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2025Activity report​​​‌Project-TeamBIOVISION

RNSR: 201622040S‌

Creation of the Project-Team:​‌ 2018 August 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

  • A5.1.1. Engineering​​​‌ of interactive systems
  • A5.1.2.​ Evaluation of interactive systems​‌
  • A5.1.9. User and perceptual​​ studies
  • A5.3. Image processing​​​‌ and analysis
  • A5.5.4. Animation​
  • A5.6.1. Virtual reality
  • A5.6.2.​‌ Augmented reality
  • A5.8. Natural​​ language processing
  • A6.1.1. Continuous​​​‌ Modeling (PDE, ODE)
  • A6.1.4.​ Multiscale modeling
  • A6.1.5. Multiphysics​‌ modeling
  • A6.2.4. Statistical methods​​
  • A6.3.3. Data processing
  • A7.1.3.​​​‌ Graph algorithms
  • A9.4. Natural​ language processing
  • A9.7. AI​‌ algorithmics
  • A9.12. Computer vision​​

Other Research Topics and​​​‌ Application Domains

  • B1.1.8. Mathematical​ biology
  • B1.2. Neuroscience and​‌ cognitive science
  • B1.2.1. Understanding​​ and simulation of the​​​‌ brain and the nervous​ system
  • B1.2.2. Cognitive science​‌
  • B1.2.3. Computational neurosciences
  • B2.1.​​ Well being
  • B2.5.1. Sensorimotor​​​‌ disabilities
  • B2.5.3. Assistance for​ elderly
  • B2.7.2. Health monitoring​‌ systems
  • B9.1.2. Serious games​​
  • B9.3. Medias
  • B9.5.2. Mathematics​​​‌
  • B9.5.3. Physics
  • B9.6.8. Linguistics​
  • B9.9. Ethics

1 Team​‌ members, visitors, external collaborators​​

Research Scientists

  • Bruno Cessac​​​‌ [Team leader,​ INRIA, Senior Researcher​‌, HDR]
  • Pierre​​ Kornprobst [INRIA,​​​‌ Senior Researcher, HDR​]
  • Hui-Yin Wu [​‌INRIA, ISFP]​​

Post-Doctoral Fellow

  • Paritosh Sharma​​​‌ [INRIA, Post-Doctoral​ Fellow]

PhD Students​‌

  • Johanna Delachambre [UNIV​​ COTE D'AZUR]
  • Pauline​​​‌ Devictor [UNIV COTE​ D'AZUR]
  • Franz Franco​‌ Gallo [UNIV COTE​​ D'AZUR, ATER,​​​‌ from Sep 2025]​
  • Franz Franco Gallo [​‌INRIA, until Aug​​ 2025]
  • Sebastian Gallardo​​​‌ Diaz [Demain un​ Autre Jour, CIFRE​‌]
  • Erwan Petit [​​UNIV COTE D'AZUR]​​​‌
  • Laura Piovano [UNIV​ COTE D'AZUR, from​‌ Oct 2025]

Technical​​ Staff

  • Jerome Emonet [​​​‌INRIA, Engineer,​ from Feb 2025 until​‌ Apr 2025]

Interns​​ and Apprentices

  • Gregoire Arrabie-Aubies​​ [INRIA, Intern​​​‌, from Jun 2025‌ until Aug 2025]‌​‌
  • Andres Navarro Galleguillos [​​INRIA, Intern,​​​‌ from Feb 2025 until‌ Apr 2025]
  • Wei‌​‌ Tung Pan [INRIA​​, Intern, until​​​‌ Jun 2025]
  • Laura‌ Piovano [UNIV COTE‌​‌ D'AZUR, Intern,​​ until Feb 2025]​​​‌
  • Mranmay Shetty [UNIV‌ COTE D'AZUR, Intern‌​‌, from Nov 2025​​]
  • Mranmay Shetty [​​​‌UNIV COTE D'AZUR,‌ Intern, from Mar‌​‌ 2025 until May 2025​​]

Administrative Assistant

  • Marie-Cecile​​​‌ Lafont [INRIA]‌

External Collaborators

  • Aurélie Calabrese‌​‌ [CNRS]
  • Eric​​ Castet [CNRS]​​​‌
  • Florent Robert [POLE‌ EMPLOI, from Feb‌​‌ 2025 until Aug 2025​​]

2 Overall objectives​​​‌

Vision is a key‌ function to sense our‌​‌ world and perform complex​​ tasks. It has high​​​‌ sensitivity and strong reliability,‌ even though most of‌​‌ its input is noisy,​​ changing, and ambiguous. A​​​‌ better understanding of how‌ biological vision works opens‌​‌ up scientific challenges as​​ well as promising technological,​​​‌ medical and societal breakthroughs.‌ Fundamental aspects such as‌​‌ understanding how a visual​​ scene is encoded by​​​‌ the retina into spike‌ trains, transmitted to the‌​‌ visual cortex via the​​ optic nerve through the​​​‌ thalamus, decoded in a‌ fast and efficient way,‌​‌ and then creating a​​ sense of perception, offers​​​‌ perspectives in research and‌ technological developments for current‌​‌ and future generations.

Vision​​ is not always functional​​​‌ though. Sometimes, "something" goes‌ wrong. Although many visual‌​‌ impairments such as myopia,​​ hypermetropia, cataract, can be​​​‌ cured by glasses, contact‌ lenses, or other means‌​‌ like medicine or surgery,​​ pathologies impairing the retina​​​‌ such as Age-Related Macular‌ Degeneration (AMD) and Retinis‌​‌ Pigmentosa (RP) can not​​ be fixed with these​​​‌ standard treatments 44.‌ They result in a‌​‌ progressive degradation of vision​​ (Figure 1), up​​​‌ to a stage of‌ low vision (visual acuity‌​‌ of less than 6/18​​ to light perception, or​​​‌ a visual field of‌ less than 10 degrees‌​‌ from the point of​​ fixation) or blindness. Thus,​​​‌ people with low vision‌ must learn to adjust‌​‌ to their pathologies. Progress​​ in research and technology​​​‌ can help them. Considering‌ the aging of the‌​‌ population in developed countries​​ and its strong correlation​​​‌ with the prevalence of‌ eye diseases, low vision‌​‌ has already become a​​ major societal problem.

Figure 1

Figure​​​‌ depicts a picture of‌ a person through the‌​‌ eyes of a person​​ with CFL (a scotoma​​​‌ blurs the image).

Figure‌ 1:

Central blind‌​‌ spot (i.e., scotoma), as​​ perceived by an individual​​​‌ suffering from Central Field‌ Loss (CFL) when looking‌​‌ at someone's face.

In​​ this context, the Biovision​​​‌ Team's research revolves around‌ the central theme biological‌​‌ vision and perception, and​​ the impact of low​​​‌ vision conditions. Our strategy‌ is based upon four‌​‌ cornerstones: To model, to​​ assist diagnosis, to aid​​​‌ visual activities like reading,‌ and to enable personalized‌​‌ content creation. We aim​​ to develop fundamental research​​​‌ as well as technology‌ transfer along three entangled‌​‌ axes of research:

  • Axis​​​‌ 1: Modeling the retina​ and the primary visual​‌ system.
  • Axis 2: Diagnosis,​​ rehabilitation, and low-vision aids.​​​‌
  • Axis 3: Visual media​ analysis and creation.

These​‌ axes form a stable,​​ three-pillared basis for our​​​‌ research activities, giving our​ team an original combination​‌ in expertise: modeling for​​ the neurosciences, computer vision,​​​‌ Virtual and Augmented Reality​ (XR), and media analysis​‌ and creation. Our research​​ themes require strong interactions​​​‌ with experimental neuroscientists, modelers,​ ophtalmologists and patients, constituting​‌ a large network of​​ national and international collaborators.​​​‌ Biovision is therefore a​ strongly multi-disciplinary team. We​‌ publish in international reviews​​ and conferences in several​​​‌ fields including neuroscience, low​ vision, mathematics, physics, computer​‌ vision, multimedia, computer graphics,​​ and human-computer interactions.

3​​​‌ Research program

3.1 Axis​ 1 - Modeling the​‌ retina and the primary​​ visual system.

In collaboration​​​‌ with neuroscience labs, we​ derive phenomenological equations and​‌ analyze them mathematically by​​ adopting methods from theoretical​​​‌ physics or mathematics (Figure​ 2). We also​‌ develop simulation platforms like​​ Pranas or Macular,​​​‌ helping us confront theoretical​ predictions to numerical simulations,​‌ or allowing researchers to​​ perform in silico experimentation​​​‌ under conditions rarely accessible​ to experimentalists (such as​‌ simultaneously recording the retina​​ layers and the primary​​​‌ visual cortex1 (V1)).​ Specifically, our research focuses​‌ on the modeling and​​ mathematical study of:

  • Multi-scale​​​‌ dynamics of the retina​ in the presence of​‌ spatio-temporal stimuli;
  • Response to​​ motion, anticipation and surprise​​​‌ in the early visual​ system;
  • Spatio-temporal coding and​‌ decoding of visual scenes​​ by spike trains;
  • Retinal​​​‌ pathologies.
Figure 2

The process of​ retina modeling. A) Inspired​‌ from the retina structure​​ in biology, we, B)​​​‌ designe a simplified architecture​ keeping retina components that​‌ we want to better​​ understand. C) From this​​​‌ we derive equations that​ we can study mathematically​‌ and/or with numerical simulations​​ (D). In E we​​​‌ see an example. Here,​ our retina model's shows​‌ how the response to​​ a parabolic motion where​​​‌ the peak of response​ resulting from amacrine cells​‌ connectivity or gain control​​ is in advance with​​​‌ respect to the peak​ in response without these​‌ mechanisms. This illustrates retinal​​ anticipation.

Figure 2:​​​‌

The process of retina​ modeling. A) The retina​‌ structure from biology. B)​​ Designing a simplified architecture​​​‌ keeping retina components that​ we want to better​‌ understand (here, the role​​ of Amacrine cells in​​​‌ motion anticipation); C) Deriving​ mathematical equations from A​‌ and B. D, E).​​ Results from numerical modeling​​​‌ and mathematical modeling. Here,​ our retina model's response​‌ to a parabolic motion​​ where the peak of​​​‌ response resulting from amacrine​ cells connectivity or gain​‌ control is in advance​​ with respect to the​​​‌ peak in response without​ these mechanisms. This illustrates​‌ retinal anticipation.

3.2 Axis​​ 2 - Diagnosis, rehabilitation,​​​‌ and low-vision aids.

In​ collaboration with low vision​‌ clinical centers and cognitive​​ science labs, we develop​​​‌ computer science methods, open​ software and toolboxes to​‌ assist low vision patients​​ (Figure 3), with​​​‌ a particular focus on​ Age-Related Macular Degeneration2​‌. As AMD patients​​ still have a plastic​​ and functional vision in​​​‌ their peripheral visual field‌ 49, they must‌​‌ develop efficient “Eccentric Viewing"​​ (EV) to adapt to​​​‌ the central blind zone‌ (scotoma) and to direct‌​‌ gaze away from the​​ object they want to​​​‌ identify 54. Commonly‌ proposed assistance tools involve‌​‌ visual rehabilitation methods 50​​ and visual aids that​​​‌ usually consist of magnifiers‌ 45.

Our main‌​‌ research goals are:

  • Understanding​​ the relations between anatomo-functional​​​‌ and behavioral observations;
  • Diagnosis‌ from reading performance screening‌​‌ and oculomotor behavior analysis;​​
  • Personalized and gamified rehabilitation​​​‌ for training eccentric viewing‌ in VR (Virtual Reality);‌​‌
  • Personalized visual aid systems​​ for daily living activities.​​​‌
Figure 3

The image consists of‌ three sections showing different‌​‌ research methodologies that the​​ team adopts. (a) Displays​​​‌ a VR indoor scene‌ that has a garage,‌​‌ bedroom, and kitchen with​​ different furniture and interactive​​​‌ objects. (b) Shows side‌ by side the orignal‌​‌ version of a person​​ standing in front of​​​‌ a poster, and a‌ version with edge enhancement.‌​‌ (c) Features a person​​ with low vision wearing​​​‌ a VR headset, sitting‌ on a sofa and‌​‌ reading text in a​​ virtual application.

Figure 3​​​‌:

Multiple methodologies in‌ graphics and image processing‌​‌ have applications towards low-vision​​ technologies including (a) 3D​​​‌ virtual environments for studies‌ of user perception and‌​‌ behavior, and creating 3D​​ stimuli for model testing,​​​‌ (b) image enhancement techniques‌ to magnify and increase‌​‌ visibility of contours of​​ objects and people, and​​​‌ (c) personalization of media‌ content such as text‌​‌ in 360 degrees visual​​ space using VR headsets.​​​‌

3.3 Axis 3 -‌ Visual media analysis and‌​‌ creation.

We investigate the​​ impact of visual media​​​‌ design on user experience‌ and perception, and propose‌​‌ assisted creativity tools for​​ creating personalized and adapted​​​‌ media content (Figure 4‌). We employ computer‌​‌ vision and deep learning​​ techniques for media understanding​​​‌ in film and in‌ complex documents like newspapers.‌​‌ We deploy this understanding​​ in new media platforms​​​‌ such as virtual and‌ augmented reality for applications‌​‌ in low-vision training, accessible​​ media design, and generation​​​‌ of 3D visual stimuli:‌

  • Accessible / personalized media‌​‌ design for low vision​​ training and reading platforms;​​​‌
  • Assisted creativity tools for‌ 3D environments;
  • Visual system‌​‌ and multivariate user behavior​​ modeling in 3D contextual​​​‌ environments;
  • Visual media understanding‌ and gender representation in‌​‌ film.
Figure 4

On the left​​ we have users, in​​​‌ the middle, the 3D‌ scene, and on the‌​‌ right designers. Designers create​​ the 3D scene through​​​‌ a computer interface and‌ users interact with it‌​‌ through headsets and controllers.​​ We see three main​​​‌ gaps of perception: ontology‌ between the scene and‌​‌ its various users, intersubjectivity​​ when communicating interactive possibilities​​​‌ from the designer and‌ user, and intentionality when‌​‌ designers analyze user intentions​​

Figure 4: We​​​‌ try to understand the‌ perception of users in‌​‌ face of media and​​ the gaps therein –​​​‌ on ontology, intersubjectivity, and‌ intentionality – that result‌​‌ from digital interfaces that​​ mediate the digital content​​​‌ and the communication between‌ content designers and end‌​‌ users.

4 Application domains​​​‌

4.1 Applications of low-vision​ studies

  • Cognitive research. Virtual​‌ reality technology represents a​​ new opportunity to conduct​​​‌ cognitive and behavioral research​ in virtual environments where​‌ all parameters can be​​ psychophysically controlled. In the​​​‌ scope of ANR DEVISE,​ we are currently developing​‌ and using the PTVR​​ software (Perception Toolbox for​​​‌ Virtual Reality) 1 to​ make our own experimental​‌ protocols to study low​​ vision. However, we believe​​​‌ that the potential of​ PTVR is much larger​‌ as it could be​​ useful to any researcher​​​‌ familiar with Python programming​ willing to create and​‌ analyze a sophisticated experiment​​ in VR with parsimonious​​​‌ code.
  • Serious games. Serious​ games use game mechanics​‌ in order to achieve​​ goals such as in​​​‌ training, education, or awareness.​ In our context, we​‌ want to explore serious​​ games as a way​​​‌ to help low-vision patients​ in performing rehabilitation exercises.​‌ Virtual and augmented reality​​ technology is a promising​​​‌ platform to develop such​ rehabilitation exercises targeted to​‌ specific pathologies due to​​ their potential to create​​​‌ fully immersive environments, or​ inject additional information in​‌ the real world. For​​ example, with Age-Related Macular​​​‌ Degeneration (AMD), our objective​ is to propose solutions​‌ allowing rehabilitation of visuo-perceptual-motor​​ functions to optimally use​​​‌ residual portions of the​ peripheral retina defined from​‌ anatomo-functional exams  47.​​
  • Vision aid-systems. A variety​​​‌ of aids for low-vision​ people are already on​‌ the market. They use​​ various kinds of desktop​​​‌ (e.g., CCTVs), handheld (mobile​ applications), or wearable (e.g.​‌ OxSight, Helios) technologies, and​​ offer different functionalities including​​​‌ magnification, image enhancement, text​ to speech, face and​‌ object recognition. Our goal​​ is to design new​​​‌ solutions allowing autonomous interaction​ primarily using mixed reality​‌ – virtual and augmented​​ reality. This technology could​​​‌ offer new affordable solutions​ developed in synergy with​‌ rehabilitation protocols to provide​​ personalized adaptations and guidance.​​​‌
  • User understanding. The design​ of ecological environments using​‌ immersive XR technologies can​​ allow the capture and​​​‌ modeling of user behaviors​ in the context of​‌ everyday scenarios. This can​​ allow the building of​​​‌ datasets that can support​ exploratory analysis 21 and​‌ also models of human​​ behavior prediction that include​​​‌ diverse user profiles 7​, 6.

4.2​‌ Applications of vision modeling​​ studies

  • Neuroscience research. Making​​​‌ in-silico experiments is a​ way to reduce the​‌ experimental costs, to test​​ hypotheses and design models,​​​‌ and to test algorithms.​ Our goal is to​‌ develop a large-scale simulations​​ platform of the normal​​​‌ and impaired retinas. This​ platform, called Macular,​‌ allows one to test​​ hypotheses on the retina​​​‌ functions in normal vision​ (such as the role​‌ of amacrine cells in​​ motion anticipation 57,​​​‌ or the expected effects​ of pharmacology on retina​‌ dynamics 48). It​​ is also used to​​​‌ mimic specific degeneracies or​ pharmacologically induced impairments 53​‌, as well as​​ to emulate electric stimulation​​​‌ by prostheses. Finally, it​ allows to feature the​‌ retino-cortical (V1) pathway following​​ 20. Thus, the​​​‌ platform provides a realistic​ entry to models or​‌ simulators of the thalamus​​ or the visual cortex,​​ in contrast to the​​​‌ entries usually considered in‌ modeling studies. A paper‌​‌ presenting Macular has been​​ published here 19.​​​‌ See also the online‌ documentation.
  • Education. Macular‌​‌ is also targeted as​​ a useful tool for​​​‌ educational purposes, illustrating for‌ students how the retina‌​‌ works and responds to​​ visual stimuli.

4.3 Applications​​​‌ of visual media analysis‌ and creation

  • Engineering immersive‌​‌ interactive storytelling platforms. With​​ the sharp rise in​​​‌ popularity of immersive virtual‌ and augmented reality technologies,‌​‌ it is important to​​ acknowledge their strong potential​​​‌ to create engaging, embodied‌ experiences. Reaching this goal‌​‌ involves investigating the impact​​ of virtual and augmented​​​‌ reality platforms from an‌ interactivity and immersivity perspective:‌​‌ how do people parse​​ visual information, react, and​​​‌ respond in the face‌ of content, in the‌​‌ face of media 18​​, 13, 14​​​‌.
  • Personalized content creation‌ and assisted creativity. Models‌​‌ of user perception can​​ be integrated in tools​​​‌ for content creators, such‌ as to simulate low-vision‌​‌ conditions to aid in​​ the design of accessible​​​‌ spaces and media, and‌ to diversify immersive scenarios‌​‌ used for studying user​​ perception, for entertainment, and​​​‌ for rehabilitation 17,‌ 59.
  • Media studies‌​‌ and social awareness. Investigating​​ interpretable models of media​​​‌ analysis will allow us‌ to provide tools to‌​‌ conduct qualitative media studies​​ on large amounts of​​​‌ data in relation to‌ existing societal challenges and‌​‌ issues. This includes public​​ outreach on the impact​​​‌ of low-vision on everyday‌ activities through the use‌​‌ of immersive media 3​​, raising awareness towards​​​‌ biases in media 60‌, and developing media‌​‌ analysis tools from deep​​ learning paradigms 61.​​​‌

5 Social and environmental‌ responsibility

The research themes‌​‌ in the Biovision team​​ have direct social impacts​​​‌ on two fronts:

  • Low‌ vision: we work‌​‌ in partnership with neuroscientists​​ and ophthalmologists to design​​​‌ technologies for the diagnosis‌ and rehabilitation of low-vision‌​‌ pathologies, addressing a strong​​ societal challenge.
  • Accessibility:​​​‌ in concert with researchers‌ in media studies, we‌​‌ tackle the social challenge​​ of designing accessible media,​​​‌ including for the population‌ with visual impairments, as‌​‌ well as to address​​ media bias both in​​​‌ content design and in‌ machine learning approaches.

6‌​‌ Highlights of the year​​

6.1 Awards

Florent Robert​​​‌ - PhD student under‌ the supervision of Hui-Yin‌​‌ Wu, Marco Winckler and​​ Lucile Sassatelli - obtained​​​‌ the EDSTIC best thesis‌ award.

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

7.1 Latest software developments​​​‌

7.1.1 Macular

  • Name:
    Numerical‌ platform for simulations of‌​‌ the primary visual system​​ in normal and pathological​​​‌ conditions
  • Keywords:
    Retina, Vision,‌ Neurosciences
  • Scientific Description:

    Macular‌​‌ is built around a​​ central idea: its use​​​‌ and its graphical interface‌ can evolve according to‌​‌ the user's objectives. It​​ can therefore be used​​​‌ in user-designed scenarios, such‌ as simulation of retinal‌​‌ waves, simulation of retinal​​ and cortical responses to​​​‌ prosthetic stimulation, study of‌ pharmacological impact on retinal‌​‌ response, etc. The user​​ can design their own​​​‌ scenarios using the Macular‌ Template Engine.

    At the‌​‌ heart of Macular is​​​‌ an object called "Cell".​ Basically these "cells" are​‌ inspired by biological cells,​​ but it's more general​​​‌ than that. It can​ also be a group​‌ of cells of the​​ same type, a field​​​‌ generated by a large​ number of cells (for​‌ example a cortical column),​​ or an electrode in​​​‌ a retinal prosthesis. A​ cell is defined by​‌ internal variables (evolving over​​ time), internal parameters (adjusted​​​‌ by cursors), a dynamic​ evolution (described by a​‌ set of differential equations)​​ and inputs. Inputs can​​​‌ come from an external​ visual scene or from​‌ other synaptically connected cells.​​ Synapses are also Macular​​​‌ objects defined by specific​ variables, parameters, and equations.​‌ Cells of the same​​ type are connected in​​​‌ layers according to a​ graph with a specific​‌ type of synapses (intra-layer​​ connectivity). Cells of a​​​‌ different type can also​ be connected via synapses​‌ (inter-layer connectivity).

    All the​​ information concerning the types​​​‌ of cells, their inputs,​ their synapses and the​‌ organization of the layers​​ are stored in a​​​‌ file of type .mac​ (for "macular") defining what​‌ we call a "scenario".​​ Different types of scenarios​​​‌ are offered to the​ user, which they can​‌ load and play, while​​ modifying the parameters and​​​‌ viewing the variables (see​ technical section).

  • Functional Description:​‌
    Macular is a simulation​​ platform for the retina​​​‌ and the primary visual​ cortex, designed to reproduce​‌ the response to visual​​ stimuli or to electrical​​​‌ stimuli, in normal vision​ conditions, or altered (pharmacology,​‌ pathology, development).
  • Release Contributions:​​
    First release.
  • News of​​​‌ the Year:
    We have​ written a paper to​‌ present Macular to the​​ community of computational neuroscience​​​‌ https://inria.hal.science/hal-05312447v2 This paper has​ been accepted for publication​‌ in "Frontiers in Neuroonformatics".​​ In addition, the licence​​​‌ of Macular has been​ achieved so that Macular​‌ is now freely available​​ for the community.
  • URL:​​​‌
  • Contact:
    Bruno Cessac​
  • Participants:
    Bruno Cessac, Evgenia​‌ Kartsaki, Selma Souihel, Jerome​​ Emonet, Erwan Demairy, Thibaud​​​‌ Kloczko, Come Le Breton,​ Nicolas Niclausse, Jean-Luc Szpyrka,​‌ Julien Wintz

7.1.2 InREAD​​

  • Name:
    A Next-Generation Platform​​​‌ for Measuring Reading Performance​
  • Keywords:
    Diagnostics, Low vision​‌
  • Scientific Description:
    InREAD is​​ a software platform designed​​​‌ for the measurement and​ analysis of reading performance,​‌ developed to overcome methodological​​ and technical limitations of​​​‌ existing tools, particularly the​ MNREAD test. Built as​‌ a multiplatform system with​​ native integration of the​​​‌ mnreadR analysis library, InREAD​ enables standardized administration of​‌ reading tests based on​​ calibrated text stimuli, as​​​‌ well as automated extraction​ of classical psychophysical parameters​‌ of reading (maximum reading​​ speed, reading acuity, critical​​​‌ print size, etc.). The​ scientific goal of InREAD​‌ is twofold: (1) to​​ provide a robust tool​​​‌ for collecting high-quality behavioral​ data on reading in​‌ both normal and impaired​​ vision, and (2) to​​​‌ offer an extensible platform​ for investigating new experimental​‌ approaches, including expanded sentence​​ corpora, low-cost oculomotor measurement,​​​‌ and fully automated test​ administration. Within ongoing clinical​‌ collaborations, InREAD aims to​​ improve measurement reproducibility, reduce​​​‌ inter-examiner variability, and enable​ large-scale standardized data acquisition—including​‌ home-based assessment. This technological​​ foundation opens the door​​ to a more comprehensive​​​‌ understanding of reading strategies‌ and supports new research‌​‌ paradigms in low-vision science.​​
  • Functional Description:
    InREAD is​​​‌ a multiplatform software tool‌ designed to easily administer‌​‌ a standardized reading test​​ inspired by the widely​​​‌ used MNREAD protocol for‌ assessing reading performance. It‌​‌ provides a simple interface​​ for presenting calibrated text,​​​‌ recording reading times, and‌ automatically generating analyses and‌​‌ visual summaries powered by​​ the mnreadR library. InREAD​​​‌ thus offers a solid‌ foundational platform, designed to‌​‌ be progressively extended with​​ advanced features such as​​​‌ automatic error detection, gaze‌ tracking, and control of‌​‌ viewing conditions.
  • Release Contributions:​​
    The MVP release (v0.1.0)​​​‌ of InREAD represents the‌ first fully usable version‌​‌ of the software. It​​ includes operator and patient​​​‌ management, test session history‌ tracking, administration of MNREAD-inspired‌​‌ reading tests, and the​​ ability to record and​​​‌ store ETDRS test results.‌
  • News of the Year:‌​‌
    Finalization of the MVP​​ for the near-vision testing​​​‌ component, New GUI enabling‌ operator and patient management,‌​‌ as well as test​​ session history, Addition of​​​‌ the distance-vision testing component‌ (results recording)
  • Contact:
    Pierre‌​‌ Kornprobst
  • Participants:
    Pierre Kornprobst,​​ Aurélie Calabrese
  • Partner:
    CHU​​​‌ Pasteur

7.1.3 GUsT-3D

  • Name:‌
    Guided User Tasks Unity‌​‌ plugin for 3D virtual​​ reality environments
  • Keywords:
    3D,​​​‌ Virtual reality, Interactive Scenarios,‌ Ontologies, User study
  • Functional‌​‌ Description:

    We present the​​ GUsT-3D framework for designing​​​‌ Guided User Tasks in‌ embodied VR experiences, i.e.,‌​‌ tasks that require the​​ user to carry out​​​‌ a series of interactions‌ guided by the constraints‌​‌ of the 3D scene.​​ GUsT-3D is implemented as​​​‌ a set of tools‌ that support a 4-step‌​‌ workflow to : (1)​​ annotate entities in the​​​‌ scene with names, navigation,‌ and interaction possibilities, (2)‌​‌ define user tasks with​​ interactive and timing constraints,​​​‌ (3) manage scene changes,‌ task progress, and user‌​‌ behavior logging in real-time,​​ and (4) conduct post-scenario​​​‌ analysis through spatio-temporal queries‌ on user logs, and‌​‌ visualizing scene entity relations​​ through a scene graph.​​​‌

    The software also includes‌ a set of tools‌​‌ for processing gaze tracking​​ data, including: cleaning and​​​‌ synchronization of the data,‌ calculation of fixations with‌​‌ I-VT, I-DT, IDTVR, IS5T,​​ Remodnav, and IDVT algorithms,​​​‌ and visualization of the‌ data (points of regard‌​‌ and fixations) in both​​ real time and collectively.​​​‌

  • News of the Year:‌
    A new version of‌​‌ the software has been​​ released with additional functionalities​​​‌ for collection, processing, and‌ analysis of gaze tracking.‌​‌ We also made major​​ changes to the overall​​​‌ workflow (system logging, interactions,‌ bug fixes, etc.). This‌​‌ version was used in​​ two user studies.
  • URL:​​​‌
  • Publications:
  • Contact:‌​‌
    Hui-Yin Wu
  • Participants:
    Hui-Yin​​ Wu, Marco Alba Winckler,​​​‌ Lucile Sassatelli, Florent Robert‌
  • Partner:
    I3S

7.1.4 PTVR‌​‌

  • Name:
    Perception Toolbox for​​ Virtual Reality: The Open-Source​​​‌ Python Library for Virtual‌ Reality Experiments
  • Keywords:
    Visual‌​‌ perception, Behavioral science, Virtual​​ reality
  • Scientific Description:
    PTVR​​​‌ is a virtual reality‌ software environment designed for‌​‌ the design and execution​​ of experiments on visual​​​‌ perception. It enables precise‌ control of visual stimuli‌​‌ within interactive and realistic​​​‌ 3D scenes, fine synchronization​ with eye-tracking systems, and​‌ collection of behavioral and​​ physiological measurements. PTVR facilitates​​​‌ the study of complex​ perceptual mechanisms, such as​‌ depth, motion, and object​​ size perception, in dynamic​​​‌ contexts simulating real-world situations.​ It provides a flexible​‌ alternative to traditional experimental​​ paradigms, maintaining high experimental​​​‌ control while reducing the​ constraints associated with physical​‌ setups and advanced programming.​​
  • Functional Description:
    PTVR is​​​‌ software that allows users​ to create and manage​‌ virtual reality experiments to​​ study visual perception. It​​​‌ provides an easy-to-use interface​ to design realistic 3D​‌ scenes, control objects and​​ visual stimuli, and collect​​​‌ data on participants’ responses.​ This enables researchers to​‌ test how the brain​​ and eyes perceive the​​​‌ world under highly controlled​ conditions, without requiring advanced​‌ programming skills or expertise​​ in complex 3D engines.​​​‌
  • Release Contributions:
    PTVR is​ now compatible with the​‌ Quest 1, 2 and​​ 3 headsets!
  • News of​​​‌ the Year:
    PTVR is​ now compatible with the​‌ Quest 1, 2 and​​ 3 headsets!
  • URL:
  • Publication:
  • Contact:
    Pierre​ Kornprobst
  • Participants:
    Jeremy Termoz-Masson,​‌ Eric Castet, Pierre Kornprobst,​​ Carlos Aguilar
  • Partner:
    Aix-Marseille​​​‌ Université - CNRS Laboratoire​ de Psychologie Cognitive -​‌ UMR 7290 - Team​​ ‘Perception and attention’

7.1.5​​​‌ Tatoovi

  • Name:
    Tagging tool​ for videos
  • Keywords:
    Annotation​‌ tool, Video analysis, Multimedia​​ player, Data visualization
  • Functional​​​‌ Description:
    Tatoovi is an​ application which provides different​‌ modules for video annotation​​ including: (1) a customizable​​​‌ annotation dictionary with visual​ editor that includes fields​‌ for classes, numerical values​​ and scales, labelling, and​​​‌ text, (2) multi-level annotation​ by keyframes, shots/clips, and​‌ interface for film metadata​​ and character information, (3)​​​‌ a click-and-drag pose module​ to edit and visualize​‌ character skeletons and bounding​​ boxes, (4) and multi-timeline​​​‌ visualization and intuitive video​ playback and navigation tools,​‌ and (5) separate JSON​​ export of timelines, annotations,​​​‌ and dictionaries for ease​ of collaboration, data analysis,​‌ and machine learning models​​
  • News of the Year:​​​‌
    The software was tested​ in a workshop with​‌ 10 participants from various​​ domains of humanities and​​​‌ social sciences.
  • Contact:
    Hui-Yin​ Wu
  • Participants:
    Hui-Yin Wu,​‌ Lucile Sassatelli, Clement Bergman,​​ Genevieve Masioni Kibadi, Luan​​​‌ Nguyen
  • Partner:
    I3S

7.2​ New platforms

Members of​‌ Biovision are marked with​​ a .

7.2.1​​​‌ CREATTIVE3D platform for navigation​ studies in VR

Participants:​‌ Hui-Yin Wu,​​ Florent Robert,​​​‌ Lucile Sassatelli [UniCA, CNRS,​ I3S; Institut Universitaire de​‌ France], Marco Winckler​​ [UniCA, CNRS, I3S].​​​‌

As part of ANR​ CREATTIVE3D, the Biovision team​‌ has established a technological​​ platform in the Kahn​​​‌ immersive space including:

  • a​ 40m2 tracked​‌ space for the Vive​​ Pro Eye virtual reality​​​‌ headset with 4-8 infra-red​ base stations,
  • GUsT-3D software​‌ 7.1.3 under Unity for​​ the creation, management, logging,​​​‌ analysis, and scene graph​ visualization of interactive immersive​‌ experiences,
  • Vive Pro Eye​​ headset integrated sensors including​​​‌ gyroscope and accelerometers, spatial​ tracking through base stations,​‌ and 120 Hz eye​​ tracker,
  • External sensors including​​​‌ XSens Awinda Starter inertia-based​ motion capture costumes and​‌ Shimmer GSR physiological sensors.​​

The platform has hosted​​ around 60 user studies​​​‌ lasting over 120 hours‌ this year, published in‌​‌ 13. It has​​ also provided demonstrations of​​​‌ our virtual reality projects‌ for visitors, collaborators, and‌​‌ students.

7.3 Open data​​

CREATTIVE3D multimodal dataset of​​​‌ user behavior in virtual‌ reality

[doc]

  • Contributors:
    ☆‌​‌ Hui-Yin Wu Florent​​ RobertLucile Sassatelli [Univ.​​​‌ Côte d'Azur, CNRS, I3S;‌ Institut Universitaire de France]‌​‌ Marco Winckler [Univ. Côte​​ d'Azur, CNRS, I3S] Auriane​​​‌ Gros [Univ. Côte d'Azur,‌ CoBTeK, CHU Nice] Stephen‌​‌ Ramanoël [Univ. Côte d'Azur,​​ LAMHESS]
  • Description:
    In the​​​‌ context of the ANR‌ CREATTIVE3D project, we join‌​‌ the expertise of computer​​ science, neuroscience, and clinical​​​‌ practitioners, with the aim‌ to analyze the impact‌​‌ that a simulated low-vision​​ condition has on user​​​‌ navigation behavior in complex‌ road crossing scenes: a‌​‌ common daily situation where​​ the difficulty to access​​​‌ and process visual information‌ (e.g., traffic lights, approaching‌​‌ cars) in a timely​​ fashion can lead to​​​‌ serious consequences on a‌ person's safety and well-being.‌​‌ As a secondary objective,​​ we also aim to​​​‌ investigate the potential role‌ virtual reality could play‌​‌ in rehabilitation and training​​ protocols for low-vision patients.​​​‌
  • Dataset PID (DOI,...):
    https://zenodo.org/records/10406560‌
  • Project link:
    https://project.inria.fr/creattive3d/
  • Publications:‌​‌
    21, 14,​​ 6, 7
  • Contact:​​​‌
    Hui-Yin Wu

8 New‌ results

We present here‌​‌ the new scientific results​​ of the team over​​​‌ the course of the‌ year. For each entry,‌​‌ members of Biovision are​​ marked with a ☆​​​‌.

8.1 Modeling the‌ retina and the primary‌​‌ visual system

8.1.1 Distinct​​ inhibitory connectivity motifs trigger​​​‌ distinct forms of anticipation‌ in the retinal network‌​‌

Participants: Simone Ebert​​, Bruno Cessac​​​‌.

Description: Motion‌ is an important feature‌​‌ of visual scenes. The​​ selection of motion features​​​‌ starts in the retina‌ with dedicated neuronal circuits.‌​‌ It has been shown​​ that the retina can​​​‌ extrapolate the position of‌ a moving object, thereby‌​‌ compensating sensory transmission delays​​ and enabling signal processing​​​‌ in real-time. Amacrine cells,‌ the inhibitory interneurons of‌​‌ the retina, play essential​​ roles in such computations​​​‌ although their precise functions‌ remain unclear. Here, we‌​‌ computationally explore the effect​​ of two different inhibitory​​​‌ connectivity motifs on the‌ retina’s response to moving‌​‌ objects: feed-forward and recurrent​​ feed-back inhibition (see Fig.​​​‌ 5). We show‌ that both can account‌​‌ for motion anticipation with​​ two different mechanisms. Feed-forward​​​‌ inhibition truncates motion responses‌ and shifts peak responses‌​‌ forward via subtractive inhibition,​​ whereas recurrent feedback coupling​​​‌ evokes, via divisive inhibition,‌ excitatory and inhibitory waves‌​‌ with different phases that​​ add up and shift​​​‌ the response peak. A‌ key difference between the‌​‌ two mechanisms is how​​ the peak response scales​​​‌ with the speed of‌ a moving object. Motion‌​‌ prediction with feedforward circuits​​ monotonically decreases with increasing​​​‌ speeds, while recurrent feedback‌ coupling induces tuning curves‌​‌ that exhibit a preferred​​ speed for which motion​​​‌ prediction is maximal.

Figure 5

This‌ figure shows (Fig. A)‌​‌ a schematic of the​​ retina model. B displays​​​‌ the response to a‌ step function in the‌​‌ feedback and feedforward inhibition​​​‌ case. The feedback response​ has a lower characteristic​‌ time scale and is​​ sharper. C shows that​​​‌ the amplitude of the​ rest state in the​‌ feedback case decays like​​ one over w minus,​​​‌ the inhibition strength from​ Amacrine Cells to Bipolar​‌ cells. In particular, the​​ rest state amplitude is​​​‌ always positive In contrast,​ D shows that the​‌ amplitude of the rest​​ state in the feeforward​​​‌ case scales linearly with​ the inhibition strentgh from​‌ Amacrine Cells to Ganglion​​ Cells and becomes negative​​​‌ when inhibition is too​ large. E displays the​‌ response to an impulse​​ in the feedback and​​​‌ feedforward inhibition case. F​ shows the impulse response​‌ when w minus, the​​ inhibition strength from Amacrine​​​‌ Cells to Bipolar cells,​ increases. When w minus​‌ is large enough one​​ starts to observe oscillations​​​‌ in the impulse response.​ G shows that the​‌ leading frequency of these​​ oscillations scales nonlinearly with​​​‌ w minus.

Figure 5​:

Schematic description of​‌ the model and its​​ general response properties. A.​​​‌ The stimulus s(​x,t)​‌ is fed into a​​ convolution layer that simulates​​​‌ the transformation of the​ visual input into a​‌ neuronal voltage response, V​​driv​​​‌e(t)​, for each Bipolar​‌ Cell in the network.​​ This convoluted signal is​​​‌ then fed into a​ network of Bipolar Cells​‌ and Amacrine Cells, which​​ are reciprocally connected and​​​‌ pass the synaptic signals​ VB(t​‌) and VA​​(t) on​​​‌ to neighboring cells of​ the other type. A​‌ third layer of Retinal​​ Ganglion Cells pools over​​​‌ Bipolar Cells within their​ receptive field and integrate​‌ their response, RB​​(t) into​​​‌ their voltage VG​(t).​‌ This voltage is transformed​​ into a firing rate​​​‌ response RG(​t) after rectification.​‌ B. Example of step​​ response with both connectivity​​​‌ motifs, feed-back (purple) and​ feed-forward (green) inhibition. They​‌ evoke a similar transient​​ response at the onset​​​‌ of the stimulus, which​ then decays to a​‌ rest state, that differs​​ between motifs. C. Rest​​​‌ state potential for constant​ and spatially homogeneous inputs​‌ of different amplitudes across​​ recurrent feed-back inhibitory strength​​​‌ w-. D.​ Rest state potential for​‌ constant inputs of different​​ amplitudes across feedforward inhibitory​​​‌ strength wAG​. E. Example of​‌ impulse response with both​​ connectivity motifs. F. Impulse​​​‌ responses for different recurrent​ inhibitory strengths w-​‌. G. Leading Frequency​​ of impulse response varies​​​‌ with recurrent inhibitory strength​ w-. Same​‌ color legend as in​​ F.

This work has​​​‌ been submitted to Scientific​ Reports 35.

8.1.2​‌ Macular: a multi-scale simulation​​ platform for the retina​​​‌ and the primary visual​ system

Participants: Bruno​‌ Cessac, Erwan​​ Demairy, Jérôme​​​‌ Emonet, Evgenia​ Kartsaki, Thibaud​‌ Kloczko, Côme​​ Lebreton, Nicolas​​​‌ Niclausse, Selma​ Souihel, Jean-Luc​‌ Szpyrka, Julien​​ Wintz.

Description:​​ We developed Macular, a​​​‌ simulation platform with a‌ graphical interface, designed to‌​‌ produce in silico experiment​​ scenarios for the retina​​​‌ and the primary visual‌ system. A scenario consists‌​‌ of generating a three-dimensional​​ structure with interconnected layers,​​​‌ each layer corresponding to‌ a type of “cell”‌​‌ in the retina or​​ visual cortex. The cells​​​‌ can correspond to neurons‌ or more complex structures‌​‌ (such as cortical columns).​​ The inputs are arbitrary​​​‌ videos. The user can‌ use the cells and‌​‌ synapses provided with the​​ software, or create their​​​‌ own using a graphical‌ interface where they enter‌​‌ the constituent equations in​​ text format (e.g., LaTeX).​​​‌ They also create the‌ three-dimensional structure via the‌​‌ graphical interface. Macular then​​ automatically generates and compiles​​​‌ the C++ code and‌ generates the simulation interface.‌​‌ This allows the user​​ to view the input​​​‌ video and the three-dimensional‌ structure in layers. It‌​‌ also allows the user​​ to select cells and​​​‌ synapses in each layer‌ and view the activity‌​‌ of their state variables.​​ Finally, the user can​​​‌ adjust the phenomenological parameters‌ of the cells or‌​‌ synapses via the interface.​​ We provide several example​​​‌ scenarios, corresponding to published‌ articles, including an example‌​‌ of a retino-cortical model.​​ Macular was designed for​​​‌ neurobiologists and modelers, specialists‌ in the primary visual‌​‌ system, who want to​​ test hypotheses in silico​​​‌ without the need for‌ programming. By design, this‌​‌ tool allows natural or​​ altered conditions (pharmacology, pathology,​​​‌ development) to be simulated.‌

Figure 6 illustrates an‌​‌ example of simulation with​​ our platform. This paper​​​‌ has been accepted for‌ publication in the journal‌​‌ Frontiers in Neuroinformatics19​​.

Figure 6

This figure shows​​​‌ an example of simulation‌ with Macular. This is‌​‌ the retino-cortical model developed​​ in the paper 20​​​‌. The upper left‌ panel shows the heatmap‌​‌ of the 5 cell​​ types. Bipolar cells with​​​‌ gain control, Amacrine cells,‌ ganglion cells with gain‌​‌ control, excitatory population of​​ cortical columns and inhibitory​​​‌ population of cortical columns.‌ On the panel below,‌​‌ left, one sees the​​ video of the stimulus,​​​‌ a white bar moving.‌ Right panels are plots‌​‌ of Cells activity. The​​ upper one displays retinal​​​‌ outputs : bipolar voltage,‌ amacrine voltage and ganglion‌​‌ cells firing rate. The​​ bottom panel displays cortical​​​‌ output : excitatory and‌ inhibitory mean voltage. One‌​‌ sees how the moving​​ bar stimulus is integrated​​​‌ by the successive layers,‌ from OPL to Bipolar,‌​‌ Amacrines, ganglion cells, cortical​​ populations with a peak​​​‌ in their activity. The‌ raising in activity as‌​‌ well as the exponential​​ decay provide useful information​​​‌ about the underlying dynamics.‌

Figure 6: The‌​‌ retino-cortical scenario. The upper​​ left panel shows the​​​‌ heatmap of the 5‌ cell types. Bipolar cells‌​‌ with gain control appear​​ in blue, amacrine in​​​‌ magenta, ganglion cells with‌ gain control in yellow,‌​‌ excitatory population of cortical​​ columns in green and​​​‌ inhibitory population of cortical‌ columns in red. On‌​‌ the panel below, left,​​ one sees the video​​​‌ of the stimulus, a‌ white bar moving. Right‌​‌ panels are plots of​​​‌ Cells activity. The upper​ one displays retinal outputs​‌ : bipolar voltage (red),​​ amacrine voltage (yellow) and​​​‌ ganglion cells firing rate​ (pink). The bottom panel​‌ displays cortical output :​​ excitatory (blue) and inhibitory​​​‌ (orange) mean voltage.

8.1.3​ A chimera model for​‌ motion anticipation in the​​ retina and the primary​​​‌ visual cortex

Participants: ☆​ Jérôme Emonet, Selma​‌ Souihel [Inria, P16 -​​ Programme IA], ☆​​​‌ Bruno Cessac, Alain​ Destexhe [NeuroPSI - Institut​‌ des Neurosciences Paris-Saclay],​​ Frédéric Chavane [INT -​​​‌ Institut de Neurosciences de​ la Timone], Matteo​‌ Di Volo [UCBL -​​ Université Claude Bernard Lyon​​​‌ 1].

Description:​ Motion anticipation refers to​‌ the capacity of the​​ visual system to compensate​​​‌ for inherent delays in​ visual processing. This ability​‌ results from distinct mechanisms​​ taking place in the​​​‌ retina 43 and in​ the visual cortex 52​‌. To study their​​ respective role, we propose​​​‌ a mean field model​ of the primary visual​‌ cortex (V1) connected to​​ a realistic retina model.​​​‌ Our first goal is​ to reproduce experimental results​‌ on motion anticipation, made​​ in monkeys by using​​​‌ voltage dye optical imaging​ (VSDI) 42, and​‌ to assess the impact​​ of the retina in​​​‌ this process. For this,​ we first study the​‌ model in the case​​ where the retina does​​​‌ not itself provide anticipation.​ Then, anticipation is only​‌ triggered by a cortical​​ mechanism, called "anticipation by​​​‌ latency". As we show,​ this mechanism strongly depends​‌ on the intensity of​​ the retinal input supplied​​​‌ to the cortex, even​ if the retina does​‌ not itself provide anticipation.​​ We also unravel the​​​‌ effect of the stimulus​ features, such as speed​‌ and contrast, and report​​ the impact of physiological​​​‌ parameters not accessible experimentally,​ such as the size​‌ of cortical extensions or​​ fibre conduction. Then, we​​​‌ explore the changes in​ the cortical wave of​‌ anticipation when V1 is​​ triggered by a retina​​​‌ output implementing different potential​ retina-driven anticipatory mechanisms, including​‌ gain control and lateral​​ inhibition by amacrine cells.​​​‌ In this setting, we​ show how retinal and​‌ cortical anticipation combine, to​​ provide an efficient processing​​​‌ where the VSDI signal​ response is in advance​‌ over the moving object​​ that triggers this response,​​​‌ compensating the delays in​ visual processing, in full​‌ agreement with the experimental​​ results of 42.​​​‌ This work has been​ accepted in the journal​‌ Neural Computation20.​​ An example of results​​​‌ is shown in Fig.​ 7

Figure 7

This figure shows​‌ the effect of gain​​ control at the retinal​​​‌ bipolar cell level on​ the cortical activity measured​‌ with Voltage Sensitive Dye.​​ Fig. A shows the​​​‌ VSDI in control conditions​ while B shows it​‌ when Bipolar cells gain​​ control hB is added.​​​‌ One observes a shift​ in peak of activity​‌ (anticipation) as well as​​ a secondary peak. C​​​‌ shows the temporal VSDI​ signal when gain control​‌ increases: the peak shift​​ increases and the secondary​​​‌ peak growths. D shows​ similar effects now in​‌ spatial representation. E shows​​ that the gain control​​ has little effect on​​​‌ the VSDI amplitude, while‌ F, G, show anticipatory‌​‌ indicators (see text).

Figure​​ 7:

The effect​​​‌ of bipolar gain control‌ strength, hB,‌​‌ on the cortical response.​​ (see the paper 20​​​‌ for detail.) VSDI signal‌ response to bipolar gain‌​‌ control at A) 0​​ mV/s (control) and B)​​​‌ 9.2 mV/s.‌C) Temporal VSDI signal‌​‌ in response to increasing​​ bipolar gain control for​​​‌ the cortical column located‌ at the center of‌​‌ the layer (x​​=9,y​​​‌=1.35‌). D) Spatial VSDI‌​‌ signal in response to​​ increasing bipolar gain control,​​​‌ for the time where‌ the central cortical column‌​‌ reaches its maximum. The​​ x coordinates has been​​​‌ shifted so that the‌ central cortical column is‌​‌ actually located at x​​=0. E)​​​‌ VSDI signal amplitude of‌ the central cortical column‌​‌ versus hB.​​ F) Temporal and spatial​​​‌ observables: anticipation range (green)‌ and maximal latency (red)‌​‌ versus hB.​​ G) Speed observable :​​​‌ short-range activation speed (red)‌ in function of bipolar‌​‌ gain control weight. In​​ A, B, C, we​​​‌ also drawn the Equivalent‌ Retinal Output Amplitude (EROA)‌​‌ curve. This is the​​ dotted black curve with​​​‌ the same colored symbols.‌ H) Stationary peak delay‌​‌ (SPD) for RGCs (Retinal​​ Ganglion Cells, orange), VSDI​​​‌ signal (blue) for the‌ central cell (scales on‌​‌ the left) and difference​​ between RGC SPD and​​​‌ VSDI signal SPD (black,‌ scales on the right).‌​‌ I) Shape of the​​ central RGC response profile​​​‌ to the moving bar‌, without gain control‌​‌ (red) and with BC​​ gain control 9.​​​‌165 mV/s (dashed green).‌ Note that the two‌​‌ traces have been rescaled​​ to have the same​​​‌ maximum. This is to‌ emphasize the change in‌​‌ the shape of the​​ response induced by BCs​​​‌ gain control. J) VSDI‌ signal, same conditions.‌​‌ In I,J, the dotted​​ lines correspond to the​​​‌ peaks in the RGC‌ firing rate or VSDI‌​‌ signal without BCs gain​​ control (red) and with​​​‌ it (green).

8.1.4 The‌ refresh rate of overhead‌​‌ projectors may affect the​​ perception of fast moving​​​‌ objects: a modeling study‌

Participants: Bruno Cessac‌​‌, Jérôme Emonet​​.

Description:

Using​​​‌ simulation and a simple‌ mathematical argument we argue‌​‌ that the refresh rate​​ of overhead projectors, used​​​‌ in experiments on the‌ visual system, may impact‌​‌ the perception of fast​​ moving objects already at​​​‌ the retinal and cortical‌ level (V1). We use‌​‌ the retino-cortical (V1) model​​ 20 and carry out​​​‌ simulations featuring the retina‌ and V1 response to‌​‌ a fast bar moving​​ at 200/s​​​‌ projected to the retina‌ with a high (1440‌​‌ Hz) or low (60​​ Hz) frame rate. In​​​‌ this context, we observe‌ a difference in response‌​‌ to a fast moving​​ object baring analogies with​​​‌ what was observed in‌ psychophysics. In addition, we‌​‌ show how a simple​​ mechanism of linear integration​​​‌ can explain what we‌ observe. Figure 8 illustrates‌​‌ our results.

Figure 8.a
Figure 8.b

These figures​​​‌ show the impact, in​ the retina and V1,​‌ of the refresh rate​​ of overhead projectors. For​​​‌ high refresh rates (1440​ Hz) the response to​‌ a moving object appears​​ continuous, whereas, for the​​​‌ usual refresh rates (60​ Hz) it appears saccadic.​‌

These figures show the​​ impact, in the retina​​​‌ and V1, of the​ refresh rate of overhead​‌ projectors. For high refresh​​ rates (1440 Hz) the​​​‌ response to a moving​ object appears continuous, whereas,​‌ for the usual refresh​​ rates (60 Hz) it​​​‌ appears saccadic.

Figure 8​:

Top. The simulated​‌ retinal activity generated by​​ a fast movement is​​​‌ strongly influenced by the​ frame rate. For each​‌ figure, the time axis​​ is represented by the​​​‌ top purple arrow. We​ display time snapshots indicated​‌ below the time axis.​​ Black rectangles show the​​​‌ successive positions of the​ bar. Color images show​‌ the RGCs activity (color​​ map) at times indicated​​​‌ on the top. The​ first five images are​‌ the first five frames​​ of our video, in​​​‌ order to show the​ bar positions (in the​‌ fifth frame it has​​ already left the visual​​​‌ field). The other ten​ images are frames separated​‌ by a longer time​​ interval to illustrate the​​​‌ integration by RGCs. A)​ Frame rate of 60​‌ Hz.B) Frame rate​​ of 1440 Hz.Bottom.​​​‌ The simulated cortical activity​ generated by a fast​‌ movement is strongly influenced​​ by the frame rate.​​​‌ Same representation as above​ but here the color​‌ maps correspond to cortical​​ activity (VSDI).

8.2 Diagnosis,​​​‌ rehabilitation, and low-vision aids​

8.2.1 Central field loss​‌ patients' ability to select​​ targets with head-pointing using​​​‌ virtual reality: An exploratory​ psychophysical study

Participants: Camille​‌ Bordeau [Aix Marseille Univ,​​ CNRS, CRPN, Marseille, France]​​​‌, Célia Passerel [Aix​ Marseille Univ, CNRS, CRPN,​‌ Marseille, France], Carlos​​ Aguilar [Clubdes3], Iliana​​​‌ Huyet [Centre Paradis Monticelli,​ Marseille], Caroline Topart​‌ [Centre Paradis Monticelli, Marseille]​​, François Devin [Centre​​​‌ Paradis Monticelli, Marseille],​ Frédéric Matonti [Centre Paradis​‌ Monticelli, Marseille], ☆​​ Pierre Kornprobst [Univ. Côte​​​‌ d'Azur / BIOVISION],​ Eric Castet [Aix Marseille​‌ Univ, CNRS, CRPN, Marseille,​​ France].

Context: People​​​‌ with central field loss​ (CFL) experience increased spatial​‌ uncertainty in peripheral vision,​​ making accurate selection of​​​‌ visual targets particularly challenging.​ This limitation is critical​‌ in virtual reality (VR)​​ environments, where selection mechanisms​​​‌ are essential for interacting​ with objects, menus, and​‌ visual aids. Designing efficient​​ and accessible selection techniques​​​‌ adapted to CFL users​ is therefore a key​‌ requirement for autonomy in​​ immersive systems.

Description: In​​​‌ this exploratory psychophysical study​ 30, we investigated​‌ the ability of CFL​​ patients to select visual​​​‌ targets using head-pointing in​ a VR environment. A​‌ two-step selection technique specifically​​ designed for CFL users​​​‌ was implemented using the​ open-source PTVR toolbox and​‌ evaluated in an HTC​​ Vive Pro headset. The​​​‌ selection process consisted of​ a pre-selection step, in​‌ which participants moved their​​ head until a head-contingent​​​‌ reticle surrounded the target​ and induced a visual​‌ flicker, followed by a​​ validation step requiring stable​​ head positioning for 1500​​​‌ ms. Task difficulty was‌ manipulated by varying the‌​‌ diameter of an invisible​​ Pointer Activation Zone (PAZ),​​​‌ defining the tolerance area‌ for pre-selection. Twenty-four CFL‌​‌ patients and nineteen age-matched​​ control participants were tested​​​‌ under monocular viewing conditions.‌ Results showed that selection‌​‌ time was significantly longer​​ for CFL patients than​​​‌ for controls and decreased‌ asymptotically with increasing PAZ‌​‌ diameter. The estimated critical​​ PAZ diameter was substantially​​​‌ larger for patients, reflecting‌ their higher spatial uncertainty.‌​‌ These findings provide quantitative​​ insights into head-pointing performance​​​‌ in CFL and offer‌ methodological guidelines for the‌​‌ design of robust selection​​ tools in VR visual​​​‌ aids for low-vision users.‌

This work was presented‌​‌ at the 15th International​​ Conference on Low Vision​​​‌ Research and Rehabilitation, held‌ in September 2025 in‌​‌ Florence, Italy 30.​​

8.2.2 An asymmetric VR​​​‌ system to configure and‌ practice low-vision aids for‌​‌ social interactions in clinical​​ settings

Participants: Johanna​​​‌ Delachambre, Hui-Yin‌ Wu, Pierre‌​‌ Kornprobst, Monica Di​​ Meo [CHU - Hôpital​​​‌ Pasteur, Nice], Frédérique‌ Lagniez [CHU - Hôpital‌​‌ Pasteur, Nice], Christine​​ Morfin-Bourlat [CHU - Hôpital​​​‌ Pasteur, Nice], Stéphanie‌ Baillif [CHU - Hôpital‌​‌ Pasteur, Nice], Eric​​ Castet [Aix Marseille Univ,​​​‌ CNRS, CRPN, Marseille, France]‌.

Context: Patients with‌​‌ visual impairment commonly rely​​ on low-vision aids (LVAs),​​​‌ such as magnifiers, to‌ perform near-vision tasks. Rehabilitation‌​‌ programs traditionally focus on​​ these activities, while social​​​‌ interactions remain largely underexplored,‌ despite their major impact‌​‌ on patients’ autonomy and​​ quality of life. Extended​​​‌ reality (XR) technologies, and‌ virtual reality (VR) in‌​‌ particular, offer promising opportunities​​ to support training and​​​‌ guidance in more complex,‌ ecologically valid situations.

Description:‌​‌ In 24, we​​ present an asymmetric VR​​​‌ system designed to configure‌ and practice the use‌​‌ of low-vision aids within​​ immersive social interaction scenarios​​​‌ (see Fig. 9).‌ The system enables clinicians‌​‌ and orthoptists to supervise​​ and adapt the experience​​​‌ while patients are immersed‌ in VR, allowing realistic‌​‌ testing of LVAs under​​ controlled yet flexible conditions.​​​‌ Through an observational study‌ involving visually impaired patients‌​‌ and orthoptists, we show​​ how this approach complements​​​‌ and extends current clinical‌ practices. The proposed system‌​‌ facilitates personalization of rehabilitation​​ strategies, supports efficient training​​​‌ of LVAs for social‌ contexts, and enables the‌​‌ exploration of situations that​​ are difficult to reproduce​​​‌ in standard clinical settings.‌ Overall, this work illustrates‌​‌ how immersive technologies can​​ contribute to a more​​​‌ holistic approach to low-vision‌ rehabilitation, integrating both functional‌​‌ and social dimensions.

This​​ work was presented as​​​‌ a poster at the‌ IEEE VR 2025 conference‌​‌ (32nd IEEE Conference on​​ Virtual Reality and 3D​​​‌ User Interfaces), held in‌ March 2025 in Saint-Malo,‌​‌ France 24.

Figure 9

Overview​​ of the asymmetric VR​​​‌ system. On the left,‌ the patient-side view shows‌​‌ the VR experience, including​​ a configuration scene set​​​‌ in a hospital-like room‌ and a practice scene‌​‌ for social interaction. In​​ the practice scene, an​​​‌ inset illustrates the face‌ recognition task, where the‌​‌ patient holds a controller​​​‌ displaying a reference face​ image while a virtual​‌ character’s face is magnified.​​ On the right, the​​​‌ orthoptist-side view shows a​ tablet interface with controls​‌ to select and adjust​​ low-vision aid parameters. Arrows​​​‌ between the two sides​ indicate bidirectional interaction: verbal​‌ instructions from the patient​​ to the orthoptist, and​​​‌ real-time tuning of the​ low-vision aids by the​‌ orthoptist.

Figure 9:​​

Overview of the asymmetric​​​‌ system involving (1) a​ patient in virtual reality​‌ (VR), equipped with low-vision​​ aids (LVAs), immersed in​​​‌ scenes with various characters;​ and (2) an orthoptist​‌ using a tablet to​​ select and configure different​​​‌ LVAs. This system was​ tested in a social​‌ interaction context in VR.​​

8.2.3 Select and Augment​​​‌ Segmented Items (SASI): An​ item-based magnification approach for​‌ dynamic face recognition for​​ people with central vision​​​‌ loss

Participants: Johanna​ Delachambre, Hui-Yin​‌ Wu, Monica Di​​ Meo [CHU - Hôpital​​​‌ Pasteur, Nice], Frédérique​ Lagniez [CHU - Hôpital​‌ Pasteur, Nice], Christine​​ Morfin-Bourlat [CHU - Hôpital​​​‌ Pasteur, Nice], Stéphanie​ Baillif [CHU - Hôpital​‌ Pasteur, Nice], Aurélie​​ Calabrèse [Aix Marseille Univ,​​​‌ CNRS, CRPN, Marseille, France]​, Eric Castet [Aix​‌ Marseille Univ, CNRS, CRPN,​​ Marseille, France], ☆​​​‌ Pierre Kornprobst.

Context:​ Supporting social interactions remains​‌ a major challenge for​​ people with central vision​​​‌ loss, particularly when it​ involves recognizing moving faces​‌ in dynamic environments. Traditional​​ magnification approaches are often​​​‌ head-centered and can be​ inefficient or cognitively demanding​‌ in such situations. Recent​​ interaction principles, such as​​​‌ item-based magnification, have shown​ promise in static 2D​‌ contexts, but their applicability​​ to dynamic, three-dimensional scenarios​​​‌ has not yet been​ demonstrated.

Description: In 34​‌, we investigate magnification​​ strategies for dynamic face​​​‌ recognition in the context​ of social interaction for​‌ people with central vision​​ loss. We introduce Select​​​‌ and Augment Segmented Items​ (SASI), an item-based magnification​‌ approach that allows users​​ to select specific segmented​​​‌ items—in this study, faces—and​ stabilize their magnified representation​‌ in space, facilitating detailed​​ visual analysis. Building on​​​‌ these principles, we propose​ two SASI-based variants specifically​‌ adapted to dynamic 3D​​ environments. Using virtual reality​​​‌ (VR) as a controlled​ yet ecologically valid experimental​‌ platform, we compare SASI​​ magnifiers with traditional head-centered​​​‌ magnification in a face​ recognition task involving moving​‌ avatars. Our results show​​ that SASI-based approaches lead​​​‌ to significantly more accurate​ face recognition, demonstrating clear​‌ advantages in dynamic scenarios.​​ This work is the​​​‌ first to validate the​ effectiveness of SASI principles​‌ in complex, dynamic social​​ contexts, highlighting their strong​​​‌ potential to enhance visual​ support for social interaction​‌ in low-vision populations.

This​​ work has been submitted​​​‌ to an international peer-reviewed​ journal.

Figure 10

Four-panel illustration of​‌ the SASI magnifier. (a)​​ A user in VR​​​‌ points toward a virtual​ character’s face using a​‌ head-contingent white pointer; when​​ the pointer intersects the​​​‌ face, a yellow circle​ indicates that the face​‌ is pre-selected as a​​ region of interest. (b)​​​‌ The selected face appears​ magnified as a Region​‌ of Augmented Vision (ROAV).​​ (c) In the SASI-Stat​​ condition, the ROAV remains​​​‌ fixed at the face’s‌ initial position in the‌​‌ environment while the character​​ moves. (d) In the​​​‌ SASI-Dyn condition, the ROAV‌ stays attached to the‌​‌ moving face, following its​​ motion.

Figure 10:​​​‌

SASI magnifier in action.‌ (a) The user points‌​‌ at a desired face​​ using a head-contingent white​​​‌ pointer. When the pointer‌ intersects with a Region‌​‌ of Interest (ROI)—here, a​​ face—the ROI becomes pre-selected​​​‌ (yellow circle), indicating that‌ it can be augmented.‌​‌ (b) Once augmented, the​​ ROI appears as the​​​‌ Region of Augmented Vision‌ (ROAV). (c) In the‌​‌ SASI-Stat variant, the ROAV​​ remains anchored at the​​​‌ face’s position at the‌ moment of its activation,‌​‌ staying fixed in the​​ environment as the person​​​‌ moves. (d) In the‌ SASI-Dyn variant, the ROAV‌​‌ remains anchored to the​​ face, dynamically following its​​​‌ motion. In both cases,‌ by anchoring the magnified‌​‌ view to the world​​ rather than to the​​​‌ user’s head, SASI allows‌ users with central vision‌​‌ loss (CVL) to explore​​ the ROAV freely with​​​‌ their gaze without it‌ being affected by head‌​‌ movements, improving stability and​​ comfort.

8.2.4 Reading magnified​​​‌ newspapers versus newspapers magnification:‌ A new method to‌​‌ address the local/global navigation​​ problem on digital devices​​​‌

Participants: Sebastian Gallardo [BIOVISION]‌, Aurélie Calabrèse [CRPN]‌​‌, Monica Di Meo​​ [CHU - Hôpital Pasteur,​​​‌ Nice], Frédérique Lagniez‌ [CHU - Hôpital Pasteur,‌​‌ Nice], Christine Morfin-Bourlat​​ [CHU - Hôpital Pasteur,​​​‌ Nice], Stéphanie Baillif‌ [CHU Nice], ☆‌​‌ Hui-Yin Wu [BIOVISION],​​ Dorian Mazauric, ☆​​​‌ Pierre Kornprobst [Univ. Côte‌ d'Azur / BIOVISION].‌​‌

Context: Numerous accessibility features​​ have been proposed to​​​‌ support digital reading for‌ low-vision individuals, including text‌​‌ magnification, spacing adjustments, font​​ changes, and contrast enhancements.​​​‌ While these solutions are‌ effective for linear documents,‌​‌ navigating complex layout-based documents​​ such as newspapers remains​​​‌ challenging. Readers must not‌ only access textual content‌​‌ but also preserve a​​ global understanding of the​​​‌ page structure in order‌ to skim, orient themselves,‌​‌ and efficiently locate relevant​​ information.

Description: This work​​​‌ builds upon an algorithmic‌ approach for newspaper magnification‌​‌ with preserved entry points​​, in which layout-based​​​‌ documents are magnified while‌ maintaining the readability and‌​‌ visual salience of key​​ entry points such as​​​‌ headlines. This approach was‌ introduced in 51,‌​‌ where the problem is​​ formulated as a novel​​​‌ two-dimensional packing problem integrating‌ computational aesthetics criteria and‌​‌ solved using a genetic​​ algorithm. The method generates​​​‌ alternative large-print layouts that‌ keep all articles visually‌​‌ present on the page,​​ addressing the loss of​​​‌ global awareness induced by‌ standard pinch-to-zoom interactions.

In‌​‌ 22, we focused​​ on the experimental evaluation​​​‌ of this approach through‌ a user study comparing‌​‌ it with conventional gesture-based​​ magnification. Using a personalized​​​‌ magnification factor derived from‌ each participant’s Critical Print‌​‌ Size (CPS), measured with​​ the MNREAD test, we​​​‌ evaluated reading behavior under‌ two conditions: a standard‌​‌ pan-and-zoom interaction on the​​ original layout, and a​​​‌ large-print, layout-aware version providing‌ direct access to magnified‌​‌ headlines. Normally sighted and​​​‌ low-vision participants performed reading​ and visual search tasks​‌ on multiple newspaper pages.​​ Objective performance metrics (reading​​​‌ time, navigation behavior) and​ subjective feedback (comfort, perceived​‌ workload) were collected to​​ assess the trade-off between​​​‌ manual interaction and global​ awareness. The results highlight​‌ the benefits and limitations​​ of both approaches and​​​‌ provide insights into how​ layout-aware magnification strategies can​‌ improve accessibility for digital​​ newspapers and other structured​​​‌ documents.

The algorithmic foundations​ of this work are​‌ described in a research​​ report corresponding to a​​​‌ manuscript currently under submission​ 51. This work​‌ was also presented at​​ the SophI.A Summit in​​​‌ November 2025 in Sophia​ Antipolis, France 31.​‌ The experimental study was​​ presented at the 15th​​​‌ International Conference on Low​ Vision Research and Rehabilitation,​‌ held in September 2025​​ in Florence, Italy 22​​​‌.

Figure 11

Comparison of two​ digital newspaper reading conditions.​‌ On the left, the​​ original newspaper layout is​​​‌ shown with small headlines​ requiring pan-and-zoom gestures to​‌ read. On the right,​​ a large-print edition of​​​‌ the same page is​ displayed, where headlines are​‌ enlarged and directly readable​​ without magnification. A horizontal​​​‌ reference indicates the participant’s​ Critical Print Size (CPS),​‌ showing that headline size​​ is below CPS in​​​‌ the original layout and​ above CPS in the​‌ large-print layout. The figure​​ also depicts the experimental​​​‌ tasks—reading all headlines and​ locating a target article—and​‌ summarizes the collected measures,​​ including reading time, navigation​​​‌ behavior, comfort, and perceived​ workload.

Figure 11:​‌ Experimental protocol for comparing​​ reading behavior under visual​​​‌ constraints in layout-based documents.​ The figure illustrates the​‌ two conditions used in​​ the study to evaluate​​​‌ the trade-off between manipulable​ interaction and global awareness​‌ when reading digital newspapers.​​ In the gesture-based magnification​​​‌ condition (GB), participants read​ the original layout, where​‌ headlines are rendered below​​ the participant’s Critical Print​​​‌ Size (CPS) and require​ pan-and-zoom interaction. In the​‌ large-print edition with direct​​ access condition (LP), headlines​​​‌ are enlarged above CPS​ and directly legible without​‌ magnification. Across multiple trials,​​ participants performed headline reading​​​‌ and article search tasks,​ while objective and subjective​‌ measures were collected.

8.3​​ Visual media analysis and​​​‌ creation

8.3.1 Exploring, walking,​ and interacting in virtual​‌ reality with simulated low​​ vision: a living contextual​​​‌ dataset

Participants: Hui-Yin​ Wu, Florent​‌ Robert, Franz​​ Franco Gallo, ☆​​​‌ Kateryna Pirkovets, Clément​ Quéré [Univ. Côte d'Azur,​‌ CNRS, I3S], ☆​​ Johanna Delachambre, Stephen​​​‌ Ramanoël [Univ. Côte d'Azur,​ LAMHESS], Auriane Gros​‌ [Univ. Côte d'Azur, CoBTeK]​​, Marco Winckler [Univ.​​​‌ Côte d'Azur, Polytech, CNRS,​ I3S], Lucile Sassatelli​‌ [Univ. Côte d'Azur, CNRS,​​ I3S], Meggy Hayotte​​​‌ [Univ. Côte d'Azur, LAMHESS]​, Aline Menin [Univ.​‌ Côte d'Azur, CNRS, I3S]​​, Pierre Kornprobst​​​‌.

Description: We have​ published the CREATTIVE3D open​‌ dataset of human interaction​​ and navigation at road​​​‌ crossings in virtual reality.​ The dataset has three​‌ main breakthroughs: (1) it​​ is the largest dataset​​​‌ of human motion in​ fully-annotated scenarios (40 hours,​‌ 2.6 million poses), (2)​​ it is captured in​​ dynamic 3D scenes with​​​‌ multivariate-gaze, physiology, and motion-data,‌ and (3) it investigates‌​‌ the impact of simulated​​ low-vision conditions using dynamic​​​‌ eye tracking under real‌ walking and simulated walking‌​‌ conditions. Extensive effort has​​ been made to ensure​​​‌ the transparency, usability, and‌ reproducibility of the study‌​‌ and collected data, even​​ under extremely complex study​​​‌ conditions involving 6 degrees‌ of freedom interactions, and‌​‌ multiple sensors. We believe​​ this will allow studies​​​‌ using the same or‌ similar protocols to be‌​‌ comparable to existing study​​ results, and allow a​​​‌ much more fine-grained analysis‌ of individual nuances of‌​‌ user behavior across datasets​​ or study designs. This​​​‌ is what we call‌ a living contextual dataset.‌​‌

This work was published​​ in Nature Scientific Data​​​‌ 21 with the dataset‌ available on Zenodo: CREATTIVE3D‌​‌ multimodal dataset of user​​ behavior in virtual reality​​​‌.

8.3.2 The triangle‌ of misunderstanding in interactive‌​‌ virtual narratives: gulfs between​​ system, designers and players​​​‌

Participants: Florent Robert‌, Hui-Yin Wu‌​‌, Marco Winckler [Univ.​​ Côte d'Azur, Polytech, CNRS,​​​‌ I3S], Lucile Sassatelli‌ [Univ. Côte d'Azur, CNRS,‌​‌ I3S].

Context: Virtual​​ Reality (VR) technologies enable​​​‌ strong emotions compared to‌ traditional media, stimulating the‌​‌ brain in ways comparable​​ to real-life interactions. This​​​‌ makes VR systems promising‌ for research and applications‌​‌ in training or rehabilitation,​​ to imitate realistic situations.​​​‌ Nonetheless, the evaluation of‌ the user experience in‌​‌ immersive environments is daunting,​​ the richness of the​​​‌ media presents challenges to‌ synchronize context with behavioral‌​‌ metrics in order to​​ provide fine-grained personalized feedback​​​‌ or performance evaluation. The‌ variety of scenarios and‌​‌ interaction modalities multiply this​​ difficulty of user understanding​​​‌ in the face of‌ lifelike training scenarios, complex‌​‌ interactions, and rich context.​​

Figure 12

The proposed model that​​​‌ show the potential communication‌ gulfs between the designer,‌​‌ player, and user.

Figure​​ 12: Our model​​​‌ was inspired by Norman‌ 55 to characterize the‌​‌ designer-system-player communication gulfs, allowing​​ the definition of a​​​‌ taxonomy of eight issues‌ sources of gulfs happening‌​‌ during the design, usage,​​ and interpretation phases.

Description:​​​‌ Designers of storytelling experiences‌ in virtual reality (VR)‌​‌ can take advantage of​​ the medium’s realism and​​​‌ immersion to communicate their‌ intentions. However, interaction freedom‌​‌ comes with unpredictability, raising​​ the risk of miscommunication​​​‌ between the experience sought‌ by the designer and‌​‌ the player’s interpretation. To​​ better understand such miscommunications,​​​‌ we revisit Don Norman’s‌ work on stages of‌​‌ action 55 to propose​​ a model of designer-player​​​‌ gulfs in VR that‌ incorporates eight classes of‌​‌ communication gulfs. We designed​​ a two-phase study where​​​‌ 10 participants designed VR‌ scenarios and then played‌​‌ scenarios created by previous​​ participants. Through coupled structured​​​‌ interviews, we identified 127‌ issues in VR-mediated communication‌​‌ that were mapped to​​ our model to understand​​​‌ their impact on the‌ player’s interpretation of the‌​‌ narrative experience. Our work​​ provides a roadmap to​​​‌ identifying sources of miscommunication‌ in VR, a first‌​‌ step to conceiving principles​​ and guidelines for achieving​​​‌ effective communication in storytelling‌ experiences.

This work was‌​‌ published at the 2025​​​‌ ACM Conference on Human​ Factors (SIGCHI) 27.​‌

8.3.3 SILOVIS: SImulating LOw​​ Vision through Immersive Storytelling​​​‌

Participants: Damien Dechambre [Inria]​, Hui-Yin Wu​‌, Pierre Kornprobst​​, Grégoire Arrabie-Aubies​​​‌.

Description: This project​ is situated in the​‌ context of a joint​​ project between ANR CREATTIVE3D​​​‌ (Inria Biovision team) and​ Handitechlab Inria, with the​‌ objective to develop an​​ application in virtual reality​​​‌ (VR) to simulate visual​ impairments and their impact​‌ on various everyday activities.​​ Specifically, low-vision conditions refer​​​‌ to visual impairments that​ cannot be full relieved​‌ through corrective lenses nor​​ surgical procedures, strongly impacting​​​‌ daily interactions and activities​ of people suffering from​‌ these conditions. Currently, due​​ to their invisibility, these​​​‌ impacts are often not​ well-understood by the general​‌ public nor by services​​ with whom patients must​​​‌ interact. With the high​ level of immersion and​‌ interactivity afforded by VR,​​ there is a strong​​​‌ interest to harness VR​ technologies to create realistic​‌ simulations that are representative​​ of the difficulties and​​​‌ challenges faced by people​ living with visual handicaps.​‌

In continuation of projects​​ such as AMDJournee, we​​​‌ collaborate with Damien Dechambre​ and members of the​‌ Inria HandiTechLab team to​​ work on the continued​​​‌ development of a visual​ impairement simulator coupled with​‌ interactive 3D scenes and​​ scenarios in VR. The​​​‌ expected outcome of this​ project involves a VR​‌ application that simulates low-vision​​ conditions in realistic, interactive​​​‌ scenarios, targeted towards raising​ public awareness. The simulation​‌ will have strong applications​​ towards professional training, accessible​​​‌ content, product, and spatial​ design. In addition, this​‌ simulation allows researchers to​​ study how vision impairments​​​‌ affect spatial awareness, navigation,​ and task performance in​‌ virtual environments, with the​​ broader goal to ultimately​​​‌ inform the design of​ assistive technologies and rehabilitation​‌ strategies. A first prototype​​ of this application has​​​‌ been developed (Figure 13​) and presented at​‌ various venues for digital​​ accessibility and low-vision awareness.​​​‌

Figure 13

The image consists of​ three parts: (A) shows​‌ the mental map depiction​​ of an office space​​​‌ with desks, chairs, and​ partitions. The image is​‌ black with only white​​ outlines of the furniture,​​​‌ except for an oval​ area with full color,​‌ (B) depicts a 3D​​ virtual reality scene of​​​‌ an office with a​ robot scene through a​‌ constrained circle space, and​​ the number 2013 to​​​‌ indicate the visual development​ in the year 2013.​‌ The third part (C)​​ features two images of​​​‌ the same office space​ and a robot character,​‌ one with over exposure​​ (very white and bright)​​​‌ and the other in​ the dark (lack of​‌ contrast).

Figure 13:​​ A first version of​​​‌ our application titled "Dans​ les yeux d'Alice" (Through​‌ the Eyes of Alice)​​ was developed featuring numerous​​​‌ scenarios showing the experience​ of living with low-vision​‌ conditions such as tunnel​​ vision such as (A)​​​‌ relying on metal maps​ to keep one's bearing​‌ in the environment, (B)​​ animation depicting the worsening​​​‌ of the condition over​ time, and (C) the​‌ effect of environmental lighting​​ that can cause over​​ exposure or lack of​​​‌ contrast, both of which‌ can augment eye fatigue.‌​‌

9 Bilateral contracts and​​ grants with industry

9.1​​​‌ Bilateral contracts with industry‌

Participants: Pierre Kornprobst‌​‌, Sebastián Gallardo​​ [Demain un Autre Jour]​​​‌, Dorian Mazauric [Univ.‌ Côte d'Azur, Inria, ABS‌​‌ Team].

  • CIFRE contract​​ with the company Demain​​​‌ Un Autre Jour (directed‌ by Bruno Génuit), in‌​‌ the framework of the​​ PhD project of Sebastián​​​‌ Gallardo, co-supervised by Pierre‌ Kornprobst and Dorian Mazauric‌​‌ (June 2023 – May​​ 2026). The PhD topic​​​‌ is “Rethinking Newspaper Production:‌ Optimizing Workflows with AI".‌​‌

10 Partnerships and cooperations​​

10.1 International initiatives

10.1.1​​​‌ Associate Teams in the‌ framework of an Inria‌​‌ International Lab or in​​ the framework of an​​​‌ Inria International Program

  • Title:‌
    Functional structure of the‌​‌ retina: A physiological and​​ computational approach
  • Duration:
    January​​​‌ 1, 2024 –
  • Local‌ supervisor:
    Bruno Cessac
  • Partners:‌​‌
    • Adrian Palacios, Universidad de​​ Valparaiso (Chile)
  • Inria contact:​​​‌
    Bruno Cessac
  • Summary:
    This‌ project aims to gain‌​‌ a better understanding of​​ the retinal response to​​​‌ complex visual stimuli, and‌ to discover the role‌​‌ played by the network​​ of lateral interneurons (amacrine​​​‌ cells) in this response.‌ To achieve this, we‌​‌ will adopt a dual​​ methodology: experimental and computational.​​​‌ Using real-time control and‌ a feedback loop, we‌​‌ will exploit a computer​​ model of the retina​​​‌ to adapt, in real‌ time, visual stimuli to‌​‌ the recorded responses of​​ retinal cells. The experiments​​​‌ will be carried out‌ in Valparaiso (Chile). The‌​‌ Biovision team will develop​​ the control software and​​​‌ extrapolate the results, drawing‌ on its recent theoretical‌​‌ advances in retinal modeling.​​ This is a transdisciplinary,​​​‌ international project at the‌ interface between biology, computer‌​‌ science and mathematical neuroscience.​​ Beyond a better understanding​​​‌ of the role of‌ its network structure in‌​‌ the retina's response to​​ complex spatio-temporal stimuli, this​​​‌ project could potentially have‌ an impact on diagnostic‌​‌ methods for neurodegenerative diseases​​ such as Alzheimer's.

10.1.2​​​‌ STIC/MATH/CLIMAT AmSud projects

CANARD‌
  • Title:
    Computational Approaches in‌​‌ Neuroscience for Aging and​​ Retinal NeuroDegeneration
  • Program:
    STIC-AmSud​​​‌
  • Duration:
    January 1, 2025‌ – December 31, 2026‌​‌
  • Local supervisor:
    Bruno Cessac​​
  • Partners:
    • Adrian Palacios (Chili)​​​‌
    • Sergio Neuenschwander (Brésil)
    • Evelyn‌ Aviles (Chili)
    • Jérôme Baron‌​‌ (Brésil)
  • Inria contact:
    Bruno​​ Cessac
  • Summary:
    This project​​​‌ is designed to uncover‌ the fundamental mechanisms behind‌​‌ retinal aging and neurodegenerative​​ processes by employing a​​​‌ collaborative method that combines‌ sophisticated computational modeling with‌​‌ state-of-the-art experimental methods. Disorders​​ related to aging in​​​‌ the retina and neurodegenerative‌ conditions present substantial challenges‌​‌ to worldwide health systems,​​ further intensified by a​​​‌ growing aging population. Present‌ models of these diseases‌​‌ are not comprehensive, which​​ hampers progress in treatments.​​​‌ The projet will leverage‌ computational models of the‌​‌ retina and multielectrode arrays​​ (MEA) experiments to both​​​‌ simulate and monitor the‌ aging process and neurodegenerative‌​‌ alterations in retinal cells.​​ The computational efforts, headed​​​‌ by Dr. Bruno Cessac,‌ will develop dynamic models‌​‌ of the retinal neural​​ network, improving our comprehension​​​‌ of how cells interact‌ over time. MEA experiments‌​‌ will be carried out​​​‌ in the laboratories of​ Dr. Sergio Neuenschwander and​‌ Dr. Adrian Palacios to​​ gather live data from​​​‌ aging retinal cells, aiding​ in the validation and​‌ enhancement of computational models.​​ Dr. Evelyn Aviles will​​​‌ provide genetically engineered mouse​ models that display the​‌ pathological signs of retinal​​ neurodegeneration, effectively linking theoretical​​​‌ forecasts with actual findings.​

10.2 International research visitors​‌

10.2.1 Visits of international​​ scientists

Other international visits​​​‌ to the team
Simone​ Ebert
  • Status:
    Postdoc
  • Institution​‌ of origin:
    University of​​ Tübingen
  • Country:
    Germany
  • Dates:​​​‌
    07/07/25-11/07/25
  • Context of the​ visit:
    Collaboration
  • Mobility program/type​‌ of mobility:
Andrès Navaro​​
  • Status
    intern (master/eng)
  • Institution​​​‌ of origin:
    University of​ Valparaiso
  • Country:
    Chile
  • Dates:​‌
    01/02/25-30/05/25
  • Context of the​​ visit:
    Fusion Associated Team,​​​‌ internship DRISI
  • Mobility program/type​ of mobility:
    internship DRISI​‌

10.2.2 Visits to international​​ teams

Research stays abroad​​​‌
  • B. Cessac stayed in​ Valparaiso, Chile, from 11/01/2025​‌ to 24/01/2025 in the​​ context of the Inria​​​‌ Fusion associated team and​ ESTHETICS Univ. Côte d'Azur​‌ project.
  • E. Petit stayed​​ in Valparaiso, Chile, from​​​‌ 04/01/2025 to 31/01/2025 in​ the context of the​‌ Inria Fusion associated team​​ and ESTHETICS Univ. Côte​​​‌ d'Azur project.
  • L. Piovano​ stayed in Valparaiso, Chile,​‌ from 10/11/2025 to 22/11/2025​​ in the context of​​​‌ the CANARD project.

10.3​ National initiatives

Participants: ☆​‌ Bruno Cessac, ☆​​ Pierre Kornprobst, ☆​​​‌ Hui-Yin Wu.

10.3.1​ ANR

ShootingStar
  • Title:
    Processing​‌ of naturalistic motion in​​ early vision
  • Programme:
    ANR​​​‌
  • Duration:
    April 2021 -​ March 2025
  • Coordinator:
    Mark​‌ WEXLER (CNRS‐INCC),
  • Partners:
    • Institut​​ de Neurosciences de la​​​‌ Timone (CNRS and Aix-Marseille​ Université, France)
    • Institut de​‌ la Vision (IdV), Paris,​​ France
    • Unité de Neurosciences​​​‌ Information et Complexité, Gif​ sur Yvette, France
    • Laboratoire​‌ Psychologie de la Perception​​ - UMR 8242, Paris​​​‌
  • Inria contact:
    Bruno Cessac​
  • Summary:
    The natural visual​‌ environments in which we​​ have evolved have shaped​​​‌ and constrained the neural​ mechanisms of vision. Rapid​‌ progress has been made​​ in recent years in​​​‌ understanding how the retina,​ thalamus, and visual cortex​‌ are specifically adapted to​​ processing natural scenes. Over​​​‌ the past several years​ it has, in particular,​‌ become clear that cortical​​ and retinal responses to​​​‌ dynamic visual stimuli are​ themselves dynamic. For example,​‌ the response in the​​ primary visual cortex to​​​‌ a sudden onset is​ not a static activation,​‌ but rather a propagating​​ wave. Probably the most​​​‌ common motions in the​ retina are image shifts​‌ due to our own​​ eye movements: in free​​​‌ viewing in humans, ocular​ saccades occur about three​‌ times every second, shifting​​ the retinal image at​​​‌ speeds of 100-500 degrees​ of visual angle per​‌ second. How these very​​ fast shifts are suppressed,​​​‌ leading to clear, accurate,​ and stable representations of​‌ the visual scene, is​​ a fundamental unsolved problem​​​‌ in visual neuroscience known​ as saccadic suppression. The​‌ new Agence Nationale de​​ la Recherche (ANR) project​​​‌ “ShootingStar” aims at studying​ the unexplored neuroscience and​‌ psychophysics of the visual​​ perception of fast (over​​​‌ 100 deg/s) motion, and​ incorporating these results into​‌ models of the early​​ visual system.
DEVISE
  • Title:​​
    From novel rehabilitation protocols​​​‌ to visual aid systems‌ for low vision people‌​‌ through Virtual Reality
  • Programme:​​
    ANR
  • Duration:
    2021–2025
  • Coordinator:​​​‌
    Eric Castet (Laboratoire de‌ Psychologie Cognitive, Marseille)
  • Partners:‌​‌
    • CNRS/Aix Marseille University –​​ AMU, Cognitive Psychology Laboratory​​​‌
    • AMU, Mediterranean Virtual Reality‌ Center
  • Inria contact:
    Pierre‌​‌ Kornprobst
  • Summary:
    The ANR​​ DEVISE (Developing Eccentric Viewing​​​‌ in Immersive Simulated Environments)‌ aims to develop in‌​‌ a Virtual Reality headset​​ new functional rehabilitation techniques​​​‌ for visually impaired people.‌ A strong point of‌​‌ these techniques will be​​ the personalization of their​​​‌ parameters according to each‌ patient’s pathology, and they‌​‌ will eventually be based​​ on serious games whose​​​‌ practice will increase the‌ sensory-motor capacities that are‌​‌ deficient in these patients.​​
CREATTIVE3D
  • Title:
    Creating attention​​​‌ driven 3D contexts for‌ low vision
  • Programme:
    ANR‌​‌
  • Duration:
    2022–2026
  • Coordinator:
    Hui-Yin​​ Wu
  • Partners:
    • Université Côte​​​‌ d'Azur I3S, LAMHESS, CoBTEK‌ laboratories
    • CNRS/Aix Marseille University‌​‌ – AMU, Cognitive Psychology​​ Laboratory
  • Summary:
    CREATTIVE3D deploys​​​‌ virtual reality (VR) headsets‌ to study navigation behaviors‌​‌ in complex environments under​​ both normal and simulated​​​‌ low-vision conditions. We aim‌ to model multi-modal user‌​‌ attention and behavior, and​​ use this understanding for​​​‌ the design of assisted‌ creativity tools and protocols‌​‌ for the creation of​​ personalized 3D-VR content for​​​‌ low vision training and‌ rehabilitation.
TRACTIVE
  • Title:
    Towards‌​‌ a computational multimodal analysis​​ of film discursive aesthetics​​​‌
  • Programme:
    ANR
  • Duration:
    2022–2026‌
  • Coordinator:
    Lucile Sassatelli
  • Partners:‌​‌
    • Université Côte d'Azur CNRS​​ I3S
    • Université Côte d'Azur,​​​‌ CNRS BCL
    • Sorbonne Université,‌ GRIPIC
    • Université Toulouse 3,‌​‌ CNRS IRIT
    • Université Sorbonne​​ Paris Nord, LabSIC
  • Inria​​​‌ contact:
    Hui-Yin Wu
  • Summary:‌
    TRACTIVE's objective is to‌​‌ characterize and quantify gender​​ representation and women objectification​​​‌ in films and visual‌ media, by designing an‌​‌ AI-driven multimodal (visual and​​ textual) discourse analysis. The​​​‌ project aims to establish‌ a novel framework for‌​‌ the analysis of gender​​ representation in visual media.​​​‌ We integrate AI, linguistics,‌ and media studies in‌​‌ an iterative approach that​​ both pinpoints the multimodal​​​‌ discourse patterns of gender‌ in film, and quantitatively‌​‌ reveals their prevalence. We​​ devise a new interpretative​​​‌ framework for media and‌ gender studies incorporating modern‌​‌ AI capabilities. Our models,​​ published through an online​​​‌ tool, will engage the‌ general public through participative‌​‌ science to raise awareness​​ towards gender-in-media issues from​​​‌ a multi-disciplinary perspective.

Participants:‌ Bruno Cessac, Pierre‌​‌ Kornprobst, Hui-Yin Wu​​, Jérôme Emonet,​​​‌ Franz Franco Gallo,‌ Erwan Petit, Laura‌​‌ Piovano, Paritosh Sharma​​.

11 Dissemination

11.1​​​‌ Promoting scientific activities

11.1.1‌ Scientific events: organization

Reviewer‌​‌
  • H.-Y. Wu was a​​ reviewer for the IEEE​​​‌ Conference on Acoustics, Speech,‌ and Signal Processing
  • H.-Y.‌​‌ Wu was a reviewer​​ for the International Conference​​​‌ on Artificial Intelligence and‌ Cognitive Science
  • H.-Y. Wu‌​‌ was a reviewer for​​ the ICCV workshop on​​​‌ Computer Vision for Metaverse‌ (CV4Metaverse)

11.1.2 Journal

Reviewer‌​‌ - reviewing activities
  • H.-Y.​​ Wu was a reviewer​​​‌ for Multimedia Tools and‌ Applications
  • H.-Y. Wu was‌​‌ a reviewer for Elsevier​​ Social Sciences and Humanities​​​‌
  • H.-Y. Wu was a‌ reviewer for Elsevier Computer‌​‌ & Graphics

11.1.3 Invited​​​‌ talks

11.1.4 Scientific expertise​​​‌

  • H.-Y. Wu is the​ Handitechlab Inria project correspondent​‌ for the Inria Centre​​ at Univerité Côte d'Azur.​​​‌

11.1.5 Research administration

  • B.​ Cessac was a member​‌ of the Comité Scientifique​​ de l'Institut Neuromod.
  • B.​​​‌ Cessac is a member​ of the Bureau du​‌ Comité des Equipes Projets.​​
  • B. Cessac was a​​​‌ member of the Jury​ CRCN Inria 2025.
  • H.-Y.​‌ Wu is a member​​ of the Comité de​​​‌ Suivi des Doctorants, Inria.​

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

  • Master​​​‌ 1: B. Cessac (24​ hours, lecture) Introduction to​‌ Modeling in Neuroscience, master​​ Mod4NeuCog, Univ. Côte d'Azur,​​​‌ France.
  • Master 1: L.​ Piovano (9 hours, tutorials)​‌ Introduction to Modeling in​​ Neuroscience, master Mod4NeuCog, Univ.​​​‌ Côte d'Azur, France.
  • License​ 1: E. Petit (36​‌ hours TD), Bases de​​ l'informatique en python, License​​​‌ math/info, Univ. Côte d'Azur,​ France.
  • Licence1: F. Franco​‌ Gallo (36 hours, TP)​​ Bases de l’informatique 1,​​​‌ Licence Informatique, Univ. Côte​ d'Azur, France.
  • License 2:​‌ J. Emonet (22 hours),​​ Introduction à l'informatique, License​​​‌ SV, Univ. Côte d'Azur,​ France.
  • License 3: J.​‌ Emonet (16 hours), Programmation​​ python et environnement linux,​​​‌ License BIM, Univ. Côte​ d'Azur, France.
  • License 3:​‌ J. Emonet (20 hours),​​ Biostatistiques, License SV, Univ.​​​‌ Côte d'Azur, France.
  • Master​ 2: H.-Y. Wu (7​‌ hours, CM), Multimodal Interaction​​ Techniques, Univ. Côte d'Azur,​​​‌ France.
  • Master 1: H.-Y.​ Wu (12 hours, CM),​‌ Creating Virtual Worlds, Univ.​​ Côte d'Azur, France.
  • Master​​​‌ 1: H.-Y. Wu (4​ hours, CM), Introduction to​‌ Scientific Research, DS4H, Univ.​​ Côte d'Azur, France.
  • Master​​​‌ 1: H.-Y. Wu (8​ hours, CM), Introduction to​‌ Scientific Research, Polytech, Univ.​​ Côte d'Azur, France.
  • Master​​​‌ 1: P. Sharma (30​ hours, TD), Creating Virtual​‌ Worlds, Univ. Côte d'Azur,​​ France.

11.2.1 Supervision

  • B.​​​‌ Cessac supervised the PhD​ of Erwan Petit, "Modeling​‌ activity waves in the​​ retina". Ended in October​​​‌ 2025.
  • B. Cessac supervises​ the PhD of Laura​‌ Piovano, "The roles of​​ inhibition and adaptation in​​​‌ retinal motion processing", started​ in October 2025.
  • P.​‌ Kornprobst co-supervised (with D.​​ Mazauric) the PhD of​​​‌ Sebastian Gallardo, "Rethinking Newspaper​ Production: Optimizing Workflows with​‌ AI". CIFRE contract with​​ the company Demain un​​​‌ Autre Jour (Toulouse).
  • P.​ Kornprobst and H.-Y. Wu​‌ co-supervised the PhD of​​ Johanna Delachambre, "Virtual Reality​​​‌ to support social interaction​ in people with Age-Related​‌ Macular Degeneration" 32;​​ Defended on December 17.​​​‌
  • H.-Y. Wu co-supervises the​ PhD of Franz Franco​‌ Gallo with Lucile Sassatelli​​ on "Modeling 6DoF Navigation​​​‌ and the Impact of​ Low Vision in Immersive​‌ VR Contexts"
  • H.-Y. Wu​​ co-supervises the PhD of​​​‌ Pauline Devictor with Marco​ Winckler on "Empathetic storytelling​‌ in interactive extended reality"​​
  • H.-Y. Wu co-supervises the​​​‌ PhD of Clément Quéré​ with Marco Winckler and​‌ Aline Menin on "Contribution​​ to extended reality for​​​‌ visual exploration of spatio-temporal​ data"
  • H.-Y. Wu co-supervises​‌ the PhD of Julie​​ Tores with Lucile Sassatelli​​​‌ and Frédéric Precioso on​ "Deep Learning to detect​‌ objectification in movies"
  • B.​​ Cessac supervised the M1​​ internship (Master Mod4NeuCog, Nice)​​​‌ of Mranmay Sheetty,"To which‌ extent do artificial neural‌​‌ networks capture dynamic retinal​​ computation ?"
  • B. Cessac​​​‌ co-supervised the M2 internship‌ (Master Mod4NeuCog, Nice) of‌​‌ Mranmay Sheetty with L.​​ Perrinet,"Unsupervised extraction of spiking​​​‌ motifs in bi-photon data‌ of the mouse cerebral‌​‌ cortex"
  • B. Cessac supervised​​ the M2 internship (Magíster​​​‌ en Ciencias de la‌ Ingeniería Informátic, Valparaiso) of‌​‌ A. Navarro "Computational Approaches​​ in Neuroscience for Aging​​​‌ and Retinal Neuro Degeneration"‌
  • H.-Y. Wu co-supervised de‌​‌ M2 internship of Wei-Tung​​ Pan with Stephen Ramanoël​​​‌ on "Multimodal Performance Analysis‌ of Spatial Navigation Tasks‌​‌ in Virtual Reality"
  • H.-Y.​​ Wu supervises the postdoc​​​‌ of Paritosh Sharma on‌ "Deep generative approaches for‌​‌ personalized training in virtual​​ reality"

11.2.2 Juries

  • B.​​​‌ Cessac was a member‌ of the thesis committee‌​‌ (Comité de Suivi Individuel,​​ CSI) of Anastasiia Maslianitsyna​​​‌ (Institut de la Vision,‌ Paris).
  • P. Kornprobst was‌​‌ a member of the​​ PhD defense jury of​​​‌ Eole Lapeyre, entitled “Adapting‌ to eccentric reading: visual‌​‌ and psycholinguistic constraints under​​ simulated and pathological central​​​‌ visual field loss” (Aix-Marseille‌ Université), supervised by A.‌​‌ Calabrèse.
  • P. Kornprobst was​​ a member of the​​​‌ CSI of Hussein Ammar,‌ PhD candidate at Université‌​‌ de Nantes / CHU​​ Nantes, working on the​​​‌ evaluation of functional vision‌ in virtual reality.
  • P.‌​‌ Kornprobst was a member​​ of the CSI of​​​‌ Tomas de Udaeta, PhD‌ candidate in computational neuroscience,‌​‌ co-supervised by B. R.​​ Cottereau and T. Masquelier.​​​‌
  • P. Kornprobst was a‌ member of the CSI‌​‌ of Matthis Dallain, PhD​​ candidate supervised by B.​​​‌ Miramond and L. Perrinet.‌
  • H.-Y. Wu was a‌​‌ member of the CSI​​ of Kevin Galery (Univ.​​​‌ Côte d'Azur, École doctorale‌ Sciences de la Vie‌​‌ et de la Santé,​​ ED SVS).
  • H.-Y. Wu​​​‌ was a member of‌ the CSI of Yujie‌​‌ Huang (Université de Nantes).​​
  • H.-Y. Wu was a​​​‌ member of the PhD‌ defense jury of Sophie‌​‌ Villenave (École Centrale de​​ Lyon) supervised by Guillaume​​​‌ Lavoué and Pierre Raimbaud.‌

11.2.3 Educational and pedagogical‌​‌ outreach

  • H.-Y. Wu was​​ as a supervisor for​​​‌ the “Rendez-vous des jeunes‌ mathématiciennes et informaticiennes” organized‌​‌ by Terra Numerica in​​ collaboration with Centre International​​​‌ de Valbonne (CIV) to‌ share her research career‌​‌ and guide students to​​ carry out mini research​​​‌ projects. A total of‌ 25 female students from‌​‌ 2nd and 1ère attended.​​

12 Scientific production

12.1​​​‌ Major publications

  • 1 article‌Best paperE.Eric‌​‌ Castet, J.Jérémy​​ Termoz-Masson, S.Sebastian​​​‌ Vizcay, J.Johanna‌ Delachambre, V.Vasiliki‌​‌ Myrodia, C.Carlos​​ Aguilar, F.Frédéric​​​‌ Matonti and P.Pierre‌ Kornprobst. PTVR –‌​‌ A software in Python​​ to make virtual reality​​​‌ experiments easier to build‌ and more reproducible.‌​‌Journal of Vision24​​April 2024HALDOI​​​‌back to text
  • 2‌ articleB.Bruno Cessac‌​‌, I.Ignacio Ampuero​​ and R.Rodrigo Cofré​​​‌. Linear response for‌ spiking neuronal networks with‌​‌ unbounded memory.Entropy​​232L'institution a​​​‌ financé les frais de‌ publication pour que cet‌​‌ article soit en libre​​​‌ accèsFebruary 2021,​ 155HALDOI
  • 3​‌ inproceedingsJ.Johanna Delachambre​​, H.-Y.Hui-Yin Wu​​​‌, S.Sebastian Vizcay​, M.Monica Di​‌ Meo, F.Frédérique​​ Lagniez, C.Christine​​​‌ Morfin-Bourlat, S.Stéphanie​ Baillif and P.Pierre​‌ Kornprobst. AMD Journee:​​ A Patient Co-designed VR​​​‌ Experience to Raise Awareness​ Towards the Impact of​‌ AMD on Social Interactions​​.IMX 2024 -​​​‌ ACM International Conference on​ Interactive Media ExperiencesStockholm,​‌ SwedenJune 2024HAL​​DOIback to text​​​‌
  • 4 articleS.Simone​ Ebert, T.Thomas​‌ Buffet, B.B.Semihcan​​ Sermet, O.Olivier​​​‌ Marre and B.Bruno​ Cessac. Temporal pattern​‌ recognition in retinal ganglion​​ cells is mediated by​​​‌ dynamical inhibitory synapses.​Nature Communications151​‌July 2024, 6118​​HALDOI
  • 5 article​​​‌O.Olivier Faugeras,​ J.Jonathan Touboul and​‌ B.Bruno Cessac.​​ A constructive mean field​​​‌ analysis of multi population​ neural networks with random​‌ synaptic weights and stochastic​​ inputs.Frontiers in​​​‌ Computational Neuroscience31​2009, URL: http://arxiv.org/abs/0808.1113​‌DOI
  • 6 inproceedingsF.​​ F.Franz Franco Gallo​​​‌. DiVR: incorporating context​ from diverse VR scenes​‌ for human trajectory prediction​​.CV4Metaverse workshop -​​​‌ 3rd Computer Vision for​ Metaverse Workshop / Co-located​‌ at ECCV 2024 -​​ European Conference on Computer​​​‌ VisionMilano, ItalySeptember​ 2024HALback to​‌ textback to text​​
  • 7 inproceedingsF. F.​​​‌Franz Franco Gallo,​ H.-Y.Hui-Yin Wu and​‌ L.Lucile Sassatelli.​​ Human Trajectory Forecasting in​​​‌ 3D Environments: Navigating Complexity​ under Low Vision.​‌ACM Digital LibraryMMVE​​ 2024 - ACM Multimedia​​​‌ Systems Workshop on IMmersive​ Mixed and Virtual Environment​‌ SystemsMMVE '24: Proceedings​​ of the 16th International​​​‌ Workshop on Immersive Mixed​ and Virtual Environment Systems​‌Bari, ItalyACMApril​​ 2024, 57-63HAL​​​‌DOIback to text​back to text
  • 8​‌ articleD.Dora Matzakos-Karvouniari​​, L.Lionel Gil​​​‌, E.Elaine Orendorff​, O.Olivier Marre​‌, S.Serge Picaud​​ and B.Bruno Cessac​​​‌. A biophysical model​ explains the spontaneous bursting​‌ behavior in the developing​​ retina.Scientific Reports​​​‌91December 2019​, 1-23HALDOI​‌
  • 9 articleN. V.​​N. V. Kartheek Medathati​​​‌, H.Heiko Neumann​, G. S.Guillaume​‌ S. Masson and P.​​Pierre Kornprobst. Bio-Inspired​​​‌ Computer Vision: Towards a​ Synergistic Approach of Artificial​‌ and Biological Vision.​​Computer Vision and Image​​​‌ Understanding (CVIU)April 2016​HALDOI
  • 10 article​‌J.Jérémie Naudé,​​ B.Bruno Cessac,​​​‌ H.Hugues Berry and​ B.Bruno Delord.​‌ Effects of Cellular Homeostatic​​ Intrinsic Plasticity on Dynamical​​​‌ and Computational Properties of​ Biological Recurrent Neural Networks​‌.Journal of Neuroscience​​33382013,​​​‌ 15032-15043HALDOI
  • 11​ techreportD.Daniela Pamplona​‌, G.Gerrit Hilgen​​, M. H.Matthias​​​‌ H. Hennig, B.​Bruno Cessac, E.​‌Evelyne Sernagor and P.​​Pierre Kornprobst. Large​​​‌ visual neuron assemblies receptive​ fields estimation using a​‌ super-resolution approach.RR-9383​​Inria - Sophia antipolis​​December 2020HAL
  • 12​​​‌ articleJ.James Rankin‌, A. I.Andrew‌​‌ I. Meso, G.​​ S.Guillaume S. Masson​​​‌, O.Olivier Faugeras‌ and P.Pierre Kornprobst‌​‌. Bifurcation Study of​​ a Neural Fields Competition​​​‌ Model with an Application‌ to Perceptual Switching in‌​‌ Motion Integration.Journal​​ of Computational Neuroscience36​​​‌22014, 193–213‌HAL
  • 13 inproceedingsF.‌​‌ A.Florent Alain Sauveur​​ Robert, H.-Y.Hui-Yin​​​‌ Wu, L.Lucile‌ Sassatelli, S.Stephen‌​‌ Ramanoel, A.Auriane​​ Gros and M.Marco​​​‌ Winckler. An Integrated‌ Framework for Understanding Multimodal‌​‌ Embodied Experiences in Interactive​​ Virtual Reality.2023​​​‌ IMX - ACM International‌ Conference on Interactive Media‌​‌ ExperiencesNantes, FranceJune​​ 2023, https://dl.acm.org/conference/imxHAL​​​‌DOIback to text‌back to text
  • 14‌​‌ inproceedingsF. A.Florent​​ Alain Sauveur Robert,​​​‌ H.-Y.Hui-Yin Wu,‌ L.Lucile Sassatelli and‌​‌ M.Marco Winckler.​​ Task-based methodology to characterise​​​‌ immersive user experience with‌ multivariate data.IEEE‌​‌ VR 2024 - 31st​​ IEEE conference on virtual​​​‌ reality and 3D user‌ interfacesOrlando (FL), United‌​‌ StatesMarch 2024HAL​​back to textback​​​‌ to text
  • 15 article‌S.Selma Souihel and‌​‌ B.Bruno Cessac.​​ On the potential role​​​‌ of lateral connectivity in‌ retinal anticipation.Journal‌​‌ of Mathematical Neuroscience11​​January 2021HALDOI​​​‌
  • 16 articleA.Adrien‌ Wohrer and P.Pierre‌​‌ Kornprobst. Virtual Retina​​ : A biological retina​​​‌ model and simulator, with‌ contrast gain control.‌​‌Journal of Computational Neuroscience​​262DOI 10.1007/s10827-008-0108-4​​​‌We propose a new‌ retina simulation software, called‌​‌ Virtual Retina, which transforms​​ a video into spike​​​‌ trains. Our goal is‌ twofold: Allow large scale‌​‌ simulations (up to 100,000​​ neurons) in reasonable processing​​​‌ times and keep a‌ strong biological plausibility, taking‌​‌ into account implementation constraints.​​ The underlying model includes​​​‌ a linear model of‌ filtering in the Outer‌​‌ Plexiform Layer, a shunting​​ feedback at the level​​​‌ of bipolar cells accounting‌ for rapid contrast gain‌​‌ control, and a spike​​ generation process modeling ganglion​​​‌ cells. We prove the‌ pertinence of our software‌​‌ by reproducing several experimental​​ measurements from single ganglion​​​‌ cells such as cat‌ X and Y cells.‌​‌ This software will be​​ an evolutionary tool for​​​‌ neuroscientists that need realistic‌ large-scale input spike trains‌​‌ in subsequent treatments, and​​ for educational purposes.2009​​​‌, 219
  • 17 article‌H.-Y.Hui-Yin Wu,‌​‌ A.Aurélie Calabrèse and​​ P.Pierre Kornprobst.​​​‌ Towards Accessible News Reading‌ Design in Virtual Reality‌​‌ for Low Vision.​​Multimedia Tools and Applications​​​‌May 2021HALback‌ to text
  • 18 article‌​‌H.-Y.Hui-Yin Wu,​​ F. A.Florent Alain​​​‌ Sauveur Robert, T.‌Théo Fafet, B.‌​‌Brice Graulier, B.​​Barthélemy Passin-Cauneau, L.​​​‌Lucile Sassatelli and M.‌Marco Winckler. Designing‌​‌ Guided User Tasks in​​ VR Embodied Experiences.​​​‌Proceedings of the ACM‌ on Human-Computer Interaction 6‌​‌1582022, 1–24​​HALDOIback to​​​‌ text

12.2 Publications of‌ the year

International journals‌​‌

Invited conferences

International peer-reviewed conferences​‌

Conferences without proceedings

Doctoral dissertations‌ and habilitation theses

Reports‌ & preprints

Other scientific​​​‌ publications

Educational activities

  • 41 unpublished​‌B.Bruno Cessac.​​ The early visual system​​​‌ from a dynamical system​ perspective: Tutorial.January​‌ 2025, DoctoralChile​​HAL

12.3 Cited publications​​​‌

  • 42 articleG.Giacomo​ Benvenuti, S.Sandrine​‌ Chemla, A.Arjan​​ Boonman, L.Laurent​​​‌ Perrinet, G. S.​Guillaume S Masson and​‌ F.Frédéric Chavane.​​ Anticipatory responses along motion​​​‌ trajectories in awake monkey​ area V1.bioRxiv​‌2020, URL: https://www.biorxiv.org/content/early/2020/03/29/2020.03.26.010017​​DOIback to text​​​‌back to text
  • 43​ articleM.M.J. Berry​‌, I.I.H. Brivanlou​​, T.T.A. Jordan​​​‌ and M.M. Meister​. Anticipation of moving​‌ stimuli by the retina​​.Nature3986725​​​‌1999, 334---338back​ to text
  • 44 book​‌J.J. Besharse and​​ D.D. Bok.​​​‌ The Retina and its​ Disorders.Elsevier Science​‌2011back to text​​
  • 45 articleA.A.​​​‌ Bhowmick and S. M.​S. M. Hazarika.​‌ An insight into assistive​​ technology for the visually​​​‌ impaired and blind people:​ state-of- the-art and future​‌ trends.J Multimodal​​ User Interfaces112017​​​‌, 149-172DOIback​ to text
  • 46 article​‌J. C.J. C.​​ Brown, J. E.​​​‌J. E. Goldstein,​ T. L.T. L.​‌ Chan, M.Massof​​ R., P.P.​​​‌ Ramulu and L. V.​Low Vision Research Network​‌ Study Group. Characterizing​​ functional complaints in patients​​​‌ seeking outpatient low-vision services​ in the United States​‌.Ophthalmology1218​​2014, 1655-62DOI​​back to text
  • 47​​​‌ articleA.Aurélie Calabrèse‌, V.Vincent Fournet‌​‌, S.Séverine Dours​​, F.Frédéric Matonti​​​‌, E.Eric Castet‌ and P.Pierre Kornprobst‌​‌. A New Vessel-Based​​ Method to Estimate Automatically​​​‌ the Position of the‌ Nonfunctional Fovea on Altered‌​‌ Retinography From Maculopathies.​​Translational vision science &​​​‌ technology12July 2023‌HALDOIback to‌​‌ text
  • 48 articleB.​​Bruno Cessac and D.​​​‌Dora Matzakou-Karvouniari. The‌ non linear dynamics of‌​‌ retinal waves.Physica​​ D: Nonlinear PhenomenaNovember​​​‌ 2022HALDOIback‌ to text
  • 49 article‌​‌S. T.S. T.​​ L. Chung. Cortical​​​‌ Reorganization after Long-Term Adaptation‌ to Retinal Lesions in‌​‌ Humans.J Neurosci.​​33462013,​​​‌ 18080--18086DOIback to‌ text
  • 50 articleJ.‌​‌ L.J. L. Fontenot​​, M. D.M.​​​‌ D. Bona, M.‌ A.M. A. Kaleem‌​‌, W. M.W.​​ M. McLaughlin, A.​​​‌ R.A. R. Morse‌, T. L.T.‌​‌ L. Schwartz, J.​​ D.J. D. Shepherd​​​‌ and M. L.M.‌ L. Jackson. Vision‌​‌ Rehabilitation Preferred Practice Pattern​​.Ophthalmology1251​​​‌2018, 228-278DOI‌back to text
  • 51‌​‌ unpublishedS.Sebastian Gallardo​​, M. C.Mar\'ia​​​‌ Cristina Riff, D.‌Dorian Mazauric and P.‌​‌Pierre Kornprobst. Newspaper​​ Magnification with Preserved Entry​​​‌ Points.September 2023‌, working paper or‌​‌ preprintHALback to​​ textback to text​​​‌
  • 52 articleD.D.‌ Jancke, W.W.‌​‌ Erlaghen, G.G.​​ Schöner and H.H.R.​​​‌ Dinse. Shorter latencies‌ for motion trajectories than‌​‌ for flashes in population​​ responses of primary visual​​​‌ cortex.Journal of‌ Physiology5562004,‌​‌ 971--982back to text​​
  • 53 phdthesisE.Evgenia​​​‌ Kartsaki. How specific‌ classes of retinal cells‌​‌ contribute to vision :​​ a computational model.​​​‌Université Côte d'Azur ;‌ Newcastle University (Newcastle upon‌​‌ Tyne, Royaume-Uni)March 2022​​HALback to text​​​‌
  • 54 articleG. E.‌G. E. Legge and‌​‌ S. T.S. T.​​ L. Chung. Low​​​‌ Vision and Plasticity: Implications‌ for Rehabilitation.Annu‌​‌ Rev Vis Sci.2​​2016, 321--343DOI​​​‌back to text
  • 55‌ bookD. A.Donald‌​‌ A Norman. The​​ psychology of everyday things.​​​‌.Basic books1988‌back to textback‌​‌ to text
  • 56 article​​G.G. Rees,​​​‌ C. L.C. L.‌ Saw, E. L.‌​‌E. L. Lamoureux and​​ J. E.J. E.​​​‌ Keeffe. Self-management programs‌ for adults with low‌​‌ vision: needs and challenges​​.Patient Educ Couns​​​‌691-3December 2007‌, 39-46DOIback‌​‌ to text
  • 57 article​​S.Selma Souihel and​​​‌ B.Bruno Cessac.‌ On the potential role‌​‌ of lateral connectivity in​​ retinal anticipation.Journal​​​‌ of Mathematical Neuroscience11‌January 2021HALDOI‌​‌back to text
  • 58​​ articleW.W.L. Wong​​​‌, X.X. Su‌, X.X. Li‌​‌, C.C.M. Cheung​​, R.R. Klein​​​‌, C.C.Y. Cheng‌ and T.T.Y. Wong‌​‌. Global prevalence of​​​‌ age-related macular degeneration and​ diseas,e burden projection for​‌ 2020 and 2040: a​​ systematic rev,iew and meta-analysis​​​‌.Lancet Glob Health​22February 2014​‌, 106-116DOIback​​ to text
  • 59 article​​​‌H.-Y.Hui-Yin Wu,​ A.Aurélie Calabrèse and​‌ P.Pierre Kornprobst.​​ An Open Virtual Reality​​​‌ Toolbox for Accessible News​ Reading.ERCIM News​‌130July 2022HAL​​back to text
  • 60​​​‌ incollectionH.-Y.Hui-Yin Wu​, J.Johanna Delachambre​‌, L.Lucile Sassatelli​​ and M.Marco Winckler​​​‌. Through the Eyes​ of Women in Engineering​‌.Texts of Discomfort​​Carnegie Mellon University: ETC​​​‌ PressNovember 2021,​ 387 - 414HAL​‌DOIback to text​​
  • 61 inproceedingsH.-Y.Hui-Yin​​​‌ Wu, L.Luan​ Nguyen, Y.Yoldoz​‌ Tabei and L.Lucile​​ Sassatelli. Evaluation of​​​‌ deep pose detectors for​ automatic analysis of film​‌ style.10th Eurographics​​ Workshop on Intelligent Cinematography​​​‌ and EditingReims, France​Association for Computing Machinery​‌ (ACM)April 2022HAL​​back to text
  1. 1​​​‌By "primary visual cortex"​ we mean V1. We​‌ use the terminology "primary​​ visual system" or "early​​​‌ visual system" for the​ system retina, Lateral Geniculate​‌ Nucleus-LGN and V1.
  2. 2​​This is the leading​​​‌ cause of irreversible loss​ of vision for subjects​‌ over the age of​​ 65 in industrialized countries​​​‌  58. AMD patients​ who are blind in​‌ their central visual field​​ and perceptual functions (notably​​​‌ reading and face/object identification)​ are dramatically impacted with​‌ loss of autonomy, degraded​​ quality of life, and,​​​‌ often, depression 56,​ 46.