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Immersive and Interactive Digital Twins to Train Engineering Students

Communication avec acte
Auteur
ccFLEURY, Sylvain
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]

URI
http://hdl.handle.net/10985/25962
Date
2024-08-26

Résumé

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.

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  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)

Documents liés

Visualiser des documents liés par titre, auteur, créateur et sujet.

  • Effects of continuous and discontinuous non-relevant stimulus on creativity 
    Article dans une revue avec comité de lecture
    MILLE, Charles; ccCHRISTMANN, Olivier; ccFLEURY, Sylvain; ccRICHIR, Simon (Informa UK Limited, 2022-06-02)
    Innovation is made of different tasks from strategic positioning to the first phases of production. One of the main activities is the generation of ideas through different creativity phases. These creativity activities are ...
  • Impact of avatar facial anthropomorphism on body ownership, attractiveness and social presence in collaborative tasks in immersive virtual environments 
    Article dans une revue avec comité de lecture
    ccDUBOSC, Charlotte; ccGORISSE, Geoffrey; ccCHRISTMANN, Olivier; ccFLEURY, Sylvain; POINSOT, Killian; ccRICHIR, Simon (Elsevier BV, 2021)
    Effective collaboration in immersive virtual environments requires to be able to communicate flawlessly using both verbal and non-verbal communication. We present two experiments investigating the impact of facial ...
  • Effect of Avatar Anthropomorphism on Body Ownership, Attractiveness and Collaboration in Immersive Virtual Environments 
    Communication avec acte
    ccGORISSE, Geoffrey; ccDUBOSC, Charlotte; ccCHRISTMANN, Olivier; ccFLEURY, Sylvain; POINSOT, Killian; ccRICHIR, Simon (The Eurographics Association, 2020)
    Effective collaboration in immersive virtual environments requires to be able to communicate flawlessly using both verbal and non-verbal communication. We present an experiment investigating the impact of anthropomorphism ...
  • Impact of Avatar Anthropomorphism and Task Type on Social Presence in Immersive Collaborative Virtual Environments 
    Communication avec acte
    DUBOSC, Charlotte; ccGORISSE, Geoffrey; ccCHRISTMANN, Olivier; ccFLEURY, Sylvain; POINSOT, Killian; ccRICHIR, Simon (IEEE, 2021)
    Eliciting a sense of social presence is necessary to create believable multi-user situations in immersive virtual environments. To be able to collaborate in virtual worlds, users are represented by avatars (virtual characters ...
  • CRUX : A CReativity and User eXperience Model 
    Article dans une revue avec comité de lecture
    ccFLEURY, Sylvain; VANUKURU, Rishi; MILLE, Charles; POINSOT, Killian; AGNES, Aurélien; ccRICHIR, Simon (Taylor & Francis (Routledge), 2021)
    The field of Virtual Reality has been developing at a steady pace, and VR is finding new uses as a support for creative tasks. The objective of this study is to propose a theoretical model describing the links between user ...

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