- Intelligent Tutoring Systems and Adaptive Learning
- Augmented Reality Applications
- Multi-Agent Systems and Negotiation
- Speech and dialogue systems
- Advanced Sensor Technologies Research
- Advanced Materials Characterization Techniques
- Virtual Reality Applications and Impacts
- 3D Surveying and Cultural Heritage
- Human Motion and Animation
- AI-based Problem Solving and Planning
- Interactive and Immersive Displays
- Educational Games and Gamification
- Innovative Teaching and Learning Methods
- Human-Automation Interaction and Safety
- AI in Service Interactions
- Geographic Information Systems Studies
- Semantic Web and Ontologies
- Business Process Modeling and Analysis
- Open Education and E-Learning
- Robotic Path Planning Algorithms
- Educational Tools and Methods
- Simulation Techniques and Applications
- Social Robot Interaction and HRI
- French Urban and Social Studies
- Conservation Techniques and Studies
Laboratoire des Sciences et Techniques de l’Information de la Communication et de la Connaissance
2015-2025
Université de Bretagne Occidentale
2015-2024
École nationale d'ingénieurs de Brest
2015-2024
Centre National de la Recherche Scientifique
2017-2022
Laboratoire de Traitement de l'Information Médicale
2022
Inserm
2022
IMT Atlantique
2022
Université Européenne de Bretagne
2009-2011
Universidad Evangélica Boliviana
2011
Virtual Reality Medical Center
2005
Many Virtual Reality (VR) applications, such as Learning Environments or Interactive Tours, are based on a rich semantic description of the environment and tasks that users have to perform. These applications built upon (VEs) in which artificial agents act autonomously while interacting realtime with users. Semantic modelling VR makes it possible knowledge-driven access from VEs simplifies development applications. It eases these types should provide consistent representation following...
This study concerns virtual environments for training in operational conditions. The principal developed idea is that these are heterogeneous and open multi-agent systems. MASCARET model proposed to organize the interactions between agents provide them reactive, cognitive social abilities simulate physical environment. environment represents, a realistic way, phenomena learners teachers have take into account. simulated by executing collaborative adaptive tasks. These realize, team,...
The EAST (Scientific and technical learning environments) project aims at stimulating the interest of young people for science through virtual reality environments, based on industrial assets. Although training environments are classical applications reality, design these is generally ad hoc, hence requiring intervention programmers whenever a modification pedagogical scenario required. In this paper, we propose methodology to which can be adapted by teachers implement different scenarios...
The context of this research is the creation human learning environments using virtual reality. We propose integration a generic and adaptable intelligent tutoring system (Pegase) into environment. aim environment to instruct learner, assist instructor. proposed created multi-agent system. This emits set knowledge (actions carried out by about �eld, etc.) which Pegase uses make informed decisions. Our study focuses on representation environment, pedagogical agent providing instructive assistance
Virtual reality is a frequently used tool in vocational training. Nevertheless, its efficiency has not been systematically tested. The main goal of this study to assess the effectiveness virtual environment (VE) for learning complex procedure biomedical domain. Two experiments were performed. first one assessed internal validity VE, which using VE process new procedure. second tested external participants' ability reproduce acquired skills real context. We find that and must be evaluated...
This study concerns virtual environments for training in operational conditions. The principal developed idea is that these are heterogeneous and open multi-agent systems. MASCARET model proposed to organize the interactions between agents provide them reactive, cognitive social abilities simulate physical environment. environment represents, a realistic way, phenomena learners teachers have take into account. simulated by executing collaborative adaptive tasks. These realize, team,...
The convergence of technologies currently observed in the field Virtual Reality, Augmented robotics and consumer electronic reinforces trend new applications appearing every day. But when transferring knowledge acquired from research to businesses, laboratories are often at a loss because lack design integration processes creating an industrial scale product. In fact, innovation approaches that take good idea laboratory successful product little known researchers. objective this paper is...
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...
Spatial objects and relationships between them, compose a spatial model that is the backbone of virtual environments (VEs).However, due to natural complexity both information, modeling such still difficult task.This paper presents novel approach for representing semantic relations in VEs using Unified Modeling Language (UML) Object Constraint (OCL).Our first uses UML class as conceptual VEs.We then propose extension OCL named VRX-OCL high-level flexible language cover multidimensional,...
In the last decades, industry has profoundly integrated use of digital resources in their production process. However, these assets are rarely re-used for training users, operators and technicians that have to interact with objects. Furthermore, although learning environments classical applications virtual reality, design is generally ad hoc, i.e. dedicated specific operations on objects, hence requiring intervention programmers whenever a modification pedagogical scenario required. this...
To provide for its needs, the French Navy plans to build a second aircraft carrier. With this intention, navy draws up list of functional requirements and delegates DCNS development technical specifications focusing on fact that ship fulfills those requirements. The principal difficulty lies in specification aviation management In paper, we describe GASPAR, virtual-reality application developped order simulate different configurations future carrier test their viability. We first introduce...
This study focuses on the notion of erroneous actions realized by human learners in Virtual Environments for Training. Our principal objective is to develop an Intelligent Tutoring System (ITS) suggesting pedagogical assistances teacher. For that, ITS must obviously detect and classify produced during realization procedural collaborative work. Further, order better support teacher facilitate his comprehension, it necessary show why learner made error. Addressing this issue, we firstly...
The design process for a Virtual Learning Environment (VLE) such as that put forward in the SIFORAS project (SImulation FOR training and ASsistance) means system specifications can be differentiated from pedagogical specifications. System also obtained directly specialists' expertise; is to say Product Lifecycle Management (PLM) tools. To do this, model needs considered piece of VLE data. In this paper we present Mascaret, meta-model which used represent models. order ensure capable...
Research problem: When dealing with procedural documents, individuals sometimes encounter comprehension problems due to poor information design. Researchers studying the use and understanding of as well technical writers charged design these or usability specialists evaluating their quality, would all benefit from tools allowing them collect real-time data concerning user behavior in user-centered studies. With this mind, generic software Technical Instructions Processing-Evaluations...
Our contribution focuses on the behavioral aspects that are currently used in modeling of virtual inhabitants a reconstructed Greek- Roman colony framework TOMIS project. The project aims at promoting culture by mean reconstruction historical sites together with their societies based and/or augmented reality technologies. efforts oriented both 3D humans, animation humans every-day human activities and, most important, spicing these emotions. To this end, we iterate common agent-based...