12 results on '"Frédéric Devillers"'
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2. A scenario language to orchestrate virtual world evolution.
- Author
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Frédéric Devillers and Stéphane Donikian
- Published
- 2003
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3. The Kernel of a Scenario Language for Animation and Simulation.
- Author
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Stéphane Donikian, Frédéric Devillers, and Guillaume Moreau
- Published
- 1999
- Full Text
- View/download PDF
4. A programming environment for behavioural animation.
- Author
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Frédéric Devillers, Stéphane Donikian, Fabrice Lamarche, and Jean-François Taille
- Published
- 2002
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5. Connecting Interactive Arts and Virtual Reality with Enaction.
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Pierre De Loor, Kristen Manac'h, Charlie Windelschmidt, Frédéric Devillers, Pierre Chevaillier, and Jacques Tisseau
- Published
- 2014
6. SLuHrG: a scenario language to partially constrain autonomous agents activity.
- Author
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Frédéric Devillers and Stéphane Donikian
- Published
- 2003
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7. Interaction between auditory and visual perceptions on distance estimations in a virtual environment
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Frédéric Devillers, Mathieu Paquier, Vincent Koehl, Nicolas Côté, Lab-STICC_UBO_CID_IHSEV, Laboratoire des sciences et techniques de l'information, de la communication et de la connaissance (Lab-STICC), Université européenne de Bretagne - European University of Brittany (UEB)-École Nationale d'Ingénieurs de Brest (ENIB)-Université de Bretagne Sud (UBS)-Université de Brest (UBO)-Télécom Bretagne-Institut Brestois du Numérique et des Mathématiques (IBNM), Université de Brest (UBO)-École Nationale Supérieure de Techniques Avancées Bretagne (ENSTA Bretagne)-Institut Mines-Télécom [Paris] (IMT)-Centre National de la Recherche Scientifique (CNRS)-Université européenne de Bretagne - European University of Brittany (UEB)-École Nationale d'Ingénieurs de Brest (ENIB)-Université de Bretagne Sud (UBS)-Université de Brest (UBO)-Télécom Bretagne-Institut Brestois du Numérique et des Mathématiques (IBNM), Université de Brest (UBO)-École Nationale Supérieure de Techniques Avancées Bretagne (ENSTA Bretagne)-Institut Mines-Télécom [Paris] (IMT)-Centre National de la Recherche Scientifique (CNRS), Institut d’Électronique, de Microélectronique et de Nanotechnologie - UMR 8520 (IEMN), Centrale Lille-Institut supérieur de l'électronique et du numérique (ISEN)-Université de Valenciennes et du Hainaut-Cambrésis (UVHC)-Université de Lille-Centre National de la Recherche Scientifique (CNRS)-Université Polytechnique Hauts-de-France (UPHF), Lab-STICC_ENIB_CID_IHSEV, Conseil général du Finistère, ANR-13-CORD-0008,EDISON 3D,Edition et Diffusion Sonore spatialisée en 3 dimensions(2013), École Nationale d'Ingénieurs de Brest (ENIB)-Université de Bretagne Sud (UBS)-Université de Brest (UBO)-Télécom Bretagne-Institut Brestois du Numérique et des Mathématiques (IBNM), Université de Brest (UBO)-Université européenne de Bretagne - European University of Brittany (UEB)-École Nationale Supérieure de Techniques Avancées Bretagne (ENSTA Bretagne)-Institut Mines-Télécom [Paris] (IMT)-Centre National de la Recherche Scientifique (CNRS)-École Nationale d'Ingénieurs de Brest (ENIB)-Université de Bretagne Sud (UBS)-Université de Brest (UBO)-Télécom Bretagne-Institut Brestois du Numérique et des Mathématiques (IBNM), and Université de Brest (UBO)-Université européenne de Bretagne - European University of Brittany (UEB)-École Nationale Supérieure de Techniques Avancées Bretagne (ENSTA Bretagne)-Institut Mines-Télécom [Paris] (IMT)-Centre National de la Recherche Scientifique (CNRS)
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Auditory perception ,Visual perception ,Acoustics and Ultrasonics ,Ventriloquism effect ,Computer science ,media_common.quotation_subject ,Virtual reality ,01 natural sciences ,050105 experimental psychology ,Rendering (computer graphics) ,Perception ,0103 physical sciences ,0501 psychology and cognitive sciences ,Computer vision ,010301 acoustics ,Sensory cue ,media_common ,[SPI.ACOU]Engineering Sciences [physics]/Acoustics [physics.class-ph] ,Visual capture ,business.industry ,05 social sciences ,[PHYS.MECA.ACOU]Physics [physics]/Mechanics [physics]/Acoustics [physics.class-ph] ,Virtual image ,Distance perception ,Artificial intelligence ,business - Abstract
International audience; Navigation in virtual environments relies on an accurate spatial rendering. A virtual object is localized according to its position in the environment, which is usually defined by the following three coordinates: azimuth, elevation and distance. Even though several studies investigated the perception of auditory and visual cues in azimuth and elevation, little has been made on the distance dimension. This study aims at investigating the way humans estimate visual and auditory egocentric distances of virtual objects. Subjects were asked to estimate the egocentric distance of 2–20 m distant objects in three contexts: auditory perception alone, visual one alone, combination of both perceptions (with coherent and incoherent visual and auditory cues). Even though egocentric distance was under-estimated in all contexts, the results showed a higher influence of visual information than auditory information on the perceived distance. Specifically, the bimodal incoherent condition gave perceived distances equivalent to those in the visual-only condition only when the visual target was closer to the subject than the auditory target.
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- 2016
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8. Évaluation des performances et de la charge de travail induits par l'apprentissage de procédures de maintenance en environnement virtuel
- Author
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Frédéric Devillers, Franck Ganier, Charlotte Hoareau, Lab-STICC_UBO_CID_IHSEV, Laboratoire des sciences et techniques de l'information, de la communication et de la connaissance (Lab-STICC), École Nationale d'Ingénieurs de Brest (ENIB)-Université de Bretagne Sud (UBS)-Université de Brest (UBO)-Télécom Bretagne-Institut Brestois du Numérique et des Mathématiques (IBNM), Université de Brest (UBO)-Université européenne de Bretagne - European University of Brittany (UEB)-École Nationale Supérieure de Techniques Avancées Bretagne (ENSTA Bretagne)-Institut Mines-Télécom [Paris] (IMT)-Centre National de la Recherche Scientifique (CNRS)-École Nationale d'Ingénieurs de Brest (ENIB)-Université de Bretagne Sud (UBS)-Université de Brest (UBO)-Télécom Bretagne-Institut Brestois du Numérique et des Mathématiques (IBNM), Université de Brest (UBO)-Université européenne de Bretagne - European University of Brittany (UEB)-École Nationale Supérieure de Techniques Avancées Bretagne (ENSTA Bretagne)-Institut Mines-Télécom [Paris] (IMT)-Centre National de la Recherche Scientifique (CNRS), LISyC_ARéVi, Lab-STICC_ENIB_CID_IHSEV, Laboratoire d'Informatique des Systèmes Complexes (LISYC), École Nationale d'Ingénieurs de Brest (ENIB)-Université de Brest (UBO)-Institut Brestois du Numérique et des Mathématiques (IBNM), Université de Brest (UBO)-Université de Brest (UBO)-École Nationale Supérieure de Techniques Avancées Bretagne (ENSTA Bretagne)-École Nationale d'Ingénieurs de Brest (ENIB)-Université de Brest (UBO)-Institut Brestois du Numérique et des Mathématiques (IBNM), and Université de Brest (UBO)-Université de Brest (UBO)-École Nationale Supérieure de Techniques Avancées Bretagne (ENSTA Bretagne)
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05 social sciences ,Human Factors and Ergonomics ,050105 experimental psychology ,réalité virtuelle ,environnement virtuel pour l'apprentissage humain ,apprentissage de procédures ,Industrial relations ,[SCCO.PSYC]Cognitive science/Psychology ,0501 psychology and cognitive sciences ,courbe d'apprentissage ,utilisation d'instructions ,050107 human factors ,General Psychology ,Applied Psychology ,mesure subjective de la charge de travail - Abstract
International audience; L'objectif de cette étude était de vérifier comment se déroule l'apprentissage d'une procédure en environnement virtuel d'apprentissage d'opérations de maintenance de chars : GVT (Generic Virtual Training). Des mesures comportementales (temps de réalisation de la tâche, nombre et durée de consultation des instructions, nombre d'actions incorrectes) et des mesures subjectives de la charge de travail (réalisées avec NASATLX) ont été recueillies chez 15 individus lors de l'exécution d'une procédure. Celle-ci faisait l'objet de 10 répétitions successives par les participants puis 3 nouvelles répétitions après quatre jours d'intervalle. En accord avec les théories proposées par Fitts (1964) et Anderson (1983, 1995), les résultats montrent que l'apprentissage de la procédure s'effectue selon 3 phases (cognitive, associative et autonome). Au plan factuel, l'évolution des performances prend l'allure d'une courbe d'apprentissage et s'accompagne d'une diminution de différents facteurs constitutifs de la charge de travail. Les performances observées lors de la réalisation de la procédure après délai attestent de son stockage en mémoire à long terme.
- Published
- 2013
- Full Text
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9. Semantic modeling of Virtual Environments using MASCARET
- Author
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Frédéric Devillers, Mukesh Barange, Pierre Chevaillier, Julien Soler, Thanh-Hai Trinh, Pierre De Loor, and Ronan Querrec
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Knowledge representation and reasoning ,Computer science ,Human–computer interaction ,Multi-agent system ,Semantic computing ,Virtual reality ,Ontology (information science) ,Semantic data model ,Semantics ,Metamodeling - Abstract
Many Virtual Reality (VR) applications, such as Virtual Learning Environments or Interactive Virtual Tours, are based on a rich semantic description of the environment and tasks that users have to perform. These applications are built upon Virtual Environments (VEs) in which artificial agents act autonomously while interacting in realtime with users. Semantic modelling of a VR environment makes it possible the knowledge-driven access from the description of VEs that simplifies the development of VR applications. It eases the development of these types of applications. Semantic modelling should provide a consistent representation of the following aspects: 1) The simulated world, its structure and the behavior of its entities, 2) Interactions and tasks, that users and agents can perform in the environment, 3) Knowledge items, that autonomous agents can use for decision-making or for communication with users. This paper presents MASCARET, a model-based approach, for the design of semantic VR environments. This approach is based on the Unified Modeling Language (UML). In this approach, UML is used to provide a knowledge-driven access to the semantic contents of the VE and not for code generation, as in classical software development process. Interests of a UML-based approach are that its metamodel covers different views of the semantic modelling: ontology, structure, behaviors, interactions, activities. It is also an extensible language that can be specialized to provide formal operational semantics. We also present how MASCARET can be used to develop content-rich interactive applications that can be deployed over various VR platforms. Finally, we discuss the benefits of such a metamodel-based approach and show how the multi-layer semantic model can be used in different VR applications, in which adaptive behaviors of artificial agents acting within complex environments have to be simulated.
- Published
- 2012
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10. SLuHrG
- Author
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Stéphane Donikian and Frédéric Devillers
- Subjects
Competition (economics) ,Human–computer interaction ,Computer science ,Character (computing) ,business.industry ,Autonomous agent ,Control (management) ,Cognition ,Artificial intelligence ,Parallelism (philosophy) ,business - Abstract
Behavioural animation techniques provide autonomous characters with the ability to react credibly in interactive simulations. The direction of these autonomous agents is inherently complex. Typically, simulations evolve according to reactive and cognitive behaviours of autonomous agents. The free flow of actions makes it difficult to precisely control the happening of desired events. In this paper, we propose a scenario language designed to support direction of semi-autonomous characters. This language offers temporal management and character communication tools. It also allows parallelism between scenarios, and a form of competition for the reservation of characters.
- Published
- 2003
- Full Text
- View/download PDF
11. A Programming Environment for Behavioural Animation
- Author
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Jean-François Taille, Fabrice Lamarche, Stéphane Donikian, Frédéric Devillers, Computer generated images, animation, modeling and simulation (SIAMES), Institut de Recherche en Informatique et Systèmes Aléatoires (IRISA), Université de Rennes 1 (UR1), Université de Rennes (UNIV-RENNES)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées - Rennes (INSA Rennes), Institut National des Sciences Appliquées (INSA)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées (INSA)-Institut National de Recherche en Informatique et en Automatique (Inria)-Centre National de la Recherche Scientifique (CNRS)-Université de Rennes 1 (UR1), Institut National des Sciences Appliquées (INSA)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées (INSA)-Institut National de Recherche en Informatique et en Automatique (Inria)-Centre National de la Recherche Scientifique (CNRS)-INRIA Rennes, Institut National de Recherche en Informatique et en Automatique (Inria), Université de Rennes (UR)-Institut National des Sciences Appliquées - Rennes (INSA Rennes), Institut National des Sciences Appliquées (INSA)-Institut National des Sciences Appliquées (INSA)-Institut National de Recherche en Informatique et en Automatique (Inria)-Centre National de la Recherche Scientifique (CNRS)-Université de Rennes (UR)-Institut National des Sciences Appliquées - Rennes (INSA Rennes), and Institut National des Sciences Appliquées (INSA)-Institut National des Sciences Appliquées (INSA)-Institut National de Recherche en Informatique et en Automatique (Inria)-Centre National de la Recherche Scientifique (CNRS)-INRIA Rennes
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Hierarchy ,Multimedia ,Exploit ,Computer science ,Process (engineering) ,Concurrency ,Autonomous agent ,020207 software engineering ,02 engineering and technology ,Animation ,computer.software_genre ,Computer Graphics and Computer-Aided Design ,[INFO.INFO-MO]Computer Science [cs]/Modeling and Simulation ,Virtual machine ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,Programming paradigm ,020201 artificial intelligence & image processing ,computer ,Software ,ACM: I.: Computing Methodologies/I.3: COMPUTER GRAPHICS/I.3.7: Three-Dimensional Graphics and Realism/I.3.7.0: Animation - Abstract
Behavioural models offer the ability to simulate autonomous agents like organisms and living beings. Psychological studies have shown that human behaviour can be described by a perception–decision–action loop, in which the decisional process should integrate several programming paradigms such as real time, concurrency and hierarchy. Building such systems for interactive simulation requires the design of a reactive system treating flows of data to and from the environment, and involving task control and preemption. Since a complete mental model based on vision and image processing cannot be constructed in real time using purely geometrical information, higher levels of information are needed in a model of the virtual environment. For example, the autonomous actors of a virtual world would exploit the knowledge of the environment topology to navigate through it. Accordingly, in this paper we present our programming environment for real-time behavioural animation which is compounded of a general animation and simulation platform, a behavioural modelling language and a scenario-authoring tool. Those tools has been used for different applications such as pedestrian and car driver interaction in urban environments, or a virtual museum populated by a group of visitors. Copyright © 2002 John Wiley & Sons, Ltd.
- Published
- 2002
- Full Text
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12. The Kernel of a Scenario Language for Animation and Simulation
- Author
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Guillaume Moreau, Frédéric Devillers, and Stéphane Donikian
- Subjects
Finite-state machine ,Kernel (image processing) ,Computer science ,Programming language ,Interactive skeleton-driven simulation ,Animation ,User-in-the-loop ,Disjunctive normal form ,computer.software_genre ,computer ,Computer animation - Abstract
By scenario programs, we mean the code that determines what objects are in the simulation environment at each step and how object behaviours are coordinated to produce predictable experiences for the user in the loop. The code that controls a simulation scenario can be treated as the behaviour of a disembodied object. In the past, we have proposed HPTS as an efficient model to represent the decisional part of the behavioural model. Accordingly, in this paper we present the objective of our scenario authoring tool and we address the adequateness of an extended version of HPTS for the representation of scenario.
- Published
- 1999
- Full Text
- View/download PDF
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