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Teratec 2024 Forum
Wednesday May 29

Workshop 08 - 09:00 am to 12:30 am

Technologies and uses of the future
Chaired by Frédéric Pariente, Solutions Architect Manager, Nvidia, Christian Saguez, Co-fondateur et Président d’honneur, Teratec, and Thierry Collette, Director, Information Sciences and Techniques Research Group, Thales Research & Technology France

Challenges of Virtual reality for sports training
By Franck Multon, Senior Researcher, IRISA

Virtual reality is being democratized with mass-market solutions for a wide range of applications, especially for entertainment.

Virtual and augmented reality promise experiences on a continuum between the real and simulated worlds, including a high degree of control over the experience, while approximating real-life conditions.

In the field of sport, virtual reality has gone from being a tool to motivate physical activity, to the serious training of high-level athletes. But what are the limits of these approaches, and the challenges ahead?

Biography: Franck Multon is Senior Researcher at Inria, leading the joint MimeTIC project-team focusing on the analysis and simulation of human movement. He was Professor at Rennes2 University until 2023, member of the M2S and IRISA laboratories, and co-leader of the "Engineering and Ergonomics of Physical Activity" IEAP Master's degree in University Rennes2. Since 2018, he has been leading the "Sport@Inria" action, the aim of which is to coordinate Inria's actions in the field of sport. He is also co-director of the "Nemo.AI" joint laboratory with InterDigital, since 2022. He has been coordinating the "sport" scenario in the European "ShareSpace" project since 2023. He has also led the collaboration between Inria and INSEP since 2020. His main contributions focus on the in-situ and non-invasive measurement of motor performance, the development of new indicators in the clinical and ergonomic fields, and the deployment of serious Mixed Reality and AI-based training systems for sport. He regularly publishes in the fields of biomechanics, motion analysis, graphic animation and virtual reality.

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