Full-time CNRS researcher
PACCE team (Perception, Action, Cognition pour la Conception et l’Ergonomie)
LS2N (Laboratoire des Sciences du Numérique de Nantes)
UMR CNRS 6597
LS2N - Campus de l'École Centrale de Nantes
1, rue de la Noë - B.P. 92101 - F-44321 NANTES CEDEX 03
Phone: +33 2 40 37 69 18 -
Fax: +33 2 40 37 69 30 -
E-mail : Isabelle.Milleville@ls2n.fr
Training and Experience
Research objectives and topics
My research activity is organized around three main axes. The first two are centred on Human-Virtual Environment (VE) interaction, whilst the third is focused on Human-Robot interaction.
My work in this area explores a virtual environment that
is dedicated specifically to driving simulation. Driving simulators act
on the driver at both cognitive and perceptive levels. Thus, they allow
participants to be tested in real time and in dynamic situations.
Moreover, they guarantee the reproduction of driving situations from
one participant to another, without putting anyone in danger. Virtual
driving environments can considerably increase our options for
assessing driving ability and can futher standardise the
evaluation of driving activities. Thus, this technology seems
particularly well-suited to the study of the cognitive processes
implicated in driving. In this context, we are interested in both
healthy drivers and people considered to be "higher risk", such as the
elderly or those who are brain-injured. Indeed, for the latter,
the evaluation of driving abilities is crucial. Research in this area
has been developed through a number of research projects
(ANR/PREDIT/Région Pays de Loire) and is ongoing thanks to the
support of two projects, which relate to elderly people (LMA) and those
suffering from glaucoma.
Simulation as an object of studdySimulation and Simulator Sickness: Despite advances in technology and creativity, the use of driving simulators often reveals drawbacks. These drawbacks can be categorized under the heading of Simulator Sickness (SS) and can limit the use and development of this promising technology. Our aim is to gain a better understanding of the factors that may lead to SS.
Simulation and Presence: Presence can be defined as the subjective feeling of being there in the virtual environment (VE). Presence can influence users' behaviour and any interactions that take place. Thus, the validity of cognitive process observed in a VE is at least partially dependant on the level of presence induced by that environment.
Simulation and co-presence: Co-presence can be defined as the sense of being with a partner in a shared environment. My goal is to increase the feeling of co-presence between distant users of a shared virtual environment in order to improve their collaboration.
virtual environments (CVEs) are digital spaces in which remote users
can meet, share virtual objects and work together. In order to
collaborate, users need to reach a mutual understanding. They also need
to define and maintain a consistent common representation of the
situation or Common Frame of Reference (CFR). Here, our research
focuses on spatial cognition in virtual environments and its
influence on the common spatial frame of reference, namely, that part
of the CFR that is dedicated to space. Our aim is to define sensory
information and feedback (e.g., visual, haptic) that CVEs must give
users to achieve a good CFR between users and thus favour
collaboration. Our research in this area is currently supported by the
Collaboration with robotic technology (humanoid robot, haptic arm for learning).