We study the impact of haptic feedback on basic technical skills transfer from VR to the real wor... more We study the impact of haptic feedback on basic technical skills transfer from VR to the real world. Twenty-four volunteers were divided into two training groups (haptic and no-haptic groups) and a control group. The training groups learned to perform a "Ring Transfer" task in a VR simulator, and all participants performed pre-, post, and retention tests on a similar physical setup. Results show that skill transfer is observed for both training groups and not for the control group. The haptic group participants also improved their performance compared to the no-haptic group, but the difference was not significant.
Analyse de la tâche pour la conception d'un simulateur virtuel pour l'anesthésie locorégionale éc... more Analyse de la tâche pour la conception d'un simulateur virtuel pour l'anesthésie locorégionale échoguidée.
Virtual reality shows great promise as a technology for training healthcare professionals within ... more Virtual reality shows great promise as a technology for training healthcare professionals within a secure simulated environment. This work presents the design, development, and assessment of UltRASim: an immersive simulator for ultrasound-guided regional anesthesia. First, task and skills analyses were performed with domain experts to build the task model of the procedure and determine the simulator's learning objectives and design constraints. Then, a face and content validity study was conducted with eighteen anesthesiologists to assess the simulator's prototype. The responses to seven of eleven face validity questions were predominantly positive, indicating a favorable reception. The primary concerns pertained to the fidelity of haptic feedback during needle insertion. This suggests incorporating a higher fidelity haptic device in future design iterations. Conversely, responses to all six questions related to the content validity were predominantly positive. Participants found that the simulator held significant potential as a training tool, particularly for developing hand-eye coordination skills. These findings validate several design choices and highlight areas for improvement in subsequent iterations of UltRASim before its formal validation as a training tool.
is a promising training tool particularly suited for developing hand-eye coordination skills. The... more is a promising training tool particularly suited for developing hand-eye coordination skills. These results support our design choices and suggest improvements for our simulator before its validation as a training tool. CCS CONCEPTS • Human-centered computing~Human computer interaction (HCI)~Interaction paradigms~Virtual reality • Human-centered computing~Interaction design~Interaction design process and methods~User interface design • Human-centered computing~Human computer interaction (HCI)~Interaction devices~Haptic devices
HAL (Le Centre pour la Communication Scientifique Directe), Apr 4, 2022
is a promising training tool particularly suited for developing hand-eye coordination skills. The... more is a promising training tool particularly suited for developing hand-eye coordination skills. These results support our design choices and suggest improvements for our simulator before its validation as a training tool. CCS CONCEPTS • Human-centered computing~Human computer interaction (HCI)~Interaction paradigms~Virtual reality • Human-centered computing~Interaction design~Interaction design process and methods~User interface design • Human-centered computing~Human computer interaction (HCI)~Interaction devices~Haptic devices
Mastering motor skills requires performing the task unconsciously with great speed and accuracy. ... more Mastering motor skills requires performing the task unconsciously with great speed and accuracy. This is acquired slowly through practice over time. Nonetheless, in domains such as surgery, the training of these skills in the field introduces safety, ethical and economic issues. In this context, immersive VR technologies offer the possibility to recreate real-world situations and allow the trainees to improve their skills in a safe and controlled environment. However, the design of such systems raises new research questions, such as how to represent the user in the virtual environment, and whether this representation can influence motor skills automaticity. In this work, we focus on how the user's hand representation can impact the training of tool-based motor skills in immersive VR. To investigate this question, we have created a VR simulator for training a tool-based pick and place task, and conducted a user study to evaluate how the user's hand visualization can influence participants' learning performance after a two-week training period. For that purpose, two groups of participants were trained in the VR simulator under one of the two experimental conditions: the presence and the absence of their virtual hands' representation, while a control group received no training. The results of the study show that training on the VR simulator improves the participants' motor task performance when compared with the control group. On the other hand, no difference was observed between the two training groups. This suggests that the user's hand visualization does not always impact tool-based motor tasks training in immersive VR simulators. Indeed, for short-term motor training there was no difference in performance between having a partial embodiment of the user's hands and only the tools representation.
Inserting a needle to perform a biopsy requires a high haptic sensitivity. The traditional learni... more Inserting a needle to perform a biopsy requires a high haptic sensitivity. The traditional learning methods based on observation and training on real patients are questionable. In this paper, we present a preliminary evaluation of a VR trainer for needle insertion tasks. The system aims to replicate an existing physical setup while overcoming some of its limitations. Results permit to validate some design choices and suggest some UI improvements.
Figure 1: Our approach consists in simulating self-motion sensation during driving simulation wit... more Figure 1: Our approach consists in simulating self-motion sensation during driving simulation with a force-feedback applied on the manipulated controller. Our prototype is focused on video game context: the user controls the navigation using a classical gamepad which is physically attached to the extremity of a standard force-feedback device. Haptic forces are proportional to the virtual acceleration of the vehicle in the simulation. As an example, braking and acceleration phases are simulated with longitudinal forces applied on the gamepad.
To make constrained manipulation of 3D objects in desktop 3D applications, 3D transformation widg... more To make constrained manipulation of 3D objects in desktop 3D applications, 3D transformation widgets are commonly used. However, their performance degrades on touchscreens because of low accuracy of touch inputs and the fingertip occlusion problem. In this paper, we present TouchSketch, a touch-based interface which allows users to perform independently fine-grained object translation, rotation and scaling on mobile devices. Our manipulation technique permits using the non-dominant hand to specify the manipulation reference while the dominant hand is used to determine the operation mode and control the transformation. In addition to 3D manipulation, TouchSketch provides also a set of functions to edit the shape of 3D objects. Users can use this application to accomplish rapid sketching tasks. We have conducted a user study to evaluate the efficiency of our manipulation technique. The results show that our technique outperforms a Widget-based technique regarding both the efficiency and fluency.
International journal of human-computer studies, Dec 1, 2016
Virtual reality trainers are educational tools with great potential for laparoscopic surgery. The... more Virtual reality trainers are educational tools with great potential for laparoscopic surgery. They can provide basic skills training in a controlled environment and free of risks for patients. They can also offer objective performance assessment without the need for proctors. However, designing effective user interfaces that allow the acquisition of the appropriate technical skills on these systems remains a challenge. This paper aims to examine a process for achieving interface and environment fidelity during the development of the Virtual Basic Laparoscopic Surgical Trainer (VBLaST). Two iterations of the design process were conducted and evaluated. For that purpose, a total of 42 subjects participated in two experimental studies in which two versions of the VBLaST were compared to the accepted standard in the surgical community for training and assessing basic laparoscopic skills in North America, the FLS box-trainer. Participants performed 10 trials of the peg transfer task on each trainer. The assessment of task performance was based on the validated FLS scoring method. Moreover, a subjective evaluation questionnaire was used to assess the fidelity aspects of the VBLaST relative to the FLS trainer. Finally, a focus group session with expert surgeons was conducted as a comparative situated evaluation after the first design iteration. This session aimed to assess the fidelity aspects of the early VBLaST prototype as compared to the FLS trainer. The results indicate that user performance on the earlier version of the VBLaST resulting from the first design iteration was significantly lower than the performance on the standard FLS box-trainer. The comparative situated evaluation with domain experts permitted us to identify some issues related to the visual, haptic and interface fidelity on this early prototype. Results of the second experiment indicate that the performance on the second generation VBLaST was significantly improved as compared to the first generation and not significantly different from that of the standard FLS box-trainer. Furthermore, the subjects rated the fidelity features of the modified VBLaST version higher than the early version. These findings demonstrate the value of the comparative situated evaluation sessions entailing hands on reflection by domain experts to achieve the environment and interface fidelity and training objectives when designing a virtual reality laparoscopic trainer. This suggests that this method could be used successfully in the future to enhance the value of VR systems as an alternative to physical trainers for laparoscopic surgery skills. Some recommendations on how to use this method to achieve the environment and interface fidelity of a VR laparoscopic surgical trainer are identified.
HAL (Le Centre pour la Communication Scientifique Directe), Jul 9, 2022
HAL is a multidisciplinary open access archive for the deposit and dissemination of scientific re... more HAL is a multidisciplinary open access archive for the deposit and dissemination of scientific research documents, whether they are published or not. The documents may come from teaching and research institutions in France or abroad, or from public or private research centers. L'archive ouverte pluridisciplinaire HAL, est destinée au dépôt et à la diffusion de documents scientifiques de niveau recherche, publiés ou non, émanant des établissements d'enseignement et de recherche français ou étrangers, des laboratoires publics ou privés.
We study the impact of haptic feedback on basic technical skills transfer from VR to the real wor... more We study the impact of haptic feedback on basic technical skills transfer from VR to the real world. Twenty-four volunteers were divided into two training groups (haptic and no-haptic groups) and a control group. The training groups learned to perform a "Ring Transfer" task in a VR simulator, and all participants performed pre-, post, and retention tests on a similar physical setup. Results show that skill transfer is observed for both training groups and not for the control group. The haptic group participants also improved their performance compared to the no-haptic group, but the difference was not significant.
Analyse de la tâche pour la conception d'un simulateur virtuel pour l'anesthésie locorégionale éc... more Analyse de la tâche pour la conception d'un simulateur virtuel pour l'anesthésie locorégionale échoguidée.
Virtual reality shows great promise as a technology for training healthcare professionals within ... more Virtual reality shows great promise as a technology for training healthcare professionals within a secure simulated environment. This work presents the design, development, and assessment of UltRASim: an immersive simulator for ultrasound-guided regional anesthesia. First, task and skills analyses were performed with domain experts to build the task model of the procedure and determine the simulator's learning objectives and design constraints. Then, a face and content validity study was conducted with eighteen anesthesiologists to assess the simulator's prototype. The responses to seven of eleven face validity questions were predominantly positive, indicating a favorable reception. The primary concerns pertained to the fidelity of haptic feedback during needle insertion. This suggests incorporating a higher fidelity haptic device in future design iterations. Conversely, responses to all six questions related to the content validity were predominantly positive. Participants found that the simulator held significant potential as a training tool, particularly for developing hand-eye coordination skills. These findings validate several design choices and highlight areas for improvement in subsequent iterations of UltRASim before its formal validation as a training tool.
is a promising training tool particularly suited for developing hand-eye coordination skills. The... more is a promising training tool particularly suited for developing hand-eye coordination skills. These results support our design choices and suggest improvements for our simulator before its validation as a training tool. CCS CONCEPTS • Human-centered computing~Human computer interaction (HCI)~Interaction paradigms~Virtual reality • Human-centered computing~Interaction design~Interaction design process and methods~User interface design • Human-centered computing~Human computer interaction (HCI)~Interaction devices~Haptic devices
HAL (Le Centre pour la Communication Scientifique Directe), Apr 4, 2022
is a promising training tool particularly suited for developing hand-eye coordination skills. The... more is a promising training tool particularly suited for developing hand-eye coordination skills. These results support our design choices and suggest improvements for our simulator before its validation as a training tool. CCS CONCEPTS • Human-centered computing~Human computer interaction (HCI)~Interaction paradigms~Virtual reality • Human-centered computing~Interaction design~Interaction design process and methods~User interface design • Human-centered computing~Human computer interaction (HCI)~Interaction devices~Haptic devices
Mastering motor skills requires performing the task unconsciously with great speed and accuracy. ... more Mastering motor skills requires performing the task unconsciously with great speed and accuracy. This is acquired slowly through practice over time. Nonetheless, in domains such as surgery, the training of these skills in the field introduces safety, ethical and economic issues. In this context, immersive VR technologies offer the possibility to recreate real-world situations and allow the trainees to improve their skills in a safe and controlled environment. However, the design of such systems raises new research questions, such as how to represent the user in the virtual environment, and whether this representation can influence motor skills automaticity. In this work, we focus on how the user's hand representation can impact the training of tool-based motor skills in immersive VR. To investigate this question, we have created a VR simulator for training a tool-based pick and place task, and conducted a user study to evaluate how the user's hand visualization can influence participants' learning performance after a two-week training period. For that purpose, two groups of participants were trained in the VR simulator under one of the two experimental conditions: the presence and the absence of their virtual hands' representation, while a control group received no training. The results of the study show that training on the VR simulator improves the participants' motor task performance when compared with the control group. On the other hand, no difference was observed between the two training groups. This suggests that the user's hand visualization does not always impact tool-based motor tasks training in immersive VR simulators. Indeed, for short-term motor training there was no difference in performance between having a partial embodiment of the user's hands and only the tools representation.
Inserting a needle to perform a biopsy requires a high haptic sensitivity. The traditional learni... more Inserting a needle to perform a biopsy requires a high haptic sensitivity. The traditional learning methods based on observation and training on real patients are questionable. In this paper, we present a preliminary evaluation of a VR trainer for needle insertion tasks. The system aims to replicate an existing physical setup while overcoming some of its limitations. Results permit to validate some design choices and suggest some UI improvements.
Figure 1: Our approach consists in simulating self-motion sensation during driving simulation wit... more Figure 1: Our approach consists in simulating self-motion sensation during driving simulation with a force-feedback applied on the manipulated controller. Our prototype is focused on video game context: the user controls the navigation using a classical gamepad which is physically attached to the extremity of a standard force-feedback device. Haptic forces are proportional to the virtual acceleration of the vehicle in the simulation. As an example, braking and acceleration phases are simulated with longitudinal forces applied on the gamepad.
To make constrained manipulation of 3D objects in desktop 3D applications, 3D transformation widg... more To make constrained manipulation of 3D objects in desktop 3D applications, 3D transformation widgets are commonly used. However, their performance degrades on touchscreens because of low accuracy of touch inputs and the fingertip occlusion problem. In this paper, we present TouchSketch, a touch-based interface which allows users to perform independently fine-grained object translation, rotation and scaling on mobile devices. Our manipulation technique permits using the non-dominant hand to specify the manipulation reference while the dominant hand is used to determine the operation mode and control the transformation. In addition to 3D manipulation, TouchSketch provides also a set of functions to edit the shape of 3D objects. Users can use this application to accomplish rapid sketching tasks. We have conducted a user study to evaluate the efficiency of our manipulation technique. The results show that our technique outperforms a Widget-based technique regarding both the efficiency and fluency.
International journal of human-computer studies, Dec 1, 2016
Virtual reality trainers are educational tools with great potential for laparoscopic surgery. The... more Virtual reality trainers are educational tools with great potential for laparoscopic surgery. They can provide basic skills training in a controlled environment and free of risks for patients. They can also offer objective performance assessment without the need for proctors. However, designing effective user interfaces that allow the acquisition of the appropriate technical skills on these systems remains a challenge. This paper aims to examine a process for achieving interface and environment fidelity during the development of the Virtual Basic Laparoscopic Surgical Trainer (VBLaST). Two iterations of the design process were conducted and evaluated. For that purpose, a total of 42 subjects participated in two experimental studies in which two versions of the VBLaST were compared to the accepted standard in the surgical community for training and assessing basic laparoscopic skills in North America, the FLS box-trainer. Participants performed 10 trials of the peg transfer task on each trainer. The assessment of task performance was based on the validated FLS scoring method. Moreover, a subjective evaluation questionnaire was used to assess the fidelity aspects of the VBLaST relative to the FLS trainer. Finally, a focus group session with expert surgeons was conducted as a comparative situated evaluation after the first design iteration. This session aimed to assess the fidelity aspects of the early VBLaST prototype as compared to the FLS trainer. The results indicate that user performance on the earlier version of the VBLaST resulting from the first design iteration was significantly lower than the performance on the standard FLS box-trainer. The comparative situated evaluation with domain experts permitted us to identify some issues related to the visual, haptic and interface fidelity on this early prototype. Results of the second experiment indicate that the performance on the second generation VBLaST was significantly improved as compared to the first generation and not significantly different from that of the standard FLS box-trainer. Furthermore, the subjects rated the fidelity features of the modified VBLaST version higher than the early version. These findings demonstrate the value of the comparative situated evaluation sessions entailing hands on reflection by domain experts to achieve the environment and interface fidelity and training objectives when designing a virtual reality laparoscopic trainer. This suggests that this method could be used successfully in the future to enhance the value of VR systems as an alternative to physical trainers for laparoscopic surgery skills. Some recommendations on how to use this method to achieve the environment and interface fidelity of a VR laparoscopic surgical trainer are identified.
HAL (Le Centre pour la Communication Scientifique Directe), Jul 9, 2022
HAL is a multidisciplinary open access archive for the deposit and dissemination of scientific re... more HAL is a multidisciplinary open access archive for the deposit and dissemination of scientific research documents, whether they are published or not. The documents may come from teaching and research institutions in France or abroad, or from public or private research centers. L'archive ouverte pluridisciplinaire HAL, est destinée au dépôt et à la diffusion de documents scientifiques de niveau recherche, publiés ou non, émanant des établissements d'enseignement et de recherche français ou étrangers, des laboratoires publics ou privés.
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Papers by Amine Chellali