D-Index & Metrics Best Publications
Computer Science
France
2023

D-Index & Metrics D-index (Discipline H-index) only includes papers and citation values for an examined discipline in contrast to General H-index which accounts for publications across all disciplines.

Discipline name D-index D-index (Discipline H-index) only includes papers and citation values for an examined discipline in contrast to General H-index which accounts for publications across all disciplines. Citations Publications World Ranking National Ranking
Computer Science D-index 46 Citations 11,291 306 World Ranking 4345 National Ranking 94

Research.com Recognitions

Awards & Achievements

2023 - Research.com Computer Science in France Leader Award

Overview

What is he best known for?

The fields of study he is best known for:

  • Artificial intelligence
  • Computer vision
  • Virtual reality

His primary scientific interests are in Virtual reality, Brain–computer interface, Artificial intelligence, Human–computer interaction and Haptic technology. Anatole Lécuyer has researched Virtual reality in several fields, including Visualization, Immersion, Simulation and Multimedia. His Brain–computer interface research is within the category of Electroencephalography.

His study ties his expertise on Computer vision together with the subject of Artificial intelligence. His research in Human–computer interaction tackles topics such as Brain activity and meditation which are related to areas like Affective computing. His Haptic technology research incorporates elements of Illusion, Virtual image, Perception and Interaction technique.

His most cited work include:

  • A review of classification algorithms for EEG-based brain–computer interfaces (1857 citations)
  • Openvibe: An open-source software platform to design, test, and use brain--computer interfaces in real and virtual environments (458 citations)
  • Brain-Computer Interfaces, Virtual Reality, and Videogames (265 citations)

What are the main themes of his work throughout his whole career to date?

His main research concerns Virtual reality, Artificial intelligence, Haptic technology, Human–computer interaction and Computer vision. His work focuses on many connections between Virtual reality and other disciplines, such as Multimedia, that overlap with his field of interest in Metaverse. He interconnects Machine learning, Set and Pattern recognition in the investigation of issues within Artificial intelligence.

His Haptic technology research is multidisciplinary, relying on both Virtual image and Motion. Anatole Lécuyer usually deals with Human–computer interaction and limits it to topics linked to Brain–computer interface and Feature extraction. His Computer vision research integrates issues from Computer graphics, Perception and Sensation.

He most often published in these fields:

  • Virtual reality (42.70%)
  • Artificial intelligence (39.05%)
  • Haptic technology (35.40%)

What were the highlights of his more recent work (between 2018-2021)?

  • Virtual reality (42.70%)
  • Human–computer interaction (34.31%)
  • Haptic technology (35.40%)

In recent papers he was focusing on the following fields of study:

The scientist’s investigation covers issues in Virtual reality, Human–computer interaction, Haptic technology, Neurofeedback and Perception. His Virtual reality study combines topics in areas such as Augmented reality and Simulation. His Human–computer interaction research includes themes of Cognition and Brain–computer interface.

Anatole Lécuyer studied Haptic technology and Rendering that intersect with Interaction technique and Immersion. Anatole Lécuyer combines subjects such as Object, Computer vision, Artificial intelligence and Touchscreen with his study of Perception. The concepts of his Electroencephalography study are interwoven with issues in Visualization, Functional magnetic resonance imaging and Applied psychology.

Between 2018 and 2021, his most popular works were:

  • A Multi-Target Motor Imagery Training Using Bimodal EEG-fMRI Neurofeedback: A Pilot Study in Chronic Stroke Patients (36 citations)
  • Towards BCI-Based Interfaces for Augmented Reality: Feasibility, Design and Evaluation (26 citations)
  • A conceptual space for EEG-based brain-computer interfaces (11 citations)

In his most recent research, the most cited papers focused on:

  • Artificial intelligence
  • Computer vision
  • Human–computer interaction

Anatole Lécuyer mainly focuses on Human–computer interaction, Haptic technology, Brain–computer interface, Electroencephalography and Neurofeedback. In general Human–computer interaction study, his work on Touchscreen often relates to the realm of Context, thereby connecting several areas of interest. His research in Haptic technology intersects with topics in Actuator, Perception and Computer vision.

His studies examine the connections between Computer vision and genetics, as well as such issues in Virtual reality, with regards to Task analysis. His Brain–computer interface research incorporates themes from Augmented reality, Applied psychology and Elementary cognitive task. The various areas that Anatole Lécuyer examines in his Electroencephalography study include Visual spatial attention, Cognitive training and Functional magnetic resonance imaging.

This overview was generated by a machine learning system which analysed the scientist’s body of work. If you have any feedback, you can contact us here.

Best Publications

A review of classification algorithms for EEG-based brain–computer interfaces

Fabien Lotte;Marco Congedo;Anatole Lécuyer;Fabrice Lamarche.
Journal of Neural Engineering (2007)

3081 Citations

Openvibe: An open-source software platform to design, test, and use brain--computer interfaces in real and virtual environments

Yann Renard;Fabien Lotte;Guillaume Gibert;Marco Congedo.
Presence: Teleoperators & Virtual Environments (2010)

780 Citations

Pseudo-haptic feedback: can isometric input devices simulate force feedback?

A. Lecuyer;S. Coquillart;A. Kheddar;P. Richard.
ieee virtual reality conference (2000)

462 Citations

Brain-Computer Interfaces, Virtual Reality, and Videogames

A. Lecuyer;F. Lotte;R.B. Reilly;R. Leeb.
IEEE Computer (2008)

437 Citations

Simulating haptic feedback using vision: A survey of research and applications of pseudo-haptic feedback

Anatole Lécuyer.
Presence: Teleoperators & Virtual Environments (2009)

325 Citations

Feeling bumps and holes without a haptic interface: the perception of pseudo-haptic textures

Anatole Lécuyer;Jean-Marie Burkhardt;Laurent Etienne.
human factors in computing systems (2004)

262 Citations

Novice Shooters With Lower Pre-shooting Alpha Power Have Better Performance During Competition in a Virtual Reality Scenario

Michael Pereira;Ferran Argelaguet;José del R. Millán;Anatole Lécuyer.
Frontiers in Psychology (2018)

236 Citations

The role of interaction in virtual embodiment: Effects of the virtual hand representation

Ferran Argelaguet;Ludovic Hoyet;Michael Trico;Anatole Lecuyer.
ieee virtual reality conference (2016)

221 Citations

Two Brains, One Game: Design and Evaluation of a Multiuser BCI Video Game Based on Motor Imagery

L. Bonnet;F. Lotte;A. Lecuyer.
IEEE Transactions on Computational Intelligence and AI in Games (2013)

187 Citations

Influence of control/display ratio on the perception of mass of manipulated objects in virtual environments

L. Dominjon;A. Lecuyer;J.-M. Burkhardt;P. Richard.
ieee virtual reality conference (2005)

171 Citations

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