Sébastien Kubicki

ORCID: 0000-0001-7853-9901
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About
Contact & Profiles
Research Areas
  • Interactive and Immersive Displays
  • Augmented Reality Applications
  • Virtual Reality Applications and Impacts
  • Usability and User Interface Design
  • Information Technology and Learning
  • Cultural Insights and Digital Impacts
  • Modular Robots and Swarm Intelligence
  • Mobile Learning in Education
  • Digital Games and Media
  • Education and Technology Integration
  • Tactile and Sensory Interactions
  • Multisensory perception and integration
  • Agriculture and Rural Development Research
  • Multi-Agent Systems and Negotiation
  • Distributed Control Multi-Agent Systems
  • Human Motion and Animation
  • Mobile Agent-Based Network Management
  • Innovative Human-Technology Interaction
  • Context-Aware Activity Recognition Systems
  • Educational Games and Gamification
  • Color perception and design
  • Semiotics and Representation Studies
  • Mobile Crowdsensing and Crowdsourcing
  • Multimedia Communication and Technology
  • Space Exploration and Technology

École nationale d'ingénieurs de Brest
2012-2025

Université de Bretagne Occidentale
2015-2024

Laboratoire des Sciences et Techniques de l’Information de la Communication et de la Connaissance
2009-2024

Centre National de la Recherche Scientifique
2009-2024

Laboratoire d'Automatique, de Mécanique et d'Informatique Industrielles et Humaines
2009-2013

Université Polytechnique Hauts-de-France
2009-2012

Université de Lille
2009-2012

Université Lille Nord de France
2010-2012

After having outlined the uses of new technologies such as smartphones, touch-screen tablets, and laptops, this article presents TangiSense interactive tabletop, equipped with RFID technology tagged on tangible objects, a paradigm interaction for ambient intelligence. Within its framework, aims to distribute surfaces (tables) interacting mainly objects. Leads surface distribution tables are given. The proposes describe some which supports; these called Tangigets. They defined according an...

10.1080/10447318.2012.715533 article EN International Journal of Human-Computer Interaction 2012-09-30

One huge advantage of Augmented Reality (AR) is its numerous possibilities displaying information in the physical world, especially when applying Situated Analytics (SitA). AR devices and their respective interaction techniques allow for supplementary guidance to assist an operator carrying out complex procedures such as medical diagnosis surgery, instance. Their usage promotes user autonomy by presenting relevant may not necessarily possess expert knowledge every procedure also have access...

10.1145/3641825.3687708 preprint EN 2024-09-22

An interactive tabletop equipped with RFID technology implemented the Stroop and reverse-Stroop tasks. Participants moved a tangible object into one of four displayed virtual zones, which were identified either by color border or name written in black. The correct target zone corresponded to (Stroop) meaning (reverse Stroop) word congruent incongruent colored LED lights (e.g., “YELLOW” yellow red, respectively). took more time place zone, made errors, found task difficult when was lit an...

10.1080/10447318.2016.1150642 article EN International Journal of Human-Computer Interaction 2016-02-10

Self-organisation in robot swarms can produce collective behaviours, particularly through spatial self-organisation. For example, it be used to ensure that the robots a swarm move collectively. However, from designer’s point of view, understanding precisely what happens allows these behaviours emerge at macroscopic level remains difficult task. The same behaviour come multiple different controllers (ie control algorithm robot) and single controller give rise sometimes caused by slight...

10.1177/10597123231163948 article EN Adaptive Behavior 2023-03-23

We present in this article a new platform for interaction using an interactive table coupled with tangible objects. The is composed RFID antenna to track objects, store data these objects (particularity of technology), and detect the superimposed first section presents project its partners. It continues hardware description, involved presentation framework chosen. propose second simple application illustrate architecture while focusing on principle operation implementation. ends conclusion...

10.1145/1629826.1629885 preprint EN 2009-10-13

Résumé Depuis le début des années 1990, les tables interactives soulèvent un intérêt croissant tant dans recherches académiques qu’industrielles. L’engouement pour ces nouvelles plate-formes d’interaction ne cessant d’augmenter chaque année, nous proposons cet article état de l’art associé à ensemble réflexions. Il s’avère que applications sur évoluent : celles-ci passent progressivement l’exploitation d’objets virtuels celle tangibles. Les usages étant différents courantes (ordinateur,...

10.3917/th.753.0229 article FR Le travail humain 2012-11-07

In this study, we evaluate in which extent a tangible tabletop interface can enhance students’ activity involve playing serious game. Participants were eleven first grade students. Each group practiced the game class and then, same for interface. Time on task of each student was measured two conditions practicing Results indicate that time students spend is significantly higher than they when class. However, results revealed interindividual differences. Finally, data shown mostly...

10.3406/stice.2014.1107 article EN Sciences et Technologies de l Information et de la Communication pour l Éducation et la Formation 2014-01-01

We describe in this article the results of three-years study using a Tangible Tabletop Interface (TTI) for development student learning spatial reasoning abilities. In partnership with French Department Education and teachers, we have designed built serious game mathematics, called The Game Towers TangiSense 2 interactive tabletop. Then, conducted « wild » experiments 68 students. As part first study, compared outcomes two groups students (Gr. Traditional vs. Gr. TTI). encouraged us to make...

10.1145/3004107.3004120 preprint EN 2016-01-01

In the context of robot swarms, fragmentation refers to a breakdown in communication and coordination among robots. This can lead issues swarm self-organisation, especially loss efficiency or an inability perform their tasks. Human operators influencing could prevent fragmentation. To help them this task, it is necessary study ability humans perceive anticipate article studies perception different types occurring swarms depending on behaviour selected amongst swarming, flocking, expansion...

10.1145/3610977.3634961 article EN 2024-03-10
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