2025Activity reportProject-TeamBIOVISION
RNSR: 201622040S- Research center Inria Centre at Université Côte d'Azur
- Team name: Biologically plausible Integrative mOdels of the Visual system : towards synergIstic Solutions for visually-Impaired people and artificial visiON
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 depicts a picture of a person through the eyes of a person with CFL (a scotoma blurs the image).
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.
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.
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.
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.
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.
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
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
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Name:
Numerical platform for simulations of the primary visual system in normal and pathological conditions
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Keywords:
Retina, Vision, Neurosciences
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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).
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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).
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Release Contributions:
First release.
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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:
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Contact:
Bruno Cessac
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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
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Name:
A Next-Generation Platform for Measuring Reading Performance
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Keywords:
Diagnostics, Low vision
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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.
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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.
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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.
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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)
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Contact:
Pierre Kornprobst
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Participants:
Pierre Kornprobst, Aurélie Calabrese
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Partner:
CHU Pasteur
7.1.3 GUsT-3D
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Name:
Guided User Tasks Unity plugin for 3D virtual reality environments
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Keywords:
3D, Virtual reality, Interactive Scenarios, Ontologies, User study
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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.
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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:
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Contact:
Hui-Yin Wu
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Participants:
Hui-Yin Wu, Marco Alba Winckler, Lucile Sassatelli, Florent Robert
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Partner:
I3S
7.1.4 PTVR
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Name:
Perception Toolbox for Virtual Reality: The Open-Source Python Library for Virtual Reality Experiments
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Keywords:
Visual perception, Behavioral science, Virtual reality
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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.
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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.
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Release Contributions:
PTVR is now compatible with the Quest 1, 2 and 3 headsets!
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News of the Year:
PTVR is now compatible with the Quest 1, 2 and 3 headsets!
- URL:
- Publication:
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Contact:
Pierre Kornprobst
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Participants:
Jeremy Termoz-Masson, Eric Castet, Pierre Kornprobst, Carlos Aguilar
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Partner:
Aix-Marseille Université - CNRS Laboratoire de Psychologie Cognitive - UMR 7290 - Team ‘Perception and attention’
7.1.5 Tatoovi
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Name:
Tagging tool for videos
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Keywords:
Annotation tool, Video analysis, Multimedia player, Data visualization
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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
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News of the Year:
The software was tested in a workshop with 10 participants from various domains of humanities and social sciences.
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Contact:
Hui-Yin Wu
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Participants:
Hui-Yin Wu, Lucile Sassatelli, Clement Bergman, Genevieve Masioni Kibadi, Luan Nguyen
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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 40 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]
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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]
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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.
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Dataset PID (DOI,...):
https://zenodo.org/records/10406560
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Project link:
https://project.inria.fr/creattive3d/
- Publications:
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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.
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.
Schematic description of the model and its general response properties. A. The stimulus is fed into a convolution layer that simulates the transformation of the visual input into a neuronal voltage response, , 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 and 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, into their voltage . This voltage is transformed into a firing rate response 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 . D. Rest state potential for constant inputs of different amplitudes across feedforward inhibitory strength . E. Example of impulse response with both connectivity motifs. F. Impulse responses for different recurrent inhibitory strengths . G. Leading Frequency of impulse response varies with recurrent inhibitory strength . 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.
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.
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
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).
The effect of bipolar gain control strength, , 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) mV/s.C) Temporal VSDI signal in response to increasing bipolar gain control for the cortical column located at the center of the layer (). D) Spatial VSDI signal in response to increasing bipolar gain control, for the time where the central cortical column reaches its maximum. The coordinates has been shifted so that the central cortical column is actually located at . E) VSDI signal amplitude of the central cortical column versus . F) Temporal and spatial observables: anticipation range (green) and maximal latency (red) versus . 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 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 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.
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.
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.
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.
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.
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.
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.
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.
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.
The proposed model that show the potential communication gulfs between the designer, player, and user.
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.
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).
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
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Title:
Functional structure of the retina: A physiological and computational approach
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Duration:
January 1, 2024 –
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Local supervisor:
Bruno Cessac
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Partners:
- Adrian Palacios, Universidad de Valparaiso (Chile)
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Inria contact:
Bruno Cessac
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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
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Title:
Computational Approaches in Neuroscience for Aging and Retinal NeuroDegeneration
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Program:
STIC-AmSud
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Duration:
January 1, 2025 – December 31, 2026
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Local supervisor:
Bruno Cessac
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Partners:
- Adrian Palacios (Chili)
- Sergio Neuenschwander (Brésil)
- Evelyn Aviles (Chili)
- Jérôme Baron (Brésil)
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Inria contact:
Bruno Cessac
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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
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Status:
Postdoc
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Institution of origin:
University of Tübingen
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Country:
Germany
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Dates:
07/07/25-11/07/25
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Context of the visit:
Collaboration
- Mobility program/type of mobility:
Andrès Navaro
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Status
intern (master/eng)
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Institution of origin:
University of Valparaiso
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Country:
Chile
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Dates:
01/02/25-30/05/25
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Context of the visit:
Fusion Associated Team, internship DRISI
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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
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Title:
Processing of naturalistic motion in early vision
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Programme:
ANR
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Duration:
April 2021 - March 2025
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Coordinator:
Mark WEXLER (CNRS‐INCC),
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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
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Inria contact:
Bruno Cessac
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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
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Title:
From novel rehabilitation protocols to visual aid systems for low vision people through Virtual Reality
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Programme:
ANR
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Duration:
2021–2025
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Coordinator:
Eric Castet (Laboratoire de Psychologie Cognitive, Marseille)
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Partners:
- CNRS/Aix Marseille University – AMU, Cognitive Psychology Laboratory
- AMU, Mediterranean Virtual Reality Center
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Inria contact:
Pierre Kornprobst
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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
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Title:
Creating attention driven 3D contexts for low vision
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Programme:
ANR
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Duration:
2022–2026
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Coordinator:
Hui-Yin Wu
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Partners:
- Université Côte d'Azur I3S, LAMHESS, CoBTEK laboratories
- CNRS/Aix Marseille University – AMU, Cognitive Psychology Laboratory
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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
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Title:
Towards a computational multimodal analysis of film discursive aesthetics
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Programme:
ANR
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Duration:
2022–2026
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Coordinator:
Lucile Sassatelli
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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
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Inria contact:
Hui-Yin Wu
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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
- B. Cessac gave an invited talk in the Laconeu summer school.
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 paperPTVR – A software in Python to make virtual reality experiments easier to build and more reproducible.Journal of Vision24April 2024HALDOIback to text
- 2 articleLinear response for spiking neuronal networks with unbounded memory.Entropy232L'institution a financé les frais de publication pour que cet article soit en libre accèsFebruary 2021, 155HALDOI
- 3 inproceedingsAMD 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 2024HALDOIback to text
- 4 articleTemporal pattern recognition in retinal ganglion cells is mediated by dynamical inhibitory synapses.Nature Communications151July 2024, 6118HALDOI
- 5 articleA constructive mean field analysis of multi population neural networks with random synaptic weights and stochastic inputs.Frontiers in Computational Neuroscience312009, URL: http://arxiv.org/abs/0808.1113DOI
- 6 inproceedingsDiVR: 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 inproceedingsHuman 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 SystemsBari, ItalyACMApril 2024, 57-63HALDOIback to textback to text
- 8 articleA biophysical model explains the spontaneous bursting behavior in the developing retina.Scientific Reports91December 2019, 1-23HALDOI
- 9 articleBio-Inspired Computer Vision: Towards a Synergistic Approach of Artificial and Biological Vision.Computer Vision and Image Understanding (CVIU)April 2016HALDOI
- 10 articleEffects of Cellular Homeostatic Intrinsic Plasticity on Dynamical and Computational Properties of Biological Recurrent Neural Networks.Journal of Neuroscience33382013, 15032-15043HALDOI
- 11 techreportLarge visual neuron assemblies receptive fields estimation using a super-resolution approach.RR-9383Inria - Sophia antipolisDecember 2020HAL
- 12 articleBifurcation Study of a Neural Fields Competition Model with an Application to Perceptual Switching in Motion Integration.Journal of Computational Neuroscience3622014, 193–213HAL
- 13 inproceedingsAn 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/imxHALDOIback to textback to text
- 14 inproceedingsTask-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 2024HALback to textback to text
- 15 articleOn the potential role of lateral connectivity in retinal anticipation.Journal of Mathematical Neuroscience11January 2021HALDOI
- 16 articleVirtual Retina : A biological retina model and simulator, with contrast gain control.Journal of Computational Neuroscience262DOI 10.1007/s10827-008-0108-4We 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 articleTowards Accessible News Reading Design in Virtual Reality for Low Vision.Multimedia Tools and ApplicationsMay 2021HALback to text
- 18 articleDesigning Guided User Tasks in VR Embodied Experiences.Proceedings of the ACM on Human-Computer Interaction 61582022, 1–24HALDOIback 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
12.3 Cited publications
- 42 articleAnticipatory responses along motion trajectories in awake monkey area V1.bioRxiv2020, URL: https://www.biorxiv.org/content/early/2020/03/29/2020.03.26.010017DOIback to textback to text
- 43 articleAnticipation of moving stimuli by the retina.Nature39867251999, 334---338back to text
- 44 bookThe Retina and its Disorders.Elsevier Science2011back to text
- 45 articleAn 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 articleCharacterizing functional complaints in patients seeking outpatient low-vision services in the United States.Ophthalmology12182014, 1655-62DOIback to text
- 47 articleA 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 articleThe non linear dynamics of retinal waves.Physica D: Nonlinear PhenomenaNovember 2022HALDOIback to text
- 49 articleCortical Reorganization after Long-Term Adaptation to Retinal Lesions in Humans.J Neurosci.33462013, 18080--18086DOIback to text
- 50 articleVision Rehabilitation Preferred Practice Pattern.Ophthalmology12512018, 228-278DOIback to text
- 51 unpublishedNewspaper Magnification with Preserved Entry Points.September 2023, working paper or preprintHALback to textback to text
- 52 articleShorter latencies for motion trajectories than for flashes in population responses of primary visual cortex.Journal of Physiology5562004, 971--982back to text
- 53 phdthesisHow specific classes of retinal cells contribute to vision : a computational model.Université Côte d'Azur ; Newcastle University (Newcastle upon Tyne, Royaume-Uni)March 2022HALback to text
- 54 articleLow Vision and Plasticity: Implications for Rehabilitation.Annu Rev Vis Sci.22016, 321--343DOIback to text
- 55 bookThe psychology of everyday things..Basic books1988back to textback to text
- 56 articleSelf-management programs for adults with low vision: needs and challenges.Patient Educ Couns691-3December 2007, 39-46DOIback to text
- 57 articleOn the potential role of lateral connectivity in retinal anticipation.Journal of Mathematical Neuroscience11January 2021HALDOIback to text
- 58 articleGlobal prevalence of age-related macular degeneration and diseas,e burden projection for 2020 and 2040: a systematic rev,iew and meta-analysis.Lancet Glob Health22February 2014, 106-116DOIback to text
- 59 articleAn Open Virtual Reality Toolbox for Accessible News Reading.ERCIM News130July 2022HALback to text
- 60 incollectionThrough the Eyes of Women in Engineering.Texts of DiscomfortCarnegie Mellon University: ETC PressNovember 2021, 387 - 414HALDOIback to text
- 61 inproceedingsEvaluation of deep pose detectors for automatic analysis of film style.10th Eurographics Workshop on Intelligent Cinematography and EditingReims, FranceAssociation for Computing Machinery (ACM)April 2022HALback to text