Céline JostUniversité de Vincennes - Paris 8 | UP8 · Département Ingénierie – Cognition - Handicap
Céline Jost
Doctorat en informatique
About
58
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Introduction
Céline Jost is currently working at the Département Ingénierie – Cognition - Handicap, Université de Vincennes - Paris 8. Céline does researches in Human-Computer Interaction. Their most recent publication is 'Evaluating Human-Robot Interaction with Ethology'.
Publications
Publications (58)
In the PRIM project, we aim at giving people the power to create scenagrams (interaction scenarios between a human and digital devices) without the need to learn programming or to ask for computer scientists. In this project, software design follows an unconventional approach, far from classical codes, to embody human thinking (based on interaction...
In this paper, we present a review of studies that have collected and annotated errors produced by people with dyslexia from corpora of written texts (six studies involving English, Spanish, German and French). Such resources are useful for studying the spelling difficulties of people with dyslexia. Results can be used for the design and developmen...
The PRIM project has the objective to allow everyone to produce multisensory interactions without programming and without the help of programmers. Taking inspiration from the simplicity of use of media editing software, our idea is to investigate how to enrich them to integrate interactions by modifying the editing timeline. After arguing that time...
This paper explores an idea to enrich existing mulsemedia editing software, getting inspiration from music scores, to have them integrate actions coming from the viewer while editing a mulsemedia. In this paper, we reflect on the possibility to do it with a unique timeline. Thus, we propose to completely change the point of view. Instead of trying...
Our interactions with the world are multisensory in nature-the senses move us through spaces, mix with our memories and are constantly connected by our brains. Focused only on vision for a long time, the field of human computer interaction (HCI) started to meaningfully bring together all our senses in designing interactions for a variety of media....
This paper aims at discussing the interest to use multisensory technologies for humans cognition training. First it introduces multisensory interactions making a focus on advancement in two fields: Human-Computer Interaction and mulsemedia. Second, it presents two different multisensory systems resulting from Robadom and StimSense projects that cou...
BACKGROUND: Multiple sclerosis (MS) is a chronic degenerative neurological disease with visual, sensitive, motor, or cognitive symptoms. Physical activities are recommended for people with MS (pwMS) who are at home instead of in a rehabilitation program, to help them to maintain their autonomy. Since a lack of motivation appears to be the principal...
Rehabilitation is essential to Multiple Sclerosis (MS) treatment. Its efficacy can be maintained by self-rehabilitation but its execution often remains unpredictable. A mobile application could help people with MS (pwMS) practice these self-rehabilitation exercises at home. We are reporting the results of a study aiming to guide the design of a mob...
MemoRob is a model about how to optimize the use of robots for learning. It is based on a list of each possible robotic source of distraction associated with its relevant effects according to its nature and to the target learning mode. While collecting the sources of distraction that the robotics literature provides, the instantiation method of pai...
Rehabilitation is essential to the treatment of Multiple Sclerosis (MS). Self-rehabilitation is rather a good way to keep it effective but its execution turns out to be often uncertain. A mobile application could help people suffering from MS practice those self-rehabilitation exercises at home. Indeed, therapists could manage and program exercises...
MemoRob sera un modèle d’optimisation de l’utilisation du robot à des fins d’apprentissage. Il consistera à établir la liste des sources de distraction que peut apporter la robotique, à renseigner pour chaque source la nature de la distraction et, pour un mode d’apprentissage donné, à établir la résultante des effets distracteurs. Cet appariement p...
The objective of this chapter is to understand approaches conducted by experts to design an evaluation. It investigates the evaluation methods used by five disciplines (cognitive science, cognitive psychology, sociology, ethology, and ergonomics), in order to deduce the similarities and differences between these disciplines. In our qualitative surv...
This book offers the first comprehensive yet critical overview of methods used to evaluate interaction between humans and social robots. It reviews commonly used evaluation methods, and shows that they are not always suitable for this purpose. Using representative case studies, the book identifies good and bad practices for evaluating human-robot i...
This paper presents MulseBox, a new multisensory interactive device, which can propose new percepts of interaction and simulate real-life situation to help learning and transfer of learning in daily-life. Indeed, multisensory interaction is known to improve learning performances. MulseBox can easily be enriched with real objects and virtual objects...
This paper explores the appropriateness of ethology to design robust and useable Human-Robot Interaction (HRI) evaluations, and gives some examples of studies using such methods.
We present a human-agent interaction based on a theatrical mirroring game. The user and the agent imitate each other's body movements and introduce, from time to time, changes by proposing a new movement. The agent responses are linked to the game scenario but also to the user's behavior, which makes each game session unique. This demonstration has...
This paper presents a robust and anticipative real-time gesture recognition and its motion quality analysis module. By utilizing a motion capture device, the system recognizes gestures performed by a human, where the recognition process is based on skeleton analysis and motion features computation. Gestures are collected from a single person. Skele...
The emergence of mixed human-agent societies poses challenges in designing artificial companion agents (social robots or virtual characters) that are able to form meaningful relationships with humans. We focus in particular on companion agents for children left alone at home after school while their parents are working. Problem/situations have been...
The characteristics of human–human and human–animal interactions have been studied intensively. Previous studies showed that the presence of a third human party can influence motivation during a cognitive task, whereas a third animal party, not expected to make any judgement, does not have a similar impact. As a growing number of animated objects a...
Robots will be more and more present in our daily life. Even if we guess that they will help us doing our tasks, their future roles remain unclear. Thus, it is important to explore how robots implicitly influence people, in order to design their future roles. This paper investigates human's behaviors in three game conditions: game with a robot alon...
This paper presents an experiment which evaluated the added value of a robot in a memory game in three conditions: tablet and robot, robot alone, and tablet alone. Results show that robots may increase game interest. In our experiment, the presence of a robot did not imply additional workload. It seems that people judged themselves more positively...
This paper shows conclusions about six experiments conducted with StimCards which is an interactive and configurable Question and Answer game. It has been created in the context of the Robadom project whose goal is to propose a homecare robot for seniors. In this project, StimCards is applied to cognitive stimulation. This game is special because u...
The robots are coming in our daily live: companion robots, service robots, assistant robots, and so on. It is difficult to imagine their real roles in the future because user needs are different and there is no single model. Thus, it is important to put humans in touch with robots to understand what they may want. This paper describes an experiment...
Context: The ROBADOM project is devoted to the design of a robot-based solution, a "robot butler", capable of providing verbal and non-verbal interactions and feedbacks for assisting daily living of older adults with mild cognitive impairment. Objective: The ROBADOM project addresses the following issues: Social context for designing social robots:...
This paper presents a study that compared the elder user enjoyment of a game of trivia in three conditions: participants playing the game with a laptop PC vs. a robot vs. a virtual agent. Statistical analysis did not show any significant difference of the three devices on user enjoyment while qualitative analysis revealed a preference for the lapto...
Objective. – The ROBADOM project was devoted to the design of a “robot butler”, capable of providing verbal and non-verbal interactions and feedbacks for assisting older adults at home. In this article we focused on the following issues: (1) study the social context for designing social robot; define the robot appearance and investigate the percepti...
The rapid advance in technology allowed manufacturers to offer a varied panorama of digital devices: camera, mobile phones, GPS, tactile tablets, digital readers, robots, televisions, home automation elements... Nowadays, most of these devices are connected to the Internet. Thus, their users can not only take benefit from their functionalities but...
Dans cet article nous étudions donc différents rôles qu'un robot compagnon aura à jouer dans différentes situations-problèmes, c’est-à-dire les comportements attendus de la part du robot pour répondre à un problème rencontré par l’utilisateur dans une certaine situation. En particulier nous nous intéressons à l’acceptabilité d’un compagnon dans dif...
Nowadays, robots and virtual agents become companions for humans. They seem to have distinct roles in the Human-Machine Interaction. Thus, when developing a new application, it is judicious to wonder which the better is. In the Robadom project, a homecare robot has to assist elderly at home. The robot provides cognitive stimulation game. We develop...
Les personnes âgées souffrant de troubles cognitifs ont besoin de services, en particulier d'aide sous forme d'entrainement cognitif et de facilitation des contacts sociaux, auxquelles les technologies de l'information et de la communication peuvent répondre. Les équipes (Broca, Valoria, ISIR, Robosoft) du projet TECSAN Robadom (financé par l'ANR)...
This article presents ArCo which is an architecture for managing a digital environment in a context of ambient intelligence. ArCo can integrate all kinds of objects and is totally configurable. Moreover it proposes a visual programming interface, AmbiProg, which allows controlling each digital object which composes an environment. The objective of...
In this paper we present StimCards: an interactive game for cognitive training exercises. To increase the impact of this game we experiment four kinds of interfaces: a basic computer, an embodied conversational agent and a robot with two different appearances. The report of these experiments shows that the robot is the best positive feedback for co...
The field of human-centered computing has known a major progress these past
few years. It is admitted that this field is multidisciplinary and that the
human is the core of the system. It shows two matters of concern:
multidisciplinary and human. The first one reveals that each discipline plays
an important role in the global research and that the...
The Robadom project aims at creating a homecare robot that help and assist
people in their daily life, either in doing task for the human or in managing
day organization. A robot could have this kind of role only if it is accepted
by humans. Before thinking about the robot appearance, we decided to evaluate
the importance of the relation between ve...
Abstract. The ROBADOM project aims at conceiving an assistive robot
capable of expressing some basic emotions and language in order to support the
elderly with Mild Cognitive Impairment (MCI), living alone at home. In order
to ensure the appropriateness of the design of this kind of robot, technical
solutions as well as social, psychological an...
This article presents research work done in the domain of nonverbal emotional interaction for the EmotiRob project. It is a component of the MAPH project, the objective of which is to give comfort to vulnerable children and/or those undergoing long-term hospitalisation through the help of an emotional robot companion. It is important to note that w...
This article presents research work done in the domain of nonverbal emotional interaction for the EmotiRob project. It is a component of the MAPH project, the objective of which is to give comfort to vulnerable children and/or those undergoing long-term hospitalisation through the help of an emotional robot companion. It is important to note that w...
Université de Bretagne-Sud put a study program into place called the COC “Cycle d'orientation et de Consolidation” which allows first-year students to make a new direction choice during the year. We are currently testing the use of an e-portfolio for students who are currently enrolled in this program. In this Personal and Professional Project prog...