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- Christmann Olivier
CHRISTMANN Olivier
Courriel
olivier.christmann@ensam.eu
Directeur-adjoint LAMPA, responsable Master MTI3D
Maître de Conférences HDR
P&I - Présence et Innovation
Principales responsabilités et activités
- 2017– Responsable de Parcours Master Recherche, Management des Technologies Interactives 3D (MTI3D),
Arts et Métiers, Laval. - 2024– Directeur adjoint LAMPA, Laboratoire Angevin Mécanique, Procédés, innovAtion (EA 1427)
- 2023– Membre titulaire nommé CNU, Conseil National des Universités, Section 27.
- 2025– Membre du CER, Comité d’Ethique de la Recherche, Arts et Métiers.
Formation
- 2023 - Habilitation à Diriger les Recherches, Informatique, Université Paris-Saclay
Vers la mise en œuvre d’une expérience collaborative en environnement virtuel immersif : perspectives pour l’aide à
la décision et à la représentation de données complexes.
Rapporteurs : Dominique Bechmann (Université de Strasbourg), Jean-Pierre Jessel (Université de Toulouse III), Daniel Mestre (CNRS).
Examinateurs : Anatole Lécuyer (INRIA), Frédéric Mérienne (Arts et Métiers), Samir Otmane (Université Paris-Saclay) - 2008 - Thèse de doctorat, Informatique, Université de Lorraine, LORIA (UMR 7503), Nancy
Navigation dans de grands ensembles non structurés de documents visuels.
Directrice de thèse : Noëlle Carbonell
Jury : Jean-Daniel Fekete, Christian Jacquemin, Laurence Nigay, Daniel Mestre, Ye-Qiong Song - 2004 - Diplôme d’Etudes Approfondies, Université de Lorraine, Nancy
Spécialité : Télécommunications, Réseaux et Services - 2004 - Diplôme d’Ingénieur, Ecole Nationale Supérieure d’Electricité et de Mécanique, Nancy.
Spécialité : Ingénierie des Systèmes Automatisés
Parcours professionnel
- Depuis 2009 - Maître de Conférences, Ecole Nationale Supérieure d’Arts et Métiers, Institut de Laval.
J’effectue ma recherche au Laboratoire Angevin de Mécanique, Procédés et innovAtion (EA 1427) - 2008-2009 - ATER, Ecole Nationale Supérieure d’Electricité et de Mécanique, Nancy.
Recherche au sein de l’équipe MErLIn du LORIA (UMR 7503) - 2007-2008 - ATER, Université de Lorraine (anciennement Université Henri Poincaré), Nancy.
Recherche au sein de l’équipe MErLIn du LORIA (UMR 7503) - 2004–2007 Doctorant, allocataire d’une bourse MENESR et moniteur, Université Henri Poincaré et Ecole Nationale Supérieure d’Electricité et de Mécanique, Nancy.
Thèse effectuée au sein de l’équipe MErLIn du LORIA (UMR 7503)
This article presents the architecture of MemorIA, an integrative system that combines existing AI technologies into a coherent educational framework for creating interactive historical agents, with the aim of fostering students' learning interest. MemorIA generates animated digital portraits of his…
Computer Animation and Virtual Worlds. 2025;36(3)
DOI : 10.1002/cav.70032
Additive manufacturing (AM) processes rely heavily on the geometric intricacies of parts being produced. Variations in the geometry of sequentially printed layers can introduce defects, arising from the complex interactions between geometry, process parameters, and materials. To mitigate these error…
International Journal on Interactive Design and Manufacturing. 2025..
DOI : 10.1007/s12008-025-02304-8
Formalisation de règles de conception basée sur une description spatio-temporelle des procédés de fabrication additive…
2025..
The way users interact with Virtual Reality (VR) environments plays a crucial role in shaping their experience when embodying an avatar. How avatars are perceived by users significantly influences their behavior based on stereotypes, a phenomenon known as the Proteus effect. The psychological concep…
IEEE Transactions on Visualization and Computer Graphics. 2025;1-11.
DOI : 10.1109/tvcg.2025.3549136
Embodied representations are known to impact user behavior in Virtual Reality (VR) through stereotypes associated with their appearance, a phenomenon known as the Proteus effect, or through perceived affordances. This latter concept refers to the interaction possibilities suggested by the environmen…
2024..
The way users interact with Virtual Reality (VR) environments plays a crucial role in shaping their experience of embodying an avatar. The perception of avatars significantly influences users’ behaviour based on stereotypes, a phenomenon known as the Proteus effect. Moreover, understanding how virtu…
2024;1-7.
DOI : 10.1145/3613905.3650752
Space agencies are in the process of drawing up carefully thought-out Concepts of Operations (ConOps) for future human missions on the Moon. These are typically assessed and validated through costly and logistically demanding analogue field studies. While interactive simulations in Virtual Reality (…
2024;1-18.
DOI : 10.1145/3613904.3642292
AbstractResearch on additive manufacturing has highlighted methods and guidelines to optimise the design process and improving finished product quality. There is still room for improvement in making AM as reliable as more traditional processes when considering industrial use. In terms of manufacturi…
2023;3:1865-1874.
DOI : 10.1017/pds.2023.187
La transmission de connaissances est un facteur clé pour le développement de la Fabrication Additive (FA) dans l'industrie. Pour des concepteurs n'étant pas spécialisés dans ce domaine, beaucoup de cycles de prototypage peuvent être nécessaires avant l'obtention d'un résultat satisfaisant le cahier …
2023..
Evaluation des types d'informations et des supports de transmission pour favoriser l'assimilation de connaissances liées à la fabrication additive…
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 especially VR novices in VR software. This study f…
Design Science. 2023;9:e28.
DOI : 10.1017/dsj.2023.27
Virtual reality (VR) provides users with the ability to substitute their physical appearance by embodying virtual characters (avatars) using head-mounted displays and motion-capture technologies. Previous research demonstrated that the sense of embodiment toward an avatar can impact user behavior an…
IEEE Transactions on Visualization and Computer Graphics. 2023;29(11):4328-4338.
DOI : 10.1109/TVCG.2023.3320225
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 computer- or another human-controlled entity could impact s…
Advances in Human-Computer Interaction. 2022..
DOI : 10.1155/2022/9632119
Virtual reality (VR) sketching tends to be democratized in the early stages of design for several reasons (e.g., improved creativity). Nevertheless, our field studies and the scientific literature identified some constraints to the use of VR sketching such as the low quality of the sketches impactin…
2022..
DOI : 10.37789/rochi.2022.1.1.25
We present REC, a Unity open-source tool for developers and researchers to record, export and replay the movements of virtual reality users and virtual characters. Recording both real-time body tracking and animations, this tool makes it possible to export skeletal data in a comma-separated values (…
2022..
DOI : 10.1145/3531073
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 conditions and with different tools having more or le…
Digital Creativity. 2022;1-11.
DOI : 10.1080/14626268.2022.2082486
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 conditions and with different tools having more or le…
Digital Creativity. 2022;1-11.
DOI : 10.1080/14626268.2022.2082486
Additive Manufacturing (AM) has many advantages, but the lack of access to the knowledge associated with it minimises its development in industry. The design phase is crucial for the success of AM, a challenge for Design for Additive Manufacturing (DfAM) methods is therefore to facilitate the access…
Procedia CIRP. 2022;109:484-489.
DOI : 10.1016/j.procir.2022.05.282
This study presents two experiments addressing the representation of scientific data, in particular airflows, with a user-centered design approach. Our objective is to provide users feedback to data visualization designers to help them choose an air flow representation that is understandable and att…
Information Visualization. 2022..
DOI : 10.1177/14738716221085965
This experiment was designed to investigate the potential contribution to the sense of embodiment of a wristband worn by the participants in both real and virtual environments. In addition, two virtual limb models were compared following a mixed between-within subjects design: an organic hand and a …
PRESENCE: Virtual and Augmented Reality. 2021;30:213-231.
DOI : 10.1162/pres_a_00389
Eliciting a sense of social presence is necessary to create believable multi-user situations in immersive virtual environments. To be able to collaborate in virtual worlds, users are represented by avatars (virtual characters controlled in real time) allowing them to interact with each other. We rep…
2021;438-439.
DOI : 10.1109/VRW52623.2021.00101
Effective collaboration in immersive virtual environments requires to be able to communicate flawlessly using both verbal and non-verbal communication. We present two experiments investigating the impact of facial anthropomorphism on the sense of body ownership, avatar attractiveness, social presenc…
Computers and Graphics. 2021..
DOI : 10.1016/j.cag.2021.08.011
Effective collaboration in immersive virtual environments requires to be able to communicate flawlessly using both verbal and non-verbal communication. We present an experiment investigating the impact of anthropomorphism on the sense of body ownership, avatar attractiveness and performance in an as…
2020..
DOI : 10.2312/egve.20201261
Innovation is defined by a range of activities having different goals but driven by the same purpose. For example, in the ending phases, the aim will be to put forward precise concepts, while upstream of innovation, the activities are defined by the will to investigate the subject and increase the a…
2020;87-95.
DOI : 10.5220/0009894300870095
Designing useful emerging technologies (e.g., Virtual Reality) needs that multidisciplinary teams composed of engineers, graphic designers and ergonomists. These designers with heterogeneous and various backgrounds have to dialog together to satisfy users’ needs in the software design. This depends …
International journal of virtual reality. 2020;20(1):48-71.
DOI : 10.20870/IJVR.2020.20.1.2924
It has been demonstrated that virtual reality (VR) exposure can afect the subjective experience of diferent situations, cognitive capabilities or behavior. It is known that there is a link between a person’s physiological state and their psychological self-report and user experience. As an immersive…
Virtual Reality. 2020;17.
DOI : 10.1007/s10055-020-00429-7
The aim of this article is to propose a design methodology for the production of parts in additive manufacturing (AM). The AM process allows new features (e.g., multi-material, fixed assemblies, complex shapes), and this paradigm shift requires the accompaniment of designers to take account of these…
Mechanics & Industry. 2019;20(6):608.
DOI : 10.1051/meca/2019040
Lors d’activités de créativité, les stimuli externes à la tâche peuvent être considérés comme potentiellement inspirants ou à l’inverse gênants. L’hypothèse de la présente étude était que les activités créatives, lorsqu’elles sont réalisées avec une contrainte temporelle, sont négativement affectées…
2019;8.
The usage of biofeedback in Virtual Reality (VR) is becoming more and more important in providing fully immersive experiences. With the rapid evolution of physiological monitoring technologies it is important to study how different modalities of biofeedback can alter user experience. While previous …
2019;2.
DOI : 10.1109/vr.2019.8797759
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 and avatars, a factor known as truthfulness. Our e…
Frontiers in Robotics and AI. 2019;6
Virtual Reality (VR) is now an affordable technology that is starting to penetrate the mass market. Providing accessible solutions to enhance VR experiences is crucial. In this paper, we consider a wearable solution as a mean of interaction in VR, to add a biofeedback mechanic. We hypothesized that …
2018;12:1-12:6.
DOI : 10.1145/3235765.3235787
This paper presents the first study of a series of experiments aiming to investigate the impact of avatar visual fidelity on user experience with emphasis on the sense of embodiment in immersive virtual environments (IVE). This first experiment requires participants to evaluate three characters with…
2018;5.
DOI : 10.1145/3206505.3206525
The capacity to visually represent innovative product/service ideas and concepts as well as usage scenarios while anticipating the resulting User eXperience (UX) is extremely critical in order to ensure innovation success. Our previous empirical studies on low-cost Immersive Virtual Environments (IV…
2018..
DOI : 10.1145/3234253.3234306
Virtual Reality (VR) is now an affordable technology that is starting to penetrate the mass market. While cardboard is the most distributed system, it lacks interaction to provide really engaging experiences. Providing low cost solutions to enhance VR experiences is crucial. We hypothesized that the…
2018;16:1-16:6.
DOI : 10.1145/3234253.3234305
Purpose This paper aims to present a new methodology to optimize the support generation within the FDM process. Design/methodology/approach Different methods of support generation exist, but they are limited with regards to complex parts. This paper proposes a method dedicated to support generation,…
Rapid Prototyping Journal. 2018;24(1):69-79.
DOI : 10.1108/RPJ-04-2016-0055
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 notion of user experience is now abundant in the scient…
Advances in Human-Computer Interaction. 2018;2018:7827286.
DOI : 10.1155/2018/7827286
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 théorique au sein d’un méta-modèle « Présence – Incarnation ». …
De la présence à l’incarnation: proposition d’un méta-modèle pour la réalité virtuelle. 2018;7(1):94-114.
This paper investigates the effects of interaction level, framerate, field of view, 3D content feedback and previous experience on subjective User eXperience (i.e., presence, engagement, immersion, flow, emotion, skill, experience consequence, judgement, technology adoption) and objective usability …
International Journal of Virtual Reality. 2017;17(03):27-51.
Presently, there is a clear trend for both businesses and public institutions to move towards open or collaborative innovation. Nevertheless, engaging all stakeholders, especially users, for cocreating innovative solutions and usage scenarios is, as revealed in previous studies, not so obvious. We d…
International Journal of Virtual Reality. 2017;17(02):12.
The user experience in immersive virtual environment can be broadly defined by the feeling of presence and immersion in a virtual environment. The propensity of feeling “there” and “enveloped by” in the virtual environment seems to be essential in offering a high quality of experience. However, this…
2017;1-8.
DOI : 10.1145/3121283.3121284
Une des préoccupations des concepteurs d’interaction homme-environnement virtuel immersif est de favoriser une bonne expérience utilisateur dans ces environnements. En conséquence, de nouvelles méthodes mieux adaptées doivent être pensées pour évaluer ces nouveaux systèmes. Pour autant, la mesure de…
2017;8.
ICE Breaking: Disentangling Factors Affecting the Performance of Immersive Co-creation Environments.
Engaging users for co-creating alternative solutions and usage scenarios is, as revealed in previous studies, not so obvious. Very often, it necessitates expensive high-tech resources, such as a CAVE (Cave Automatic Virtual Environment), for setting-up an immersive environment in which all project s…
2017..
DOI : 10.1145/3110292.3110316
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 integration of the third-person perspective (3PP) in …
Frontiers in Robotics and AI. 2017;4(Article 33):12.
DOI : 10.3389/frobt.2017.00033
There are increasing new advances in virtual reality technologies as well as a rise in immersive virtual environments research and user experience research. Within this framework, we decided to address the overall user experience in immersive virtual environments. Indeed, in our point of view, this …
International Journal of Virtual Reality. 2016;16(01):33-48.
There are increasing new advances in Virtual Reality technologies as well as a rise in Immersive Virtual Environments research and in User eXperience research. Within this framework, we decided to address the overall user experience in Immersive virtual environments. Indeed, in our point of view, th…
International Journal of Virtual Reality. 2016;16(1):33-48.
L'expérience utilisateur fait aujourd'hui l'objet de nombreuses recherches dans la communauté IHM au travers de la proposition de plusieurs modèles. En parallèle, de nouvelles Interactions Homme-Environnement Virtuel Immersif (IHEVI) ne cessent d'émerger. Toutefois, la question de la mesure de l'exp…
2015;w5.
DOI : 10.1145/2820619.2825006
Understanding the user experience has become over the last decade a major concern for both scientific community and industry. In the field of virtual reality, user experience models have already been established, however, only some of them have been empirically validated. Furthermore, the potential …
2015;1-9.
Usefulness is considered as a major criterion in ergonomics design. Our objective is to show that heterogeneity and diversity of designers’ profiles could lead to a partially shared representation of the utility and usefulness, methods and tools. To do this, we explore the representations of enginee…
2014;8 p..
Context: The participation of users in the design process is recognized as a positive and a necessary element as artifacts suit their needs. Two complementary approaches of users' involvement co-exist: the user-centered design and the participatory design. These approaches involve learning process f…
Information and Software Technology. 2014;56(8):1049-1061.
DOI : 10.1016/j.infsof.2014.04.008
This paper aims to identify and define the characteristics of 3D Real Time Tele-Immersive Environments (RT-TIE), which is central to the 3D-LIVE European Research Project. A RT-TIE allows a “twilight space” which is a space where users can be physically and virtually present. The main characteristic…
2014;8 p..
DOI : 10.1145/2617841.2620720
We present an empirical study on direct selection tasks in virtual environment (VE). The aim is to assess the interest of a new markerless hand tracking system, based on a time-of-flight 3D camera, on a classical mouse, by comparing performances and subjective judgments relatively to utility, usabil…
International Journal of Design and Innovation Research. 2014;19(1):1-20.
This paper aims to propose and evaluate a markerless solution for capturing hand movements in real time to allow 3D interactions in virtual environments (VEs). Tools such as keyboard and mice are not enough for interacting in 3D VE; current motion capture systems are expensive and require wearing eq…
Virtual Reality. 2014;1-20.
DOI : 10.1007/s10055-014-0255-z
The aim of this article is to analyze the impact of two user interfaces - a tactile interface and a computer mouse - in a virtual environment allowing self-learning tasks, such as dishwashing, by workers with mental deficiencies. We carried out an experiment within the context of a design project na…
International Journal of Child Health and Human Development. 2014;7(4):1-16.
Additive Manufacturing (AM) allows designer to sidestep several design requirements and to create free forms, hollow parts or direct assemblies. This process also allows direct recycling of plastic into new parts, which eases the raw material supply. However, although several methodologies are used …
2013;0-6.
La Fabrication Additive (FA) permet de se libérer d’un grand nombre de contraintes de conception concernant les formes libres, les formes creuses ou encore les assemblages. Ce procédé permet également le recyclage direct de certaines matières plastique, ce qui facilite l’approvisionnement en matière…
2013;1-7.
This paper explores existing theories, frameworks and models for handling collective user experience in the context of Distributed Interactive Multimedia Environments (DIME) and more specifically Augmented Sport applications. Besides discussing previous experimental work in the domain of Augmented S…
2013;1-10.
DOI : 10.1145/2466816.2466821
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 “Ap…
2012;295-303.
This paper aims to show to what extent the Web3D is an advantage for Living Lab paradigm. From this viewpoint, we present various applications of online ecommerce or using the Web3D. A state of the art on these existing solutions enabled us to select the most suitable functionalities and properties …
2012;1-8.
Dans cet article, nous décrivons une démarche méthodologique de conception utilisant des technologies émergentes et s’inscrivant dans la continuité de l’approche Living Lab. Label qui repose sur l’innovation et la co-création, les Living Labs permettent d’intégrer l’utilisateur final dès les premièr…
2012;1-10.
Le développement des machines de fabrication additive offre de nouvelles possibilités de conception de pièces dont la réalisation était jusque-là impossible. Cependant, de la même manière que les concepteurs se sont accordés sur des règles pour les procédés de fabrication classiques (i.e. procédés p…
2012;1-13.
This paper aims to show to what extent the Web3D is an advantage for implementing the Living Lab approach. In order to achieve this objective, we develop a project the context of an Action-Research. A state-of-the-art of Web3D solutions for e-commerce enabled us to select the most suitable functiona…
International Journal of Design and Innovation Research. 2012;7(1):1-20.
Résumé - Dans cet article, il est question de décrire une méthode de conception d'artefacts issus des technologies émergentes telle la réalité virtuelle. Partant du constat que la phase d'identification des besoins n'est pas très détaillée dans les méthodes de l'ingénierie comparativement aux phases…
2011..
Le but de cette thèse est de proposer et d'évaluer une représentation 3D de collections non structurées de documents visuels. L'objectif est d'accroître le confort visuel, de réduire le temps de recherche et de favoriser la mémorisation des positions des documents, par rapport aux logiciels actuels …
2008..
The paper presents a 3D interactive representation of fairly large picture collections which facilitates browsing through unstructured sets of icons or pictures. Implementation of this representation implies choosing between two visualization strategies: users may either manipulate the view (OV) or …
2006;Proceedings ACM Working Conference on Advanced Visual Interfaces, Venezia, Italy, May 23-26, 2006, N:pp. 445-448.
Le travail a consisté à concevoir deux types de représentation 3D de collections d'images (1000 images environ). Deux représentations qui visualisent chacune simultanément 150 photos environ ont été retenues. Elles mettent en oeuvre deux métaphores d'interaction : manipulation d'une représentation 3…
2004;38 p.