​‌ la Performance Sportive CAPS,​​ Liege, Belgium, November 2025​​​‌
    • “Physics-based simulation of Multi-Agent​ interactions using deep imitation​‌ learning”, Workshop du PC3​​ Matching, PEPR eNSEMBLE, Paris,​​​‌ October 2025
  • Nolwenn Fougeron​ : “Identifiability of soft​‌ tissue material properties and​​ uniqueness of hyperelastic constitutive​​​‌ models”, 20th International Symposium​ on Computer Methods in​‌ Biomechanics and Biomedical Engineering​​ – CMBBE, September 2025​​​‌
  • Pierre Hellier :
    • November​ 22, 2025: cérémonie de​‌ remise des diplômes de​​ l'ISTIC, Keynote "L'écosystème image​​​‌ à Rennes : histoire​ et perspectives"
    • November 6,​‌ 2025: invited talk at​​ european seminar "AI FOR​​​‌ RESEARCH and EDUCATION" on​ infrastructure for AI education​‌
    • May 22, 2025: invited​​ talk at Google Could​​​‌ Summit, AI education with​ cloud services
    • April 30,​‌ 2025: invited talk at​​ Breizh Macro Club (economical​​​‌ sciences university, Rennes) on​ AI infrastructure for education​‌
    • April 28, 2025: invited​​ talk at creative machines,​​​‌ "Contrôle et apprentissage en​ IA"

11.1.5 Leadership within​‌ the scientific community

  • Caroline​​ Martin : Member of​​​‌ CNU 74
  • Franck Multon​ :
    • Member of the​‌ Scientific Committee of the​​ GDR CNRS “Sport et​​​‌ Activités Physiques”
    • Co-animator of​ the “DataPerf” Goupe de​‌ Travail of the GDR​​ CNRS “Sport et Activités​​​‌ Physiques"
    • coordinator of the​ "CORPS" group "Coordination des​‌ Organisations et Réseaux pour​​ la Performance et les​​​‌ Sciences du sport" composed​ of INSERM, CNRS, C3D​‌ STAPS, MNSHS, Sciences2024, INSEP,​​ "Agence Nationale du Sport"​​​‌ (Ministery of sporrs), APHP,​ and MESRI(Ministery of research)​‌
  • Mathieu Ménard : Member​​ of Osteopathy Europe (scientific​​​‌ committee), Member of the​ C2R (reeeducation and rehadaptation​‌ commission) of the SFETD​​ (Société Francaise d’Etude et​​​‌ de Traitement de la​ Douleur)
  • Nolwenn Fougeron :​‌ Member of the board​​ of directors of the​​​‌ French-speaking Society of Biomechanics​

11.1.6 Scientific expertise

  • Charles​‌ Pontonnier : Expert for​​ ANR AAPG 2025
  • Guillaume​​​‌ Nicolas : Expert for​ ANRT
  • Nicolas Vignais :​‌ Expert for ANRT

11.1.7​​ Research administration

  • Charles Pontonnier​​​‌ :
    • Member of the​ pedagogical committee of the​‌ EUR DIGISPORT
    • Co-animator of​​ the group "biomeca@inria", aimed​​​‌ at coordiating biomechancial research​ in the Inria institute​‌
    • Member of the scientific​​ comitee of the EQUIPEX+​​​‌ Continuum
  • Anthony Sorel :Technical​ manager ot the Immermove​‌ Research Platform, Member of​​ UFR Staps comitee
  • Franck​​​‌ Multon :
    • Scientific Delegate​ of the Inria de​‌ l’Université de Rennes center​​ since July 2025
    • Coordinator​​​‌ of the national Inria​ actions in Sports Sport​‌ at Inria
    • Co-animator of​​ the Inria-INSEP convention, renewed​​​‌ in 2025 for 4​ years
    • Co-director of the​‌ Nemo.AI joint lab between​​ Inria and InterDigital (end​​​‌ December 2026)
    • Member of​ the EUR Digisport Scientific​‌ commitee
  • Georges Dumont :​​
    • Head of the EQUIPEX+​​ Continuum project for the​​​‌ four involved institutions from‌ Rennes (ENS Rennes, INSA‌​‌ Rennes, University of Rennes,​​ University of Rennes 2),​​​‌ co-leader of the scientific‌ committee and of the‌​‌ executive committee
    • member of​​ the scientific commitee of​​​‌ EUR DIGISPORT
  • Hugo Kerhervé‌ : Member of the‌​‌ special interest group “Running​​ Sciences” of the ECSS​​​‌
  • Mathieu Ménard : Head‌ of research at Institut‌​‌ d’Ostéopathie de Rennes Bretagne​​
  • Nicolas Bideau :
    • Head​​​‌ of the Sport Performance‌ in the Digital Era‌​‌ resaerch axis of M2S​​ Lab
    • Member of Scientific​​​‌ comitee of the EUR‌ DIGISPORT
  • Richard Kulpa :‌​‌
    • - Leader of PIA​​ EUR DIGISPORT project
    • Member​​​‌ of the Academic and‌ Scientific Committees of the‌​‌ University Rennes 2
    • Head​​ of the research theme​​​‌ “Efficient Extended Environments” of‌ Inria ComBO team

11.2‌​‌ Teaching - Supervision -​​ Juries - Educational and​​​‌ pedagogical outreach

11.2.1 Teaching‌

  • Anthony Sorel :
    • 3D‌​‌ Performance Analysis, Master 1,​​ 24h, Master STAPS, Univ​​​‌ Rennes 2
    • 3D Performance‌ Analysis, Master 2, 24h‌​‌ Master STAPS, Univ Rennes​​ 2
  • Armel Cretual :​​​‌
    • Biomécanique spécifique aux APAS,‌ L2 and L3,30h, Licence‌​‌ APA-Santé, Univ Rennes 2​​
    • Méthodologie de la recherche​​​‌ et métrologie, Master 1,‌ 20h, Masters APA et‌​‌ IEAP, Univ Rennes 2​​
    • Evaluation fonctionnelle, Master 2,​​​‌ 20h, Master APA, Univ‌ Rennes 2
  • Caroline Martin‌​‌ :
    • Théorie spécialité tennis,​​ Licence 1, 18h, Licence​​​‌ STAPS, Univ Rennes 2‌
    • Pratique spécialité tennis, Licence‌​‌ 1, 18h, Licence STAPS,​​ Univ Rennes 2
    • Théorie​​​‌ spécialité tennis, Licence 2,‌ 36h, Licence STAPS, Univ‌​‌ Rennes 2
    • Pratique spécialité​​ tennis, Licence 2, 36h,​​​‌ Licence STAPS, Univ Rennes‌ 2
    • Connaissances scientifiques et‌​‌ théoriques en spécialité tennis​​ (biomécanique et physiologie), Licence​​​‌ 3, 84h, Licence STAPS,‌ Univ Rennes 2
    • Encadrement‌​‌ de stagiaires, M1 –​​ M2, 20h, Master STAPS​​​‌ EOPS et DIGISPORT, Univ‌ Rennes 2
    • Préparation aux‌​‌ épreuves d’admission de l’agrégation​​ externe d’EPS Prépa Agreg​​​‌ (3ème année ENS), 5h,‌ ENS Rennes
  • Charles Pontonnier‌​‌ :
    • Mécanique Lagrangienne, stabilité​​ et vibrations, Master 2,​​​‌ 40h, M2 ISC, ENS‌ Rennes
    • Cosimulation humain-systèmes, Master‌​‌ 2, 24h, M2 EEEA​​ parcours SIVOS - Human​​​‌ Centered Robotics, Univ Rennes‌
    • Modélisation biomécanique de l’humain,‌​‌ Master 2, 24h, M2​​ EEEA parcours SIVOS -​​​‌ Human Centered Robotics, Univ‌ Rennes
    • Systèmes d’assistance, master‌​‌ 2, 24h, M2 EEEA​​ parcours SIVOS - Human​​​‌ Centered Robotics, Univ Rennes‌
  • Diane Haering :
    • Biomécanique,‌​‌ M1, 18h Master STAPS​​ tronc commun, Univ Rennes​​​‌ 2
    • Biomécanique, L2, 12h,‌ Licence Entraînement Sportif, Univ‌​‌ Rennes 2
    • Biomécanique, L2,​​ 12h, Licence Ergonomie, Univ​​​‌ Rennes 2
    • Mathématiques, L3,‌ 6h, Licence Ergonomie, Univ‌​‌ Rennes 2
    • Statistiques, M1-M2,​​ 18h, Master STAPS mutualisé,​​​‌ Univ Rennes 2
    • Exploration‌ Fonctionnelle, M2, 16h, Master‌​‌ APPCM, Univ Rennes 2​​
    • Biomécanique, L1, 138h, Licence​​​‌ STAPS tronc commun, Univ‌ Rennes 2
    • Gymnastique, L2,‌​‌ 3h, Licence Entraînement, Univ​​ Rennes 2
    • Energie et​​​‌ mouvement humain, M1, 3h,‌ Master IEAP, Univ Rennes‌​‌ 2
  • Georges Dumont
    • Mechanical​​ simulation in Virtual reality,​​​‌ M2, 18h, Master Engineering‌ of complex systems and‌​‌ Mechatronics, Rennes University and​​ ENS de Rennes
    • Mechanics​​​‌ of deformable systems, M2,‌ 40h, Master ISC, ENS‌​‌ Rennes
    • oral preparation to​​​‌ agregation competitive exam, M2,​ 24h, Master ISC, ENS​‌ Rennes
    • Vibrations in Mechanics,​​ M2, 12h, Master ISC,​​​‌ ENS Rennes
    • Finite Element​ method, M2, 12h, Master​‌ isometric, ENS Rennes
  • Guillaume​​ Nicolas Biomechanics, Master –​​​‌ licence, 240h, Licence 1,​ Licence 2 STAPS, Licence​‌ ES STAPS, Master EOPS,​​ Master SNS Digisport, Univ​​​‌ Rennes 2
  • Hugo Kerhervé​
    • Scientific basis of strength​‌ and conditioning, L3, 50h​​ L3 sports training, Univ​​​‌ Rennes 2
    • Testing in​ swimming, L3, 3h, L3​‌ sports training, Univ Rennes​​ 2
    • Optimizing sports training​​​‌ methodologies, M1, 9h, Master​ sports training, Univ Rennes​‌ 2
    • Adaptations in extreme​​ conditions, M1, 18h, Master​​​‌ sports training, Univ Rennes​ 2
    • Sports planification and​‌ programming, M1, 15h Master​​ sports training, Univ Rennes​​​‌ 2
    • Coupling physiology and​ biomechanics, M1, 6h, Master​‌ sports training, Univ Rennes​​ 2
    • Metrology, M1, 6h,​​​‌ Master sports training, Univ​ Rennes 2
    • Professional development,​‌ M1, 12h, Master sports​​ training, Univ Rennes 2​​​‌
    • Internships, M1, 20h, Master​ sports training, Univ Rennes​‌ 2
    • Quantifying training load,​​ M2, 30h, Master sports​​​‌ training, Univ Rennes 2​
    • Fatigue and recovery strategies,​‌ M2, 30h, Master sports​​ training, Univ Rennes 2​​​‌
    • Internships, M2, 30h, Master​ sports training, Univ Rennes​‌ 2
  • Mathieu Ménard :​​
    • Biomechanics, M1, 6h, Master​​​‌ APAS, Univ Rennes 2​
    • Research methodology, M2, 14h,​‌ Master MEFRS, Univ Haute​​ Alsase (SERFA)
  • Nicolas Vignais​​​‌ :
    • Ergo des postes​ et grilles, L2, 21h,​‌ Univ. Rennes 2
    • conditions​​ environnementales et travail,L3, 13h,​​​‌ Univ Rennes 2
    • Tutorat​ et projet, L3, 6h,​‌ Univ Rennes 2
    • Intervention​​ and entrepreneuriat, M1, 6h,​​​‌ Univ Rennes 2
    • Introduction​ aux données sensibles, M1,​‌ 9h, Univ Rennes 2​​
    • Revue de littérature, M1,​​​‌ 4,5h, Univ Rennes 2​
    • Zotero et biblio, M1,​‌ 4,5h, Univ Rennes 2​​
    • Journée Analyse in situ​​​‌ Gemba, M1, 3h, Univ​ Rennes 2
    • projet entrepreneuriat,​‌ M2, 6h, Univ Rennes​​ 2
    • Capacité à concevoir​​​‌ des assistances technologiques, M2,​ 7h Univ Rennes 2​‌
    • séminaire thématique,M2, 3,5h, Univ​​ Rennes 2
    • cosimulation et​​​‌ mouvement humain, M2 SNS,​ 1,5h, Univ Rennes
    • Ergonomics​‌ and chiropraxy, 5A, 3h,​​ IFEC
    • outils d'analyse et​​​‌ physiologie musculaire, L2, 6h​ Univ Rennes 2
    • muscle​‌ et force : physio​​ et bioméca, L2, 12h,​​​‌ Univ Rennes 2
    • environnement​ physique, L2, 16h, Univ​‌ Rennes 2 outils et​​ méthodes d'analyse en physiologie​​​‌ L2 12 Univ. Rennes​ 2
    • environnement physique de​‌ travail, M1, 3,5h ,​​ Univ Rennes 2
    • ergo​​​‌ et optimisation de la​ perf, M1, 7,5h, Univ​‌ Rennes 2
    • Analyse in​​ situ, M1, 4h, Univ​​​‌ Rennes 2
    • projet entrepreneuriat​ - évaluation, M1, 6h,​‌ Univ. Rennes 2
    • syst​​ assistance, exo, acceptabilité, M1,​​​‌ 7,5h, Univ Rennes 2​
    • Recherche Développement Conception, M1,​‌ 8h, Univ Rennes 2​​
    • Physical ergonomics and industrial​​​‌ performance, Master, 10h, INSA​ Rennes
  • Nolwenn Fougeron :​‌
    • Human system cosimulation, Master,​​ 3h, M2 SIVOS-HCR and​​​‌ M2 SNS, ENS Rennes​
  • Pierre Hellier :
    • Optimisation​‌ continue, Master, 11h, Master​​ IA, Univ Rennes
    • Introduction​​​‌ à l’IA, L3, 50h,​ Licence info, Univ rennes​‌
    • Optimisation machine learning, Doctoral​​ studies, 30h, Doctorat, UM6P​​​‌ (Maroc)
  • Ronan Gaugne :​
    • Réalité virtuelle, Master, 18h,​‌ Master Création numérique, Univ​​ Rennes 2
    • Projet Info,​​ Master, 10h, 4e année​​​‌ INFO, INSA Rennes
    • Etudes‌ Pratiques, L3, 22h, 3e‌​‌ année INFO, INSA Rennes​​

11.2.2 Supervision

  • Arthur Guillotel​​​‌ (2023-2026):Approche pluridisciplinaire de la‌ détection de talents et‌​‌ du passage entre haut​​ potentiel et footballeur professionnel,​​​‌ supervised by Anthony Sorel‌ by Brigitte Gelein (ENSAI)‌​‌ and Benoit Bideau ,​​ Univ Rennes 2
  • Koffi​​​‌ Amezoui (2023-2026): Analysis and‌ clustering of soccer game‌​‌ situations in order to​​ populate virtual environments, supervised​​​‌ by Mathieu Marbac (ENSAI),‌ Brigitte Gelein (ENSAI) and‌​‌ Anthony Sorel , ENSAI​​
  • Florian Matéos (2023-2026) :​​​‌ Biofidélité de l’interaction pied-ballon‌ en réalité virtuelle au‌​‌ service de l’évaluation et​​ l’optimisation de la prise​​​‌ de décision au football,‌ supervised by Anthony Sorel‌​‌ , Richard Kulpa and​​ David Mann (VU Amsterdam​​​‌ University), Univ Rennes 2‌
  • Mathis Tiercery (2023-2026) :‌​‌ Conception d’environnements virtuels pour​​ l’analyse et l’entrainement des​​​‌ compétences spécifiques du gardien‌ de but au football,‌​‌ supervised by Benoit Bideau​​ ,Anthony Sorel ,​​​‌ Univ Rennes 2
  • Clelia‌ Boulati (2024-2027): Analyse des‌​‌ coordinations spatio-temporelles en sport​​ collectif pour la modélisation​​​‌ comportementale en environnement virtuel‌ : application à la‌​‌ touche au rugby, supervised​​ by Franck Multon ,​​​‌ Nicolas Vignais and Anthony‌ Sorel , Univ Rennes‌​‌
  • Nolwenn Poquerusse (2025-2028): Evaluation​​ de l'agilité réactive des​​​‌ athlètes sur le terrain,‌ supervised by Nicolas Vignais‌​‌ and Anthony Sorel ,​​ Univ Rennes 2
  • Léo​​​‌ Denouel (2025-2028): Étude des‌ relations entre l'activité musculaire,‌​‌ les modifications des tissus​​ mous et les stratégies​​​‌ de mouvement chez des‌ individus souffrant de lombalgie‌​‌ persistante afin de favoriser​​ leur retour au sport​​​‌ et à l'activité physique,‌ supervised by Mathieu Ménard‌​‌ , Diane Haering ,​​Nolwenn Fougeron and Armel​​​‌ Cretual , Univ Rennes‌ 2
  • Simon Ozan (defended‌​‌ 12/12/2025): Validation et exploitation​​ d’un système de capture​​​‌ du mouvement markerless pour‌ analyser et optimiser in‌​‌ situ la biomécanique du​​ service de joueurs de​​​‌ tennis de haut niveau,‌ supervised by Caroline Martin‌​‌ and Richard Kulpa ,​​ Univ Rennes 2
  • Kaies​​​‌ Deghaies (2021-2026): Stratégies motrices‌ et variabilité inter-individuelle du‌​‌ service au tennis chez​​ les joueurs de tennis​​​‌ experts : vers la‌ démystification d’un modèle technique‌​‌ idéal, supervised by Benoit​​ Bideau , Thibault Lussiana​​​‌ and Caroline Martin ,‌ Univ Rennes 2
  • Louis‌​‌ Arles (2024-2027): Comprendre et​​ optimiser l’action des membres​​​‌ inférieurs dans le cadre‌ du service au tennis‌​‌ : Analyse des déterminants​​ biomécaniques et des liens​​​‌ avec la performance et‌ les risques de blessures,‌​‌ supervised by Richard Kulpa​​ and Caroline Martin ,​​​‌ Univ Rennes 2
  • Guillaume‌ Le Guludec (2025-2028): Visual‌​‌ observations to Biomechanical quantities:​​ building a differentiable visual​​​‌ and biomechanical model to‌ retrieve biomechanical quantities from‌​‌ visual observations, supervised by​​ Pierre Hellier , Laurent​​​‌ Albera, Caroline Martin and‌ Charles Pontonnier , Univ‌​‌ Rennes
  • Alexis Jensen (2022-2026):​​ Simulation de foule dense​​​‌ par modélisation dynamique, supervised‌ by Julien Pettré (Inria‌​‌ VirTUS) and Charles Pontonnier​​ , Univ Rennes
  • Etienne​​​‌ Ricard (2022-2026): Modélisation musculosquelettique‌ du système « homme-exosquelette‌​‌ », supervised by Charles​​ Pontonnier , Chris Hayot​​​‌ (INRS) and Kevin Desbrosses‌ (INRS), ENS Rennes
  • Aurelien‌​‌ Schuster (2023-2026): Modèle musculosquelettique​​​‌ du fantassin : vers​ une analyse énergétique de​‌ l'activité physique en mission​​ pour l'optimisation des équipements​​​‌ et du chargement, supervised​ by Georges Dumont and​‌ Charles Pontonnier , ENS​​ Rennes
  • Suzon Pucheu (2024-2027):​​​‌ Quantification des impacts de​ réception sur agrès en​‌ gymnastique à partir de​​ méthodes de localisation et​​​‌ d'estimation de la source,​ supervised by Charles Pontonnier​‌ , Diane Haering and​​ Mathieu Aucejo (CNAM Paris),​​​‌ ENS Rennes
  • Elisa Jolas​ (2024-2027): Analyse numérique de​‌ l’effet des orthèses de​​ genou pour le maintien​​​‌ d’une activité physique adaptée​ tout au long de​‌ la vie, supervised by​​ Charles Pontonnier , Raphael​​​‌ Dumas, Rachid Aissaoui, Sacha​ Guitteny, Univ Lyon 1​‌
  • Mael Gallois (2024-2027): Commande​​ partagée par cartographie musculaire​​​‌ pour l’assistance du membre​ supérieur pour des pathologies​‌ neuromusculaires et neurodégénératives, supervised​​ by Nicolas Vignais ,​​​‌ Charles Pontonnier , Marie​ Babel and Sylvain Guégan,​‌ INSA Rennes
  • Elyse Larribau​​ (2025-2028): Conception et commande​​​‌ d'un exosquelette de poignet-main​ basé sur la modélisation​‌ de biomécanique personnalisée d'usagers​​ en situation de handicap​​​‌ à mobilité résiduelle, supervised​ by Charles Pontonnier ,​‌ Nolwenn Fougeron , Marie​​ Babel and Sylvain Guégan,​​​‌ ENS Rennes
  • Sony Saint-Auret​ (2022-2026): Virtual Collaborative «​‌ Jeu de Paume »,​​ supervised by Franck Multon​​​‌ , Richard Kulpa ,​Ronan Gaugne and Valérie​‌ Gouranton, INSA Rennes
  • Shubhendu​​ Jena (Defended june 2025):​​​‌ Combining implicit and explicit​ representations for modeling 3D​‌ Shape and appearance, supervised​​ by Franck Multon a​​​‌ nd Adnane Boukhayma, Univ​ Rennes
  • Guillaume Loranchet (2023-2026):​‌ Deep interactive control of​​ virtual character’s motion based​​​‌ on separating identity, motion​ and style, supervised by​‌ Franck Multon , Pierre​​ Hellier , João Regateiro​​​‌ and Adnane Boukhayma, Univ​ Rennes
  • Ahmed Abdourahman Mahamoud​‌ (2023-2026): MAIIL - AI-driven​​ character simulation based on​​​‌ Multi-Agents Interaction Imitation Learning,​ supervised by Franck Multon​‌ , Richard Kulpa ,​​ Ewa Kijak and Simon​​​‌ Malinowski, Univ Rennes
  • Victor​ Restrat (2023-2026): PAOLI: Pole​‌ Vault generic analysis, human​​ motion and optimal interaction,​​​‌ supervised by Guillaume Nicolas​ , Nicolas Bideau and​‌ Georges Dumont
  • Yannis Raineteau​​ (defended, april 2025): Apport​​​‌ du profilage force-vitesse pour​ l’évaluation du transfert de​‌ la préparation physique à​​ sec vers la performance​​​‌ en natation sprint de​ haut niveau, supervised by​‌ Guillaume Nicolas and Benoit​​ Bideau , Univ Rennes​​​‌ 2
  • Souebou Bouro (defended,​ december 2025): Multi-Sensor System​‌ for In-Situ Motion Analysis​​ of Kayaker, supervised by​​​‌ Guillaume Nicolas , Nicolas​ Bideau , Olivier Berder​‌ and Antoine Courtay, Univ​​ Rennes
  • Dingye Zhang (2021-2026):​​​‌ Associations Between Land-Based and​ In-Water Lower-Body Strength in​‌ Swimming: A Load–Velocity Approach,​​ supervised by Benoit Bideau​​​‌ , Nicolas Bideau and​ Guillaume Nicolas , Univ​‌ Rennes 2
  • Titouan Perrin​​ (Defended, 3/12/25): La restriction​​​‌ du flux sanguin :​ mécanismes vasculaires et musculaires​‌ sur la performance physique​​ en escalade, supervised by​​​‌ Hugo Kerhervé , Mathieu​ Marillier (INSERM) and Julien​‌ Brugniaux (UGA), Univ Grenoble​​ Alpes
  • Romain Demay (2021-2026):​​​‌ La durabilité, facteur discriminant​ de la performance lors​‌ de l’exercice d’endurance intermittent​​ : aspects fondamentaux et​​​‌ appliqués, supervised by Hugo​ Kerhervé and Carole Groussard​‌ (UR2), Univ Rennes 2​​
  • Lola Masson (2023-2026): La​​ relation entre raideur et​​​‌ économie de course :‌ quelle place dans le‌​‌ modèle de performance en​​ course à pied ?​​​‌ supervised by Hugo Kerhervé‌ and Guillaume Millet (UJM),‌​‌ Univ Rennes 2
  • Lisa​​ Poitevineau (2024-2027): Monitoring de​​​‌ l'entraînement : évaluation de‌ la performance et de‌​‌ l'état de forme du​​ cheval de sport, supervised​​​‌ by Hugo Kerhervé and‌ Anne Couroucé (Oniris), Univ‌​‌ Rennes 2
  • Antoine Bouvet​​ (Defended, May 2025) :​​​‌ Monitoring and Modeling Swimming‌ Performance Using Inertial Measurement‌​‌ Units and Data Science​​ Methods and Applications for​​​‌ Scientific Support in Performance‌ Optimization, supervised by Nicolas‌​‌ Bideau and Mathieu Marbac​​ (CREST-ENSAI), Univ Rennes 2​​​‌
  • Nolwenn Regnault (2023-2026): Perceptual‌ Training for Riders to‌​‌ Optimize Rider–Horse Interactions in​​ Show Jumping, supervised by​​​‌ Nicolas Bideau , Benoit‌ Bideau and Agnès Olivier,‌​‌ Univ Rennes 2
  • Kilian​​ Bertholon : Underwater Motion​​​‌ Analysis Using Embedded Sensors:‌ An Inertial Measurement Unit‌​‌ (IMU)–Based Approach for In-Situ​​ 3D Motion Capture and​​​‌ Biomechanical Assessment of the‌ Four Swimming Strokes, supervised‌​‌ by Benoit Bideau and​​ Nicolas Bideau , Univ​​​‌ Rennes 2
  • Thomas Chevalier‌ (2022-2026): Méthodologie pour l'analyse‌​‌ biomécanique du sportif de​​ haut niveau à partir​​​‌ de capteurs embarqués: Application‌ au cyclisme, supervised by‌​‌ Nicolas Vignais and Laetitia​​ Fradet (UBS), Univ Paris-Saclay​​​‌
  • Remy Roinson (2024-2027): Développement‌ d'une méthodologie d'évaluation in‌​‌ situ des facteurs de​​ risques de blessure en​​​‌ course à pied ,‌ supervised by Nicolas Vignais‌​‌ and Jean-Philippe Boucher (Phyling),​​ Univ Rennes 2
  • Julie​​​‌ Robillard (2024-2027): Développement d’une‌ méthodologie basée sur les‌​‌ environnements virtuels de conception​​ pour anticiper le risque​​​‌ de TMS en industrie‌ ˸ influence de la‌​‌ présence et de l’immersion,​​ supervised by Nicolas Vignais​​​‌ and Estelle Chin, Univ‌ Rennes 2
  • Clément Horteur‌​‌ (2022-2026): Intérêt de la​​ planification et modélisation pré-opératoire​​​‌ sur ju-meau numérique pour‌ le choix des critères‌​‌ d'implantation d'une prothèse totale​​ de genou, supervised by​​​‌ Nolwenn Fougeron , Yohan‌ Payan and Antoine Perrier,‌​‌ Univ Grenoble Alpes
  • Ysé​​ Roch (2024-2027): Génération d'une​​​‌ cohorte de jumeaux numériques‌ du genou humain, évaluation‌​‌ des paramètres morpho-fonctionnels et​​ simulation biomécanique. Application à​​​‌ la planification de pose‌ de prothèse totale du‌​‌ genou, supervised by Nolwenn​​ Fougeron , Yohan Payan​​​‌ and Antoine Perrier, Univ‌ Grenoble Alpes
  • Antoine Dumoulin‌​‌ (2023-2026): Video-based dynamic garment​​ representation and synthesis, supervised​​​‌ by Pierre Hellier ,‌ Stefanie Wuhrer (Inria Morpheo),‌​‌ Joao Regateiro (InterDigital) and​​ Adnane Boukhayma (Inria), Univ​​​‌ Greboble
  • Leo-Paul Huar (2025-2028):‌ Compression de représentations dynamiques‌​‌ de scènes 3D par​​ approche de Gaussian splatting,​​​‌ supervised by Christine Guillemot‌ (Inria), Neus Sabater (InterDigital),‌​‌ Gustavo Sandri (InterDigital) and​​ Pierre Hellier , Univ​​​‌ Rennes
  • Antoine Monier (2025-2028):‌ Hybrid conventional and deep‌​‌ learning-based video coding, supervised​​ by Aline Roumy (Inria),​​​‌ Fabrice Le Leannec (InterDigital),‌ Karam Naser (InterDigital) and‌​‌ Pierre Hellier
  • Theo Gerard​​ (2025-2028): A multimodal Deep-Learning​​​‌ approach for intuitive editing‌ of character animation, supervised‌​‌ by Pierre Hellier ,​​ Marc Christie (Univ Rennes)​​​‌ and Ludovic Hoyet (Inria),‌ Univ Rennes
  • Valentin Ramel‌​‌ (2023-2026): Perception-Action Dynamics and​​ Synchronization in Extended Reality​​​‌ Peloton Cycling, supervised by‌ Richard Kulpa and Benoit‌​‌ Bardy, Univ. Rennes 2​​​‌
  • Julien Lomet (Defended,Nov 2025):​ La collaboration dans une​‌ œuvre en réalité virtuelle​​ : du processus de​​​‌ création à la performativité,​ supervised byCédric Pleissiet, Valérie​‌ Gouranton and ronan gaugne​​ Univ Paris 8
  • Maxime​​​‌ Dumonteil (2023-2026): Archéologie Cognitive​ en Environnement Virtuel, supervised​‌ by Ronan Gaugne ,​​ Valérie Gouranton, Marc Macé​​​‌ and Théophane Nicolas (Inrap),​ Univ Rennes
  • Nathan Salin​‌ (2024-2027): Shared Immersive Environments​​ for Artistic Co-Creation with​​​‌ Heterogeneous Modalities, supervised by​ Florent Berthaut (Univ Lille),​‌ Valérie Gouranton, and Ronan​​ Gaugne , Univ Rennes​​​‌
  • Guillaume Vallet (2024-2027): Nouvelles​ métaphores pour les performances​‌ collaboratives immersivessupervised by Florent​​ Berthaut (Univ Lille), Valérie​​​‌ Gouranton, and Ronan Gaugne​ , Univ Lille
  • Maé​‌ Mavromatis (2025-2028): ThurstonVR, réalité​​ virtuelle dans des espaces​​​‌ non-Euclidiens, supervised by Rémi​ Coulon (CNRS), Valérie Gouranton​‌ and Ronan Gaugne ,​​ INSA Rennes

11.2.3 Juries​​​‌

PhD juries
  • Caroline Martin​ :
    • Nicholas Busuttil January​‌ 2025 « The use​​ of physically-constraining tools for​​​‌ skill development: an investigation​ into a grip position​‌ training tool during common​​ tennis strokes », Examiner​​​‌
    • Lucio Caprioli, November 2025,​ "New Systems for Functional​‌ Assessment in Sports Contexts:​​ Use of Inertial Sensors​​​‌ in the Technical-Tactical Analysis​ on the Tennis Court",​‌ Examiner
    • Thomas Daney, November​​ 2025, "Interactions sportif-équipement dans​​​‌ le cas du padel​ : effet de la​‌ variabilité inter-raquette et de​​ l’usure", Examiner
  • Charles Pontonnier​​​‌ :
    • Diana Pardo Ramos,​ Caractérisation biomécanique du travail​‌ de manutention dans le​​ milieu de la petite​​​‌ enfance, Univ Lyon 1,​ 28/04/2025, Reviewer
    • Aymeric Orhan,​‌ Exploitation de démonstrations artificielles​​ et de la variabilité​​​‌ humaine pour la commande​ par apprentissage d’un exosquelette​‌ de membre supérieur, Université​​ Paris-Saclay, 25/06/2025, Reviewer
    • Maialen​​​‌ Matray, Modélisation du membre​ résiduel chez les personnes​‌ amputées d'un membre inférieur​​ pour la conception d'emboitures​​​‌ personnalisées en fabrication additive,​ ENSAM ParisTech, 22/09/2025, Reviewer​‌
    • Benoit Hureaux, Synthèse de​​ lois de commande bio-inspirées​​​‌ à impédance variable pour​ interaction avec l’environnement dans​‌ des tâches rythmiques, Université​​ Paris-Saclay, 12/12/2025, Reviewer
  • Franck​​​‌ Multon : Théo Cheynel,​ Institut Polytechnique de Paris,​‌ December 2025, Character Animation​​ : Bridging the Gap​​​‌ Between AI Models and​ Artistic Animation Pipelines ,​‌ President
  • Georges Dumont :​​
    • Renjie Zhang, 27/05/2025, Production​​​‌ system design and improvement​ methodology based on VR​‌ and human factor performance​​ indicators, President
    • Antoine Raud,​​​‌ 27/08/2025, Modélisation musculo-squelettique du​ tronc et des membres​‌ supérieurs : application à​​ l’escrime fauteuil, Reviewer
  • Nicolas​​​‌ Bideau :
    • Damien Hello,​ October 2025, Approche pluridisciplinaire​‌ et connectée de la​​ performance en natation et​​​‌ des représentations en 5ème​ nage, Examiner
    • Pauline Algourdin,​‌ November 2025, Etude mécanique​​ et biomécanique de l’interaction​​​‌ Homme / Palme :​ efficience and performance, Examiner​‌
  • Nicolas Vignais :
    • Clément​​ Thévenot, March 2025, Influence​​​‌ de l’utilisation du dispositif​ d’assistance physique CORFOR sur​‌ les contraintes articulaires et​​ neuromusculaires lors d’une tâche​​​‌ de préparation de commandes​ manuelle du secteur agroalimentaire,​‌ Reviewer and President
    • Yosra​​ Tounekti, April 2025, Biomechanical​​​‌ characterization and modeling of​ human-machine interaction: personalized in​‌ situ prevention approach, Reviewer​​
    • Kéliane Mégret, October 2025,​​​‌ Conception de matériaux architecturés​ multistables pour les interfaces​‌ automobiles, President
    • Jason Dellai,​​ October 2025, Évaluation de​​ l’apprentissage d’un nouveau geste​​​‌ technique en faveur de‌ la prévention des troubles‌​‌ musculo-squelettiques : application au​​ secteur de la coiffure,​​​‌ Reviewer
    • Florian Cazorla, December‌ 2025, Identifier des facteurs‌​‌ de risque modifiables de​​ cervicalgie chez les travailleurs​​​‌ et les déterminants de‌ l’implémentation d’un programme de‌​‌ prévention, Reviewer
    • Maxime Manzano,​​ December 2025, Contributions à​​​‌ l’ergonomie et aux stratégies‌ de commande des exosquelettes‌​‌ de suppléance du membre​​ supérieur, President
  • Nolwenn Fougeron​​​‌ :
    • Tianyu Jia, March‌ 2025, Finite element modelling‌​‌ of the mechanical functionality​​ of medical devices made​​​‌ from biocompatible metastable beta‌ titanium alloys, Examiner
    • Mathieu‌​‌ Severyns, December 2025, Analyse​​ biomécanique des ménisques et​​​‌ du cartilage, après chirurgie‌ de réparation méniscale et‌​‌ procédure d’ostéotomie tibiale en​​ chargement sous IRM 7T,​​​‌ Examiner
  • Pierre Hellier :‌
    • Aymen Merrouche, November 13‌​‌ 2026, Learning Non-Rigid 3D​​ Surface Matching, Reviewer
    • Tom​​​‌ Bordin, December 4 2026,‌ Compression sémantique d’images à‌​‌ extrêmement bas débits, Examiner​​
  • Richard Kulpa :
    • Aymeric​​​‌ Erades,December 2025, Visual Analysis‌ of Table Tennis Tactics,‌​‌ Reviewer
    • Alexandre Schortgen, June​​ 2025, Implementation, evaluation and​​​‌ application of markerless motion‌ analysis for in situ‌​‌ performance assessment of elite​​ athletes, Reviewer
    • Alexis Laly,​​​‌ June 2025, Locomotion in‌ intellectual developmental disorder and‌​‌ autism spectrum disorder: influence​​ of a Mixed Reality​​​‌ intervention on spatiotemporal and‌ kinematic gait parameters, Examiner‌​‌

11.3 Popularization

11.3.1 Productions​​ (articles, videos, podcasts, serious​​​‌ games, ...)

  • Anthony Sorel‌ : Article for “France‌​‌ Football » entitled «​​ Quand la réalité virtuelle​​​‌ aide les gardiens de‌ but à faire le‌​‌ bon choix », May​​ 2025, Link
  • Caroline Martin​​​‌ : France Info, «‌ Wimbledon : le service,‌​‌ toujours une arme fatale​​ sur gazon ? »,​​​‌ july 2025
  • Charles Pontonnier‌ : Sortir la biomécanique‌​‌ du laboratoire, Emergences, 2025.​​ Link.
  • Nolwenn Fougeron​​​‌ : Podcast Biomécanique and‌ Cie. Link.

11.3.2‌​‌ Participation in Live events​​

  • Anthony Sorel : Regular​​​‌ demos of Motion Capture‌ and VR capabilities of‌​‌ the Immermove Research Platform​​ as part of conferences​​​‌ organization (e.g. IEEE VR,‌ ISMAR) or for visitors,‌​‌ whether scientist, industrials or​​ politics
  • Caroline Martin :​​​‌ Open de Rennes de‌ tennis, roudn table «‌​‌ Data et Sport »,​​ Rennes, september 2025
  • Franck​​​‌ Multon :
    • “Défis et‌ promesses de la réalité‌​‌ mixte pour l’entrainement sportif​​ », SciRennes, Inria Rennes​​​‌
    • June 2025, Démo in‌ a 4-days booth, invited‌​‌ at AI For Good​​ (United Nations sponsored event),​​​‌ Geneva, July 2025
  • Pierre‌ Hellier :
    • October 9,‌​‌ 2025: Dissemination to undergrad​​ students at "fête de​​​‌ la science", GenAI for‌ image generation and editing‌​‌
    • June 5, 2025: participation​​ to "ciné-débat", dissemination to​​​‌ general public on AI‌ and societal impact
  • Ronan‌​‌ Gaugne :
    • Démo at​​ Recto VRso (Laval Virtual,​​​‌ Apr. 2025), Journées Européennes‌ d’Archéologie (St Malo, Jun.‌​‌ 2025)
    • Festival Court-Métrange (Rennes,​​ Sept. 2025), Fête de​​​‌ la Science (Rennes, Oct.‌ 2025)

12 Scientific production‌​‌

12.1 Major publications

12.2 Publications of the​‌ year

International journals

International peer-reviewed conferences

Conferences​​​‌ without proceedings

Reports & preprints​​​‌

Other scientific​​ publications

Scientific popularization

  • 65 book​​​‌P.Paul Delamarche,‌ T.Thierry Horrut,‌​‌ F.Franck Multon and​​ V.Vincent Nougier.​​​‌ STAPS : anatomie, physiologie,‌ neurosciences et biomécanique -‌​‌ 2eme Edition.Elsevier​​ MassonSeptember 2025HAL​​​‌back to text

12.3‌ Cited publications

  • 66 article‌​‌C.Charles Faure,​​ A.Annabelle Limballe,​​​‌ B.Benoit Bideau and‌ R.Richard Kulpa.‌​‌ Virtual reality to assess​​ and train team ball​​​‌ sports performance: A scoping‌ review.Journal of‌​‌ sports Sciences382​​2020, 192--205back​​​‌ to text
  • 67 article‌M. K.Man Kit‌​‌ Lei and K. B.​​Kuangyou B Cheng.​​​‌ Biomechanical fidelity of athletic‌ training using virtual reality‌​‌ head-mounted display: the case​​ of preplanned and unplanned​​​‌ sidestepping.Sports Biomechanics‌2022, 1--22back‌​‌ to text
  • 68 article​​W.Wang Wendong,​​​‌ L.Li Hanhao,‌ X.Xiao Menghan,‌​‌ C.Chu Yang,​​ Y.Yuan Xiaoqing,​​​‌ M.Ming Xing and‌ Z.Zhang Bing.‌​‌ Design and verification of​​ a human--robot interaction system​​​‌ for upper limb exoskeleton‌ rehabilitation.Medical engineering‌​‌ & physics792020​​, 19--25back to​​​‌ text
  • 69 articleY.‌Yibo Zhu, E.‌​‌ B.Eric B Weston​​, R. K.Ranjana​​​‌ K Mehta and W.‌ S.William S Marras‌​‌. Neural and biomechanical​​ tradeoffs associated with human-exoskeleton​​​‌ interactions.Applied ergonomics‌962021, 103494‌​‌back to text