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<pubDate xmlns="http://apache.org/cocoon/i18n/2.1">Sun, 14 Jun 2026 10:10:18 GMT</pubDate>
<dc:date>2026-06-14T10:10:18Z</dc:date>
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<title>How 3D Interaction Metaphors Affect User Experience in Collaborative Virtual Environment</title>
<link>http://hdl.handle.net/10985/6854</link>
<description>How 3D Interaction Metaphors Affect User Experience in Collaborative Virtual Environment
HRIMECH, Hamid; ALEM, Leila; MERIENNE, Frédéric
In this paper we presents the results of our experimental study which aims to understand the impact of three interaction 3D metaphors (ray casting, GoGo, and virtual hand) on the user experience in a semi-immersive collaborative virtual environment (the Braccetto System). For each session, participants are grouped in twos to reconstruct a puzzle by an assemblage of cubes. The puzzle to reconstruct corresponds to a gradient of colors. We found that there is a significant difference in the user experience by changing the interaction metaphor on the copresence, awareness, involvement, collaborative effort, satisfaction usability, and preference. These findings provide a basis for designing 3D navigation techniques in a CVE.
</description>
<pubDate>Sat, 01 Jan 2011 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/6854</guid>
<dc:date>2011-01-01T00:00:00Z</dc:date>
<dc:creator>HRIMECH, Hamid</dc:creator>
<dc:creator>ALEM, Leila</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:description>In this paper we presents the results of our experimental study which aims to understand the impact of three interaction 3D metaphors (ray casting, GoGo, and virtual hand) on the user experience in a semi-immersive collaborative virtual environment (the Braccetto System). For each session, participants are grouped in twos to reconstruct a puzzle by an assemblage of cubes. The puzzle to reconstruct corresponds to a gradient of colors. We found that there is a significant difference in the user experience by changing the interaction metaphor on the copresence, awareness, involvement, collaborative effort, satisfaction usability, and preference. These findings provide a basis for designing 3D navigation techniques in a CVE.</dc:description>
</item>
<item>
<title>The Effects of the Use of Serious Game in Eco-Driving Training</title>
<link>http://hdl.handle.net/10985/11355</link>
<description>The Effects of the Use of Serious Game in Eco-Driving Training
HRIMECH, Hamid; BELOUFA, Sabrina; BOUCHEIX, Jean-Michel; CAUCHARD, Fabrice; VEDRENNE, Joël; KEMENY, Andras; MERIENNE, Frédéric
Serious games present a promising approach to training and learning. The player is engaged in a virtual environment for a purpose beyond pure entertainment, all while having fun. In this paper, we investigate the effects of the use of serious game in eco-driving training. An approach has been developed in order to improve players’ practical skills in terms of eco-driving. This approach is based on the development of a driving simulation based on a serious game, integrating a multisensorial guidance system with metaphors including visual messages (information on fuel consumption, ideal speed area, gearbox management, etc.) and sounds (spatialized sounds, voice messages, etc.). The results demonstrate that the serious game influences positively the behavior of inexperienced drivers in ecological driving, leading to a significant reduction (up to 10%) of their CO2 emission. This work brings also some guidelines for the design process. The experiences lead to a determination of the best eco-driving rules allowing a significant reduction of CO2 emission.
</description>
<pubDate>Fri, 01 Jan 2016 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/11355</guid>
<dc:date>2016-01-01T00:00:00Z</dc:date>
<dc:creator>HRIMECH, Hamid</dc:creator>
<dc:creator>BELOUFA, Sabrina</dc:creator>
<dc:creator>BOUCHEIX, Jean-Michel</dc:creator>
<dc:creator>CAUCHARD, Fabrice</dc:creator>
<dc:creator>VEDRENNE, Joël</dc:creator>
<dc:creator>KEMENY, Andras</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:description>Serious games present a promising approach to training and learning. The player is engaged in a virtual environment for a purpose beyond pure entertainment, all while having fun. In this paper, we investigate the effects of the use of serious game in eco-driving training. An approach has been developed in order to improve players’ practical skills in terms of eco-driving. This approach is based on the development of a driving simulation based on a serious game, integrating a multisensorial guidance system with metaphors including visual messages (information on fuel consumption, ideal speed area, gearbox management, etc.) and sounds (spatialized sounds, voice messages, etc.). The results demonstrate that the serious game influences positively the behavior of inexperienced drivers in ecological driving, leading to a significant reduction (up to 10%) of their CO2 emission. This work brings also some guidelines for the design process. The experiences lead to a determination of the best eco-driving rules allowing a significant reduction of CO2 emission.</dc:description>
</item>
<item>
<title>Understanding the affordances of navigation metaphors in a collaborative virtual environment</title>
<link>http://hdl.handle.net/10985/6856</link>
<description>Understanding the affordances of navigation metaphors in a collaborative virtual environment
HRIMECH, Hamid; ALEM, Leila; MERIENNE, Frédéric
When designing a collaborative virtual environment (CVE) one important decision is to identify the right interaction technique to be used. This paper takes the position that the interaction techniques used in a CVE have an effect on user’s collaborative experience. Paper investigates the effect of three 3D navigation techniques on user’s experience when interacting in a CVE. We report the affordances of navigation techniques using different aspects of user’s experience such as awareness, perception of collaborative effort, presence and satisfaction. 40 subjects were grouped in pairs of two users to perform a collaborative navigation task. Our results show that giving the user’s a direct control of their actions influences positively their copresence and awareness. A direct visual feedback of the partner’s point of view is beneficial for the copresence and the awareness. Finally, the space reference and the orientation in the virtual environment (VE) have an impact on the user involvement. These results provide an initial set of guidelines for the design of collaborative virtual environments.
</description>
<pubDate>Fri, 01 Jan 2010 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/6856</guid>
<dc:date>2010-01-01T00:00:00Z</dc:date>
<dc:creator>HRIMECH, Hamid</dc:creator>
<dc:creator>ALEM, Leila</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:description>When designing a collaborative virtual environment (CVE) one important decision is to identify the right interaction technique to be used. This paper takes the position that the interaction techniques used in a CVE have an effect on user’s collaborative experience. Paper investigates the effect of three 3D navigation techniques on user’s experience when interacting in a CVE. We report the affordances of navigation techniques using different aspects of user’s experience such as awareness, perception of collaborative effort, presence and satisfaction. 40 subjects were grouped in pairs of two users to perform a collaborative navigation task. Our results show that giving the user’s a direct control of their actions influences positively their copresence and awareness. A direct visual feedback of the partner’s point of view is beneficial for the copresence and the awareness. Finally, the space reference and the orientation in the virtual environment (VE) have an impact on the user involvement. These results provide an initial set of guidelines for the design of collaborative virtual environments.</dc:description>
</item>
<item>
<title>Haptic Interface to Interact with a Virtual Vehicle Cockpit</title>
<link>http://hdl.handle.net/10985/13114</link>
<description>Haptic Interface to Interact with a Virtual Vehicle Cockpit
DIRAA, Fatima-Ezzahra; HRIMECH, Hamid; MERIENNE, Frédéric; CHARDONNET, Jean-Rémy
This paper presents a device for interacting with a virtual cockpit of a vehicle with tactile feedback while driving. The design of this interface takes into account the criteria for virtual reality not inducing cognitive overload resulting from the complexity of use and the invasiveness of the device. Especial attention is taken to be as accurate as possible in the interaction with the elements of the cockpit while ensuring high quality tactile feedback to the user as well as a good perception of the elements of the cockpit, and to minimize task execution errors, disturbances on the driver currently driving and the device latency. User experiments show the effectiveness of our device through visuo-haptic feedback.
</description>
<pubDate>Tue, 01 Jan 2013 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/13114</guid>
<dc:date>2013-01-01T00:00:00Z</dc:date>
<dc:creator>DIRAA, Fatima-Ezzahra</dc:creator>
<dc:creator>HRIMECH, Hamid</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:creator>CHARDONNET, Jean-Rémy</dc:creator>
<dc:description>This paper presents a device for interacting with a virtual cockpit of a vehicle with tactile feedback while driving. The design of this interface takes into account the criteria for virtual reality not inducing cognitive overload resulting from the complexity of use and the invasiveness of the device. Especial attention is taken to be as accurate as possible in the interaction with the elements of the cockpit while ensuring high quality tactile feedback to the user as well as a good perception of the elements of the cockpit, and to minimize task execution errors, disturbances on the driver currently driving and the device latency. User experiments show the effectiveness of our device through visuo-haptic feedback.</dc:description>
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