NWNicolas Wenk

Nicolas Wenk

*This is an algorithmically generated author record based on publicly available information.

Current Organizations / Institutes

The organizations/institutes from the scholar's latest article

Previous Organizations / Institutes

The organizations / institutes from the scholar's other articles in the past ten years


Nicolas Wenk has a total of 24 co-authors. Here are the top co-authors by number of shared publications:


Latest Publications

  • Open Access

    Hiding Assistive Robots During Training in Immersive VR Does Not Affect Users’ Motivation, Presence, Embodiment, Performance, Nor Visual Attention

    by Nicolas Wenk, Mirjam V. Jordi, Karin A. Buetler, Laura Marchal-Crespo

    Combining immersive virtual reality (VR) using head-mounted displays (HMDs) with assisting robotic devices might be a promising procedure to enhance neurorehabilitation. However, it is still an open question how immersive virtual environments (VE) should be designed when interacting with rehabilitation robots. In conventional training, the robot is usually not visually represented in the VE, resulting in a visuo-haptic sensory conflict between what users see and feel. This study aimed to investigate how motivation, embodiment, and presence are affected by this visuo-haptic sensory conflict. Using an HMD and a rehabilitation robot, 28 healthy participants performed a path-tracing task, while the robot was either visually reproduced in the VE or not and while the robot either assisted the movements or not. Participants’ performance and visual attention were measured during the tasks, and after each visibility/assistance condition, they reported their motivation, presence, and embodiment with questionnaires. We found that, independently of the assistance, the robot visibility did not affect participants’ motivation, presence, embodiment, nor task performance. We only found a greater effort/importance reported when the robot was visible. The visual attention was also slightly affected by the robot’s visibility. Importantly, we found that the robotic assistance hampered presence and embodiment, but improved motivation. Our results indicate no disadvantage of not reproducing robotic devices in VEs when using HMDs. However, caution must be put when developing assisting controllers, as they might hamper users’ affect.


  • Top Cited Papers
    Open Access

    Effect of immersive visualization technologies on cognitive load, motivation, usability, and embodiment

    by N. Wenk, J. Penalver-Andres, K. A. Buetler, T. Nef, R. M. Müri, L. Marchal-Crespo

    Virtual reality (VR) is a promising tool to promote motor (re)learning in healthy users and brain-injured patients. However, in current VR-based motor training, movements of the users performed in a three-dimensional space are usually visualized on computer screens, televisions, or projection systems, which lack depth cues (2D screen), and thus, display information using only monocular depth cues. The reduced depth cues and the visuospatial transformation from the movements performed in a three-dimensional space to their two-dimensional indirect visualization on the 2D screen may add cognitive load, reducing VR usability, especially in users suffering from cognitive impairments. These 2D screens might further reduce the learning outcomes if they limit users’ motivation and embodiment, factors previously associated with better motor performance. The goal of this study was to evaluate the potential benefits of more immersive technologies using head-mounted displays (HMDs). As a first step towards potential clinical implementation, we ran an experiment with 20 healthy participants who simultaneously performed a 3D motor reaching and a cognitive counting task using: (1) (immersive) VR (IVR) HMD, (2) augmented reality (AR) HMD, and (3) computer screen (2D screen). In a previous analysis, we reported improved movement quality when movements were visualized with IVR than with a 2D screen. Here, we present results from the analysis of questionnaires to evaluate whether the visualization technology impacted users’ cognitive load, motivation, technology usability, and embodiment. Reports on cognitive load did not differ across visualization technologies. However, IVR was more motivating and usable than AR and the 2D screen. Both IVR and AR rea ched higher embodiment level than the 2D screen. Our results support our previous finding that IVR HMDs seem to be more suitable than the common 2D screens employed in VR-based therapy when training 3D movements. For AR, it is still unknown whether the absence of benefit over the 2D screen is due to the visualization technology per se or to technical limitations specific to the device.


  • Reaching in Several Realities: Motor and Cognitive Benefits of Different Visualization Technologies

    by Nicolas Wenk, Joaquin Penalver-Andres, Rara Palma, Karin A. Buetler, Rene Muri, Tobias Nef, Laura Marchal-Crespo

    There is increasing interest in using virtual reality (VR) in robotic neurorehabilitation. However, the use of conventional VR displays (i.e., computer screens), implies several transformations between the real movements in 3D and their 2D virtual representations that might negatively impact the rehabilitation interventions. In this study, we compared the impact on movement quality and cognitive load of novel vs. standard visualization technologies: i) Immersive VR (IVR) head-mounted display (HMD), ii) Augmented reality (AR) HMD, and iii) Computer screen. Twenty healthy participants performed simultaneously a motor and a cognitive task. Goal-oriented reaching movements were recorded using an HTC Vive controller. The cognitive load was assessed by the accuracy on a simultaneous counting task.The movement quality improved when visualizing the movements in IVR, compared to the computer screen. These improvements were more evident for locations that required movements in several dimensions. We found a trend to higher movement quality in AR than Screen, but worse than IVR. No significant difference was observed between modalities for the cognitive load. These results provide encouraging evidence that VR interventions using HMDs might be more suited for reaching tasks in several dimensions than a computer screen. Technical limitations might still limit the beneficial effects of AR, both in movement quality and cognitive load.


  • A Study of Transitional Virtual Environments

    by Maria Sisto, Nicolas Wenk, Nabil Ouerhani, Stéphane Gobron


  • Serious Games for Rehabilitation Using Head-Mounted Display and Haptic Devices

    by Stéphane Claude Gobron, Nicolas Zannini, Nicolas Wenk, Carl Schmitt, Yannick Charrotton, Aurélien Fauquex, Michel Lauria, Francis Degache, Rolf Frischknecht