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<pubDate xmlns="http://apache.org/cocoon/i18n/2.1">Fri, 12 Jun 2026 11:20:57 GMT</pubDate>
<dc:date>2026-06-12T11:20:57Z</dc:date>
<item>
<title>Impact of simulated low vision on perception and action</title>
<link>http://hdl.handle.net/10985/9704</link>
<description>Impact of simulated low vision on perception and action
BOUMENIR, Yasmine; KADRI, Abdelmajid; SUIRE, Nadège; MURY, Corinne; KLINGER, Evelyne
Most of us do not know how a visually impaired person perceives and acts within the environment in everyday life. In this context, an experimental study was conducted using a virtual reality simulation in which sighted people were immersed in low vision situations: blurred vision, tunnel vision, and central scotoma. After a brief familiarization procedure with a virtual reality tool called “SENSIVISE”, which includes a virtual apartment, 24 adults had to explore two rooms through low vision simulation or full vision (as a control group) to identify their location, and then were instructed to find particular targets. Perception and actions performances were measured in terms of time needed to answer questions related to visual perception, and distances between the participants’ body and the screen. The results show that low vision simulation impairs perception among sighted people. It was expressed by a statistically significant effect of lower times needed to execute tasks compared to the control condition. Consequently, the sighted individuals realized how it is difficult to perceive and move when vision is limited.
</description>
<pubDate>Wed, 01 Jan 2014 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/9704</guid>
<dc:date>2014-01-01T00:00:00Z</dc:date>
<dc:creator>BOUMENIR, Yasmine</dc:creator>
<dc:creator>KADRI, Abdelmajid</dc:creator>
<dc:creator>SUIRE, Nadège</dc:creator>
<dc:creator>MURY, Corinne</dc:creator>
<dc:creator>KLINGER, Evelyne</dc:creator>
<dc:description>Most of us do not know how a visually impaired person perceives and acts within the environment in everyday life. In this context, an experimental study was conducted using a virtual reality simulation in which sighted people were immersed in low vision situations: blurred vision, tunnel vision, and central scotoma. After a brief familiarization procedure with a virtual reality tool called “SENSIVISE”, which includes a virtual apartment, 24 adults had to explore two rooms through low vision simulation or full vision (as a control group) to identify their location, and then were instructed to find particular targets. Perception and actions performances were measured in terms of time needed to answer questions related to visual perception, and distances between the participants’ body and the screen. The results show that low vision simulation impairs perception among sighted people. It was expressed by a statistically significant effect of lower times needed to execute tasks compared to the control condition. Consequently, the sighted individuals realized how it is difficult to perceive and move when vision is limited.</dc:description>
</item>
<item>
<title>Barriers to home-based exercise program adherence with chronic low back pain: Patient expectations regarding new technologies</title>
<link>http://hdl.handle.net/10985/10736</link>
<description>Barriers to home-based exercise program adherence with chronic low back pain: Patient expectations regarding new technologies
PALAZZO, Clémence; KLINGER, Evelyne; DORNER, Véronique; KADRI, Abdelmajid; THIERRY, Olivier; BOUMENIR, Yasmine; MARTIN, William; POIRAUDEAU, Serge; VILLE, Isabelle
Objective: To assess views of patients with chronic low back pain (cLBP) concerning barriers to homebased exercise program adherence and to record expectations regarding new technologies. Design: Qualitative study based on semi-structured interviews. Participants: A heterogeneous sample of 29 patients who performed a home-based exercise program for cLBP learned during supervised physiotherapy sessions in a tertiary care hospital. Interventions: Patients were interviewed at home by the same trained interviewer. Interviews combined a funnel-shaped structure and an itinerary method. Results: Barriers to adherence related to the exercise program (number, effectiveness, complexity and burden of exercises), the healthcare journey (breakdown between supervised sessions and home exercise, lack of follow-up and difficulties in contacting care providers), patient representations (illness and exercise perception, despondency, depression and lack of motivation), and the environment (attitudes of others, difficulties in planning exercise practice). Adherence could be enhanced by increasing the attractiveness of exercise programs, improving patient performance (following a model or providing feedback), and the feeling of being supported by care providers and other patients. Regarding new technologies, relatively younger patients favored visual and dynamic support that provided an enjoyable and challenging environment and feedback on their performance. Relatively older patients favored the possibility of being guided when doing exercises. Whatever the tool proposed, patients expected its use to be learned during a supervised session and performance regularly checked by care providers; they expected adherence to be discussed with care providers. Conclusions: For patients with cLBP, adherence to home-based exercise programs could be facilitated by increasing the attractiveness of the programs, improving patient performance and favoring a feeling of being supported. New technologies meet these challenges and seem attractive to patients but are not a substitute for the human relationship between patients and care providers.
</description>
<pubDate>Fri, 01 Jan 2016 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/10736</guid>
<dc:date>2016-01-01T00:00:00Z</dc:date>
<dc:creator>PALAZZO, Clémence</dc:creator>
<dc:creator>KLINGER, Evelyne</dc:creator>
<dc:creator>DORNER, Véronique</dc:creator>
<dc:creator>KADRI, Abdelmajid</dc:creator>
<dc:creator>THIERRY, Olivier</dc:creator>
<dc:creator>BOUMENIR, Yasmine</dc:creator>
<dc:creator>MARTIN, William</dc:creator>
<dc:creator>POIRAUDEAU, Serge</dc:creator>
<dc:creator>VILLE, Isabelle</dc:creator>
<dc:description>Objective: To assess views of patients with chronic low back pain (cLBP) concerning barriers to homebased exercise program adherence and to record expectations regarding new technologies. Design: Qualitative study based on semi-structured interviews. Participants: A heterogeneous sample of 29 patients who performed a home-based exercise program for cLBP learned during supervised physiotherapy sessions in a tertiary care hospital. Interventions: Patients were interviewed at home by the same trained interviewer. Interviews combined a funnel-shaped structure and an itinerary method. Results: Barriers to adherence related to the exercise program (number, effectiveness, complexity and burden of exercises), the healthcare journey (breakdown between supervised sessions and home exercise, lack of follow-up and difficulties in contacting care providers), patient representations (illness and exercise perception, despondency, depression and lack of motivation), and the environment (attitudes of others, difficulties in planning exercise practice). Adherence could be enhanced by increasing the attractiveness of exercise programs, improving patient performance (following a model or providing feedback), and the feeling of being supported by care providers and other patients. Regarding new technologies, relatively younger patients favored visual and dynamic support that provided an enjoyable and challenging environment and feedback on their performance. Relatively older patients favored the possibility of being guided when doing exercises. Whatever the tool proposed, patients expected its use to be learned during a supervised session and performance regularly checked by care providers; they expected adherence to be discussed with care providers. Conclusions: For patients with cLBP, adherence to home-based exercise programs could be facilitated by increasing the attractiveness of the programs, improving patient performance and favoring a feeling of being supported. New technologies meet these challenges and seem attractive to patients but are not a substitute for the human relationship between patients and care providers.</dc:description>
</item>
<item>
<title>Expressive Virtual Human : Impact of expressive wrinkles and pupillary size on emotion recognition</title>
<link>http://hdl.handle.net/10985/17027</link>
<description>Expressive Virtual Human : Impact of expressive wrinkles and pupillary size on emotion recognition
MILCENT, Anne-Sophie; KADRI, Abdelmajid; GESLIN, Erik; RICHIR, Simon
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 the design of an expressive virtual human, by identifying and adapting visual factors promoting transcription of emotions. In this paper, we investigate the effect of expressive wrinkles and variation of pupil size. We propose to compare the recognition of basic emotions on a real human and on an expressive virtual human. The virtual human was subject to two different factors: expressive wrinkles and/or pupil size. Our results indicate that emotion recognition rates on the virtual agent are high. Moreover, expressive wrinkles affect emotion recognition. The effect of pupillary size is less significant. However, both are recommended to design an expressive virtual human.
</description>
<pubDate>Tue, 01 Jan 2019 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/17027</guid>
<dc:date>2019-01-01T00:00:00Z</dc:date>
<dc:creator>MILCENT, Anne-Sophie</dc:creator>
<dc:creator>KADRI, Abdelmajid</dc:creator>
<dc:creator>GESLIN, Erik</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>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 the design of an expressive virtual human, by identifying and adapting visual factors promoting transcription of emotions. In this paper, we investigate the effect of expressive wrinkles and variation of pupil size. We propose to compare the recognition of basic emotions on a real human and on an expressive virtual human. The virtual human was subject to two different factors: expressive wrinkles and/or pupil size. Our results indicate that emotion recognition rates on the virtual agent are high. Moreover, expressive wrinkles affect emotion recognition. The effect of pupillary size is less significant. However, both are recommended to design an expressive virtual human.</dc:description>
</item>
<item>
<title>Using facial expressiveness of a virtual agent to induce empathy in users</title>
<link>http://hdl.handle.net/10985/20497</link>
<description>Using facial expressiveness of a virtual agent to induce empathy in users
MILCENT, Anne-Sophie; KADRI, Abdelmajid; RICHIR, Simon
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 assume that the facial expressiveness of a virtual agent is a factor to be considered in order to improve the user experience. We investigate the impact of the facial expressiveness of virtual humans on the empathy induction in the user of health simulators. We also investigate the impact of facial expressiveness on the user’s sense of similarity and the affective bond with the agent. Our results show a high empathy score when users train with simulators. Depending on the context, we observe a significant difference in perspective-taking in favor of the users who interact with an expressive virtual agent to a virtual agent without facial expressiveness.
</description>
<pubDate>Fri, 01 Jan 2021 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/20497</guid>
<dc:date>2021-01-01T00:00:00Z</dc:date>
<dc:creator>MILCENT, Anne-Sophie</dc:creator>
<dc:creator>KADRI, Abdelmajid</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>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 assume that the facial expressiveness of a virtual agent is a factor to be considered in order to improve the user experience. We investigate the impact of the facial expressiveness of virtual humans on the empathy induction in the user of health simulators. We also investigate the impact of facial expressiveness on the user’s sense of similarity and the affective bond with the agent. Our results show a high empathy score when users train with simulators. Depending on the context, we observe a significant difference in perspective-taking in favor of the users who interact with an expressive virtual agent to a virtual agent without facial expressiveness.</dc:description>
</item>
<item>
<title>Perceptual abilities in case of low vision, using a virtual reality environment</title>
<link>http://hdl.handle.net/10985/9764</link>
<description>Perceptual abilities in case of low vision, using a virtual reality environment
KLINGER, Evelyne; BOUMENIR, Yasmine; KADRI, Abdelmajid; MURY, Corinne; SUIRE, Nadège; AUBIN, Pierric
Losing our relationship with our environmental conditions may reduce our cognitive abilities to understand them, and so to interact within. Through the SENSIVISE virtual space, we analyzed the perceptual abilities of 27 visually impaired people and 6 controls to perceive and interact while achieving requested tasks based on global or objects perception and recognition. We also tested the contribution of SENSIVISE's adaptations in improving performance and perception. Our results show a large variability of the performance among participants with low vision, according to visual deficiency, task features, and environmental conditions.
</description>
<pubDate>Tue, 01 Jan 2013 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/9764</guid>
<dc:date>2013-01-01T00:00:00Z</dc:date>
<dc:creator>KLINGER, Evelyne</dc:creator>
<dc:creator>BOUMENIR, Yasmine</dc:creator>
<dc:creator>KADRI, Abdelmajid</dc:creator>
<dc:creator>MURY, Corinne</dc:creator>
<dc:creator>SUIRE, Nadège</dc:creator>
<dc:creator>AUBIN, Pierric</dc:creator>
<dc:description>Losing our relationship with our environmental conditions may reduce our cognitive abilities to understand them, and so to interact within. Through the SENSIVISE virtual space, we analyzed the perceptual abilities of 27 visually impaired people and 6 controls to perceive and interact while achieving requested tasks based on global or objects perception and recognition. We also tested the contribution of SENSIVISE's adaptations in improving performance and perception. Our results show a large variability of the performance among participants with low vision, according to visual deficiency, task features, and environmental conditions.</dc:description>
</item>
<item>
<title>AGATHE : A tool for personalized rehabilitation of cognitive functions based on simulated activities of daily living</title>
<link>http://hdl.handle.net/10985/8465</link>
<description>AGATHE : A tool for personalized rehabilitation of cognitive functions based on simulated activities of daily living
KLINGER, Evelyne; KADRI, Abdelmajid; SORITA, Eric; LE GUIET, Jean-Luc; COIGNARD, Pauline; FUCHS, Philippe; LEROY, Laure; DU LAC, Nicolas; SERVANT, Fabrice; JOSEPH, Pierre-Alain
Every year, tens of thousands of people fall victim to one of invalidating neurological pathologies. Acquired brain injury leads to cognitive impairment and heavy loss of autonomy. Rehabilitation interventions are needed to enable people to recover capacity and return to Instrumental Activities of Daily Living (iADL), such as grocery shopping. Unfortunately, the resources made available in cognitive rehabilitation are insufficient for the growing needs of victims of brain damage. The goal of the AGATHE project is to develop a tool that will provide therapists with an innovative means of dealing with cognitive rehabilitation and offer patients customized rehabilitation sessions, on the basis of simulated iADL. AGATHE fits into accessibility prospects of the tool (for everyone, everywhere and anywhere) and reduction of the cost of rehabilitation. AGATHE allows the strengthening and diversification of skills and expertise of the project’s clinical and research partners as well as the opening of a new application field to the technology of the industrial partners. Initial tests of the AGATHE tool have been performed among therapists and patients after brain injury in order to validate usability issues. Perspective of efficacy trials has been identified and development projects are explored.
http://dx.doi.org/10.1016/j.irbm.2013.01.005
</description>
<pubDate>Tue, 01 Jan 2013 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/8465</guid>
<dc:date>2013-01-01T00:00:00Z</dc:date>
<dc:creator>KLINGER, Evelyne</dc:creator>
<dc:creator>KADRI, Abdelmajid</dc:creator>
<dc:creator>SORITA, Eric</dc:creator>
<dc:creator>LE GUIET, Jean-Luc</dc:creator>
<dc:creator>COIGNARD, Pauline</dc:creator>
<dc:creator>FUCHS, Philippe</dc:creator>
<dc:creator>LEROY, Laure</dc:creator>
<dc:creator>DU LAC, Nicolas</dc:creator>
<dc:creator>SERVANT, Fabrice</dc:creator>
<dc:creator>JOSEPH, Pierre-Alain</dc:creator>
<dc:description>Every year, tens of thousands of people fall victim to one of invalidating neurological pathologies. Acquired brain injury leads to cognitive impairment and heavy loss of autonomy. Rehabilitation interventions are needed to enable people to recover capacity and return to Instrumental Activities of Daily Living (iADL), such as grocery shopping. Unfortunately, the resources made available in cognitive rehabilitation are insufficient for the growing needs of victims of brain damage. The goal of the AGATHE project is to develop a tool that will provide therapists with an innovative means of dealing with cognitive rehabilitation and offer patients customized rehabilitation sessions, on the basis of simulated iADL. AGATHE fits into accessibility prospects of the tool (for everyone, everywhere and anywhere) and reduction of the cost of rehabilitation. AGATHE allows the strengthening and diversification of skills and expertise of the project’s clinical and research partners as well as the opening of a new application field to the technology of the industrial partners. Initial tests of the AGATHE tool have been performed among therapists and patients after brain injury in order to validate usability issues. Perspective of efficacy trials has been identified and development projects are explored.</dc:description>
</item>
<item>
<title>When sighted people are in the skin of visually impaired ones: perception and actions in virtual reality situation</title>
<link>http://hdl.handle.net/10985/9763</link>
<description>When sighted people are in the skin of visually impaired ones: perception and actions in virtual reality situation
BOUMENIR, Yasmine; KADRI, Abdelmajid; SUIRE, Nadège; MURY, Corinne; KLINGER, Evelyne
Most of us do not know how a visually impaired person perceives and acts within the environment in everyday life. In this context, an experimental study was conducted using a virtual reality simulation in which sighted people were immersed in low vision situations : Blurred vision, Tunnel vision, central Scotoma. After a brief familiarization procedure with a virtual reality tool called “SENSIVISE” which includes a virtual apartment, 24 adults had to explore two rooms through low vision simulation or full vision (as control group) to identify their location, and then were instructed to find particular targets. Perception and actions performances were measured in terms of time needed to answer questions related to visual perception, and distances between the participants’ body and the screen. The results show that low vision simulation impairs perception among sighted people. It was expressed by a statistically significant effect of lower times needed to execute tasks compared to the control condition. Consequently, the sighted individuals realized how it is difficult to perceive andmove when vision is limited.
</description>
<pubDate>Sun, 01 Jan 2012 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/9763</guid>
<dc:date>2012-01-01T00:00:00Z</dc:date>
<dc:creator>BOUMENIR, Yasmine</dc:creator>
<dc:creator>KADRI, Abdelmajid</dc:creator>
<dc:creator>SUIRE, Nadège</dc:creator>
<dc:creator>MURY, Corinne</dc:creator>
<dc:creator>KLINGER, Evelyne</dc:creator>
<dc:description>Most of us do not know how a visually impaired person perceives and acts within the environment in everyday life. In this context, an experimental study was conducted using a virtual reality simulation in which sighted people were immersed in low vision situations : Blurred vision, Tunnel vision, central Scotoma. After a brief familiarization procedure with a virtual reality tool called “SENSIVISE” which includes a virtual apartment, 24 adults had to explore two rooms through low vision simulation or full vision (as control group) to identify their location, and then were instructed to find particular targets. Perception and actions performances were measured in terms of time needed to answer questions related to visual perception, and distances between the participants’ body and the screen. The results show that low vision simulation impairs perception among sighted people. It was expressed by a statistically significant effect of lower times needed to execute tasks compared to the control condition. Consequently, the sighted individuals realized how it is difficult to perceive andmove when vision is limited.</dc:description>
</item>
<item>
<title>Impact of simulated low vision on perception and action</title>
<link>http://hdl.handle.net/10985/9662</link>
<description>Impact of simulated low vision on perception and action
BOUMENIR, Yasmine; KADRI, Abdelmajid; SUIRE, Nadège; MURY, Corinne; KLINGER, Evelyne
Most of us do not know how a visually impaired person perceives and acts within the environment in everyday life. In this context, an experimental study was conducted using a virtual reality simulation in which sighted people were immersed in low vision situations: blurred vision, tunnel vision, and central scotoma. After a brief familiarization procedure with a virtual reality tool called “SENSIVISE”, which includes a virtual apartment, 24 adults had to explore two rooms through low vision simulation or full vision (as a control group) to identify their location, and then were instructed to find particular targets. Perception and actions performances were measured in terms of time needed to answer questions related to visual perception, and distances between the participants’ body and the screen. The results show that low vision simulation impairs perception among sighted people. It was expressed by a statistically significant effect of lower times needed to execute tasks compared to the control condition. Consequently, the sighted individuals realized how it is difficult to perceive and move when vision is limited.
</description>
<pubDate>Wed, 01 Jan 2014 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/9662</guid>
<dc:date>2014-01-01T00:00:00Z</dc:date>
<dc:creator>BOUMENIR, Yasmine</dc:creator>
<dc:creator>KADRI, Abdelmajid</dc:creator>
<dc:creator>SUIRE, Nadège</dc:creator>
<dc:creator>MURY, Corinne</dc:creator>
<dc:creator>KLINGER, Evelyne</dc:creator>
<dc:description>Most of us do not know how a visually impaired person perceives and acts within the environment in everyday life. In this context, an experimental study was conducted using a virtual reality simulation in which sighted people were immersed in low vision situations: blurred vision, tunnel vision, and central scotoma. After a brief familiarization procedure with a virtual reality tool called “SENSIVISE”, which includes a virtual apartment, 24 adults had to explore two rooms through low vision simulation or full vision (as a control group) to identify their location, and then were instructed to find particular targets. Perception and actions performances were measured in terms of time needed to answer questions related to visual perception, and distances between the participants’ body and the screen. The results show that low vision simulation impairs perception among sighted people. It was expressed by a statistically significant effect of lower times needed to execute tasks compared to the control condition. Consequently, the sighted individuals realized how it is difficult to perceive and move when vision is limited.</dc:description>
</item>
<item>
<title>Scoping Review on the Interactive Digital Tools Used for the Physical and Cognitive Stimulation of Healthy Older Adults</title>
<link>http://hdl.handle.net/10985/25342</link>
<description>Scoping Review on the Interactive Digital Tools Used for the Physical and Cognitive Stimulation of Healthy Older Adults
BUSSER, Auriane; FLEURY, Sylvain; KADRI, Abdelmajid; HAJ MAHMOUD, Olfa; RICHIR, Simon
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 paired with the appropriate games. Considering the global concern of an aging population which could benefit from both physical and cognitive stimulation, these tools appear to be an encouraging solution to keep the population healthier over time. This scoping review reports on the digital tools used in publications between January 2015 and December 2023 regarding the physical and cognitive stimulation of healthy elderly people. The search was conducted in PubMed, Web of Science, and ScienceDirect databases. Of the 1579 publications retrieved, a total of 68 publications were analyzed in this review. A wide variety of digital tools were used in the corpus for the combined physical and cognitive stimulation of the elderly. These tools can be categorized into six types of hardware: pressure plates, optical motion capture, inertial motion capture, virtual reality, ergometers, and driving simulators. The apparition of publications using virtual reality and an increase in publications using inertial motion capture in 2020 could be an indicator that digital tools used for cognitive and physical stimulation of the elderly are evolving. Another finding is the wide variety in evaluation tools used to monitor the outcomes of each protocol. A standardization of the testing process might be needed in order to improve comparisons between experiments.
</description>
<pubDate>Tue, 18 Jun 2024 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/25342</guid>
<dc:date>2024-06-18T00:00:00Z</dc:date>
<dc:creator>BUSSER, Auriane</dc:creator>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:creator>KADRI, Abdelmajid</dc:creator>
<dc:creator>HAJ MAHMOUD, Olfa</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>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 paired with the appropriate games. Considering the global concern of an aging population which could benefit from both physical and cognitive stimulation, these tools appear to be an encouraging solution to keep the population healthier over time. This scoping review reports on the digital tools used in publications between January 2015 and December 2023 regarding the physical and cognitive stimulation of healthy elderly people. The search was conducted in PubMed, Web of Science, and ScienceDirect databases. Of the 1579 publications retrieved, a total of 68 publications were analyzed in this review. A wide variety of digital tools were used in the corpus for the combined physical and cognitive stimulation of the elderly. These tools can be categorized into six types of hardware: pressure plates, optical motion capture, inertial motion capture, virtual reality, ergometers, and driving simulators. The apparition of publications using virtual reality and an increase in publications using inertial motion capture in 2020 could be an indicator that digital tools used for cognitive and physical stimulation of the elderly are evolving. Another finding is the wide variety in evaluation tools used to monitor the outcomes of each protocol. A standardization of the testing process might be needed in order to improve comparisons between experiments.</dc:description>
</item>
<item>
<title>Les humains virtuels expressifs dans les simulateurs en santé</title>
<link>http://hdl.handle.net/10985/17524</link>
<description>Les humains virtuels expressifs dans les simulateurs en santé
MILCENT, Anne-Sophie; KADRI, Abdelmajid; GESLIN, Erik; RICHIR, Simon
Healthcare simulators are considered as interactive and playful learning environments offering many training opportunities. Medical students wish to train with virtual simulators for a few years to prepare their encounter with real patients. The integration of virtual agents endowed with emotions promotes exchanges and interactions, and provokes emotional reactions in the learner. This leads to emotional involvement and facilitates learning and memorization. We will focus our research on the impact of expressive virtual humans on the user experience, and more especially on the induction of empathy in learners.
</description>
<pubDate>Tue, 01 Jan 2019 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/17524</guid>
<dc:date>2019-01-01T00:00:00Z</dc:date>
<dc:creator>MILCENT, Anne-Sophie</dc:creator>
<dc:creator>KADRI, Abdelmajid</dc:creator>
<dc:creator>GESLIN, Erik</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>Healthcare simulators are considered as interactive and playful learning environments offering many training opportunities. Medical students wish to train with virtual simulators for a few years to prepare their encounter with real patients. The integration of virtual agents endowed with emotions promotes exchanges and interactions, and provokes emotional reactions in the learner. This leads to emotional involvement and facilitates learning and memorization. We will focus our research on the impact of expressive virtual humans on the user experience, and more especially on the induction of empathy in learners.</dc:description>
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