Stéphane Claude GobronUniversity_of_Applied_Sciences_and_Arts_Western_Switzerland · Haute Ecole Arc Ingénierie
Stéphane Claude Gobron
Ph.D.
About
51
Publications
26,497
Reads
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580
Citations
Introduction
My current work focus on three main axes:
- Serious Games, Gamification, and e-Learning especially applied to education and health;
- Visualisation of information and geometric modelisations with strong interests on GPGPU for large data cubes computing -- e.g. Earth Observation // IRM-Pet-CT;
- Digital paradigm shift focusing on VR, AR, and MR societal impacts.
Additional affiliations
August 2011 - September 2015
University_of_Applied_Sciences_and_Arts_Western_Switzerland
Position
- Research Associate
February 2009 - August 2011
September 2011 - present
HE-Arc Engineer School
Position
- Teaching associate
Education
March 1998 - February 2001
September 1994 - October 1995
August 1990 - June 1994
Publications
Publications (51)
Describes a method for modeling the propagation of cracks on any 3D surface. Taking a previous cellular automata model of the authors (1999) as the basis, this method allows just about any type of cracks on any type of triangulated 3D object. Our model's main advantage is that it proposes a semi-physical solution, making it at the same time user-co...
This article describes a method for modeling the propagation of
cracks on any 3D surface. Taking a previous cellular automata model as
basis, this method allows any type of cracks on any type of triangulated
3D object. Our model's main advantage is that it proposes a
semi-physical solution, making it at the same time user controllable and
easily ex...
The paper describes a method for modeling the natural peeling phenomenon over any 3D surface. Using crack input data, precomputed with a semi physical solution, this method allows simulation of peeling on any type of triangulated 3D object. The model's main advantage is that it proposes a method that is intuitive enough to make it easy to understan...
This paper addresses the issue of visualizing the right information among large data sets by proposing to represent raw data as a set of mathematically-based implicit curves. Implicit curves are proving to be a powerful yet underused tool. The methodology we propose not only allows a more relevant visualization of information, but also a faster and...
In this paper we tackle the challenge of visualizing large matrices, also called datacubes, in real time (RT) using Web technologies. The most critical issue is to achieve this for arrays of up to several billion floats. For this purpose, it is necessary to implement models running on CPU-based or dedicated graphic processor unit (GPU). We propose...
Too much information often kills information. With the increasing number of satellites and their ever-increasing performance, new tools must be made available to deal with this data onslaught. We noticed that a number of computer graphics tools were largely under-exploited to help scientists better interpret and find relevant information in large d...
Ce rapport présente les travaux réalisés dans le cadre du chèque InnoSuisse intitulé « 47430.1 - Preuve de concept : une plate-forme informatique pour la diffusion des “procès de la Tech” ».
Les « Procès de la Tech » sont des ateliers ludiques conçus, développés et mis en œuvre par l’Empowerment Foundation (EF)(https://www.empowerment.foundation/)...
Medical experts commonly use imaging including Computed Tomography (CT), Positron-Emission Tomography (PET) and Magnetic Resonance Imaging (MRI) for diagnosis or to plan a surgery. These scans give a highly detailed representation of the patient anatomy, but the usual Three-Dimensional (3D) separate visualisations on screens does not provide an con...
Musculo Skeletal Disorders (MSDs) is the most common disease in the workplaces causing disabilities and excessive costs to industries, particularly in EU countries. Most of MSDs prevention programs have focused on a combination of interventions including training to change individual behaviors (such as awkward postures). However, little evidence pr...
Many on-line communities still rely on text messages as their privileged medium of communication and we believe it will remain so even if it can be complemented by images and video. Previous chapters have described how to infer emergent emotion dynamics from text corpus whereas we focus here on the instantaneous display of a detected emotion with a...
Seriously, could playing be a better way to accompany someone towards their death ?
The needs for end of life assistance will increase dramatically in the coming decades ; consequently staff will need to be better trained to meet the palliative care needs of an ageing population. Medical and social professionals – nurses in particular – are key ele...
Due to real world physical constraints (e.g. walls), experimenting a virtual reality phenomenon implies transitional issues from one virtual environment (VE) to another. This paper proposes an experiment which studies the relevance of smooth and imperceptible transitions from a familiar and pleasurable virtual environment to a similar workplace as...
Ce projet est né d'un échange entre Christian Voirol et Fabio Balli. Christian et Fabio se connaissent depuis près de 15 ans. En 2013, Fabio terminait à Montréal un DESS en conception de jeu vidéo. Dans ce contexte, il réalisait au sein de l'Hôpital Sainte‐Justine (HSJ) un projet de développement de jeu sérieux pour favoriser la compliance à leur t...
In the health domain, the field of rehabilitation suffers from a lack specialized staff while hospital costs only increase. Worse, almost no tools are dedicated to motivate patients or help the personnel to carry out monitoring of therapeutic exercises.
This paper demonstrates the high potential that can bring the virtual reality with a platform of...
This paper presents a novel approach towards dynamic street light control, which combines advanced Information and Communication Technologies (ICT) and citizens’ involvement and engagement. Our proposal is based on the Citizens’ involvement which would strongly increases the efficiency and performance of technological solutions in smart city contex...
La communication numérique a ouvert l’ère de l’information en temps réel, immédiate et mondialisée. Médias, loisirs ou industrie, autant de secteurs pour lesquels la capacité à s’adapter à cette nouvelle réalité est devenue garante de leur pérennité. Au cœur de cette révolution technologique, WebGL, qui permet la réalisation de sites web 3D temps r...
In this paper, we propose a method to achieve effective facial emotional expressivity for embodied conversational agents by considering two types of asymmetry when exploiting the valence–arousal–dominance representation of emotions. Indeed, the asymmetry of facial expressions helps to convey complex emotional feelings such as conflicting and/or hid...
Sentiment analysis programs are now sometimes used to detect patterns of sentiment use over time in online communication and to help automated systems interact better with users. Nevertheless, it seems that no previous published study has assessed whether the position of individual texts within on-going communication can be exploited to help detect...
Achieving effective facial emotional expressivity within a real-time rendering constraint requests to leverage on all possible inspiration sources and especially from the observations of real individuals. One of them is the frequent asymmetry of facial expressions of emotions, which allows to express complex emotional feelings such as suspicion, sm...
This paper proposes a new emotional model for Virtual Humans (VHs) in a conversational environment. As a part of a multi-users emotional 3D-chatting system, this paper focus on how to formulate and visualize the flow of emotional state defined by the Valence-Arousal-Dominance (VAD) parameters. From this flow of emotion over time, we successfully vi...
Non-verbal communication (NVC) makes up about two-thirds of all communication between two people or between one speaker and a group of listeners. However, this fundamental aspect of communicating is mostly omitted in 3D social forums or virtual world oriented games. This paper proposes an answer by presenting a multi-user 3D-chatting system enriche...
L’histoire récente montre qu’en matière de science, il n’est pas facile de prédire les futures avancées
technologiques. D’anciens films de science-fiction représentant l’an 2000 avec des voitures volantes ou des
décors extravagants nous font sourire aujourd’hui. Et les téléphones portables des années 90 ressemblaient plus à une cabine téléphonique...
Emotions are an important part of most societal dynamics. As with face to face meetings, Internet exchanges may not only include factual information but may also elicit emotional responses; how participants feel about the subject discussed or other group members. The development of automatic sentiment analysis has made large scale emotion detection...
This paper is motivated by the objective of improving the realism of real-time simulated crowds by reducing short term collision avoidance through long term anticipation of pedestrian trajectories. For this aim, we choose to reuse outdoor pedestrian trajectories obtained with non-invasive means. This initial step is achieved by analyzing the record...
This paper presents a general-purpose simula-tion approach integrating a set of technological develop-ments and algorithmic methods in cellular automata (CA) domain. The approach provides a general-purpose comput-ing on graphics processor units (GPGPU) implementation for computing and multiple rendering of any direct-neighbor three-dimensional (3D)...
The communication between avatar and agent has already been treated from different but specialized perspectives. In contrast, this paper gives a balanced view of every key architectural aspect: from text analysis to computer graphics, the chatting system and the emotional model. Non-verbal communication, such as facial expression, gaze, or head ori...
The aim of this paper is threefold: it explores methods for the detection of affective states in text, it presents the usage of such affective cues in a conversational sys- tem and it evaluates its effectiveness in a virtual reality setting. Valence and arousal values, used for generating facial expressions of users' avatars, are also incorpo- rate...
Emotions are an important part of most societal dynamics. As with face to face meetings, Internet exchanges may not only include factual information but may also elicit emotional responses; how participants feel about the subject discussed or other group members. The development of automatic sentiment analysis has made large scale emotion detection...
This paper presents a general-purpose simulation approach integrating a set of technological developments and algorithmic methods in cellular automata (CA) domain. The approach provides a general-purpose comput- ing on graphics processor units (GPGPU) implementation for computing and multiple rendering of any direct-neighbor three-dimensional (3D)...
This paper presents a novel concept: a graphical representation of human emotion extracted from text sentences. The major
contributions of this paper are the following. First, we present a pipeline that extracts, processes, and renders emotion
of 3D virtual human (VH). The extraction of emotion is based on data mining statistic of large cyberspace...
This paper presents a novel concept: a graphical representation of human emotion extracted from text sentences. The major contributions of this paper are the following. First, we present a pipeline that extracts, processes, and renders emotion of 3D virtual human (VH). The extraction of emotion is based on data mining statistic of large cyberspace...
This paper proposes a novel method to compute emotional parameters based on Russell's 2D circumplex diagram for simulating and visualizing asymmetric facial expressions. Based on a large set of emotion coordinates allocated by psychologists, we have selected a uni- formly well-distributed subset and associate to each corresponding facial expression...
The ability to correctly identify the existence and polarity of emotion in informal, textual communication is a very important part of a realistic and immersive 3D environment where people communicate with one another through avatars or with an automated system. Such a feature would provide the system the ability to realistically represent the mood...
We propose a graphics processor unit (GPU)-accelerated method for real-time com- puting and rendering cellular automata (CA) that is applied to hexagonal grids. Based on our previous work (9) -which introduced first and second dimensional cases- this paper presents a model for hexagonal grid algorithms. Proposed method is novel and it encodes and t...
This article shows how the architecturalmod- elization of biological retina allows real-time performances on cheap and widespread computing systems. Firstly we describe the biological retina in terms of its pipeline ar- chitecture detailing its layer behaviors and properties. Then we propose a corresponding pipelined model of ar- tificial retina ba...
We propose a method for generating all possible rules of multidimension Boolean cellular automata (CA). Based on an original encoding method and the programming of graphical processor units (GPU), this method allows us to visualize the CA information flow in real-time so that emerging behaviors can be easily identified. Algorithms of first and von...
This paper describes a model of three-dimensional cellular automata allowing to simulate different phenomena in the fields of com- puter graphics and image processing, and to combine them together in order to produce complex effects such as automatic multitexturing, sur- face imperfections, or biological retina multi-layer cellular behaviours. Our cel...
Cet article traite de l'implémentation sur calculateur classique d'une modélisation cellulaire de la rétine biologique via deux mod`eles d'automates cellulaires (2D et 3D). Les algorithmes utilisés dans cet objectif, pénalisants en temps de calcul, nécessitent la plupart du temps une architecture de traitement spécifique et par conséquent, une adap...
Architectural sites suffers from weathering effects such as liquid sedimentation, lampblack or pollution deposit, moss growing or longterm erosion. Displaying their impact on present buildings could help deciders to plan relevant actions for preserving the architectural heritage. In this paper we present a user-friendly solution for on-line acquiri...
This article describes a method for modeling the propagation of cracks on any 3D surface. This method allows almost any type of cracks on any type of triangulated 3D object. Our model´s main advantage is that it proposes a semi-physical solution, making it both user controllable and easily extensible. We first introduce the general development of c...
This paper describes the generation and rendering of three-dimensional (3D) surface cellular automata (CA). Our model's main advantage is that it gives direct texturing simulation based on the actual shape of any triangulated input object. We first introduce general CA concepts and summarize works in the literature. We then describe our 3D surface...
This paper describes a method allowing the automatic multi-texturing and simulation of surface imperfections based on a cellular network. In this representation, networks of connected cells are constructed in a natural and dynamic way allowing simultaneously real-time and multi-behavior simulation. We also introduce an original technique to store c...
Cet article présente une implémentation temps réel sur PC (Personal Computer) d'une modélisation architecturale de la rétine biologique. Nous proposons une modélisation pipelinée à base d'AC (automates cellulaires). Dans ce travail, la principale innovation est la méthode de calcul basée sur la programmation d'un PC en exploitant les ressources cal...
Reconstructing objects in three dimensions (3D) has always been one of the primary tasks in the domain of computer graphics (CG). Succeeding in this task in real-time, including texture reconstruction, and with very low-cost hardware is the challenge presented in this paper. Graphical processor unit (GPU) Shader algorithms are the base of our 3D de...