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Stéphanie Philippe

Stéphanie Philippe
Manzalab · R&D - Serious Game and Virtual Reality

PhD

About

50
Publications
7,515
Reads
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587
Citations
Additional affiliations
October 2021 - present
FRS Consulting
Position
  • Consultant
October 2021 - present
FRS Consulting
Position
  • Consultant
October 2021 - present
FRS Consulting
Position
  • Consultant

Publications

Publications (50)
Chapter
Both the European Union and the OECD highlight, amongst others, collaboration, virtual communication and problem-solving, as well as social and digital skills as key competences for the 21st century. As such, the Hotel Academy project aims at the development of a joint curriculum that allows for virtual interdisciplinary, international, and intercu...
Article
Virtual Reality Head-Mounted Displays (HMDs) reached the consumer market and are used for learning purposes. Risks regarding visual fatigue and high cognitive load arise while using HMDs. These risks could impact learning efficiency. Visual fatigue and cognitive load can be measured with eye tracking, a technique that is progressively implemented i...
Presentation
Full-text available
Exemples d'application des technologies immersives (Réalité Virtuelle) pour la communication, la formation et la sensibilisation dans le secteur de la Santé
Article
Full-text available
Purpose Do apparatuses and eyestrain have effects on learning performances and quality of experience? Materials and Methods: 42 participants played a serious game simulating a job interview with a Samsung Gear VR Head-Mounted Display (HMD) or a computer screen. Participants were randomly assigned to 3 groups: PC, HMD biocular, and HMD stereoscopy (...
Presentation
Full-text available
Games are widely used for education and training; this approach is supported by wide research works and empirical observations. Immersive technologies, such as Virtual Reality are expected to extend the possibilities of games by simulation and to enhance their efficiency through engagement. Several questions are however raised, including potential...
Preprint
This document provides an evaluation of the potential impacts of the use of immersive technologies on the users: potential positive impacts as well as potential negative impacts. We have conducted literature analysis in the different topics and present a report of what has been previously described in various fields, including investigation activit...
Preprint
INFINITY project EU Report (https://h2020-infinity.eu/) This document provides an evaluation of the potential impacts of the use of immersive technologies on the users: potential positive impacts as well as potential negative impacts. We have conducted literature analysis in the different topics and present a report of what has been previously des...
Conference Paper
Full-text available
The importance of Game-Based Learning (GBL) for student learning is increasingly recognized as beneficial for engagement, creativity and motivation. While further research is needed to explore the multi-faceted tenets of GBL, vocational education teachers may experience difficulties in finding appropriate and relevant materials as well as applying...
Conference Paper
Full-text available
According to the Gartner Hype Cycle, which shows the trends in technology development, Virtual Reality (VR) has not been a hype since 2019 but has ever since reached market maturity. The innumerable VR applications in the education sector support this observation. However, the spread of these educational technologies has so far been hesitant in the...
Article
Full-text available
It is becoming increasingly prevalent in digital learning research to encompass an array of different meanings, spaces, processes, and teaching strategies for discerning a global perspective on constructing the student learning experience. Multimodality is an emergent phenomenon that may influence how digital learning is designed, especially when e...
Chapter
Full-text available
STEAM is a serious game developed as a medium for helping teachers to experience multimodality for teaching and learning. A design-based paradigm is adopted to elucidate how in-game design elements coupled with learning may visualize in-game multimodal representations. Multimodality is experienced as a process of creating meaning though connecting...
Article
Full-text available
Special issue 2020, publication pending It is becoming increasingly prevalent in digital learning research to encompass an array of different meanings, spaces, processes, and teaching strategies for discerning a global perspective on constructing the student learning experience. Multimodality is an emergent phenomenon that may influence how digital...
Poster
Full-text available
The objective of the Neurostars project is to develop a platform to manipulate and visualize patients’ brain medical data in Virtual Reality. This application can be used (1) by surgeons, (2) by students, (3) by patients. We present here the prototype of the VR application allowing the integration of data into a VR environment for visualisation, ma...
Conference Paper
Full-text available
https://doi.org/10.20870/IJVR.2020...3316 As collaborative VR for learning is coming to the general market, its evaluation in situ becomes more pregnant. Our purpose is: 1) implement collaborative VR for learning in situ in various conditions, 2) propose a questionnaire-based method to evaluate Quality of Experience (QoE) and 3) identify potential...
Conference Paper
Purpose: It is hypothesized that cyclical stereoscopy (displaying stereoscopy or 2D cyclically) has effect over visual fatigue, learning curves and quality of experience, and that those effects are different from regular stereoscopy. Materials and Methods: 59 participants played a serious game simulating a job interview with a Samsung Gear VR Head...
Conference Paper
Full-text available
STEAM is a serious game developed as a medium for helping teachers to experience multimodality for teaching and learning. A design-based paradigm is adopted to elucidate how in-game design elements coupled with learning may visualize in-game multimodal representations. Multimodality is experienced as a process of creating meaning though connecting...
Conference Paper
Full-text available
Les casques de réalité virtuelle sont de plus en plus intégrés dans l'enseignement et la formation Parallèlement, l'utilisation des serious games (SG) est de plus en plus répandue. Notre expérience consiste à interroger le couplage des SG avec la Réalité Virtuelle (RV) en visiocasque (HMD).Plus de données sur les HMD accessibles au grand public son...
Conference Paper
Purpose: This study explores eyestrain and its possible impacts on learning performances and quality of experience using different apparatuses and imaging. Materials and Methods: 69 participants played a serious game simulating a job interview with a Samsung Gear VR Head Mounted Display (HMD) or a computer screen. The study was conducted according...
Chapter
Full-text available
Les casques de réalité virtuelle, après 50 ans de développement, semblent en passe d’être adoptés par le grand public. En parallèle, et parfois au croisement, les Serious Games sont de plus en plus choisis comme médiation des connaissances. Ainsi, l’utilisation de dispositifs combinant les Serious Games et la Réalité Virtuelle à des fins d’apprenti...
Article
Full-text available
Gene transfer allows transient or permanent genetic modifications of cells for experimental or therapeutic purposes. Gene delivery by HIV-derived lentiviral vector (LV) is highly effective but the risk of insertional mutagenesis is important and the random/uncontrollable integration of the DNA vector can deregulate the cell transcriptional activity...
Article
Full-text available
Large animal models are an important resource for the understanding of human disease and for evaluating the applicability of new therapies to human patients. For many diseases, such as cone dystrophy, research effort is hampered by the lack of such models. Lentiviral transgenesis is a methodology broadly applicable to animals from many different sp...
Data
Examples of a control pig and a transgenic pig navigating through the obstacle course at 24 weeks of age. (MP4)
Data
Obstacle courses. (A) Photograph of the maze used when pigs were 11 weeks of age. (B) Photograph of obstacle course used to assess animals at 24 weeks of age. (C) Photograph of obstacle course used to assess animals at 52 weeks of age. (TIF)
Data
Example of in vivo imaging of pigs. OCT Scans of the central region of a non-transgenic control (A) and two examples of transgenic animals (B,C) at 24 weeks show the presence of both photoreceptor nuclei (ONL) and outer segments (OS). Vertical bar indicate the thickness of layers representative of the outer nuclear layer (ONL) or outer segments (OS...
Article
Full-text available
Light toxicity is suspected to enhance certain retinal degenerative processes such as age-related macular degeneration. Death of photoreceptors can be induced by their exposure to the visible light, and although cellular processes within photoreceptors have been characterized extensively, the role of the retinal pigment epithelium (RPE) in this mod...
Data
Full-text available
Gliosis occurs during retinal degeneration of the Rd1 mouse retina. The mouse bears a mutation in the Pde6b gene leading to phototransduction inhibition and photoreceptor loss. At P12, GFAP (red) expression is mainly detected in the inner part of the retina. At p15, the gliosis increases when several layers of photoreceptors were already lost (comp...
Article
Full-text available
In normal mice, the lentiviral vector (LV) is very efficient to target the RPE cells, but transduces retinal neurons well only during development. In the present study, the tropism of LV has been investigated in the degenerating retina of mice, knowing that the retina structure changes during degeneration. We postulated that the viral transduction...
Data
Effect of differentiation of neural progenitor cells on lentiviral transduction efficiency. Neural progenitor cells were transduced with a luciferase expressing lentiviral vector (integrating) and kept in medium keeping them in an undifferentiated state or glially differentiated state (by addition of 10% FCS). Differentiation of the cells by FCS le...
Data
Plasmids used for lentiviral production. Three plasmids are cotransfected in HEK293T cells for vector production. The vector plasmid contains the expression cassette and a MAR subcloned upstream the flap (cPPT-CTS) sequence, in sense (Igk or ChL MAR) or antisense (ChL) orientation. For double-copy vectors, the Igk MAR is subcloned in place of the U...
Article
Full-text available
The efficacy and biosafety of lentiviral gene transfer is influenced by the design of the vector. To this end, properties of lentiviral vectors can be modified by using cis-acting elements such as the modification of the U3 region of the LTR, the incorporation of the central flap (cPPT-CTS) element, or post-transcriptional regulatory elements such...
Article
Full-text available
Lentiviral vectors are among the most efficient gene transfer tools for dividing and non-dividing cells. However, insertional mutagenesis has been observed in clinical trials with oncoretroviral vectors and this has prompted detailed study of genotoxicty of all integrating vectors. For many applications, avoiding integration is the most straightfor...
Article
Full-text available
Les vecteurs lentiviraux sont parmi les plus efficaces et les plus aisés à manipuler en vue du transfert de gènes. Leur application est toutefois fortement compromise par le risque de mutagenèse qui résulte de l’intégration de leur génome dans la chromatine de la cellule cible. Plusieurs stratégies peuvent être envisagées afin de contourner ce risq...
Article
Full-text available
Neuropathic pain developing after peripheral nerve injury is associated with altered neuronal and glial cell functions in the spinal cord. Activated glia produces algogenic mediators, exacerbating pain. Among the different intracellular pathways possibly involved in the modified glial function, the nuclear factor kappaB (NF-kappaB) system is of par...
Article
Full-text available
Lentivirus-derived vectors are among the most promising viral vectors for gene therapy currently available, but their use in clinical practice is limited by the associated risk of insertional mutagenesis. We have overcome this problem by developing a nonintegrative lentiviral vector derived from HIV type 1 with a class 1 integrase (IN) mutation (re...
Article
Full-text available
Lentiviral vectors are widely used in experimental gene transfer and are a promising tool for clinical applications, particularly for the treatment of neurodegenerative diseases. However, one of the most important limits to the application of this technology to humans is the risk of insertional mutagenesis through the integration of the viral genom...

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Projects

Projects (12)
Project
VR-DECISION vise à étudier l'impact de la réalité virtuelle sur le cycle décisionnel, en particulier sur le partage d'information et la prise de décision.
Project
“Early school leaving” and student retention is a challenge amongst educational institutions across Europe. Students who have dropped out of school struggle with lower employment rates and lower participation in adult education for the rest of their lives. This means, that there is lasting and possible devastating effect on the individual pathways in life of early school leaving.
Project
The Hotel Academy Project aims at conceiving and testing an integrated set of tools and pedagogical modalities based on the most advanced immersive interactive tools and pedagogical practice for the benefit of Vocational Education and Training for the Hospitality industry.