<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0">
<channel>
<title>SAM</title>
<link>https://sam.ensam.eu:443</link>
<description>The DSpace digital repository system captures, stores, indexes, preserves, and distributes digital research material.</description>
<pubDate xmlns="http://apache.org/cocoon/i18n/2.1">Sun, 17 May 2026 08:47:04 GMT</pubDate>
<dc:date>2026-05-17T08:47:04Z</dc:date>
<item>
<title>Innovative Process for Furniture Design: Contributions of 3D Scan and Virtual Reality</title>
<link>http://hdl.handle.net/10985/21435</link>
<description>Innovative Process for Furniture Design: Contributions of 3D Scan and Virtual Reality
FLEURY, Sylvain; POUSSARD, Benjamin; BLANCHARD, Philippe; DUPONT, Laurent; BROEKEMA, Peter; RICHIR, Simon
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 co-creation process with help of new technologies was carried out from initial ideation to 3D modelling. Each tool has been characterized in terms of user experience measured by questionnaire. This research validates a design process of furniture based on immersive technology and provide some recommendations for the implementation and improvement of this process.
</description>
<pubDate>Sat, 01 Jan 2022 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/21435</guid>
<dc:date>2022-01-01T00:00:00Z</dc:date>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:creator>POUSSARD, Benjamin</dc:creator>
<dc:creator>BLANCHARD, Philippe</dc:creator>
<dc:creator>DUPONT, Laurent</dc:creator>
<dc:creator>BROEKEMA, Peter</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>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 co-creation process with help of new technologies was carried out from initial ideation to 3D modelling. Each tool has been characterized in terms of user experience measured by questionnaire. This research validates a design process of furniture based on immersive technology and provide some recommendations for the implementation and improvement of this process.</dc:description>
</item>
<item>
<title>Effects of social influence on idea selection in creativity workshops</title>
<link>http://hdl.handle.net/10985/19180</link>
<description>Effects of social influence on idea selection in creativity workshops
FLEURY, Sylvain; AGNES, Aurélien; CADOS, Léa; DENIS-LUTARD, Quentin; DUCHÊNE, Clément; RIGAUD, Nathan; RICHIR, Simon
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 stage. An experimental study was conducted with 30 participants who had to select ideas. The results indicate that seeing another person’s choice of ideas is enough to influence participants’ choices and thus bias their responses. This result is interpreted as the consequence of a phenomenon of social proof: when participants do not know what to choose, they decide to rely on the choice of their partner. Methodological recommendations are provided to avoid this bias during ideation sessions.
</description>
<pubDate>Wed, 01 Jan 2020 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/19180</guid>
<dc:date>2020-01-01T00:00:00Z</dc:date>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:creator>AGNES, Aurélien</dc:creator>
<dc:creator>CADOS, Léa</dc:creator>
<dc:creator>DENIS-LUTARD, Quentin</dc:creator>
<dc:creator>DUCHÊNE, Clément</dc:creator>
<dc:creator>RIGAUD, Nathan</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>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 stage. An experimental study was conducted with 30 participants who had to select ideas. The results indicate that seeing another person’s choice of ideas is enough to influence participants’ choices and thus bias their responses. This result is interpreted as the consequence of a phenomenon of social proof: when participants do not know what to choose, they decide to rely on the choice of their partner. Methodological recommendations are provided to avoid this bias during ideation sessions.</dc:description>
</item>
<item>
<title>Complémentarité des outils de saisie de texte en environnement virtuel immersif</title>
<link>http://hdl.handle.net/10985/15975</link>
<description>Complémentarité des outils de saisie de texte en environnement virtuel immersif
AGNES, Aurélien; FLEURY, Sylvain; AUZERAIS, Aristide; BISSON, Isaline; DULAU, Eva; BUISINE, Stéphanie; RICHIR, Simon
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 Keyboard. Nous avons mesuré l’expérience utilisateur des participants notamment selon l’utilisabilité et l’utilité afin de pouvoir proposer des recommandations adéquates aux personnes cherchant à intégrer la saisie de texte en réalité virtuelle. Nos résultats montrent que la reconnaissance vocale et le clavier virtuel ont des qualités complémentaires, qui peuvent être utilisées de concert pour obtenir des résultats et une expérience optimale.
</description>
<pubDate>Tue, 01 Jan 2019 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/15975</guid>
<dc:date>2019-01-01T00:00:00Z</dc:date>
<dc:creator>AGNES, Aurélien</dc:creator>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:creator>AUZERAIS, Aristide</dc:creator>
<dc:creator>BISSON, Isaline</dc:creator>
<dc:creator>DULAU, Eva</dc:creator>
<dc:creator>BUISINE, Stéphanie</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>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 Keyboard. Nous avons mesuré l’expérience utilisateur des participants notamment selon l’utilisabilité et l’utilité afin de pouvoir proposer des recommandations adéquates aux personnes cherchant à intégrer la saisie de texte en réalité virtuelle. Nos résultats montrent que la reconnaissance vocale et le clavier virtuel ont des qualités complémentaires, qui peuvent être utilisées de concert pour obtenir des résultats et une expérience optimale.</dc:description>
</item>
<item>
<title>Effets de stimuli externes non pertinents sur la créativité.</title>
<link>http://hdl.handle.net/10985/17029</link>
<description>Effets de stimuli externes non pertinents sur la créativité.
MILLE, Charles; FLEURY, Sylvain; PASI, Simon; FOURNIER, Kevin; IZZOUZI, Lisa; DUCHAUSSOY, Sébastien; JEAN-LOUIS, Thomas; CHRISTMANN, Olivier; RICHIR, Simon
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 par l’apparition de stimuli externes. Après une passation d’une cinquantaine de participants, nous avons constaté plusieurs effets sur la créativité dans les différentes conditions expérimentales. Notamment, l’ajout d’une lueur au déplacement aléatoire a un impact négatif sur la créativité dans une tâche de dessin immersif. Alors que, durant une activité d’écriture, la diffusion d’une émission de radio a permis d’augmenter me nombre d’idées par participant. L’étude qui a été menée a permis de constater plusieurs effets des stimuli présents dans l’environnement sur la créativité. Ces résultats permettent de contribuer à produire des préconisations pour la conception d’outils immersifs pour les activités d’idéation dans les processus de conception.
</description>
<pubDate>Tue, 01 Jan 2019 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/17029</guid>
<dc:date>2019-01-01T00:00:00Z</dc:date>
<dc:creator>MILLE, Charles</dc:creator>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:creator>PASI, Simon</dc:creator>
<dc:creator>FOURNIER, Kevin</dc:creator>
<dc:creator>IZZOUZI, Lisa</dc:creator>
<dc:creator>DUCHAUSSOY, Sébastien</dc:creator>
<dc:creator>JEAN-LOUIS, Thomas</dc:creator>
<dc:creator>CHRISTMANN, Olivier</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>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 par l’apparition de stimuli externes. Après une passation d’une cinquantaine de participants, nous avons constaté plusieurs effets sur la créativité dans les différentes conditions expérimentales. Notamment, l’ajout d’une lueur au déplacement aléatoire a un impact négatif sur la créativité dans une tâche de dessin immersif. Alors que, durant une activité d’écriture, la diffusion d’une émission de radio a permis d’augmenter me nombre d’idées par participant. L’étude qui a été menée a permis de constater plusieurs effets des stimuli présents dans l’environnement sur la créativité. Ces résultats permettent de contribuer à produire des préconisations pour la conception d’outils immersifs pour les activités d’idéation dans les processus de conception.</dc:description>
</item>
<item>
<title>Mental workload: a prerequisite for future maintenance design</title>
<link>http://hdl.handle.net/10985/25362</link>
<description>Mental workload: a prerequisite for future maintenance design
BERTHON, Lorrys; BERNARD, Fabien; FLEURY, Sylvain; PAQUIN, Raphael; RICHIR, Simon
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 occupational stress (Sugiharto, 2019). Recognizing the necessity of evaluating physical workload becomes imperative for enhancing performance and working conditions, aiming at effective anthropocentric design (Bernard et al., 2021). However, this is not the only workload that operators experience. Mental workload can adversely affect maintenance activities, potentially leading to human errors and posing serious threats to complex system safety. The succession of maintenance tasks, whether simple or complex, demands mental resources such as decision-making, memory, and attention. The link between physical and mental workload exists within the activity, the individual and the surrounding environment with which he interacts (Causse, 2010). Taking into account Human Factors &amp;amp; Ergonomics (HFE) during the design cycle allows for the anticipation and optimization of interactions between operators and system components in terms of maintainability. Poorly executed studies on intrinsic or extrinsic equipment maintainability can generate human errors, which can affect performance and the safety of operators and systems. For this reason, anticipating the assessment of these dimensions makes collaboration with the design office more effective, so that HFE recommendations can be better taken into account during the design cycle. To this end, simulating maintenance tasks in an immersive environment, utilizing digital simulation tools (Virtual Reality, Augmented Reality, Mixed Reality), and physical simulation (mock-up), encourages the exploration of the relationship between the user and the maintenance environment. However, in the field of maintainability, it seems that no certified method for measuring mental workload has yet been established. Multiple categories of measures exist to assess mental workload: subjective measures, objective measures of performance and physiological measures. Some categories provide a singular perspective on mental workload, while others offer a more detailed understanding of its dynamics (Cegarra &amp;amp; Chevalier, 2008). Optimizing the selection of mental workload measurement methods and associated tools requires consideration of the constraints of the maintenance activity. The combination of measurement methods is fundamental to understanding the origin, variations, and limitations of mental workload, ensuring a holistic understanding of participants' cognitive activities and facilitating interpretation.
</description>
<pubDate>Sat, 01 Jun 2024 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/25362</guid>
<dc:date>2024-06-01T00:00:00Z</dc:date>
<dc:creator>BERTHON, Lorrys</dc:creator>
<dc:creator>BERNARD, Fabien</dc:creator>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:creator>PAQUIN, Raphael</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>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 occupational stress (Sugiharto, 2019). Recognizing the necessity of evaluating physical workload becomes imperative for enhancing performance and working conditions, aiming at effective anthropocentric design (Bernard et al., 2021). However, this is not the only workload that operators experience. Mental workload can adversely affect maintenance activities, potentially leading to human errors and posing serious threats to complex system safety. The succession of maintenance tasks, whether simple or complex, demands mental resources such as decision-making, memory, and attention. The link between physical and mental workload exists within the activity, the individual and the surrounding environment with which he interacts (Causse, 2010). Taking into account Human Factors &amp;amp; Ergonomics (HFE) during the design cycle allows for the anticipation and optimization of interactions between operators and system components in terms of maintainability. Poorly executed studies on intrinsic or extrinsic equipment maintainability can generate human errors, which can affect performance and the safety of operators and systems. For this reason, anticipating the assessment of these dimensions makes collaboration with the design office more effective, so that HFE recommendations can be better taken into account during the design cycle. To this end, simulating maintenance tasks in an immersive environment, utilizing digital simulation tools (Virtual Reality, Augmented Reality, Mixed Reality), and physical simulation (mock-up), encourages the exploration of the relationship between the user and the maintenance environment. However, in the field of maintainability, it seems that no certified method for measuring mental workload has yet been established. Multiple categories of measures exist to assess mental workload: subjective measures, objective measures of performance and physiological measures. Some categories provide a singular perspective on mental workload, while others offer a more detailed understanding of its dynamics (Cegarra &amp;amp; Chevalier, 2008). Optimizing the selection of mental workload measurement methods and associated tools requires consideration of the constraints of the maintenance activity. The combination of measurement methods is fundamental to understanding the origin, variations, and limitations of mental workload, ensuring a holistic understanding of participants' cognitive activities and facilitating interpretation.</dc:description>
</item>
<item>
<title>Immersive and Interactive Digital Twins to Train Engineering Students</title>
<link>http://hdl.handle.net/10985/25962</link>
<description>Immersive and Interactive Digital Twins to Train Engineering Students
FLEURY, Sylvain
Immersive Digital Twins (IDT) have many advantages for training en-gineering students in the use of industrial machines. Some of the advantages are practical, such as avoiding the need to buy machines that are very expensive to maintain, saving energy and journeys. There are also advantages in terms of learning, since immersion improves performance for certain types of content. In addition, immersive environments now make it possible to integrate intelligent virtual agents, thanks to the development of language models. These new possi-bilities will undoubtedly lead to new forms of teaching in engineering schools. Most of the researches are focused on optimizing course situations. However, there is currently a lack of research regarding their impact on the learners inde-pendent study, and on the role of the teachers in the use of these devices.
</description>
<pubDate>Mon, 26 Aug 2024 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/25962</guid>
<dc:date>2024-08-26T00:00:00Z</dc:date>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:description>Immersive Digital Twins (IDT) have many advantages for training en-gineering students in the use of industrial machines. Some of the advantages are practical, such as avoiding the need to buy machines that are very expensive to maintain, saving energy and journeys. There are also advantages in terms of learning, since immersion improves performance for certain types of content. In addition, immersive environments now make it possible to integrate intelligent virtual agents, thanks to the development of language models. These new possi-bilities will undoubtedly lead to new forms of teaching in engineering schools. Most of the researches are focused on optimizing course situations. However, there is currently a lack of research regarding their impact on the learners inde-pendent study, and on the role of the teachers in the use of these devices.</dc:description>
</item>
<item>
<title>Implicit Learning of Professional Skills through Immersive Virtual Reality: a Media Comparison Study</title>
<link>http://hdl.handle.net/10985/26321</link>
<description>Implicit Learning of Professional Skills through Immersive Virtual Reality: a Media Comparison Study
BONDESAN, Pierre; CANAL, Audrenne; FLEURY, Sylvain; BOISADAN, Andréa; RICHIR, Simon
This study investigates the effectiveness of Immersive Virtual Reality (IVR) compared to traditional slideshow lessons in teaching implicit knowledge. For this purpose, the research focuses on professional decision-making skills in viticulture. Most existing research on immersive learning concentrates on explicit learning strategies. In contrast, this study explores the potential of IVR to foster the transfer of implicit knowledge to real-world situations.Forty third-year engineering students were randomly assigned to an IVR or a traditional slideshow group. They learned to assess vine vigour through an implicit learning phase, followed by a real-world evaluation in an actual vineyard. Learning outcomes were measured by decision-making accuracy, response time, and intrinsic motivation.The findings show that the IVR group did not significantly outperform the slideshow group in decision-making accuracy. However, the IVR group took more time to make decisions. This observation suggests an impact of immersion during the transfer to real-world situations. Additionally, the IVR group showed a higher level of intrinsic motivation than the slideshow group.These results suggest that although the immersion effect does not directly enhance learning outcomes for this cognitive objective, it does affect how knowledge is transferred to the real world. They also confirm that the positive impact of immersion is difficult to generalize and may depend on the nature of the knowledge. Still, the immersion effect significantly improves learner motivation. This consistent finding could be a key factor in long-term educational success. Further research exploring the nuanced effects of immersion on different learning strategies and educational objectives could offer new practical perspectives for the future of educational technologies.
</description>
<pubDate>Sat, 08 Mar 2025 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/26321</guid>
<dc:date>2025-03-08T00:00:00Z</dc:date>
<dc:creator>BONDESAN, Pierre</dc:creator>
<dc:creator>CANAL, Audrenne</dc:creator>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:creator>BOISADAN, Andréa</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>This study investigates the effectiveness of Immersive Virtual Reality (IVR) compared to traditional slideshow lessons in teaching implicit knowledge. For this purpose, the research focuses on professional decision-making skills in viticulture. Most existing research on immersive learning concentrates on explicit learning strategies. In contrast, this study explores the potential of IVR to foster the transfer of implicit knowledge to real-world situations.Forty third-year engineering students were randomly assigned to an IVR or a traditional slideshow group. They learned to assess vine vigour through an implicit learning phase, followed by a real-world evaluation in an actual vineyard. Learning outcomes were measured by decision-making accuracy, response time, and intrinsic motivation.The findings show that the IVR group did not significantly outperform the slideshow group in decision-making accuracy. However, the IVR group took more time to make decisions. This observation suggests an impact of immersion during the transfer to real-world situations. Additionally, the IVR group showed a higher level of intrinsic motivation than the slideshow group.These results suggest that although the immersion effect does not directly enhance learning outcomes for this cognitive objective, it does affect how knowledge is transferred to the real world. They also confirm that the positive impact of immersion is difficult to generalize and may depend on the nature of the knowledge. Still, the immersion effect significantly improves learner motivation. This consistent finding could be a key factor in long-term educational success. Further research exploring the nuanced effects of immersion on different learning strategies and educational objectives could offer new practical perspectives for the future of educational technologies.</dc:description>
</item>
<item>
<title>Jumeaux numériques : le projet JENII cherche à innover dans la formation aux procédés de fabrication</title>
<link>http://hdl.handle.net/10985/25190</link>
<description>Jumeaux numériques : le projet JENII cherche à innover dans la formation aux procédés de fabrication
BAUDOUIN, Cyrille; URIBE, David; FLEURY, Sylvain
Le concept de jumeau numérique offre une multitude d'applications et d'utilisations dans divers domaines. Tout d'abord, il permet de simuler et de tester des scénarios virtuels avant de les implémenter dans le monde réel. Cela peut être particulièrement utile dans le domaine de la conception et du prototypage, où les ingénieurs peuvent explorer différentes configurations et identifier les problèmes potentiels avant même de commencer la production physique. De plus, les jumeaux numériques sont largement utilisés dans la fabrication prédictive. En utilisant des modèles avancés alimentés par des données en temps réel, ils peuvent prédire les performances futures des équipements industriels, anticiper les pannes et optimiser les paramètres de fonctionnement pour améliorer l'efficacité opérationnelle.&#13;
Le projet JENII (Jumeaux d’Enseignement Numériques Immersifs et Interactifs), mené par l’ENSAM en collaboration avec le CESI, le CNAM et le CEA, et financé par l’ANR, vise à développer des jumeaux numériques pour la formation, particulièrement pour les procédés comme la forge et la fonderie, entre autres. JENII vise à révolutionner l’éducation, en créant une suite de jumeaux numériques pour des cas d’applications d’ingénierie. En intégrant des environnements virtuels avec des interactions en temps réel, ce projet offre aux apprenants une expérience d'apprentissage innovante qui complète les méthodes traditionnelles d'enseignement.
</description>
<pubDate>Fri, 01 Mar 2024 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/25190</guid>
<dc:date>2024-03-01T00:00:00Z</dc:date>
<dc:creator>BAUDOUIN, Cyrille</dc:creator>
<dc:creator>URIBE, David</dc:creator>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:description>Le concept de jumeau numérique offre une multitude d'applications et d'utilisations dans divers domaines. Tout d'abord, il permet de simuler et de tester des scénarios virtuels avant de les implémenter dans le monde réel. Cela peut être particulièrement utile dans le domaine de la conception et du prototypage, où les ingénieurs peuvent explorer différentes configurations et identifier les problèmes potentiels avant même de commencer la production physique. De plus, les jumeaux numériques sont largement utilisés dans la fabrication prédictive. En utilisant des modèles avancés alimentés par des données en temps réel, ils peuvent prédire les performances futures des équipements industriels, anticiper les pannes et optimiser les paramètres de fonctionnement pour améliorer l'efficacité opérationnelle.&#13;
Le projet JENII (Jumeaux d’Enseignement Numériques Immersifs et Interactifs), mené par l’ENSAM en collaboration avec le CESI, le CNAM et le CEA, et financé par l’ANR, vise à développer des jumeaux numériques pour la formation, particulièrement pour les procédés comme la forge et la fonderie, entre autres. JENII vise à révolutionner l’éducation, en créant une suite de jumeaux numériques pour des cas d’applications d’ingénierie. En intégrant des environnements virtuels avec des interactions en temps réel, ce projet offre aux apprenants une expérience d'apprentissage innovante qui complète les méthodes traditionnelles d'enseignement.</dc:description>
</item>
<item>
<title>Adapted measurement method to assess mental workload in maintainability studies: industrial point of view</title>
<link>http://hdl.handle.net/10985/25961</link>
<description>Adapted measurement method to assess mental workload in maintainability studies: industrial point of view
BERTHON, Lorrys; BERNARD, Fabien; FLEURY, Sylvain; PAQUIN, Raphael; RICHIR, Simon
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, leads us to define an appropriate method for measuring the mental workload during the maintenance activity. In the aviation industry and in the frame of mental workload assessment, subjective, objective, and physiological approaches will provide adequate solutions in a context always influenced by multiple constraints. Ultimately, these data will enable us to better anticipate the design of more robust and fault-tolerant systems that ensure the protection of operators' physical and mental integrity.
</description>
<pubDate>Sun, 15 Sep 2024 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/25961</guid>
<dc:date>2024-09-15T00:00:00Z</dc:date>
<dc:creator>BERTHON, Lorrys</dc:creator>
<dc:creator>BERNARD, Fabien</dc:creator>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:creator>PAQUIN, Raphael</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>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, leads us to define an appropriate method for measuring the mental workload during the maintenance activity. In the aviation industry and in the frame of mental workload assessment, subjective, objective, and physiological approaches will provide adequate solutions in a context always influenced by multiple constraints. Ultimately, these data will enable us to better anticipate the design of more robust and fault-tolerant systems that ensure the protection of operators' physical and mental integrity.</dc:description>
</item>
<item>
<title>Why move during virtual reality sketching? Experimental study to improve the quality of sketches in virtual reality</title>
<link>http://hdl.handle.net/10985/26023</link>
<description>Why move during virtual reality sketching? Experimental study to improve the quality of sketches in virtual reality
CHANIAUD, Noémie; FLEURY, Sylvain; POUSSARD, Benjamin; GUITTER, Thibaut; RICHIR, Simon
Virtual Reality (VR) sketching is a valuable tool for conceptual understanding, creativity, and design, but quality issues can hinder its adoption. To address this, we conducted a study involving 15 novices and 15 experts who sketched three chair models in static, mobile, and control conditions. The results showed that mental rotation skills, training, model type, and movement impact sketch quality. The static condition negatively affected performance, particularly volume and proportion. Conversely, the mobile condition didn't improve sketch quality compared to the control group. 3D perception seems tied to movement, highlighting the need to adapt VR sketching software for these challenges. Enhancing the user experience and addressing these quality concerns will be pivotal in the widespread acceptance of VR sketching tools.
</description>
<pubDate>Sat, 01 Mar 2025 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/26023</guid>
<dc:date>2025-03-01T00:00:00Z</dc:date>
<dc:creator>CHANIAUD, Noémie</dc:creator>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:creator>POUSSARD, Benjamin</dc:creator>
<dc:creator>GUITTER, Thibaut</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>Virtual Reality (VR) sketching is a valuable tool for conceptual understanding, creativity, and design, but quality issues can hinder its adoption. To address this, we conducted a study involving 15 novices and 15 experts who sketched three chair models in static, mobile, and control conditions. The results showed that mental rotation skills, training, model type, and movement impact sketch quality. The static condition negatively affected performance, particularly volume and proportion. Conversely, the mobile condition didn't improve sketch quality compared to the control group. 3D perception seems tied to movement, highlighting the need to adapt VR sketching software for these challenges. Enhancing the user experience and addressing these quality concerns will be pivotal in the widespread acceptance of VR sketching tools.</dc:description>
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