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 hal.structure.identifier
FUCHS, Philippe
27997 Centre de Robotique [CAOR]
dc.contributor.author
 hal.structure.identifier
LOURDEAUX, Domitile
389870 Heuristique et Diagnostic des Systèmes Complexes [Compiègne] [Heudiasyc]
dc.contributor.author
 hal.structure.identifier
MILLET, Dominique
204814 Laboratoire d'Ingénierie des Systèmes Mécaniques et des MAtériaux [LISMMA]
dc.contributor.author
 hal.structure.identifier
BUCHE, Cédric
199324 Laboratoire des sciences et techniques de l'information, de la communication et de la connaissance [Lab-STICC]
dc.contributor.author
 hal.structure.identifier
QUERREC, Ronan
199324 Laboratoire des sciences et techniques de l'information, de la communication et de la connaissance [Lab-STICC]
dc.contributor.author
 hal.structure.identifier
RICHIR, Simon
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
dc.date.accessioned2016
dc.date.available2016
dc.date.issued2015
dc.date.submitted2016
dc.identifier.issn1081-1451
dc.identifier.urihttp://hdl.handle.net/10985/10559
dc.description.abstractThe 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 at a loss because of a lack of knowledge of the design and integration processes in creating an industrial scale product. In fact, the innovation approaches that take a good idea from the laboratory to a successful industrial product are often little known to researchers. The objective of this paper is to present the results of the work of several research teams that have finalized a working method for researchers and manufacturers that allow them to design virtual or augmented reality systems and enable their users to enjoy “a compelling Virtual Reality experience”. That approach, called “the I2I method”, present 11 phases from “Establishing technological and competitive intelligence and industrial property” to “Improvements” through the “Definition of the Behavioral Interface, Virtual Environment and Behavioral Software Assistance”. As a result of the experience gained by various research teams, this design approach benefits from contributions from current Virtual Reality & Augmented Reality research. Our objective is to validate and continuously move such multidisciplinary design team methods forward.
dc.language.isoen
dc.publisherArts et Métiers Institute of Technology
dc.rightsPost-print
dc.subjectVirtual reality
dc.subjectdesign process
dc.subjecthuman centered design
dc.subjectmethodology
dc.subjectinnovation
dc.subjectimmersion
dc.subjectinteraction
dc.titleHow to design compelling Virtual Reality or Augmented Reality experience?
dc.typdocArticle dans une revue avec comité de lecture
dc.localisationCentre de Angers
dc.subject.halSciences de l'Homme et Société: Sciences de l'information et de la communication
ensam.audienceInternationale
ensam.page35-47
ensam.journalInternational journal of virtual reality
ensam.volume15(1)
ensam.peerReviewingOui
hal.identifierhal-01273284
hal.version1
hal.statusaccept
dc.identifier.eissn2727-9979


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