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Publications (18)
As more of our lives are spent using electronic devices, it comes as a natural deduction that those digital tools could be used to maintain people’s health. Gamified exercise or exergames are indeed promising means to motivate the population to get physically active and even cognitively active if paired with the appropriate games. Considering the g...
Healthcare simulators are learning environments that offer many training opportunities. The integration of expressive virtual patients in these simulators encourages the exchanges and provokes emotional reactions in the learner, which promotes memorization and learning. Based on these elements, we assume that the facial expressiveness of a virtual...
Improving the expressiveness of virtual humans is essential for qualitative interactions and development of an emotional bond. It is certainly indicated for all applications using the user's cognitive processes, such as applications dedicated to training or health. Our study aims to contribute to the design of an expressive virtual human, by identi...
Objective:
To assess views of patients with chronic low back pain (cLBP) concerning barriers to home-based exercise program adherence and to record expectations regarding new technologies.
Design:
Qualitative study based on semi-structured interviews.
Participants:
A heterogeneous sample of 29 patients who performed a home-based exercise progr...
Most of us do not know how a visually impaired person perceives and acts within the environment in everyday life. In this context, an experimental study was conducted using a virtual reality simulation in which sighted people were immersed in low vision situations: blurred vision, tunnel vision, and central scotoma. After a brief familiarization pr...
Losing our relationship with our environmental conditions may reduce our cognitive abilities to understand them, and so to interact within. Through the SENSIVISE virtual space, we analyzed the perceptual abilities of 27 visually impaired people and 6 controls to perceive and interact while achieving requested tasks based on global or objects percep...
Virtual Reality has recognized assets to address some cognitive rehabilitation issues. The purpose of this poster is to present an overview of the design of AGATHE, a tool for personalized rehabilitation of cognitive functions based on simulated Basic and Instrumental Activities of Daily Living (sBADL and sIADL).
Every year, tens of thousands of people fall victim to one of invalidating neurological pathologies. Acquired brain injury leads to cognitive impairment and heavy loss of autonomy. Rehabilitation interventions are needed to enable people to recover capacity and return to Instrumental Activities of Daily Living (iADL), such as grocery shopping. Unfo...
Most of us do not know how a visually impaired person perceives and acts within the environment in everyday life. In this context, an experimental study was conducted using a virtual reality simulation in which sighted people were immersed in low vision situations: Blurred vision, Tunnel vision, central Scotoma. After a brief familiarization proced...
In VR-based cognitive rehabilitation, there is a particular interest in the subject's performance in the virtual tasks in which patients are engaged. This performance is a function of many factors, among which includes the characteristics of visual information delivered by the virtual system. This study was designed to examine the impact of the siz...
This paper aims at increasing knowledge on how participative design (i.e. an approach where final users are considered as co-designers) actually works in the context of highly innovating technology like Virtual Reality, relying on a longitudinal study of a real project. The project deals with the design of a 3D real-time software to support people...
Cette étude est le fruit de notre collaboration avec l'entreprise ROSSIGNOL SA, spécialisée dans les collecteurs de déchets. L'objectif était d'évaluer les apports de la réalité virtuelle, dans les phases préliminaires du processus de conception. Pour cela, nous avons défini une nouvelle représentation intermédiaire virtuelle, le Produit Concept Vi...
This paper describes two experiments conducted to study the influence of visual appearance of user's avatar (or 3D cursor) on the manipulation of both interaction devices and virtual objects in 3D virtual environments (VE). In both experiments, participants were asked to pick up a virtual cube and place it at a random location in a VE. The first ex...
This paper describes an experiment conducted to study the influence of visual appearance of user's avatar (or 3D cursor) on the manipulation of virtual objects in Virtual Environments (VE). Participants were asked to pick up a virtual cube and place it at a random location in a VE. We found that one visual property of the avatar (the presence or ab...
Cette thèse s'intéresse à l'utilisation des représentations intermédiaires, durant les phases d'évaluation de produits. Les décisions prises durant ces phases importantes, orientent les choix de conception. Cependant, ces évaluations interviennent souvent tardivement, après la validation des concepts, ce qui peut entraîner des modifications coûteus...