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Simon Richir
  • Arts et Métiers ParisTech
    Presence & Innovation Lab.
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    53000 Laval - France
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This paper aims at increasing knowledge on how participative design (i.e. an approach where final users are considered as co-designers) actually works in the context of highly innovating technology like Virtual Reality, relying on a... more
This paper aims at increasing knowledge on how participative design (i.e. an approach where final users are considered as co-designers) actually works in the context of highly innovating technology like Virtual Reality, relying on a longitudinal study of a real project. The project deals with the design of a 3D real-time software to support people to validate concepts for new products. We present a review on knowledge and models related to the construction of requirements. Then, we report on a field study carried out among participants of the design team. The empirical data are compared with theoretical data in the third part. To conclude, we emphasize the research and industrial perspectives.
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ABSTRACT 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... more
ABSTRACT 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.
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ABSTRACT Usefulness is considered as a major criterion in ergonomics design. Our objective is to show that heterogeneity and diversity of designers’ profiles could lead to a partially shared representation of the utility and usefulness,... more
ABSTRACT Usefulness is considered as a major criterion in ergonomics design. Our objective is to show that heterogeneity and diversity of designers’ profiles could lead to a partially shared representation of the utility and usefulness, methods and tools. To do this, we explore the representations of engineers, graphic designers and ergonomists on the utility, usefulness and needs construction in the design. The methodology developed for studying these representations is a categorical analysis of verbalisations produced during semi-structured interviews. We provide elements of understanding on the relationship between the designer’s profiles and the representations on the definitions of utility and usefulness, and on the needs construction process (design phases, methods, tools and stakeholders involved).
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Nous proposons une méthode et des outils de personnalisation de masse en PME, qui permettent d'intégrer le client final dans le processus de conception. Notre expérimentation porte sur la personnalisation de produits avec le client... more
Nous proposons une méthode et des outils de personnalisation de masse en PME, qui permettent d'intégrer le client final dans le processus de conception. Notre expérimentation porte sur la personnalisation de produits avec le client final dans une PME de 7 personnes. Selon notre méthodologie, nous avons réorganisé les outils de conception et de fabrication et avons ainsi réduit de 6 semaines à 48 heures les délais de développement. Des produits virtuels personnalisables ont pu être proposés via internet puis fabriqués après avoir été commandés par le client final.
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"WiiMedia" is a study using the WiiRemote, a new consumer video game controller from Nintendo's, for media art, pedagogical applications, scientific research and innovative unprecedented entertainment systems. Normally, consumer hardwares, like standard controllers of new video game platforms, are closed to public developers. The Nintendo's WiiRemote however can be connected easily to an ordinary PC thanks to a BlueTooth adapter.
'Presence', the sense of being inside a virtual environment evoked with the help of computer mediation, has come to be a subject well explored in the field of virtual reality. Studies on mental imagery confirm that we can intuitively... more
'Presence', the sense of being inside a virtual environment evoked with the help of computer mediation, has come to be a subject well explored in the field of virtual reality. Studies on mental imagery confirm that we can intuitively evoke objects and spaces in our minds and interact with them temporally. We believe that a sense of presence could be experienced in such self-evoked reality as well. This paper explores the experience of presence in visual mental imagery. We studied verbal expressions, physical movements and gestures, exhibited during mental imagery experiences in two scenarios-a guiding task and a mental walk exercise. A 'protocol analysis' was performed followed by analysis of time taken and mapping of physical movements. The results evidently point to this spatio-temporal phenomenon of experiencing presence. Furthermore, we present a comparative review on the sense of presence experienced during mental imagery and virtual reality.
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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... more
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.
Programming education is very important in engineering education; however it is a challenge to find attractive issues for students that can motivate them. Students especially, need complex skills to develop new interactive projects that... more
Programming education is very important in engineering education; however it is a challenge to find attractive issues for students that can motivate them. Students especially, need complex skills to develop new interactive projects that use noble devices. Kosaka, a lecturer of programming in the "Global Information Technology department at Kanazawa Technical College" which provides educations for game programming, application development
ABSTRACT In this article, we propose a state of the art of the collaborative platforms and ergonomics assessments for virtual environments. The purpose of these platforms is to allow multiple users to share their work and discuss it to... more
ABSTRACT In this article, we propose a state of the art of the collaborative platforms and ergonomics assessments for virtual environments. The purpose of these platforms is to allow multiple users to share their work and discuss it to achieve a common goal. Through improved computer networks and performance of servers, the 3D interactive images can now be incorporated into these platforms. We choose two 3D collaborative virtual environments, I- Maginer WebConference3D2008 and Tixeo WorkSpace3D to be compared by ergonomic assessment.
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ABSTRACT Cet article dépeint une étude expérimentale visant à analyser la contribution effective des concepteurs à la production de spécifications candidates à partir d’une description des attentes et des tâches des utilisateurs. Trois... more
ABSTRACT Cet article dépeint une étude expérimentale visant à analyser la contribution effective des concepteurs à la production de spécifications candidates à partir d’une description des attentes et des tâches des utilisateurs. Trois profils de concepteurs ont été étudiés comparativement : les ingénieurs, les designers et les ergonomes. Nous montrons qu’il existe un lien entre les profils des concepteurs et les catégories de spécifications produites. En effet, les ergonomes contribuent fortement aux spécifications générales et aux spécifications physiques, les ingénieurs définissent essentiellement les spécifications physiques et les designers prescrivent les buts et les services. De plus, nous mettons en évidence que les spécifications inférées étaient différentes selon les profils des participants. Enfin, notre étude montre que les participants ont évoqué moins de spécifications que de besoins.
ABSTRACT The convergence of technologies currently observed in the field of VR, AR, robotics and consumer electronic reinforces the trend of new applications appearing every day. But when transferring knowledge acquired from research to... more
ABSTRACT The convergence of technologies currently observed in the field of VR, AR, robotics and consumer electronic reinforces the trend of new applications appearing every day. But when transferring knowledge acquired from research to businesses, research laboratories are often at a loss because of a lack of knowledge of the design and integration processes in creating an industrial scale product. In fact, the innovation approaches that take a good idea from the laboratory to a successful industrial product are often little known to researchers. The objective of this paper is to present the results of the work of several research teams that have finalized a working method for researchers and manufacturers that allow them to design virtual or augmented reality systems and enable their users to enjoy "a compelling VR experience". That approach, called "the I2I method", present 11 phases from "Establishing technological and competitive intelligence and industrial property" to "Improvements" through the "Definition of the Behavioral Interface, Virtual Environment and Behavioral Software Assistance". As a result of the experience gained by various research teams, this design approach benefits from contributions from current VR and AR research. Our objective is to validate and continuously move such multidisciplinary design team methods forward.
ABSTRACT This paper studies the added value of VR to the art of stage setting through examples and experiments. It will also analyze the link between the audience and digital sets (VR, AR), from an aesthetic point of view as well as a... more
ABSTRACT This paper studies the added value of VR to the art of stage setting through examples and experiments. It will also analyze the link between the audience and digital sets (VR, AR), from an aesthetic point of view as well as a practical one. It is important for us to succeed in creating a theatrical set which favors the spectator's presence for him to become a live performing spectator, and thus have a stronger link with the setting in the short as well as long run.
ABSTRACT L’objectif de cet article est d’esquisser une synthèse sur la notion d’utilité, ses facettes et sur les façons dont les méthodes contribuent à concevoir un système « utile ». Après avoir exposé nos motivations pour le... more
ABSTRACT L’objectif de cet article est d’esquisser une synthèse sur la notion d’utilité, ses facettes et sur les façons dont les méthodes contribuent à concevoir un système « utile ». Après avoir exposé nos motivations pour le développement de recherches sur l’utilité en conception, nous tentons de clarifier cette notion par la distinction de deux dimensions de l’utilité : l’utilité-destination et l’utilité-valeur. Dans la partie suivante, nous montrons en quoi l’utilité est une propriété construite et évolutive des systèmes par la distinction de deux univers : l’univers prospectif et l’univers rétrospectif. Nous proposons ensuite une synthèse des méthodes et de leurs contributions aux différentes facettes de l’utilité en fonction des phases du processus de conception. Enfin, nous abordons les liens entre le caractère plus ou moins conscient des besoins, les deux dimensions et les deux univers de l’utilité.
ABSTRACT Context The participation of users in the design process is recognized as a positive and a necessary element as artifacts suit their needs. Two complementary approaches of users’ involvement co-exist: the user-centred design and... more
ABSTRACT Context The participation of users in the design process is recognized as a positive and a necessary element as artifacts suit their needs. Two complementary approaches of users’ involvement co-exist: the user-centred design and the participatory design. These approaches involve learning process from users to designers and vice versa. However, there has no research in design of virtual reality (VR)-based software dealing with how the elaboration of needs is actually distributed in time and among users, designers and project leaders, as well as how it is actually supported by tools and methods. Objective This paper aims to observe, in a real design project of a virtual reality-based software, how the various stakeholders (users, designers, project leaders) actually participate by sharing and pulling pieces of information from the process of needs elaboration, and how these contributions evolve throughout the decisions made in the course of the project. Method Our method, based on the observation of the practices in collective design, allows us to collect and analyze the relationship between each possible action (e.g., elicitation), each stakeholder who initiates these actions (e.g., users) and each phase of the design process (e.g., evaluation phase), and the dynamics of the construction of needs. Results Our results detail how the elicited needs are dealt with by designers, users and / or project leaders: 1) we show a strong contribution of users in the design, compared to others stakeholders, 2) among the needs elicited by users, most have been validated by the designers, 3) some elicited needs could have been firstly rejected and finally validated and implemented. Conclusion We identify the reasons which justify and explain our results confronting them to the literature. We underline the conditions have been satisfied in our study in order to involve effectively users in the design of emerging technologies.
... Dag KJE von Lubitz, Ph.D., MD (Sc)1,2, Benjamin Carrasco, B.Sc.2, Howard Levine, B.Sc.2, Timothy Pletcher, B.Sc.2, Francesco Gabbrielli, MD3, Frederic ... O'Steen DS, Kee CC, Minick MP, 1996, The retention of advanced cardiac... more
... Dag KJE von Lubitz, Ph.D., MD (Sc)1,2, Benjamin Carrasco, B.Sc.2, Howard Levine, B.Sc.2, Timothy Pletcher, B.Sc.2, Francesco Gabbrielli, MD3, Frederic ... O'Steen DS, Kee CC, Minick MP, 1996, The retention of advanced cardiac life support knowledge among registered nurses ...
Depuis cinq siècles, l'héritage du génie universel que fut Léonard de Vinci (1452-1518) est étudié et son intérêt semble paradoxalement continuer de croître au fur et à mesure des progrès technologiques. Toutefois et bien que des... more
Depuis cinq siècles, l'héritage du génie universel que fut Léonard de Vinci (1452-1518) est étudié et son intérêt semble paradoxalement continuer de croître au fur et à mesure des progrès technologiques. Toutefois et bien que des recherches récentes aient approfondi la ...
Sciences de l'Homme et de la Société.
Sciences de l'Homme et de la Société.
Le premier marché mondial du jouet, l'Europe, importe 80% de ses besoins en jouets. Sur un marché très segmenté, où l'image des produits est plus importante que l'image des marques, les fabricants de jouets français doivent... more
Le premier marché mondial du jouet, l'Europe, importe 80% de ses besoins en jouets. Sur un marché très segmenté, où l'image des produits est plus importante que l'image des marques, les fabricants de jouets français doivent lutter quotidiennement pour préserver leurs positions. L'innovation technologique peut leur permettre d'étendre la gamme de leurs produits. Pour les aider à innover, nous avons développé une nouvelle approche de la conception des jouets
Résumé/Abstract Une nouvelle méthode de conception pour les applications exploitant le environnements virtuels est proposée. I 2 I permet de concevoir, dans des conditions optimales de coût, de délai et de qualité, un système de réalité... more
Résumé/Abstract Une nouvelle méthode de conception pour les applications exploitant le environnements virtuels est proposée. I 2 I permet de concevoir, dans des conditions optimales de coût, de délai et de qualité, un système de réalité virtuelle innovant dans lequel l'utilisateur trouve une simulation efficace de certains aspects du monde réel. Dans un tel système, l'utilisateur, sollicité par toutes ses sensations, comprend intuitivement les actions qu'il doit réaliser. Les champs disciplinaires concernés par la réalisation d'un tel ...
Abstract As more and more things, sensors, appliances and devices are getting connected to the Internet, researchers of the Web of Things community have recently been exploring the use of the World Wide Web as a platform for smart... more
Abstract As more and more things, sensors, appliances and devices are getting connected to the Internet, researchers of the Web of Things community have recently been exploring the use of the World Wide Web as a platform for smart objects. Such technology enables the creation of object-based applications mixing real-world objects that embed tiny Web servers with existing Web resources.
Ahstract Accordingly to HIRSA, 35,000 health professionals need to he trained in recognition and acute field treatment of victims of hioterrorism within year 2004 alone The Department of Defense anticipates even larger numhers. Training... more
Ahstract Accordingly to HIRSA, 35,000 health professionals need to he trained in recognition and acute field treatment of victims of hioterrorism within year 2004 alone The Department of Defense anticipates even larger numhers. Training of very large numher of healthcare workers is particularly daunting in the context of" just-in-time" education.
Further to the French Framework Agreement (1993) and to the EC Directive (2002) concerning the recovery of vehicles, PSA Peugeot Citroën has developed a design for recovery methodology. In 1999, we also developed a successful quantitative... more
Further to the French Framework Agreement (1993) and to the EC Directive (2002) concerning the recovery of vehicles, PSA Peugeot Citroën has developed a design for recovery methodology. In 1999, we also developed a successful quantitative evaluation tool (recovery potential of a function [RPF]) and a base of rules (Precorec) that allow one to improve the recycling rate of parts or subassemblies of the vehicle.
Determining the worth of intellectual property (IP) is a complicated task. An IP litigator needs to conclude the monetary damage occurring as a result of harm done to an inventor's or a company's reputation as well as the economic damage... more
Determining the worth of intellectual property (IP) is a complicated task. An IP litigator needs to conclude the monetary damage occurring as a result of harm done to an inventor's or a company's reputation as well as the economic damage caused by compromise of an idea or invention due to its unauthorized usage.
The paper aims to introduce the methodological and organisation contribution of a project meeting a French institution for innovation and technology transfer, the new product design and innovation research laboratory of Angers University... more
The paper aims to introduce the methodological and organisation contribution of a project meeting a French institution for innovation and technology transfer, the new product design and innovation research laboratory of Angers University and ROSSIGNOL SA, and enterprise specialist of waste collectors and sanitary equipment. This research project is to implement and innovation organisation in a SME. This new organisation manages the early design phases in a concurrent engineering way to facilitate intern creativity in a SME.
Abstract This paper aims to show to what extent the Web3D is an advantage for Living Lab paradigm. A state-of-the-art of Web3D solutions for e-commerce enabled us to select the most suitable functionalities and properties for designing a... more
Abstract This paper aims to show to what extent the Web3D is an advantage for Living Lab paradigm. A state-of-the-art of Web3D solutions for e-commerce enabled us to select the most suitable functionalities and properties for designing a gates 3D configurator for person from the general public. This project was done in the context of an Action-Research. Twenty seven participants evaluated this tool.

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