Patrice Bouvier

Patrice Bouvier
SYKO studio · Research & Development and Innovation

Ph.D. in Computer Science (Virtual Reality)

About

18
Publications
25,262
Reads
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259
Citations
Introduction
Patrice Bouvier received his Ph.D. in Computer Science from Université Paris-Est, France, in 2009. His research focuses on the user experience: sense of presence in virtual reality, engagement in entertaining or learning games. After a post-doctorate at the University of Lyon, he joined XIWEN studio in 2014. For 5 years he will have been R&D and Innovation manager. In January 2020 he co-founded SYKO studio in which he is CTIO and R&D and Innovation Manager. https://sykostudio.com
Additional affiliations
January 2020 - October 2020
SYKO studio
Position
  • Head of Department
Description
  • In January 2020 I co-founded SYKO studio (https://sykostudio.com) with 2 partners in which I hold the position of CTIO and R&D and Innovation Manager. SYKO studio designs and creates hospital and soft skills experiential training products. Experiential training is much more than learning by doing, it is learning by experiencing through simulation and debriefing. The trainer uses the experience to initiate an exchange and reflection by and with the learners.
September 2014 - December 2019
XIWEN studio
Position
  • Head of Department
Description
  • Head of Research, Development & Innovation at XIWEN studio (a French digital game studio). I am responsible for inventing the solutions that will improve the user, player or learner experience.
February 2012 - April 2013
Claude Bernard University Lyon 1
Position
  • PostDoc Position
Description
  • I propose a qualitative approach to identify players' engagement and qualify their engaged-behaviours from their traces of interaction in entertainment (player) or serious (learner) digital games.
Education
September 2004 - December 2009
University of Paris-Est
Field of study
  • Computer science (Virtual Reality)

Publications

Publications (18)
Article
Full-text available
Background. Although the analysis of engagement is crucial for digital entertainment or learning games, the concept of players’ or learners’ engagement is still confusing. Indeed, in digital games research, several concepts referring to the idea of engagement such as immersion, involvement, presence, and flow are used. Also, while the characterizat...
Article
Full-text available
Analysing and monitoring users’ engaged-behaviours continuously and under ecologically valid conditions can reveal valuable information for designers and practitioners, allowing them to analyse, design and monitor the interactive mediated activity, and then to adapt and personalise it. An interactive mediated activity is a human activity supported...
Conference Paper
Full-text available
Cet article propose une approche qualitative pour identifier et qualifier l'engagement des utilisateurs d'un jeu vidéo à visée ludique ou sérieuse, à partir de leurs traces d'interaction. L'engagement est un indicateur pertinent pour rendre compte de la motivation, de l'acceptation et de l'attachement en direction de l'activité médiatisée. Les conn...
Conference Paper
Full-text available
This paper proposes a qualitative approach for identifying learners' engagement from their traces of interactions performed in the learning game. Learners' engagement is an effective indicator of their motivation, acceptance and attachment to the learning activity. Engagement also informs about the relevance of the content and the effectiveness of...
Article
Full-text available
Nous présentons une refondation théorique de la réalité virtuelle. Celle-ci est marquée par la conviction profonde de définir la réalité virtuelle comme une expérience médiatisée capable de susciter un sentiment de présence. Ce dernier est défini comme le sentiment authentique d'exister dans un monde autre que le monde physique où le corps se trouv...
Conference Paper
Depuis l’arrivée sur le marché de casques de réalité virtuelle performants et au coût modéré, les Environnements Virtuels pour l’Apprentissage Humain sont de plus en plus utilisés. Apprentissage de procédures, de compétences non techniques, de gestes, de langues, etc., tous les domaines peuvent bénéficier des potentialités de la réalité virtuelle....
Conference Paper
Cet article propose une réflexion sur la pertinence de considérer l'engagement et/ou le sentiment de présence ressenti(s) par l'apprenant comme critère(s) pour (A) l'analyse et la conception, (B) l'évaluation et la validation voire (C) l'adaptation et la personnalisation des activités d'apprentissage en environnements virtuels immersifs et interact...
Conference Paper
Full-text available
Analysing learners' behaviour continuously and under ecological conditions can help designers, trainers and teachers to analyse, design, validate, and also to adapt and personalize the learning game. Metrics methods propose to collect any interactions between a user and the game. While classical metrics methods fall within quantitative approaches,...
Conference Paper
Full-text available
Nous définissons la réalité virtuelle comme une expérience médiatisée capable de susciter un sentiment de présence. Ce dernier est défini comme le sentiment authentique d’exister dans un monde autre que le monde physique où le corps se trouve. Nous présentons un éclairage nouveau et global sur le sentiment de présence. Celui-ci se compose de plusieu...
Article
Full-text available
This article presents a new virtual reality installation inspired by the CAVE system, but in effect non expensive and transportable. Moreover, special attention was focused on the feeling of presence. This means user should be able to feel his self-presence in the virtual environment and the presence of the virtual objects and entities. Keeping in...
Conference Paper
Full-text available
This paper presents our theoretical point of view on presence and the way to reach it. We wish to debunk the dominant idea in virtual reality that the feeling of presence can only be reach thanks to more and more realistic rendering and complex interfaces. We will argue that the key point for the presence is not the realism but the credibility of t...
Conference Paper
Full-text available
This article presents a virtual reality installation similar to a CAVE based system but less expensive and easily transportable. Like any virtual reality system else, our installation aims to immerse a user in a virtual environment. Hence, we especially focus on the userpsilas feeling of presence which means the user should be able to feel the pres...
Conference Paper
Full-text available
In one hand, video games are dedicated to entertainment. In recent years, the emerging of consumers hardware dedicated to games induced great progress for realism and gameplay. Graphics rendering and physical engines, digital surround sound and new interaction interfaces are examples of areas which have benefited of these last improvements and wide...
Conference Paper
Full-text available
This paper introduces an interface and architecture of a method for personality typing through analyzing intentions. The game records some features during the interaction with players in order to correlate their choices with their gestures, such as mouse tracking, and eye movement etc. Through a 3D interactive video game interface, we are combining...
Conference Paper
Full-text available
This paper proposes a framework of an interface that is capable of detecting and classifying human intentions and personality types. The framework relies on a conventional set of multimodal components, namely an eye-tracking system, a mouse and a keyboard, where a large number of real time data analysis will take place, in order to detect behaviora...
Article
Full-text available
Cet article présente la démarche suivie pour la création de notre salle de réalité virtuelle, aussi bien du point de vue matériel que logiciel. L'idée directrice étant de disposer d'une salle de réalité virtuelle peu onéreuse et trans-portable, nous présentons nos choix de conception basés sur la connaissance des mécanismes de la perception humaine...
Conference Paper
Full-text available
This article presents the approach we followed for the creation of our virtual reality room, both from the hardware point of view and the software one. Our main goal to build a virtual reality room as cheap as possible and easily transportable was constrained by our knowledge of the mechanisms of human preception. Like any virtual reality system, o...
Conference Paper
Full-text available
Une application destinée à la réalité virtuelle nécessite de re- specter un certain nombre de critères fondamentaux nécessaires à l’immersion de l’utilisateur dans un univers virtuel. Ces contraintes sont l’immersion, l’interaction, le respect du temps de réaction du système et l’intérêt. Dans le cadre d’une application ludique des- tinée à notre s...

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Projects

Projects (2)
Archived project
The aim of the QuEJAnT project was to propose a qualitative approach to identify players' engagement and qualify their engaged-behaviours from their traces of interaction in entertainment (player) or serious (learner) digital games. The results (defining of the approach, designing of a prototype, evaluation and validation) obtained during the QuEJAnT project have been published in one French conference (IC 2013), two international conferences (CSEDU 2013 where we received the Best Paper Award and ICALT 2013 ) and two international journal (UMUAI and Simulation & Gaming).