
Franck Poirier- Professor emeritus
- University of Southern Brittany
Franck Poirier
- Professor emeritus
- University of Southern Brittany
About
139
Publications
23,354
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828
Citations
Introduction
Frenchy
Academic interaction designer
Politician, ecologist
Sailor, outdoorsman...
Skills and Expertise
Current institution
Additional affiliations
January 2008 - present
September 1995 - present
Education
July 1994 - July 1994
University Paris Saclay
Field of study
- Pattern recognition & Human-machine Interaction
September 1982 - December 1985
September 1977 - June 1982
Publications
Publications (139)
This paper investigates the effectiveness of social and gamified learning strategies to assess their impact on computer science education, using a comparative analysis between the Moodle and Quizizz platforms. Gamified learning, with its interactive and competitive elements, is an ideal tool for fostering engagement and collaboration in social lear...
This paper addresses the necessity to enhance the effectiveness of online learning (OL) environments by examining the influence of social interactions on learner motivation, engagement, and success, specifically focusing on online computer science education (CSE). Acknowledging the limitations of peer-to-peer and learner-to-teacher interactions on...
In the wake of the COVID-19 health crisis, governments around the world made educational continuity during school and university closure a priority. Many countries adopted online education as an alternative to face-to-face courses. This situation has led to an awareness of the importance of analyzing learning traces and data left by students to mea...
Intelligent learning systems provide relevant learning materials to students based on their individual pedagogical needs and preferences. However, providing personalized learning objects based on learners’ preferences, such as learning styles which are particularly important for the recommendation of learning objects, re-mains a challenge. Recommen...
An adaptive learning system aims to provide learning that is adapted to a learner’s current status, different from the traditional classroom experience. A key element of an adaptive learning system is the recommendation system, which provides the most suitable resources based on learner profiles. Recommending the most appropriate learning resources...
Online learning is an alternative to the traditional (face-to-face) educational system. Contrary to traditional teaching (classroom), distance learning is characterized by the lack of physical contact between instructors and students and also between students within a classroom. Unfortunately, some learners may fail or even stop learning online qui...
Pre-evaluation of the learner's level is a common learning strategy designed to determine the prior knowledge and skills of learners. A pre-evaluation is carried out at the beginning of the course and based on the results obtained, personalized resources will be provided that respond to individual learner needs. This paper presents a pre-evaluation...
Since the beginning of the COVID-19 pandemic, many countries have adopted online education as an alternative to face-to-face courses. This has increased awareness of the importance of analyzing learning data left by students to improve and evaluate the learning process. This article presents a new tool, named TaBAT, created to work with different L...
E-learning systems, also called virtual learning environments, promote education and training activities using modern information and communication technologies. Therefore, e-learning is the application of modern multimedia technologies and the Internet to improve the quality of learning by making resources and services more accessible, as well as...
In education, the needs of learners are different in the majority of the time, as each has specificities in terms of preferences, performance and goals. Recommendation systems have proven to be an effective way to ensure this learning personalization. Already used and tested in other areas such as e-commerce, their adaptation to the educational con...
Since learning in higher education is increasingly taking place online, the multiplication of web-based educational content, learning management systems (LMSs) and collaborative communication platforms have generated a large volume of data on learners and their learning activities. In recent years, interest has been growing in analyzing this data t...
Since learning in higher education is increasingly taking place online, the multiplication of web-based educational content, learning management systems (LMSs) and collaborative communication platforms have generated a large volume of data on learners and their learning activities. In recent years, interest has been growing in analyzing this data t...
The purpose of this study is to find ways to monitor and evaluate the user experience of learners as they use an e-learning system. To do this, we have identified several factors that allow us to measure this experience. We have designed an online measurement scale, presented as a self-administered questionnaire, specifically dedicated to e-learnin...
This study focuses on the learners’ success toward learning management systems in higher education in Morocco and also proposes a theoretical model to better understand the determinants of learners' satisfaction, self-regulation and continuance intention to use these systems. For this purpose, variables which may have a positive or negative influen...
Nowadays, the user experience (UX) has become an essential concept of human-computer interaction (HCI) and occupies an increasingly important place in companies interested in this field. Designing a system or product with a good user experience is one of the main objectives of any digital project. E-learning systems must adapt because, beyond the b...
Personalized e-learning has often been linked to recommender systems, because to be able to personalize a teaching process it is essential to consider the specificities of each learner. The use of recommender systems has thus developed in education, and a lot of research work is beginning to take an interest in it, taking advantage of the automatis...
Online learning environments (OLE) have provided learners with personalized content through the use of Recommendation Systems (RS). Some RS are based on a learner’s profile to offer content that matches his/her preferences, others consider the learner in a collective setting and offer him appreciated or popular content in his/her group.
The flexibility, availability and functionality of online learning environments (OLEs) open up new possibilities for classroom teaching. However, although these environments are becoming increasingly popular, many users stop learning online after their initial experience. This paper aims to develop a new multi-dimensional research model allowing to...
Mobile terminals have become an integral part of our experience; we rely on these devices in almost all our daily actions. But although these terminals offer innovative opportunities, especially in terms of teaching practices, their adoption within universities still presents a great challenge. This paper aims to initiate reflection on the positive...
In order to contribute to the successful integration of ICTE (Information and Communication Technologies for Education) in higher education in Morocco, a pilot experiment was carried out among university students (Master of Science in Computer Sciences at Hassan II University Casablanca). In this article, we assume that the integration of ICTE is j...
International audience
This article proposes a state-of-the-art on communication support systems that can be used by users with Athetoid Cerebral Palsy. Today, many communication support systems are available on the market and/or presented in the literature.They include (1) virtual keyboards, (2) software using pictograms, (3) speech recognition, a...
Abstract. This article proposes a state of art on communication support systems that can be used by users with Athetoid Cerebral Palsy. Today, many communication support systems are available on the market and/or presented in the literature. They include (1) virtual keyboards, (2) software using pictograms, (3) speech recognition, and (4) other typ...
Le système éducatif marocain, rencontre beaucoup de problèmes et obstacles pour la mise en place d'une formation continue des formateurs dans les meilleures conditions. Notamment la disponibilité, l'implication et la motivation des enseignants, le choix de la qualité et l'adaptabilité des formations aux niveaux des formateurs, le suivi des formatio...
Smartwatches are a fast-expanding type of interactive device. They are wearable computers that can be dependent or independent of the user’s smartphone. At the moment, one of the problems of this kind of devices is that they do not offer a usable means of text entry. In this paper, we will first present the user-interface of our text entry method o...
L’usage des nouvelles technologies de l’information a pour intérêt d’accompagner tout responsable de toute organisation dans ses décisions, et lui permettre une visibilité aussi bien rapide que pertinente sur tous les indicateurs importants de son système. Les responsables des ressources humaines utilisent de plus en plus d’outils informatiques, po...
In the Moroccan university educational system, courses, tutorials and hands-on exercises are taught in face-to-
face lectures. This means that learners’ attendance is required in all training sessions. Learners do not
have access to alternatives courses, nor to the explanations and lecture notes. There is also a lack of distance
education (hencefor...
Smartwatches are a fast-expanding type of interactive device that allow users to directly access to many applications on smartphone. At the moment, smartwatches lack a usable means of text entry. In this paper, we propose a new approach of text entry on smartwatches called UniWatch. At first, we give a state of the art concerning text entry on smal...
Although UNIX commands are simple, they can be combined to accomplish complex tasks by piping the output of one command, into another input. With the invasion of GUI applications, we have lost this ability to chain many small tools in order to accomplish a composite task or the possibility to script applications. As such we have become imprisoned i...
People with disabilities may encounter many communication difficulties. Our main goal is to develop a communication system, called COMMOB, designed to assist people with cerebral palsy in different contexts: at home, at work and in public places. After a brief review of the different categories of assistive communication systems, our user-centered...
People with disabilities may encounter many communication dif-ficulties. Our main goal is to develop a communication system, called COMMOB, designed to assist people with cerebral palsy in different contexts: at home, at work and in public places. After a brief review of the different cate-gories of assistive communication systems, our user-centere...
The goal of HCI researchers is to make interaction with com- puter interfaces simpler, efficient and more natural. In a context of object manipulation, we think that reaching this goal requires the ability to pre- dict and recognize how humans grasp then manipulate objects. This is based on studies explaining human vision, reach, grasp taxonomies a...
Besides the emergence of many input devices and sensors, they are still unable to provide good and simple recognition of human postures and gestures. The recognition using simple algorithms implemented on top of these devices (like the Kinect) enlarges use cases for these gestures and postures to newer domains and systems. Our meth- ods cuts the ne...
This paper presents a new type of gesture for identifying spatio-temporal patterns: the analog gesture. Analog gestures can be characterized by some features (speed, acceleration, direction, and angle) which describe the dynamic morphology of the gesture. At first, we detail interactive tasks that should benefit for the use of analog gestures. Then...
Communication is an important act in the development and empowerment of human beings. Through language, humans communicate their needs, desires, moods... Unfortunately, many physical and mental disabilities deprive some people of such communication means. Nowadays various Augmentative and Alternative Communication (AAC) systems exist in order to he...
This paper presents an on-going research about a new system of communication for people with cerebral palsy (CP) with athetoid problems. These people have gestural and speech difficulties; so they need help for communicating with people and systems. The system proposed is called ComMOB (COMmunication means for MOBility). Its user interface is based...
La communication, qu’elle soit homme-homme ou homme-machine, est un acte important dans le développement et l’épanouissement des êtres humains. En communicant, les hommes expriment leurs besoins, leurs envies, leurs humeurs... La communication prend une place de plus en plus importante dans la vie de tous les jours : retrait d’argent, achat de bill...
Communication is an important act in the development and flourishing of human beings. Through language humans communicate their needs, their desires, their moods... Unfortunately, many physical and mental disabilities deprive some people of communication means. Nowadays various augmentative and alternative communication (AAC) systems have been crea...
This paper proposes a study of the various means of communication for users with cerebral palsy (CP) athetoid. Three main types of communication means are studied: virtual keyboards, voice recognition and technical physical helps. The discussion allows establishing a link with the perspectives: they concern the design of a communication support ded...
This paper presents an approach to identify abnormal behavior in a sea surveillance context. It presents the equipment used by sea surveillance operators. Then, it details the cognitive process followed by operators to analyze a situation as well as the identification techniques that have been investigated to support sea surveillance. At last, the...
In this paper, we mention our past and current works in text entry. Since more than ten years, we have explored different approaches and proposed different text entry methods. Some are designed for use in mobility and other are specially intended for people with disabilities.
We will present our latest research on a new framework being developed for aiding novice designers of highly interactive, cooperative, multimodal systems to make expert decisions in choice of interaction modalities given the end users, their activities and the context. Our research is conducted within the field of maritime surveillance and the next...
This paper presents a one-handed gesture command for the interaction with a picophone and any mobile device. We present an algorithm of 3D gesture recognition based on the filtering of accelerometer data. An experiment is detailed which shown the robustness of the gesture detection as well as the interest of such a one-handed command. At last, we r...
We will present our latest research on a new framework being developed for aiding novice designers of highly interactive, cooperative, multimodal systems to make expert decisions in choice of interaction modalities given the end users, their activities and the context. Our research is conducted within the field of maritime surveillance and the next...
H.5.2 [Information interfaces and presentation]
This paper is about the relationship between culture and human-computer interaction. Cultures are live, open and in continuous
change. Computer and information technology, as external factors for non-Western-industrialized societies, may trigger transformations,
that sometimes, could be considered as negative or unwanted. For example, the usage of...
The aim of this paper is to compare two virtual keyboards for people with cerebral palsy; many of these users have difficulty
performing actions using their upper limbs due to large numbers of unwanted movements. The first is a classical QWERTY type
keyboard, called Clavicom NG. The second is the K-Hermes proposed in this paper. K-Hermes is a reduc...
Thesearchfornewsimplifiedinteractiontechniquesismainly motivated by the improvements of the communication with interactive devices. In this paper, we present an interactive TVs module capable of recognizing human gestures through the PS3Eye low-cost camera. We recognize gestures by the tracking of human skin blobs and analyzing the corresponding mo...
The search for new simplied interaction techniques is mainly motivated by the improvements of the communication with interactive devices. In this paper, we present an interactive TVs module capable of recognizing human gestures through the PS3Eye low-cost camera. We recognize gestures by the tracking of human skin blobs and analyzing the correspond...
RESUME L'objectif de cet article est de comparer deux claviers virtuels destinés à des personnes souffrant d'une Infir-mité Motrice Cérébrale (I.M.C.) ; ces utilisateurs éprouvent des difficultés à effectuer des actions à l'aide de leurs membres supérieurs à cause de grands nombres de mouvements parasites. Le premier est un clavier classique de typ...
L'objectif de cet article est de comparer deux claviers virtuels destinés à des personnes souffrant d'une Infirmité Motrice Cérébrale (IMC) de type tétraplégique athétosique ; ces utilisateurs éprouvent des difficultés à effectuer des actions à l'aide de leurs membres supérieurs à cause de grands nombres de mouvements parasites. Dans cet article, l...
Innovation often starts with a trigger: a new element made available that leads to new ideas, products and activities. A participatory approach is presented, to exploit such triggers and find possible new uses and interactions. The paper focuses on tools to introduce these new elements to participants with an experiment of several workshops. We dis...
The K-Thot virtual keyboard system presented in this paper aims to decrease the effort (especially movements) needed to make a text input and is intended for users who have difficulty entering data on a physical keyboard. As part of this article, we present a virtual keyboard typing to replace a physical keyboard. K-Thot is composed with ten keys,...
Un picoprojecteur est un vidéoprojecteur portatif aux dimensions réduites. On appelle également picophone, un smartphone qui intègre un tel dispositif. Encore très peu diffusé, ce nouveau dispositif interactif mobile est commercialisé depuis 2 ans. Cet article dresse un état de l'art des recherches actuellement menées sur le sujet, puis présente le...
Lors de la conception de systèmes interactifs multimodaux le concepteur se trouve confronté au problème du choix des modalités pour favoriser l'utilisabilité du système. En s'appuyant sur une modélisation à un haut niveau d'abstraction, nous proposons une évaluation en phase de conception sur un principe multicritère. L'évaluation s'intéresse simul...
A pico-projector is a miniaturized handheld video projector. A projector phone is a smartphone incorporating such device. Very few broadcasted for the moment, this new interactive mobile device is marketed since 2 years. This article presents a state of the art on actual studies conducted on the subject, and then it presents an analysis of the need...
With the increasing popularity of touch screen mobile devices, it is becoming increasingly important to design fast and reliable
methods for text input on such devices. In this work, we exploit the capabilities of those devices and a specific language
model to enhance the efficiency of text entry tasks. We will distribute the roles between the user...
Although word, or short phrase, selection from a list is an extensively used task on different types of interfaces, there
is no accepted model for its execution time in the literature. We present a Keystroke Level Model (KLM) adapted for this task
on both desktop and handheld interfaces. The model is built from the results of an empirical study for...
Cet article est consacré à une description complète du système SIBYLLE d'aide à la communication qui est développé conjointement par les laboratoires LI et VALORIA. Cet article décrit à la fois le module de prédiction linguistique qui repose sur des modèles de langage avancés, et l'interface utilisateur qui a été développée pour prendre en compte l...
We experimentally test the effectiveness and reliability of the accelerometer-based tilt sensor as an interaction device for pointing and scrolling tasks on handheld devices. The touch screen and stylus based interfaces on these devices requires using two hands: one for holding the device and the other for driving the stylus. In our experiment, the...
In recent works, we have developed a text input method based on analogy with capital Latin characters and on the decomposition of characters into basic shapes. It has been designed to be universal and to allow for typing text with only one keystroke per character. In this paper we present a new implementation of this method for users with motor imp...
In this paper we describe a new mobile text input method called "HandiGlyph" for severe disabled people based on the universal UniGlyph character set. It uses the same principles as UniGlyph in addition to some well-known techniques used in Augmentative and Alternative Communication (AAC). The new solution was evaluated with a disabled user sufferi...
In this article, we describe the latest version of Sibylle, an AAC system that permits persons who have severe physical disabilities to enter text with any computer application, as well as to compose messages to be read out through speech synthesis. The system consists of a virtual keyboard comprising a set of keypads that allow for the entering of...
We present a platform for mobile text entry evaluation. The platform comprises two parts: the experimentation part and the analysis and design support part. The experimentation part is available in two environments: it can run, on top of the .NET framework, on a mobile device or on the desktop computer. This part is designed to save time and effort...
We study the key-characters assignment on ambiguous keyboards. We consider two cases: unconstrained and alphabetically constrained
character arrangements on ambiguous keys. A genetic algorithm is used for searching the assignment that optimizes the text-entry
performance. The results show that as the number of keys decreases, the gain in performanc...
This paper concerns the tabletop interaction. We point out the principal problems related to this type of device. Then, we propose a conceptual framework for interaction gestures which extends the 2M design space proposed for the two-handed interaction.
Previously, we developed a text input method called Glyph which we improved later to make it possible to enter text on mobile devices with two keystrokes per character, then with one simple gesture per character using seven keys. In this paper, we announce a new method called "UniGlyph". It allows typing text with one keystroke per character using...