Zobrazeno 1 - 10
of 163
pro vyhledávání: '"Simon, Richir"'
Publikováno v:
Human Behavior and Emerging Technologies, Vol 2024 (2024)
As more of our lives are spent using electronic devices, it comes as a natural deduction that those digital tools could be used to maintain people’s health. Gamified exercise or exergames are indeed promising means to motivate the population to get
Externí odkaz:
https://doaj.org/article/5554b4e5be9241b9ac5c0da639ff4656
Autor:
Noémie Chaniaud, Sylvain Fleury, Benjamin Poussard, Olivier Christmann, Thibaut Guitter, Simon Richir
Publikováno v:
Design Science, Vol 9 (2023)
Virtual reality (VR) sketching has many advantages for product design and tends to be more and more used among designers and non-designers (end-users). Nevertheless, few studies have focused on the skills needed to use VR sketching for non-designers
Externí odkaz:
https://doaj.org/article/4fc86b2b28c6456683c34db6c648d1f4
Autor:
Samory Houzangbe, Dimitri Masson, Sylvain Fleury, David Antonio Gómez Jáuregui, Jeremy Legardeur, Simon Richir, Nadine Couture
Publikováno v:
Frontiers in Virtual Reality, Vol 3 (2022)
Creativity is key in the early phases of innovation processes. With the rapid evolution of technologies, designers now have access to various tools to support this activity. Virtual reality (VR) takes over multiple domains, especially during concepti
Externí odkaz:
https://doaj.org/article/961fc0d2fd354a6b82cbc14d1db852f5
Autor:
Panagiotis Germanakos, Catherine Sotirakou, Constantinos I. Mourlas, Simon Richir, Hajo Boomgaarden
Publikováno v:
Frontiers in Virtual Reality, Vol 3 (2022)
Externí odkaz:
https://doaj.org/article/891762c9821649ff87e90ded49044e63
Publikováno v:
Advances in Human-Computer Interaction, Vol 2022 (2022)
Nowadays, both text-based and 3D online applications rely on conversational agents and autonomous characters to interact with users. Previous experiments demonstrated that perceived agency, that is to say, one’s belief in interacting with a compute
Externí odkaz:
https://doaj.org/article/76cc8d8c931a41d0b75d3935f7cff23a
Publikováno v:
Frontiers in Robotics and AI, Vol 6 (2019)
This study presents the second phase of a series of experiments investigating the impact of avatar visual fidelity on the sense of embodiment and users' behavior in immersive virtual environments. Our main focus concerns the similarity between users
Externí odkaz:
https://doaj.org/article/c709e4c61b374048855029b32d166c3e
Publikováno v:
Digital Creativity. 33:171-181
Innovation is made of different tasks from strategic positioning to the first phases of production. One of the main activities is the generation of ideas through different creativity phases. These creativity activities are carried out in numerous con
Publikováno v:
Interfaces Numériques, Vol 7, Iss 1 (2018)
Les sentiments de présence et d’incarnation sont deux dimensions centrales de l’expérience utilisateur en environnement virtuel immersif. Suite à une revue de littérature portant sur ces deux concepts, nous en proposons une articulation théo
Externí odkaz:
https://doaj.org/article/c20f5be18d4f4e0ba3d4105529a3eab4
Publikováno v:
Advances in Human-Computer Interaction, Vol 2018 (2018)
There are increasing new advances in virtual reality technologies as well as a rise in learning virtual environments for which several studies highlighted the pedagogical value, knowledge transfer, and learners’ engaged-behaviors. Moreover, the not
Externí odkaz:
https://doaj.org/article/0c4785c9f80349a48a3bc399b688b6ed
Publikováno v:
Frontiers in Robotics and AI, Vol 4 (2017)
Current design of virtual reality (VR) applications relies essentially on the transposition of users’ viewpoint in first-person perspective (1PP). Within this context, our research aims to compare the impact and the potentialities enabled via the i
Externí odkaz:
https://doaj.org/article/15725c89726f491b82d8434258e836f4