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<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, 14 Jun 2026 09:54:08 GMT</pubDate>
<dc:date>2026-06-14T09:54:08Z</dc:date>
<item>
<title>Investigating the main characteristics of 3D real time tele-immersive environments through the example of a computer augmented golf platform</title>
<link>http://hdl.handle.net/10985/9762</link>
<description>Investigating the main characteristics of 3D real time tele-immersive environments through the example of a computer augmented golf platform
POUSSARD, Benjamin; LOUP, Guillaume; EYNARD, Rémy; PALLOT, Marc; HERNOUX, Franck; LOUP-ESCANDE, Emilie; RICHIR, Simon; CHRISTMANN, Olivier
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 characteristics of these kinds of environments are: the use of real time interactions and immersive technologies, high costs (in most of the cases), a design process oriented on end-users and a disruptive user experience. Finally, a list of guidelines based on literature is suggested for the design of an augmented golf platform that is implemented in the context of the 3D-LIVE project.
</description>
<pubDate>Wed, 01 Jan 2014 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/9762</guid>
<dc:date>2014-01-01T00:00:00Z</dc:date>
<dc:creator>POUSSARD, Benjamin</dc:creator>
<dc:creator>LOUP, Guillaume</dc:creator>
<dc:creator>EYNARD, Rémy</dc:creator>
<dc:creator>PALLOT, Marc</dc:creator>
<dc:creator>HERNOUX, Franck</dc:creator>
<dc:creator>LOUP-ESCANDE, Emilie</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:creator>CHRISTMANN, Olivier</dc:creator>
<dc:description>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 characteristics of these kinds of environments are: the use of real time interactions and immersive technologies, high costs (in most of the cases), a design process oriented on end-users and a disruptive user experience. Finally, a list of guidelines based on literature is suggested for the design of an augmented golf platform that is implemented in the context of the 3D-LIVE project.</dc:description>
</item>
<item>
<title>Augmented sport : exploring collective user experience</title>
<link>http://hdl.handle.net/10985/9988</link>
<description>Augmented sport : exploring collective user experience
PALLOT, Marc; EYNARD, Rémy; POUSSARD, Benjamin; RICHIR, Simon; CHRISTMANN, Olivier
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  Sport, we introduce Future Media Internet (FMI) technologies in relation with   Mixed   Reality (MR) platforms,   user   experience (UX), quality  of  Service  (QoS)  and  quality  of  Experience  (QoE)  within 3D  Tele-Immersive  Environments  that  are  part  of  the  broader DIME domain. Finally, we present the 3D LIVE project QoS-UX-QoE  approach  and  model  that  will  be  applied  along  three  use cases  (Skiing,  Jogging  and  Golfing)  experiments for  anticipating the potential user adoption.
</description>
<pubDate>Tue, 01 Jan 2013 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/9988</guid>
<dc:date>2013-01-01T00:00:00Z</dc:date>
<dc:creator>PALLOT, Marc</dc:creator>
<dc:creator>EYNARD, Rémy</dc:creator>
<dc:creator>POUSSARD, Benjamin</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:creator>CHRISTMANN, Olivier</dc:creator>
<dc:description>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  Sport, we introduce Future Media Internet (FMI) technologies in relation with   Mixed   Reality (MR) platforms,   user   experience (UX), quality  of  Service  (QoS)  and  quality  of  Experience  (QoE)  within 3D  Tele-Immersive  Environments  that  are  part  of  the  broader DIME domain. Finally, we present the 3D LIVE project QoS-UX-QoE  approach  and  model  that  will  be  applied  along  three  use cases  (Skiing,  Jogging  and  Golfing)  experiments for  anticipating the potential user adoption.</dc:description>
</item>
<item>
<title>Exploring Mixed-methods Instruments for Performance Evaluation of Immersive Collaborative Environments</title>
<link>http://hdl.handle.net/10985/16596</link>
<description>Exploring Mixed-methods Instruments for Performance Evaluation of Immersive Collaborative Environments
DUPONT, Laurent; PALLOT, Marc; MOREL, Laure; BOLY, Vincent; RICHIR, Simon; CHRISTMANN, Olivier
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 do believe that Immersive and Collaborative Environments (ICEs) based on the use of Virtual, Augmented and Mixed Reality technologies would be the right place for co-creating, exploring, experimenting and evaluating innovative ideas and concepts in order to quickly reach a common understanding. However, there is a need to design a proper method and instruments that would allow evaluating and comparing ICEs. Our previous paper presented the outcomes of an investigation to identifying and disentangling factors characterising a group immersion and collaboration in the context of co-creation. As a step further, this paper reports about our exploratory study towards the design of mixed methods quantitative and qualitative instruments for the evaluation of Immersive and Collaborative Environments (ICE) based on previously identified factors.
</description>
<pubDate>Sun, 01 Jan 2017 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/16596</guid>
<dc:date>2017-01-01T00:00:00Z</dc:date>
<dc:creator>DUPONT, Laurent</dc:creator>
<dc:creator>PALLOT, Marc</dc:creator>
<dc:creator>MOREL, Laure</dc:creator>
<dc:creator>BOLY, Vincent</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:creator>CHRISTMANN, Olivier</dc:creator>
<dc:description>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 do believe that Immersive and Collaborative Environments (ICEs) based on the use of Virtual, Augmented and Mixed Reality technologies would be the right place for co-creating, exploring, experimenting and evaluating innovative ideas and concepts in order to quickly reach a common understanding. However, there is a need to design a proper method and instruments that would allow evaluating and comparing ICEs. Our previous paper presented the outcomes of an investigation to identifying and disentangling factors characterising a group immersion and collaboration in the context of co-creation. As a step further, this paper reports about our exploratory study towards the design of mixed methods quantitative and qualitative instruments for the evaluation of Immersive and Collaborative Environments (ICE) based on previously identified factors.</dc:description>
</item>
<item>
<title>Construction of an instrument to evaluate the user eXperience of a group of co-creators in the upstream innovation process</title>
<link>http://hdl.handle.net/10985/16603</link>
<description>Construction of an instrument to evaluate the user eXperience of a group of co-creators in the upstream innovation process
LECOSSIER, Adrien; PALLOT, Marc; CRUBLEAU, Pascal; RICHIR, Simon
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 detrimental to the success of radical innovation projects in mature companies. The second part presents the outcomes of the experiment of the model application for the ideation stage of the upstream innovation. The objective of this experiment is to evaluate how much the designed bipolar mixed-method instrument and construct are reliable enough. Finally, the results permit, from the original structure of the UX-FFE model, to construct an instrument UXi dedicated to evaluate the user eXperience of co-creators in ideation stage.
</description>
<pubDate>Tue, 01 Jan 2019 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/16603</guid>
<dc:date>2019-01-01T00:00:00Z</dc:date>
<dc:creator>LECOSSIER, Adrien</dc:creator>
<dc:creator>PALLOT, Marc</dc:creator>
<dc:creator>CRUBLEAU, Pascal</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>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 detrimental to the success of radical innovation projects in mature companies. The second part presents the outcomes of the experiment of the model application for the ideation stage of the upstream innovation. The objective of this experiment is to evaluate how much the designed bipolar mixed-method instrument and construct are reliable enough. Finally, the results permit, from the original structure of the UX-FFE model, to construct an instrument UXi dedicated to evaluate the user eXperience of co-creators in ideation stage.</dc:description>
</item>
<item>
<title>Towards radical innovations in a mature company: an empirical study on the UX-FFE model</title>
<link>http://hdl.handle.net/10985/14976</link>
<description>Towards radical innovations in a mature company: an empirical study on the UX-FFE model
LECOSSIER, Adrien; PALLOT, Marc; CRUBLEAU, Pascal; RICHIR, Simon
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 tools; (4) the presence of a culture of innovation. This paper reports about the impact of applying the User eXperience-Fuzzy Front End (UX-FFE) model, which brings together the systemic innovation process with the social, economical, and methodological aspects on the outcomes of the innovation process. Firstly, it appears that the operational performance of the upstream innovation process relies on the quality of the social context, intrinsic to the group of co-creators, corresponding to the reported perceived experience. Secondly, the UX-FFE model application, therefore, allows optimizing the upstream innovation process performance. Indeed, we argue that the evaluation of the co-creators perceived experience brings new opportunities to optimize the operational performance of the upstream innovation process. The first part of this paper presents deeper a theoretical model, named UX-FFE, which combines a UX approach with an upstream innovation process (FFE). The main interest of this UX-FFE model is that it allows evaluating the social aspect of the upstream innovation process, which may be detrimental to the success of radical innovation projects in mature companies. The second part presents the results of previous experiments that validated the model. The results allow the design of an instrument dedicated to the evaluation of the user experience of co-creators in the ideation stage. Finally, the third part reports about the experimentation of the UX-FFE in a mature company. Results present the impact of the co-creators’experience on the performance of radical innovation projects.
Publication dans le cadre d'une thèse Cifre entre le LAMPA et Esterline.
</description>
<pubDate>Mon, 01 Jan 2018 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/14976</guid>
<dc:date>2018-01-01T00:00:00Z</dc:date>
<dc:creator>LECOSSIER, Adrien</dc:creator>
<dc:creator>PALLOT, Marc</dc:creator>
<dc:creator>CRUBLEAU, Pascal</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>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 tools; (4) the presence of a culture of innovation. This paper reports about the impact of applying the User eXperience-Fuzzy Front End (UX-FFE) model, which brings together the systemic innovation process with the social, economical, and methodological aspects on the outcomes of the innovation process. Firstly, it appears that the operational performance of the upstream innovation process relies on the quality of the social context, intrinsic to the group of co-creators, corresponding to the reported perceived experience. Secondly, the UX-FFE model application, therefore, allows optimizing the upstream innovation process performance. Indeed, we argue that the evaluation of the co-creators perceived experience brings new opportunities to optimize the operational performance of the upstream innovation process. The first part of this paper presents deeper a theoretical model, named UX-FFE, which combines a UX approach with an upstream innovation process (FFE). The main interest of this UX-FFE model is that it allows evaluating the social aspect of the upstream innovation process, which may be detrimental to the success of radical innovation projects in mature companies. The second part presents the results of previous experiments that validated the model. The results allow the design of an instrument dedicated to the evaluation of the user experience of co-creators in the ideation stage. Finally, the third part reports about the experimentation of the UX-FFE in a mature company. Results present the impact of the co-creators’experience on the performance of radical innovation projects.</dc:description>
</item>
<item>
<title>What are the Challenges and Enabling Technologies to Implement the Do-It-Together Approach Enhanced by Social Media, its Benefits and Drawbacks?</title>
<link>http://hdl.handle.net/10985/22857</link>
<description>What are the Challenges and Enabling Technologies to Implement the Do-It-Together Approach Enhanced by Social Media, its Benefits and Drawbacks?
PALLOT, Marc; FLEURY, Sylvain; POUSSARD, Benjamin; RICHIR, Simon
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 media, sustainability, the circular economy, and collaborative consumption have pushed toward a renewed DIT approach for tackling social and societal issues. This article reports on an exploratory study dedicated to the identification of challenges and enabling technologies to implement the DIT approach, as well as its benefits and drawbacks. This study is based on an extensive literature review that allowed us to identify 162 articles resulting in 38 most relevant selected articles and seven Product Life-Cycle (PLC) stages. Based on these PLC stages, all identified DIT challenges, benefits and drawbacks were collected from previous empirical work described in the selected articles. In terms of findings, relevant DIT challenges, benefits and drawbacks are consolidated in distinct tables with proper references. Regarding the enabling technologies for DIT implementation, only immersive technologies at the earlier PLC stage are addressed. The implementation analysis within other PLC stages and enabling technologies like Additive Manufacturing, Big Data, Artificial Intelligence and IoT have to be carried out in order to identify their particular benefits and drawbacks; however, this analysis is left to future work. This study has also revealed a lack of empirical studies addressing negative impacts while there is a plethora of published studies focusing solely on positive impacts.
</description>
<pubDate>Sat, 01 Jan 2022 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/22857</guid>
<dc:date>2022-01-01T00:00:00Z</dc:date>
<dc:creator>PALLOT, Marc</dc:creator>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:creator>POUSSARD, Benjamin</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>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 media, sustainability, the circular economy, and collaborative consumption have pushed toward a renewed DIT approach for tackling social and societal issues. This article reports on an exploratory study dedicated to the identification of challenges and enabling technologies to implement the DIT approach, as well as its benefits and drawbacks. This study is based on an extensive literature review that allowed us to identify 162 articles resulting in 38 most relevant selected articles and seven Product Life-Cycle (PLC) stages. Based on these PLC stages, all identified DIT challenges, benefits and drawbacks were collected from previous empirical work described in the selected articles. In terms of findings, relevant DIT challenges, benefits and drawbacks are consolidated in distinct tables with proper references. Regarding the enabling technologies for DIT implementation, only immersive technologies at the earlier PLC stage are addressed. The implementation analysis within other PLC stages and enabling technologies like Additive Manufacturing, Big Data, Artificial Intelligence and IoT have to be carried out in order to identify their particular benefits and drawbacks; however, this analysis is left to future work. This study has also revealed a lack of empirical studies addressing negative impacts while there is a plethora of published studies focusing solely on positive impacts.</dc:description>
</item>
<item>
<title>Investigating the Impact of Visual Representations during Ideation: Towards Immersive eXperience Design</title>
<link>http://hdl.handle.net/10985/20658</link>
<description>Investigating the Impact of Visual Representations during Ideation: Towards Immersive eXperience Design
PALLOT, Marc; DUPONT, Laurent; FLEURY, Sylvain; ARAQUE-TELLEZ, Gina; RICHIR, Simon
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 ideas generation by different design stakeholders, including users. Beside introducing the longer-term goal of a series of planned studies, this paper presents a first empirical study for setting the baseground on immersiveness. The results show that the choice of a visual representation type must be made wisely as it has an impact on the way participants imagine a facility space and its furnishing layout. They also unveil that, for the same facility space, the layout suggested by the participants is likely to be different depending on whether they visualize a top, perspective or sectional view, or even an inspirational photo of the space.
</description>
<pubDate>Fri, 01 Jan 2021 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/20658</guid>
<dc:date>2021-01-01T00:00:00Z</dc:date>
<dc:creator>PALLOT, Marc</dc:creator>
<dc:creator>DUPONT, Laurent</dc:creator>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:creator>ARAQUE-TELLEZ, Gina</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>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 ideas generation by different design stakeholders, including users. Beside introducing the longer-term goal of a series of planned studies, this paper presents a first empirical study for setting the baseground on immersiveness. The results show that the choice of a visual representation type must be made wisely as it has an impact on the way participants imagine a facility space and its furnishing layout. They also unveil that, for the same facility space, the layout suggested by the participants is likely to be different depending on whether they visualize a top, perspective or sectional view, or even an inspirational photo of the space.</dc:description>
</item>
<item>
<title>UX-FFE Model : An Experimentation of a new innovation process dedicated to a mature industrial company</title>
<link>http://hdl.handle.net/10985/12576</link>
<description>UX-FFE Model : An Experimentation of a new innovation process dedicated to a mature industrial company
LECOSSIER, Adrien; PALLOT, Marc
Most of mature companies, operating through a certain form of repeat business in producing incremental innovations, have lost their ability to conduct radical or breakthrough innovations. While this is not necessarily a bad strategy for short-term sustainability, this is more questionable for future growth and long-term sustainability. Hence, we present in this paper a new innovation model, named UX-FFE because it combines both User eXperience and Fuzzy Front-End approaches. It is intended to tackle economical and social challenges of a successful innovation process. Beyond the systemic processes, like the FFE, addressing the economic stake of a company, our model includes an UX-based process in order to address also the social stake. Then, we explain how this new innovation model was concretely implemented, through the use of several techniques and tools, within a mature industrial company. Finally, we unveil the results of this innovation process experiment for evaluating its potential to overcome both economical and social challenges.
</description>
<pubDate>Sun, 01 Jan 2017 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/12576</guid>
<dc:date>2017-01-01T00:00:00Z</dc:date>
<dc:creator>LECOSSIER, Adrien</dc:creator>
<dc:creator>PALLOT, Marc</dc:creator>
<dc:description>Most of mature companies, operating through a certain form of repeat business in producing incremental innovations, have lost their ability to conduct radical or breakthrough innovations. While this is not necessarily a bad strategy for short-term sustainability, this is more questionable for future growth and long-term sustainability. Hence, we present in this paper a new innovation model, named UX-FFE because it combines both User eXperience and Fuzzy Front-End approaches. It is intended to tackle economical and social challenges of a successful innovation process. Beyond the systemic processes, like the FFE, addressing the economic stake of a company, our model includes an UX-based process in order to address also the social stake. Then, we explain how this new innovation model was concretely implemented, through the use of several techniques and tools, within a mature industrial company. Finally, we unveil the results of this innovation process experiment for evaluating its potential to overcome both economical and social challenges.</dc:description>
</item>
<item>
<title>Modèle UX-FFE : Expérimentation de la phase de validation d'un nouveau processus d'innovation dédié à une entreprise industrielle mature</title>
<link>http://hdl.handle.net/10985/12578</link>
<description>Modèle UX-FFE : Expérimentation de la phase de validation d'un nouveau processus d'innovation dédié à une entreprise industrielle mature
LECOSSIER, Adrien; PALLOT, Marc; CRUBLEAU, Pascal; RICHIR, Simon
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 verrons comment cette proposition a concrètement été expérimentée en milieu industriel. Les résultats montrent que notre proposition facilite l’introduction d’innovations de rupture et a une influence sur la qualité de l’expérience utilisateur tout au cours de la phase de validation du modèle UX-FFE, donc au cours du processus amont d’innovation. Enfin, cet article prévient aussi qu’une nouvelle approche de la mesure de la performance des processus d’innovation est envisageable.
</description>
<pubDate>Sun, 01 Jan 2017 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/12578</guid>
<dc:date>2017-01-01T00:00:00Z</dc:date>
<dc:creator>LECOSSIER, Adrien</dc:creator>
<dc:creator>PALLOT, Marc</dc:creator>
<dc:creator>CRUBLEAU, Pascal</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>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 verrons comment cette proposition a concrètement été expérimentée en milieu industriel. Les résultats montrent que notre proposition facilite l’introduction d’innovations de rupture et a une influence sur la qualité de l’expérience utilisateur tout au cours de la phase de validation du modèle UX-FFE, donc au cours du processus amont d’innovation. Enfin, cet article prévient aussi qu’une nouvelle approche de la mesure de la performance des processus d’innovation est envisageable.</dc:description>
</item>
<item>
<title>3D-LIVE : live interactions through 3D visual environments</title>
<link>http://hdl.handle.net/10985/9989</link>
<description>3D-LIVE : live interactions through 3D visual environments
PALLOT, Marc; DARAS, Petros; LOUP-ESCANDE, Emilie; RICHIR, Simon
This paper explores Future Internet (FI) 3D-Media technologies and Internet of Things (IoT) in real and virtual environments in order to sense and experiment Real-Time interaction within live situations. The combination of FI testbeds and Living Labs (LL) would enable both researchers and users to explore capacities to enter the 3D Tele-Immersive (TI) application market and to establish new requirements for FI technology and infrastructure. It is expected that combining both FI technology pull and TI market pull would promote and accelerate the creation and adoption, by user communities such as sport practitioners, of innovative TI Services within sport events.
</description>
<pubDate>Sun, 01 Jan 2012 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/9989</guid>
<dc:date>2012-01-01T00:00:00Z</dc:date>
<dc:creator>PALLOT, Marc</dc:creator>
<dc:creator>DARAS, Petros</dc:creator>
<dc:creator>LOUP-ESCANDE, Emilie</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>This paper explores Future Internet (FI) 3D-Media technologies and Internet of Things (IoT) in real and virtual environments in order to sense and experiment Real-Time interaction within live situations. The combination of FI testbeds and Living Labs (LL) would enable both researchers and users to explore capacities to enter the 3D Tele-Immersive (TI) application market and to establish new requirements for FI technology and infrastructure. It is expected that combining both FI technology pull and TI market pull would promote and accelerate the creation and adoption, by user communities such as sport practitioners, of innovative TI Services within sport events.</dc:description>
</item>
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