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How do interactive tabletop systems influence collaboration?

BUISINE, Stéphanie; BESACIER, Guillaume; AOUSSAT, Améziane; VERNIER, Frédéric
Fonte: Elsevier Publicador: Elsevier
EN
Relevância na Pesquisa
56.35%
This paper examines some aspects of the usefulness of interactive tabletop systems, if and how these impact collaboration. We chose creative problem solving such as brainstorming as an application framework to test several collaborative media: the use of pen-and-paper tools, the ‘‘around-the-table’’ form factor, the digital tabletop interface, the attractiveness of interaction styles. Eighty subjects in total (20 groups of four members) participated in the experiments. The evaluation criteria were task performance, collaboration patterns (especially equity of contributions), and users’ subjective experience. The ‘‘aroundthe-table’’ form factor, which is hypothesized to promote social comparison, increased performance and improved collaboration through an increase of equity. Moreover, the attractiveness of the tabletop device improved subjective experience and increased motivation to engage in the task. However, designing attractiveness seems a highly challenging issue, since overly attractive interfaces may distract users from the task.

Dynamic tabletop interfaces for increasing creativity

SCHMITT, Lara; BUISINE, Stéphanie; CHABOISSIER, Jonathan; AOUSSAT, Améziane; VERNIER, Frédéric
Fonte: Elsevier Publicador: Elsevier
EN
Relevância na Pesquisa
56.19%
We designed a tabletop brainwriting interface to examine the effects of time pressure and social pressure on the creative performance. After positioning this study with regard to creativity research and human activity in dynamic environments, we present our interface and experiment. Thirty-two participants collaborated (by groups of four) on the tabletop brainwriting task under four conditions of time pressure and two conditions of social pressure. The results show that time pressure increased the quantity of ideas produced and, to some extent, increased the originality of ideas. However, it also deteriorated user experience. Besides, social pressure increased quantity of ideas as well as motivation, but decreased collaboration. We discuss the implications for creativity research and Human–Computer Interaction. Anyhow, our results suggest that the Press factor, operationalized by Time- or Social-pressure, should be considered as a powerful lever to enhance the effectiveness of creative problem solving methods.

A LQR washout algorithm for a driving simulator equipped with a hexapod platform : the relationship of neuromuscular dynamics with the sensed illness rating

AYKENT, Baris; PAILLOT, Damien; MERIENNE, Frédéric; KEMENY, Andras
Fonte: Arts et Métiers ParisTech Publicador: Arts et Métiers ParisTech
EN
Relevância na Pesquisa
46.32%
This study proposes a method and an experimental validation to analyze dynamics response of the drivers with respect to the type of the control used in the hexapod driving simulator. In this article, two different forms of motion platform tracking control have been performed: - Classical motion cueing algorithm - LQR motion cueing algorithm For each situation, the EMG (electromyography) data have been registered from arm muscles of the drivers (flexor carpi radialis, brachioradialis). In addition, the acceleration based illness ratings (IR) have been computed. In order to process the data of the EMG and IR, the linear regression with a significance level of 0.05 has been assigned. Three cases have been evaluated: 1) Time exposure neuromuscular dynamics and vestibular–vehicle level conflict illness ratings 2) Time exposure neuromuscular dynamics and vestibular level sensed illness ratings 3) Impulse dynamics effect between the neuromuscular (EMG) and the vestibular dynamics (IR) The results have showed that: a) The vibration exposure condition: When the total RMS acceleration frequency weighted average IR increases, the EMG average total power increases too by driving the classical motion cueing algorithm. However, in contrast to this...

About the nature of Kansei information, from abstract to concrete

BOUCHARD, Carole; GENTNER, Alexandre; ESQUIVEL, Daniel
Fonte: Simon Schütte Publicador: Simon Schütte
EN
Relevância na Pesquisa
46.28%
Designer’s expertise refers to the scientific fields of emotional design and kansei information. This paper aims to answer to a scientific major issue which is, how to formalize designer’s knowledge, rules, skills into kansei information systems. Kansei can be considered as a psycho-physiologic, perceptive, cognitive and affective process through a particular experience. Kansei oriented methods include various approaches which deal with semantics and emotions, and show the correlation with some design properties. Kansei words may include semantic, sensory, emotional descriptors, and also objects names and product attributes. Kansei levels of information can be seen on an axis going from abstract to concrete dimensions. Sociological value is the most abstract information positioned on this axis. Previous studies demonstrate the values the people aspire to drive their emotional reactions in front of particular semantics. This means that the value dimension should be considered in kansei studies. Through a chain of value-function-product attributes it is possible to enrich design generation and design evaluation processes. This paper describes some knowledge structures and formalisms we established according to this chain, which can be further used for implementing computer aided design tools dedicated to early design. These structures open to new formalisms which enable to integrate design information in a non-hierarchical way. The foreseen algorithmic implementation may be based on the association of ontologies and bag-of-words.; ANR

Enhanced game mode for Eco-driving simulator

BELOUFA, Sabrina; CAUCHARD, Fabrice; VEDRENNE, Joël; BOUCHEIX, Jean-Michel; KEMENY, Andras; MERIENNE, Frédéric; VAILLEAU, Benjamin
Fonte: Arts et Métiers ParisTech Publicador: Arts et Métiers ParisTech
EN
Relevância na Pesquisa
56.35%
The use of driving simulators is part of RENAULT’s approach for eco-driving development. The geDRIVER project objectives were to: develop ECO mode for all, taking into account eco-driving criteria; develop a training business offer and develop specific assistance HMI (Human Machine Interface). In terms of driving simulation, this induced a need to develop a wide range deployment training tools integrating multisensorial feedback, enhanced gameplay for scenario design, and driving analysis tool into ECO² simulator. Several experiments were carried out, in order to evaluate validity of simulation for an eco-driving training purpose. Results show that visual indicators is the most appropriate and that the eco-driving rule “gear up at 2500 rpm” is the most efficient. At last, the simulator appears to be an efficient tool, to understand and integrate eco-driving rules, and to improve economies in terms of CO2 emissions.

Vibrations in dynamic driving simulator: Study and implementation

PLOUZEAU, Jérémy; PAILLOT, Damien; AYKENT, Baris; MERIENNE, Frédéric
Fonte: CONFERE 2013 Publicador: CONFERE 2013
EN
Relevância na Pesquisa
46.28%
This paper shows the effect of adding vibrations in a car cabin during driving simulation on driver perception. Actually, current dynamic driving simulators induce the simulator sickness and it still difficult for the driver to project himself in the virtual reality due to a lack of perception. To know the effect of vibrations on a subject, the effect of the whole body vibration must be defined, as the sources of vibration in a car cabin. After determining all the parameters we propose to determine a formula to produce the vibrations in function of the car state, the road and the boundary conditions. Then experimentation with nine subjects is done to define the exact effect of the vibrations and the new perception of the road in the simulation. In order to do these experimentations, three actuators were installed inside the cabin of the car driving simulator from Institut Image – Arts et Metiers ParisTech.

The contribution of closed loop tracking control of motion platform on laterally induced postural instability of the drivers at SAAM dynamic simulator

AYKENT, Baris; MERIENNE, Frédéric; PAILLOT, Damien; KEMENY, Andras
Fonte: CONFERE 2013 Publicador: CONFERE 2013
EN
Relevância na Pesquisa
46.35%
This paper explains the effect of a motion platform closed loop control comparing to the static condition for driving simulators on postural instability. The postural instabilities of the participants (N=18, 15 male and 3 female subjects) were measured as lateral displacements of subject body centre of pressure (YCP ) just before and after each driving session via a balance platform. After having completed the experiments, the two-tailed Mann-Whitney U test was applied to analyze the objective data for merely the post-exposure cases. The objective data analysis revealed that the YCP for the dynamic case indicated a significant lower value than the static situation (U(18), p < 0,0001). It can be concluded that the closed loop tracking control of the hexapod platform of the driving simulator (dynamic platform condition) decreased significantly the lateral postural stability compared to the static operation condition. However the two-tailed Mann-Whitney U test showed that no significant difference was obtained between the two conditions in terms of psychophysical perception.

Virtual Distance Estimation in a CAVE

MARSH, William E.; CHARDONNET, Jean-Rémy; MERIENNE, Frédéric
Fonte: Springer International Publishing Publicador: Springer International Publishing
EN_US
Relevância na Pesquisa
56.28%
Past studies have shown consistent underestimation of distances in virtual reality, though the exact causes remain unclear. Many virtual distance cues have been investigated, but past work has failed to account for the possible addition of cues from the physical environment. We describe two studies that assess users’ performance and strategies when judging horizontal and vertical distances in a CAVE. Results indicate that users attempt to leverage cues from the physical environment when available and, if allowed, use a locomotion interface to move the virtual viewpoint to facilitate this.; FUI in the framework of the Callisto project

Simulation sickness comparison between a limited field of view virtual reality head mounted display (Oculus) and a medium range field of view static ecological driving simulator (Eco2)

AYKENT, Baris; YANG, Zhao; MERIENNE, Frédéric; KEMENY, Andras
Fonte: Society for Modeling & Simulation International Publicador: Society for Modeling & Simulation International
EN
Relevância na Pesquisa
46.35%
In this article, an experimental procedure is presented in order to evaluate the role of having HMD oculus and (Eco2 driving simulator) in terms of driving simulation sickness. The driving simulation sickness is investigated with respect to SSQ (simulator sickness questionnaire) and vestibular dynamics (head movements) of the driver participants for a specific driving scenario. The scenario of driving task is created by using open source “iiVR (institut image virtual reality)” software which is developed by Institut Image Arts et Métiers ParisTech. The experiments are executed in static mode for the driving simulators.

Designing a 3D Navigation System Using Cognitive Factors

MIRZAEI, Mohammad Ali; CHARDONNET, Jean-Rémy; PERE, Christian; MERIENNE, Frédéric
Fonte: Arts et Métiers ParisTech Publicador: Arts et Métiers ParisTech
EN_US
Relevância na Pesquisa
46.29%
This paper focuses on the measurement and the mathematical definition of cognitive parameters of designing a navigation systembased on these parameters. The nausea level due to different velocities of a 3D scene, the user head rotation around Yaw, Roll and Pitch axes, the delay between navigation device stimuli and the 3D display movement are measured. Appropriate mathematical functions are fitted to the measurements. A sickness level is defined as an accumulation of a nausea level due to the velocity and the delay. Assigning an analog control button on the navigation device will help the user to adjust the speed. The records of the test-bed and practical experiments prove the effectiveness of this kind of design. Moreover, due to the parametric design of the system, any maloperation can be readjusted with further inquiries over the specific applications. In addition, any amendment or modification performance can be compared with the parametric criteria.

Designing a graphical interface for creativity support tools for designers: a case study

KIM, JIEUN; BOUCHARD, Carole; OMHOVER, Jean-François; AOUSSAT, Améziane
Fonte: Inderscience Publishers Publicador: Inderscience Publishers
EN
Relevância na Pesquisa
66.36%
This study proposes a co-designing, an iterative methodology to design graphical user interface for creativity support tools for designers. Given the high level of expectation from designers, the interface quality was one of the most challenging aspects of the work, in conjunction with the utility of the functionalities. An iterative design and evaluation process was used to create the icon-based interface, during which the needs of the designers and the functionalities of the system were integrated until a complete operational prototype emerged. This process provided three sequential prototypes. In order to achieve this, we derived qualitative and quantitative results from various methods: creative sessions, semantic and emotional evaluations, questionnaires, semi-directive interviews, subjective performance assessments, longitudinal tests, and focus group assessments. Finally, our iterative design and evaluation process can be considered to be a very efficient means of integrating end users' spontaneous feedback about icon redesigns in the early phases of development. The design outcome enabled the end users to ensure that key features of the creativity support tool were both usable and appealing.; ANR

The role of motion platform on postural instability and head vibration exposure at driving simulators

AYKENT, Baris; MERIENNE, Frédéric; PAILLOT, Damien; KEMENY, Andras
Fonte: Elsevier Publicador: Elsevier
EN
Relevância na Pesquisa
46.38%
This paper explains the effect of a motion platform for driving simulators on postural instability and head vibration exposure. The sensed head level-vehicle (visual cues) level longitudinal and lateral accelerations (ax,sensed = ax_head and ay,sensed = ay_head, ayv = ay_veh and ayv = ay_veh) were saved by using a motion tracking sensor and a simulation software respectively. Then, associated vibration dose values (VDVs) were computed at head level during the driving sessions. Furthermore, the postural instabilities of the participants were measured as longitudinal and lateral subject body centre of pressure (XCP and YCP, respectively) displacements just after each driving session via a balance platform. The results revealed that the optic-head inertial level longitudinal accelerations indicated a negative non-significant correlation (r = −.203, p = .154 > .05) for the static case, whereas the optic-head inertial longitudinal accelerations depicted a so small negative non-significant correlation (r = −.066, p = .643 > .05) that can be negligible for the dynamic condition. The XCP for the dynamic case indicated a significant higher value than the static situation (t(47), p < .0001). The VDVx for the dynamic case yielded a significant higher value than the static situation (U(47)...

Virtual reality learning software for individuals with intellectual disabilities: comparison between touchscreen and mouse interactions

LOUP-ESCANDE, Emilie; CHRISTMANN, Olivier; DAMIANO, Romain; HERNOUX, Franck; RICHIR, Simon
Fonte: The University of Reading Publicador: The University of Reading
EN
Relevância na Pesquisa
56.15%
The aim of this article is to analyze the impact of two user interfaces - a tactile interface and a computer mouse - on a virtual environment allowing self-learning tasks as dishwashing by workers with mental deficiencies. We carried out an experiment within the context of a design project named “Apticap”. The methods used were an experiment, an identification questionnaire and a post-experimentation interview, with six disabled workers. The results of this study demonstrate the interest of a virtual reality tool associated with a tactile interaction for learning of real tasks by workers with mental deficiencies.

User experienced dimensions in product design : a consolidation of what academic researchers know and what design practitioners do

BLANCHY, Kerstin; BOUCHARD, Carole; BONNARDEL, Nathalie; LOCKNER, Damien; AOUSSAT, Ameziane
Fonte: Inderscience Publicador: Inderscience
EN
Relevância na Pesquisa
46.32%
Experience has become the new paradigm of product design. Designers seek to anticipate emotions or associations a user might have when in contact with their design. The factors that influence human product perception are diverse. We firstly show which product dimensions are currently investigated by design researchers. It becomes obvious that besides the usual suspects: form and colour, emotion and associations, there must be many others. We conducted a study to identify these and to estimate their pertinence in actual product conception. Word-based techniques like retrospective verbalization and mind mapping were employed. Semantic descriptors, analogies, and functionalities were highly represented. Sensations and emotions did only appear marginally among the abstract dimensions. The same low occurrence was seen for production procedures among the concrete dimensions. Other interesting dimensions found were interaction gestures, design motifs, and product components. An additional analysis of the participant mind maps on relations between the various dimensions showed many connections between e.g. material and texture or semantics and colour. Yet, these were rarely related to sensations and emotions. The insights widen the perspective on unexploited opportunities for design researchers to develop further conception strategies that allow the anticipation of user experience in product design.; ANR COSINUS

Kansei information processes in early design : design cognition and computation

BOUCHARD, Carole; OMHOVER, Jean-François; KIM, Jieun
Fonte: Springer Publicador: Springer
EN
Relevância na Pesquisa
46.32%
This chapter considers the Kansei information processes involved in the early design process. It emphasizes the necessity of formalizing the earliest phases of design, i. e. the information phase. After a longitudinal research led since 1997, a theoretical model of the information phase of design was proposed. This model was then refined through experiments that we led from various research projects that were developed during the last years thanks to national and European supports. In the framework of the research presented here, the objective was to refine the model especially by considering the cognitive implicit operations which occur in the early generative phases, i. e. between the inspirational phases and the sketching ones. The paper starts with the definition of the following terms: design process, design information, sectors of analogy, kansei information, kansei structures and kansei rules. Kansei information characterizes the whole corpus of information which the designers deal with in the early design process. Especially, from the information phase, the creative process based on metaphors and analogies is decrypted and formalized, with the extraction of generic rules that, after understanding, may be used more systematically in the generative phase of design through future computer aided design tools. Finally we discuss some advances related to cognition and computation of Kansei processes in design.; ANR

About the nature of Kansei information

BOUCHARD, Carole; KIM, Jieun
Fonte: AHFE Conference Advances in Affective and Pleasurable Design Publicador: AHFE Conference Advances in Affective and Pleasurable Design
EN
Relevância na Pesquisa
46.32%
Kansei studies refer to the more and more holistic consideration of the cognitive and affective processes which occur during user experience. In addition, few studies deal with the experience of the designers during the design process, and its influence on the final design outputs. Historically kansei engineering has been firstly focused on the semantic differential approach. Afterwards emotions were integrated into kansei approaches. The semantic differential approach enabled to evaluate products and then to generate automatically design solutions with semantic input data. Thereafter, evaluations have been completed by physiological measurements in order to reduce the subjectivity involved in those evaluations and also to capture some unconscious reactions. This implementation is still in process. Today kansei studies have been much enriched from the three disciplines of design science, psychology and artificial intelligence. The cross influence between these disciplines brought new dimensions into kansei approaches (multisensory design information, personality, values, and culture, new formalisms and algorithms) which lead progressively towards the consideration of a whole enriched kansei experience. We propose in this paper a description of the nature of kansei information. Then we present some major orientations for kansei evaluation. Finally we propose an overall table gathering information about kansei dimensions and formats.; ANR

Evaluation of Smartphone-based interaction techniques in a CAVE in the context of immersive digital project review

GEORGE, Paul; KEMENY, Andras; COLOMBET, Florent; MERIENNE, Frédéric; CHARDONNET, Jean-Rémy; MOUTTAPA THOUVENIN, Indira
Fonte: SPIE Publicador: SPIE
EN_US
Relevância na Pesquisa
46.32%
Immersive digital project reviews consist in using virtual reality (VR) as a tool for discussion between various stakeholders of a project. In the automotive industry, the digital car prototype model is the common thread that binds them. It is used during immersive digital project reviews between designers, engineers, ergonomists, etc. The digital mockup is also used to assess future car architecture, habitability or perceived quality requirements with the aim to reduce using physical mockups for optimized cost, delay and quality efficiency. Among the difficulties identified by the users, handling the mockup is a major one. Inspired by current uses of nomad devices (multi-touch gestures, IPhone UI look’n’feel and AR applications), we designed a navigation technique taking advantage of these popular input devices: Space scrolling allows moving around the mockup. In this paper, we present the results of a study we conducted on the usability and acceptability of the proposed smartphone-based interaction metaphor compared to traditional technique and we provide indications of the most efficient choices for different use-cases accordingly. It was carried out in a traditional 4-sided CAVE and its purpose is to assess a chosen set of interaction techniques to be implemented in Renault’s new 5-sides 4K x 4K wall high performance CAVE. The proposed new metaphor using nomad devices is well accepted by novice VR users and future implementation should allow an efficient industrial use. Their use is an easy and user friendly alternative of the existing traditional control devices such as a joystick.

Motion sickness evaluation and comparison for a static driving simulator and a dynamic driving simulator

AYKENT, Baris; MERIENNE, Frédéric; GUILLET, Christophe; PAILLOT, Damien; KEMENY, Andras
Fonte: SAGE Publicador: SAGE
EN
Relevância na Pesquisa
46.4%
This paper deals with driving simulation and in particular with the important issue of motion sickness. The paper proposes a methodology to evaluate the objective illness rating metrics deduced from the motion sickness dose value and questionnaires for both a static simulator and a dynamic simulator. Accelerations of the vestibular cues (head movements) of the subjects were recorded with and without motion platform activation. In order to compare user experiences in both cases, the head-dynamics-related illness ratings were computed from the obtained accelerations and the motion sickness dose values. For the subjective analysis, the principal component analysis method was used to determine the conflict between the subjective assessment in the static condition and that in the dynamic condition. The principal component analysis method used for the subjective evaluation showed a consistent difference between the answers given in the sickness questionnaire for the static platform case from those for the dynamic platform case. The two-tailed Mann–Whitney U test shows the significance in the differences between the self-reports to the individual questions. According to the two-tailed Mann–Whitney U test, experiencing nausea (p = 0.019 < 0.05) and dizziness (p = 0.018 < 0.05) decreased significantly from the static case to the dynamic case. Also...

The Influence of the feedback control of the hexapod platform of the SAAM dynamic driving simulator on neuromuscular dynamics of the drivers

AYKENT, Baris; PAILLOT, Damien; MERIENNE, Frédéric; KEMENY, Andras
Fonte: INRETS Publicador: INRETS
EN
Relevância na Pesquisa
46.35%
Multi sensorial cues (visual, auditory, haptic, inertial, vestibular, neuromuscular) [Ang2] play important roles to represent a proper sensation (objectively) and so a perception (subjectively as cognition) in driving simulators. Driving simulator aims at giving the sensation of driving as in a real case. For a similar situation, the driver has to react in the same way as in reality in terms of ‘self motion’. To enable this behavior, the driving simulator must enhance the virtual immersion of the subject in the driving situation. The subject has to perceive the motion of his own body in the virtual scene of the virtual car as he will have in a real car. For that reason, restituting the inertial cues on driving simulators is essential to acquire a more proper functioning [Kol20]. Simulation sickness has been one of the main research topics for the driving simulators. It was assessed between dynamic and static simulators [Cur7], [Wat32]). For a braking maneuver, [Sie29] stated that if the motion platform is activated the bias in reaching increased levels of decelerations was reduced strongly comparing to inactivated platform case. However, there has been lack in publications of vehicle-vestibular cue conflict based illness rating approach and its correlation with the neuromuscular dynamics for that kind of research. In order to reduce the simulator sickness...

Influence of Inertial Stimulus on Visuo-Vestibular Cues Conflict for Lateral Dynamics at Driving Simulators

AYKENT, Baris; MERIENNE, Frédéric; PAILLOT, Damien; KEMENY, Andras
Fonte: OMICS Publishing Group Publicador: OMICS Publishing Group
EN_US
Relevância na Pesquisa
46.32%
Version éditeur de cet article : Aykent B, Merienne F, Paillot D, Kemeny A (2013) Influence of Inertial Stimulus on Visuo-Vestibular Cues Conflict for Lateral Dynamics at Driving Simulators. J Ergonomics 3: 113. doi:10.4172/2165-7556.1000113; This paper explains the effect of having an inertial stimulus (motion platform) for driving simulators on proximity to the reality for the sensed lateral dynamics with respect to the measurements and the perceptual fidelity using a questionnaire technique. To assess this objectively, the vestibular and vehicle level lateral accelerations (ay,sensed=ay_ vest, ayv =ay_veh ) were saved by using a motion tracking sensor and SCANeR studio software respectively. A confidence interval of 95% was chosen to test the correlations (Pearson’s correlation) and to fit models for the distributions of the visual-vestibular lateral accelerations with the multiple linear regression between the conditions of static (N=16) and dynamic (N=21) platform cases in terms of visuo-vestibular level lateral accelerations for the group of subjects (N=37). The results showed that the dynamic platform provides a higher lateral dynamics reality (positive correlation with an incidence of 90.48% for N=21) compared to the static configuration (negative correlation with an incidence of 50% for N=16) from Pearson’s correlation and a better fitted model and a lower visuo-vestibular cues’ conflict for the dynamic (R2 =0.429...