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RICHIR Simon

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simon.richir@ensam.eu
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Directeur Institut Arts et Métiers de Laval

Professeur des Universités
P&I - Présence et Innovation
Kulsuwan T, Fleury S, Bondesan P, Richir S.
<div><p>This study examines the effects of step-by-step attentional guidance during immersive virtual reality (VR) lesson. While such guidance can enhance task completion, it may simultaneously facilitate or impede learners' development of deep task understanding. In addition, the study evaluates th…
Journal of Interactive Learning Research. 2026..
Berthon L, Fleury S, Bernard F, Paquin R, Richir S.
Mental workload overload is a major cause of human error in industrial tasks such as maintenance. Human errors can compromise not only system safety but also lead to high social and economic costs, reduce equipment productivity, and cause incidents, accidents, and fatalities. To this day, we do not …
Theoretical Issues in Ergonomics Science. 2025..
DOI : 10.1080/1463922X.2025.2568138
Busser A, Kadri A, Richir S, Fleury S.
Transforming daily chores into game-like activities has long been a tantalizing promise. Whether it is completing homework, washing dishes, or even filing taxes, many of these tasks have been incorporated into serious games or gamified interventions. Yet, the question remains: why do such efforts of…
2025;Lecture Notes in Computer Science, vol 15816.:31-48.
DOI : 10.1007/978-3-031-92578-8_3
Bondesan P, Kulsuwan T, Locard Y, Fleury S, Boisadan A, Baudouin C et al.
Educational technologies are increasingly used in education but it remains challenging to demonstrate their effectiveness by employing evidence-based research (EBR). This article presents an open-access experimental resource for Instructional Design and Technology (IDT) studies. The resource include…
2025;123-127.
Berthon L, Bernard F, Fleury S, Paquin R, Richir S.
It is essential to ensure that the mental workload during a maintenance activity is not too high, in order to protect the integrity of maintenance operators and aviation safety. In particular, anticipating human error, which remains one of the consequences of the variability of the mental workload, …
2024..
Berthon L, Bernard F, Fleury S, Paquin R, Richir S.
The European Agency for Safety and Health at Work (2010) states that 15-20% of workplace accidents are maintenance-related, and 10-15% of these incidents result in fatalities. Due to the specialized expertise and knowledge required for this task, maintenance activities induce significant occupationa…
2024..
DOI : 10.54941/ahfe1005025
Busser A, Fleury S, Kadri A, Haj Mahmoud O, Richir S.
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 physically active and even cognitively active if pa…
Human Behavior and Emerging Technologies. 2024;2024(1)
DOI : 10.1155/2024/2109977
Fleury S, Bernard F, Paquin R, Blanchard P, Richir S.
Simulators have been used for a long time in industry. We identify three categories of use: training, design, and testing. We underline that for these three categories of uses, the two major areas of improvement are a better use of haptic devices but also of artificial intelligence.…
Computer. 2023;55-64.
DOI : 10.1109/MC.2023.3283311
Houzangbe S, Fleury S, Masson D, Gomez Jauregui D, Legardeur J, Couture N et al.
Creativity Support Tools (CSTs), like sketching tools, enable designers in their creative activities. As designers may have different needs during different thinking phases, accessing physiological responses in real-time would enable CSTs to better adapt to these different phases. Several studies ha…
2023..
DOI : 10.1109/acii59096.2023.10388141
Chaniaud N, Fleury S, Poussard B, Christmann O, Guitter T, Richir S.
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
Gorisse G, Wellenreiter S, Fleury S, Lécuyer A, Richir S, Christmann O.
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
Fleury S, Richir S.
It is commonly accepted that the more an Information and Communication Technology (ICT) is recent the more it is suitable for young people and unsuitable for older people. However, several facts suggest that this idea is no longer valid and will not be in the future. User-centered design methods are…
Journal of Ergonomics Studies and Research. 2023;2(1)
Poinsot K, Gorisse G, Christmann O, Fleury S, Richir S.
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
Chaniaud N, Fleury S, Poussard B, Christmann O, Guitter T, Richir S.
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
Fleury S, Nollet A, Chaniaud N, Poussard B, Blanchard P, Richir S.
The emergence and the development of digital technologies (social media, 3D scanners, virtual reality) offer new opportunities to develop more participative design approaches. The present study experiments with non-designer participants a co-creation and co-design process of furniture based on 3D sc…
2022;218-219.
DOI : 10.1109/CW55638.2022.00051
Agnes A, Fleury S, Vanukuru R, Richir S.
Studies involving collaboration in groups are frequently carried out under symmetrical conditions, meaning that all team members have the same role at the same time. In Virtual Reality, symmetrical collaboration often seems attractive as it allows all participants to be included in the VR environmen…
Behaviour & Information Technology. 2022;1-9.
DOI : 10.1080/0144929X.2022.2127375
Fleury S, Dupont L, Chaniaud N, Tamazart S, Poussard B, Gorisse G et al.
Research showed that immersive technologies can significantly improve the design process. However, it is important to consider the ease of implementation of solutions (e.g. price, simplicity). Therefore, the objective of this study was to analyze the uses of two types of virtual environments that ar…
2022;1-7.
DOI : 10.1109/ICE/ITMC-IAMOT55089.2022.10033258
Mille C, Christmann O, Fleury S, Richir S.
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
Mille C, Christmann O, Fleury S, Richir S.
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
Fleury S, Poussard B, Blanchard P, Dupont L, Broekema P, Richir S.
Technological development offers new opportunities that could change design processes. The present study explores the possibilities of technologies like virtual reality and 3D scan in the furniture design process. For this purpose, a cocreation process with help of new technologies was carried out f…
Computer-Aided Design and Applications. 2022;19(5):868-878.
DOI : 10.14733/cadaps.2022.868-878
Pallot M, Fleury S, Poussard B, Richir S.
Inspired by the Do-It-Yourself (DIY) movement, the Do-It-Together (DIT) collaborative approach was successfully trialed in 2018, hence opening the door to the application of User Driven Innovation for realizing product individualization. In the meantime, other megatrends like digitization, social me…
Journal of Innovation Economics & Management. 2022..
Houzangbe S, Masson D, Fleury S, Gómez Jáuregui D, Legardeur J, Richir S et al.
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 conception. However, is VR really facilitating creativity …
Frontiers in Virtual Reality. 2022;3:958223.
DOI : 10.3389/frvir.2022.958223
Pallot M, Fleury S, Poussard B, Richir S.
Inspired by the Do-It-Yourself (DIY) movement, the Do-It-Together (DIT) collaborative approach was successfully trialed in 2018, hence opening the door to the application of User Driven Innovation for realizing product individualization. In the meantime, other megatrends like digitization, social me…
Journal of Innovation Economics & Management. 2022;Prépublication(0):I132-XLII.
DOI : 10.3917/jie.pr1.0132
Christmann O, Fleury S, Migaud J, Raimbault V, Poussard B, Guitter T et al.
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
Fleury S, Henry G, Jego J, Chen C, Richir S.
Dans son ouvrage sur les processus de conception, Buxton (2007) indique que la réalisation d’esquisses et leurs modifications doivent être faciles et rapides car il s’agit de s’autoriser des erreurs (des idées mal représentées par exemple) et leurs corrections. Buxton indique aussi que les esquisses…
2021..
Gorisse G, Brousse A, Richir S, Christmann O.
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
Houzangbe S, Gómez Jáuregui D, Fleury S, Huet L, Berdon L, Manusset B et al.
Whether it is for evolution, competitiveness or problem solving, innovation is necessary to a company’s survival. Thus, it is essential to understand this process and what affect them to improve innovation. In this paper we focus on the ideation steps (generating ideas and proposing new concepts). W…
2021..
Houzangbe S, Gómez Jáuregui D, Fleury S, Huet L, Berdon L, Manusset B et al.
La capacité d’innovation d’une entreprise est cruciale pour son développement et sa compétitivité. Ainsi il est essentiel de comprendre ces processus et ce qui les affectent pour améliorer l'innovation. Dans cet article nous nous concentrons sur les étapes d'idéation (générer des idées et proposer d…
2021..
Pallot M, Dupont L, Fleury S, Araque-Tellez G, Richir S.
While there is a plethora of publications devoted to the benefits of visualization; its drawbacks, apparently, did not receive the same attention. Nonetheless, a list of potential drawbacks exists in the current body of knowledge, which, unfortunately, do not directly address the facilitation of ide…
2021;1-8.
DOI : 10.1109/ICE/ITMC52061.2021.9570244
Milcent A, Kadri A, Richir S.
Healthcare simulators are learning environments that offer many training opportunities. The integration of expressive virtual patients in these simulators encourages the exchanges and provokes emotional reactions in the learner, which promotes memorization and learning. Based on these elements, we a…
International Journal of Human-Computer Interaction. 2021..
DOI : 10.1080/10447318.2021.1938387
Houzangbe S, Gomez Jauregui D, Fleury S, Huet L, Berdon L, Manusset B et al.
Whether it is for evolution, competitiveness or problem solving, innovation is necessary to a company’s survival. Thus, it is essential to understand these processes and what affects them in order to improve innovation. In this paper we focus on the ideation steps (generating ideas and proposing new…
2021..
Houzangbe S, Gómez Jáuregui D, Fleury S, Huet L, Berdon L, Manusset B et al.
Whether it is for evolution, competitiveness or problem solving, innovation is necessary to a company's survival. Thus, it is essential to understand these process and what affect them in order to improve innovation. In this paper we focus on the ideation steps (generating ideas and proposing new co…
2021..
Fleury S, Blanchard P, Richir S.
Numerous studies have shown a beneficial effect of exposing people to natural landscapes and plants on their well being and attentional functioning. The aim of the present study was to evaluate the effects of a natural virtual environment on creativity in a task consisting of sketching ideas of crea…
Thinking Skills and Creativity. 2021;11.
Fleury S, Vanukuru R, Mille C, Poinsot K, Agnes A, Richir S.
The field of Virtual Reality has been developing at a steady pace, and VR is finding new uses as a support for creative tasks. The objective of this study is to propose a theoretical model describing the links between user experience and creativity. Pre-existing theoretical links have been identifie…
Digital Creativity. 2021;9.
DOI : 10.1080/14626268.2021.1915339
Dubosc C, Gorisse G, Christmann O, Fleury S, Poinsot K, Richir S.
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
Dubosc C, Gorisse G, Christmann O, Fleury S, Poinsot K, Richir S.
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
Gorisse G, Dubosc C, Christmann O, Fleury S, Poinsot K, Richir S.
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
Mille C, Christmann O, Fleury S, Richir S.
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
Fleury S, Agnes A, Cados L, Denis-Lutard Q, Duchêne C, Rigaud N et al.
Different variants of brainstormings and brainwritings exist and are regularly used in companies. Several phenomena of social influence in the idea generation stage have been highlighted. The hypothesis of this research was that under specific conditions, social influence biases the idea selection s…
Thinking Skills and Creativity. 2020;37:100691.
DOI : 10.1016/j.tsc.2020.100691
Fleury S, Agnes A, Vanukuru R, Goumillout E, Delcombel N, Richir S.
Many studies have shown that physical activity, especially walking, tends to stimulate certain cognitive functions, including divergent creativity. The objective of this study was to understand whether some of this gain comes from the perception of movement, and not merely physical activity itself. …
Thinking Skills and Creativity. 2020;9.
DOI : 10.1016/j.tsc.2020.100661
Tcha-Tokey K, Schmidt C, Geslin E, Richir S.
In this paper, we argue in favour of using an immersive Virtual Environment (VE) in order to improve human capabilities. We develop this idea in order to advance the potential of VEs in enhancing humans. Training with VEs has proven in some cases to be more efficient than training in real world situ…
2020;5.
DOI : 10.1145/3396339.3396401
Loup-Escande E, Burkhardt J, Christmann O, Chaniaud N, Richir S.
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
Houzangbe S, Christmann O, Gorisse G, Richir S.
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
Agnès A, Fleury S, Auzerais A, Bisson I, Dulau E, Buisine S et al.
This study presents a user test in order to ascertain the advantages and disadvantages of three different text input methods in immersive virtual environment: individual Speech-to-Text, collective Speech-to-Text and a virtual keyboard named Drum-Like Keyboard. We measured participants’ user experien…
International Journal of Design and Innovation Research. 2020;1-12.
Boyard N, Christmann O, Rivette M, Richir S.
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
Mille C, Fleury S, Pasi S, Fournier K, Izzouzi L, Duchossoy S et al.
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.
Agnes A, Fleury S, Auzerais A, Bisson I, Dulau E, Buisine S et al.
Cette étude présente un test utilisateur afin de déterminer quels sont les avantages et inconvénients de différents modes de saisie de texte en environnement virtuel immersif : la reconnaissance vocale individuelle, la reconnaissance vocale collective et le clavier virtuel surnommé Drum-Like Keyboar…
2019;:10.
Milcent A, Kadri A, Geslin E, Richir S.
Improving the expressiveness of virtual humans is essential for qualitative interactions and development of an emotional bond. It is certainly indicated for all applications using the user’s cognitive processes, such as applications dedicated to training or health. Our study aims to contribute to th…
2019;215-217.
Lecossier A, Pallot M, Crubleau P, Richir S.
The first part of this paper presents a theoretical model, named UX-FFE, which combines a user eXperience (UX) approach with an upstream innovation process. The main interest of this UX-FFE model is that it allows to evaluate the social aspect of the upstream innovation process, which may be detrime…
International Journal of Services Operations and Informatics. 2019;10(1):17-42.
Milcent A, Kadri A, Geslin E, Simon R.
Les simulateurs en santé sont des environnements d’apprentissage offrant de nombreuses possibilités de formation. Les étudiants en médecine ont fait savoir leur souhait de s’entraîner avec des simulateurs et des agents virtuels, afin de pouvoir s’exercer et préparer au mieux leur rencontre avec de v…
2019..
Houzangbe S, Christmann O, Gorisse G, Richir S.
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
Gorisse G, Christmann O, Houzangbe S, Richir S.
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
Razek A, van Husen C, Pallot M, Richir S.
Service prototyping is an innovative iterative process envisioned to enhance the service development process while refining the anticipated service experience. Immersive technologies, such as: Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), in service prototyping have the poten…
International Conference on Engineering. 2019;9.
DOI : 10.1109/ICE.2019.8792566
Houzangbe S, Christmann O, Gorisse G, Richir S.
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
Genty C, Samier H, Gaget J, Richir S.
Domain Names are intangible assets used by every Internet users since 1986. Their value, correlated to their importance for the communication field and the information system. But while we are in a period where we connect factories to the Internet, the domain name remains the link between the compan…
2018;5.
Gorisse G, Christmann O, Houzangbe S, Richir S.
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
Houzangbe S, Christmann O, Gorisse G, Richir S.
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
Dupont L, Pallot M, Christmann O, Richir S.
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
Tcha-Tokey K, Christmann O, Loup-Escande E, Loup G, Richir S.
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
Boyard N, Christmann O, Rivette M, Kerbrat O, Richir S.
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
Lecossier A, Pallot M, Crubleau P, Richir S.
The ability to successfully conduct radical innovations is mandatory for mature industrial companies that want to remain competitive in the global market. This ability relies on several ingredients, namely: (1) the structuring of the innovation process; (2) managerial principles; (3) methodological …
Artificial Intelligence for Engineering Design, Analysis and Manufacturing. 2018;1-16.
DOI : 10.1017/S0890060419000118
Gorisse G, Christmann O, Richir S.
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.
Tcha-Tokey K, Loup-Escande E, Christmann O, Simon Richir P.
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.
Simon Richir P.
Editorial IJVR 17-02…
International Journal of Virtual Reality. 2017;17(02):0-0.
Buisine S, Boisadan A, Richir S.
Cet article présente la méthode de l’utilisateur extraordinaire, dont le but est de stimuler l’innovation radicale en permettant aux concepteurs de redécouvrir les besoins fonctionnels liés à l’usage des produits. Cette méthode s’inspire des approches centrées utilisateurs, tout en cherchant à évite…
Psychologie du travail et des organisations. 2017;24(4)
DOI : 10.1016/j.pto.2017.11.001
Dupont L, Pallot M, Morel L, Christmann O, Boly V, Richir S.
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.
Tcha-Tokey K, Loup-Escande E, Christmann O, Richir S.
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
Genty C, Samier H, Richir S.
The Domain Name System (DNS), was invented in 1983 because it was too hard for the human brain to memorize IP addresses. The DNS works as a phone directory, setting a link between letters, the domain name, and an IP address. Layered and structured since its creation, the domain name made it possible…
2017;20-23.
Tcha-Tokey K, Loup-Escande E, Christmann O, Richir S.
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.
Genty C, Samier H, Richir S.
Être présent sur Internet commence par détenir une souveraineté numérique en enregistrant un nom de domaine. Ces derniers, à la syntaxe inchangée depuis plus de trente ans vivent aujourd’hui un nouvel essor en raison de l’ouverture à la racine. Il est ainsi possible d’enregistrer le nom de son entit…
2017;12.
Lecossier A, Pallot M, Crubleau P, Richir S.
Le modèle UX-FFE est un modèle qui associe les approches « User eXperience » et « Fuzzy Front End » dans le but de répondre aux enjeux économiques et sociaux d’une entreprise industrielle mature. Ce papier présente une proposition de structuration de la phase de validation du modèle. Ensuite, nous v…
2017;12.
Genty C, Samier H, Richir S.
Communication over the Internet is via resources identified by an IP address. Because it is complicated to memorize it, a domain name system was invented. Reading from right to left,domain names are used to identify a computer resource. Originally conceived as a unique identifier allows the link-tru…
2017..
Genty C, Samier H, Richir S.
Hier conspuée, critiquée ou du moins ignorée, la prise en compte du capital immatériel devient un véritable enjeu pour les entreprises aujourd’hui. Que ce soit pour piloter l’entreprise au quotidien, afin d’allouer les ressources au bon endroit, ou dans le cadre de rapprochements capitalistiques, il…
2017..
Lecossier A, Tcha-Tokey K, Richir S.
Technologies are at the heart of the 21st century revolution. They are more and more changing the way we work, learn and the way we define human. Recently, researchers have been trying to understand and master technologies through the concept of User eXperience (UX). ISO DIS 9241-210 tentatively def…
2017;2.
Samier H, Chene E, Chistofol H, Richir S.
In 2017, how to increase intuition for entrepreneurship in innovation process? Especially for generations to come, who are the current students, now faster and natively digital because they are born with a phone or a tablet in hand? They are fully connected and always active on social networks, whic…
2017;204:94-103.
DOI : 10.1007/978-3-319-72965-7_8
Pallot M, Dupont L, Christmann O, Boly V, Simon R, Morel L et al.
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
Gorisse G, Christmann O, Amato E, Richir S.
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
Tcha-Tokey K, Christmann O, Loup-Escande E, Simon Richir P.
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.
Genty C, Samier H, Richir S.
La notoriété des entreprises visibles au travers des réseaux sociaux et internet est entre autre identifiée par ses noms de domaines, ses marques et ses « username ». Les noms de domaine sont gérés au niveau international par l’ICANNi et au niveau national par l’AFNICii, association gérant entre aut…
2016;1-12.
Lecossier A, Crubleau P, Goux-Baudiment F, Richir S.
Quels que soient les auteurs majeurs, la première partie de cet article confirme qu’il ressort une valeur universelle portée par une innovation, celle d’une nouveauté associée à une réussite commerciale.Nous rappellerons la vision pionnière de Schumpeter qui tend vers une caractérisation générale de…
2016;1-14.
Tcha-Tokey K, Christmann O, Loup-Escande E, Richir S.
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.
Tcha-Tokey K, Loup-Escande E, Christmann O, Canac G, Farin F, Richir S.
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
Eynard R, Pallot M, Christmann O, Richir S.
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.
Richir S, Pineau S, Monacelli E, Goncalves F, Malafosse B, Dumas C et al.
Rewarded at Laval Virtual 2014, the AccesSim project aims to develop a wheelchair simulator based on Virtual Reality (VR) and a dynamic force­‐feedback platform, which allows to experience and to evaluate the accessibility in complex urban or property environment. In order to address this issue, the…
2015;389-390.
DOI : 10.1109/VR.2015.7223459
Richir S, Fuchs P, Lourdeaux D, Millet D, Buche C, Querrec R.
The convergence of technologies currently observed in the field of Virtual Reality, Augmented Reality, robotics and consumer electronic reinforces the trend of new applications appearing every day. But when transferring knowledge acquired from research to businesses, research laboratories are often …
International Journal of Virtual Reality. 2015;15(1):35-47.
DOI : 10.20870/IJVR.2015.15.1.2867
Richir S.
From Virtual Reality to Virtual Teleportation. Change How Users Experience Virtual Worlds…
2014..
Loup-Escande E, Christmann O, Burkhardt J, Richir S.
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..
Poussard B, Richir S, Vatjus-Anttila J, Asteriadis S, Zarpalas D, Daras P.
3DLive project is developing a user-driven mixed reality platform, intended for augmented sports. Using latest sens-ing techniques, 3DLive will allow remote users to share a three-dimensional sports experience, interacting with each other in a mixed reality space. This paper presents the multi-moda…
2014;5.
Loup-Escande E, Burkhardt J, Christmann O, Richir S.
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
Poussard B, Loup G, Christmann O, Eynard R, Pallot M, Richir S et al.
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
Hernoux F, Christmann O, Richir S.
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.
Loup-Escande E, Christmann O, Damiano R, Hernoux F, Richir S.
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.
Pillai J, Athavankar U, Schmidt C, Richir S.
‘Presence’, the sense of being inside a virtual environment evoked with the help of computer mediation, has come to be a subject well explored in the field of virtual reality. Studies on mental imagery confirm that we can intuitively evoke objects and spaces in our minds and interact with them tempo…
2013;8237:627-639.
DOI : 10.1007/978-3-319-02958-0_57
Zouaoua D, Crubleau P, Choulier D, Richir S.
Technical systems evolution follow trends, some laws describe the different steps of evolution of those systems. These laws are known as "laws of technical systems evolution" from the TRIZ theory. The aim of this paper is to propose an approach facilitating the use of the evolution laws, as part of …
2013..
Boyard N, Rivette M, Christmann O, Richir S.
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.
Blanchard P, Corsi P, Christofol H, Richir S.
This paper experiments a transdisciplinary design innovation way in educational contexts through workshops implementing a C-K Theory-based co-evolution between Concepts and Knowledge spaces. At l’école de design Nantes Atlantique EDNA, a ‘posture for humans’ concept subject was prescribed to student…
2013;1 p.0.
Blanchard P, Christofol H, Richir S.
Notre enjeu est de proposer aux PME un dispositif leur permettant d'initier et d'accroître leur capacité d'innovation. Un mécanisme d'innovation de rupture a été analysé, modélisé, puis testé sur le terrain. L'essentiel de cette communication détaille l'accompagnement d'une PME choisie comme prototy…
2013;6. p..
Pillai J, Richir S, Schmidt C.
Art and technology always evolved simultaneously, often inspiring and complimenting each other. This can be observed at every point in the history of media technologies. We suggest that the evolution of media has always been looking forward to an ultimate form of representation of reality that one c…
2013;16 p..
Blanchard P, Christofol H, Richir S.
The purpose of this study was to model an enhanced design methodology applied to the conception of an innovative product in a SME environment. This approach includes C-K theory in a context of disruptive innovation. In general, the industrial design process consists of four major steps: the egodesig…
2013;11p..
Boyard N, Rivette M, Christmann O, Richir S.
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.
Jdid F, Richir S, Lioret A.
This paper studies the added value of VR to the art of stage setting through examples and experiments. It will also analyze the link between the audience and digital sets (VR, AR), from an aesthetic point of view as well as a practical one. It is important for us to succeed in creating a theatrical …
2013;6. p..
DOI : 10.1145/2466816.2466840
Pallot M, Eynard R, Poussard B, Christmann O, Richir S.
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
Pillai J, Schmidt C, Richir S.
The sense of "Presence" (evolving from "telepresence") has always been associated with virtual reality research and is still an exceptionally mystifying constituent. Now the study of presence clearly spans over various disciplines associated with cognition. This paper attempts to put forth a concept…
Frontiers in Psychology. 2013;4(86):1-13.
DOI : 10.3389/fpsyg.2013.00086
Richir S, Fuchs P, Lourdeaux D, Buche C, Querrec R.
2013;8649:8649-07.
DOI : 10.1117/12.2001968
Loup-Escande E, Burkhardt J, Richir S.
L’objectif de cet article est d’esquisser une synthèse sur la notion d’utilité, ses facettes et sur les façons dont les méthodes contribuent à concevoir un système « utile ». Après avoir exposé nos motivations pour le développement de recherches sur l’utilité en conception, nous tentons de clarifier…
Le travail humain. 2013;76(1):27-55.
DOI : 10.3917/th.761.0027
Loup-Escande E, Christmann O, Damiano R, Hernoux F, Richir S.
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.
Blanchard P, Christofol H, Richir S.
Nous proposons un modèle de co-conception qui a été construit, testé puis appliqué à un exemple de développement de produit nouveau, en PME, par la combinaison d’une analyse de la valeur associée à des pratiques de co-design.…
2012;1-10.
Loup-Escande E, Burkhardt J, Christofol H, Richir S.
Journal of Decision Systems. 2012;19(1):9-31.
DOI : 10.3166/jds.19.9-31
Rolland R, Yvain E, Christmann O, Loup-Escande E, Richir S.
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.
Boyard N, Rivette M, Christmann O, Richir S.
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.
Loup-Escande E, Christmann O, Danglade F, Richir S.
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.
Christmann O, Loup-Escande E, Rolland R, Yvain E, Richir S.
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.
Rodrigue H, Rivette M, Calatoru V, Richir S.
Les méthodologies de Design for Assembly et de Design for Manufacturing visent à rendre les produits plus faciles à fabriquer et à assembler en se basant sur les caractéristiques des procédés actuels de fabrication, toutefois ces caractéristiques ne s'appliquent plus lorsqu'on prend en compte les no…
2011..
Loup-Escande E, Burkhardt J, Christofol H, Christmann O, Richir S.
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..
Thébault P, Samier H, Bihanic D, Richir S.
Researchers of the Ubiquitous Computing community (Ubicomp) have been pursuing the vision of a world where technologies and services permeates every object of our lives for years. With components getting smaller, cheaper and more powerful, it has become possible to manufacture connected objects capa…
International Journal of Design and Innovation Research. 2011;6(1):1-25.
Mathieu J, Zouaoua D, Crubleau P, Thieblemont R, Richir S.
2010..
Mathieu J, Corsi P, Richir S.
Management & sciences sociales. 2010;5(8):9-26.
Mathieu J, Zouaoua D, Crubleau P, Richir S.
2009..
Kadri A, Delamarre A, Christofol H, Richir S.
Cette étude est le fruit de notre collaboration avec l'entreprise ROSSIGNOL SA, spécialisée dans les collecteurs de déchets. L'objectif était d'évaluer les apports de la réalité virtuelle, dans les phases préliminaires du processus de conception. Pour cela, nous avons défini une nouvelle représentat…
2007..
Dominjon L, Lécuyer A, Burkhardt J, Simon R.
This paper describes an experiment that was conducted to evaluate three interaction techniques aiming at interacting with large virtual environments using haptic devices with limited workspace: the Scaling technique, the Clutching technique, and the Bubble technique. Participants were asked to paint…
2006;4035:288-299.
DOI : 10.1007/11784203_25
Fuchs P, Richir S.
2003;vol. AG 2520 et vol. AG 2521, 10 pages.