Analyzing human/machine coupling and co-development necessitates to understand what happens during interaction from the human point of view. I have lon been interested in techniques to gain access to experience at micro levels, as well as in hybrid methods for user experience collection and modelling. Revistim-X was the first funded project in that direction, HOMERIC will focus on hybrid methods and affordances perception.
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DIADEME: Digital Instrument and Activity DEvelopMEnt
Digital Instruments
Experience analysis and modelling
Interpretation Systems
Trace-based Activity Analysis
A small research program around the notion of Digital Instrument, and their co-evolution with humans, mainly related to Amaury Belin PhD thesis, as well as HdR writing. May be reactivated.
Details
Partners: LS2N
Funding: Amaury Belin PhD funding, Atlanstic 2020
Beginning: 2012-10-01
End:
Related publications
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Amaury Belin, Yannick Prié, Aurélien Tabard. (2014) Supporting the Development of Digital Skills in Digital Intelligence, Nantes, France, sept 2014. Show abstract In a world where activities, goals and available software are rapidly changing, users must constantly adapt. In this position paper, we discuss how digital skills are different from traditional skills due to their highly dynamic na-ture, both in the tools used and the tasks to be carried out. We advocate the needs both for interdisciplinary theory to conceptualize digital skill develop-ment, and for longitudinal, large-scale and trace-based methods to observe such phenomenon. We illustrate how digital tools could better support users in the development of skills, highlighting how traces of interaction could be leveraged within reflective and skill-sharing tools.
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Amaury Belin, Antipov Grigory, Julien Blanchard, Fabrice Guillet, Yannick Prié. (2014) Mining Users Skills Development From Interaction Traces: an exploratory study in Atelier Fouille visuelle de données temporelles, IHM 2013, Nov 2014, Bordeaux, France. 2p, 2014 Show abstract In this paper, we report an exploratory work related to the detection of user skills development from large interactions traces. We present a statistical approach to tackle the development of user's low level skills by identifying patterns of action and studying their progressive automations (i.e. as a user develops skills, they execute common subsequent actions faster) as well as their evolutions (i.e. user elaborating innovative ways to achieve a common task).
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Amaury Belin, Yannick Prié. (2012) Towards a model for describing appropriation processes through the evolution of digital artifacts in Designing Interactive Systems DIS2012, pp. 645-654, Newcastle, June 2012. [AR:20%] doi Show abstract Appropriation of technology is a process by which users complete the work of designers by making interactive systems functional within the frame of their situated activities. While existing theories and studies about appropriation are oriented toward the psychological or organizational dimension of this process, we propose a model to describe it through evolutions of digital artifacts and information structures. We also present a case study demonstrating how this model helps to identify particular user operations, and related digital transformations, as a part of the appropriation process. These findings open perspectives to bridge scattered theoretical approaches of appropriation around a low-level, artifact-oriented, and objective way of describing appropriation. Our model could also improve the way appropriation is taken into account in design, by bringing more focus on technical aspects of interactive systems.
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Yannick Prié. (2011) Vers une phénoménologie des inscriptions numériques. Dynamique de l’activité et des structures informationnelles dans les systèmes d’interprétation in Habilitation à Diriger des Recherches en Informatique, Université Claude Bernard Lyon 1, Nov 2011, 247 p. (Soutenue le 18 novembre 2011 à l'Université Claude Bernard Lyon 1 - Laboratoire LIRIS - UMR 5205 CNRS - École Doctorale Informatique et Information pour la Société) This study is mandatory to get a Professor position in France. The document is entitled Towards a Phenomenology of Digital Inscriptions. Dynamics of Activity and Informational Structures in Interpretation Systems. In the first chapter I first study the notion of inscription of knowledge as proposed by Bruno Bachimont. As I consider it is not sufficiently tied with human action and activity as considered by post-cognitivist theories, I propose to consider the notion of informational structures (structures informationnelles). Informational structures are digital inscriptions of knowledge that are actually manipulated by subjects during their computer-mediated activity, they can be canonical (explicitely manipulated by the system) or non canonical (but as such, they can become canonical if reified). The notion of informational structure is useful to study how digital inscriptions and activity are interwoven at different analysis levels, it is associated to the notion of information space that users enact during their activities, and enables to study at the individual level what could be called a phenomenology of digital inscriptions. In the second chapter of the document, I focus on explicit information spaces that users enact during knowledge work, and detail the notions of interpretation systems within which inscriptions of knowledge circulate. I present my work on video active reading and the Advene project. In the third chapter, I propose to define traces as inscriptions that are used during an activity as signs of the past, and I discuss the notion of interpretation systems that are dedicated to traces. I present my work on such systems, along first the Musette (Modelling Users and Tasks to Traces Experience) approach and then the mTBS (Modelled Trace-Based systems) approach.
Examination committee: Nathalie Aussenac (Directeur de Recherche, CNRS, Toulouse; referee), Bruno Bachimont (Enseignant-Chercheur HDR, UT Compiè̀gne; referee), Sylvie Leleu-Merviel (Professeur, Université de Valenciennes; referee), Michel Beaudouin-Lafon (Professeur, Université Paris-Sud; examiner), Catherine Garbay (Directeur de Recherche, CNRS, Grenoble; examiner), Alain Mille (Professeur, Université Lyon 1; examiner), Pascal Salembier (Professeur, UT Troyes; examiner). Show abstract Ce mémoire est l'occasion de présenter nos travaux à l'Université Claude Bernard Lyon 1. Il est composé de trois parties, la première visant à proposer une thématisation originale des liens entre activité et inscriptions numériques de l'activité sous la forme de structures informationnelles, les deux suivantes étant consacrées à nos thématiques principales de recherche qui sont, d'une part la lecture active audiovisuelle et les systèmes d'interprétation, et d'autre part les systèmes à base de traces modélisées.
Le premier chapitre est consacré à l'exploration des liens entre l'activité informatiquement médiée et les représentations qui y sont impliquées. Une première étude critique décrit la notion d'inscription de connaissances proposée par B. Bachimont au sein d'une théorie du support pour permettre de penser la rencontre ou l’expérience qu’une conscience fait des dispositifs technologiques et des inscriptions. Cette proposition vise à thématiser la numéricité des inscriptions et nous intéresse donc à ce titre, mais elle se révèle à notre sens insuffisante pour penser un individu actif engagé dans un processus de manipulation d'inscriptions. Une seconde étude est alors consacrée aux liens entre action, activité et inscriptions dans les théories dites « post-cognitivistes » de la cognition. Les inscriptions soutiennent l'activité et la sous-tendent tout à la fois, et nous nous intéresserons particulièrement aux inscriptions dans leur perception et leur manipulation par un être humain suivant la théorie instrumentale. Cependant, les inscriptions en tant qu'elles peuvent être numériques ne sont que peu thématisées. Notre dernière étude est orientée autour de la proposition de penser la notion de structure informationnelle et les instruments associés comme permettant d'articuler le monde numérique à l'activité humaine et l'activité humaine au monde numérique. Une structure informationnelle est une inscription numérique en acte, objectivable, mais non obligatoirement canonique, c'est-à-dire manipulée explicitement par le système. Cette proposition permet de penser le côté humain de l'activité instrumentée tout en conservant le calcul et les représentations associées comme préoccupation informatique. Nous présentons également la notion d'espace informationnel qu'un utilisateur énacte, et les directions de recherche ouvertes par nos propositions.
Le deuxième chapitre est principalement consacré à la présentation de nos travaux sur les systèmes de lecture active audiovisuelle. Nous proposons d'abord une étude rapide sur le cadre général des technologies intellectuelles comme soutenant le travail intellectuel, l'activité ouverte d'interprétation et de manipulation d'inscriptions de connaissances personnelles. De telles inscriptions et réinscriptions se font au sein de ce que nous proposons d'appeler des systèmes d'interprétation qui offrent aux utilisateurs la possibilité de manipuler consciemment des structures informationnelles de toutes sortes, par exemple sous la forme de données, de schémas ou de feuilles de style et de formulaires, et de partager celles-ci comme réifications de pratiques. La lecture active audiovisuelle est une activité intellectuelle qui s'effectue dans un système d'interprétation permettant de construire des hypervidéos à partir d'annotations. Nous présentons alors nos travaux autour du projet Advene (Annotate Digital Video, Exchange on the NEt), notamment les modèles associés, l'outil générique Advene pour l'annotation et la construction d'hypervidéos, ainsi que quelques applications de lecture active associées à l'analyse des interactions et la critique filmique. Nous pouvons alors tirer un bilan des presque dix ans de ce projet et proposer quelques directions pour la suite.
Le troisième et dernier chapitre présente essentiellement nos travaux sur les traces numériques. Nous définissons d'abord la notion de trace en général comme inscription permettant de viser le passé au cours d'une interprétation et présentons comment les traces d'activité médiées sont largement utilisées au sein de systèmes variés allant de l'analyse à la réflexivité. Nous considérons que l'enjeu est de manipuler des traces numérique explicites définies comme « inscriptions canoniques temporellement orientées » dans des systèmes d'interprétation orientés trace. Nous pouvons alors présenter la notion de trace modélisée comme un certain type de trace explicite, ainsi que nos travaux dans ce cadre depuis plus de dix ans : l'approche Musette, le cadre général des systèmes de base de traces modélisées (SBTm) ainsi que la formalisation des traces et des transformations pour construire des systèmes de gestion de bases de traces (SGBT). Différents travaux applicatifs sont ensuite présentés qui permettent d'illustrer les différentes utilisations des traces modélisées dans des contextes applicatifs variés, visant notamment le support à l'awareness, à la remémoration, à la réflexivité, à la redocumentation et au partage, ou encore à la reprise d'activité.
Related software
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HOMERIC: Hybridization of methOds for Modeling ExpeRIenCe in interactive systems
Affordances
Experience analysis and modelling
VR and Psychotherapy
Virtual Reality
Our goal is to propose concepts, methods, and models for the study of user experience in virtual reality. We explore an hybrid approach that associates qualitative and quantitative methods, particularly first and third person methods. Our applicative aim is to build an affordance-based VR environment for elicitating several Rdoc dimensions associated to depression.
Details
Partners: LS2N, Sphere
Funding: RFI Ouest Industries Créatives,
Cofunding: Université de Nantes
Beginning: 2018-10-01
End: 2019-12-31
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PEEL: Patient Experience Evaluation Lab
Experience analysis and modelling
Patient Experience
The interdisciplinary association of researchers, design companies, health institutions to work on methodologies to analyze patient experience, design experience-based interventions, and assess these interventions.
Details
Partners: LS2N, ENDA (Care Design Lab), Sensipode, AIA, MOSWO, CHU Nantes, CPAM...
Funding: RFI Ouest Industries Créatives.
Cofunding: Various compagnies
Beginning: 2021-06-01
End: false
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Revistim-X: Virtual Reality and Brain Stimulation: an experiential approach
Experience analysis and modelling
VR and Psychotherapy
Virtual Reality
This was the first feasability and acceptability study of the association of cerebral stimulation and virtual reality for treatment in psychotherapy. We designed and built an environment related to acrophobia, and analyzed patients' experiences using mixed methods. The project continues with the development of the EVEREST VR environment.
Details
Partners: LS2N, Sphere, IAC 18
Funding: Université de Nantes
Cofunding: CHU Nantes, Fondations Université de Nantes, Fondation CHU Nantes
Beginning: 2017-10-01
End: 2018-09-31
Related publications
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Toinon Vigier, Yannick Prié, Florian Melki, Matthieu Perreira Da Silva, Fabien Picarougne, Samuel Bulteau, Olivier Charlet. (2018) New VR Experiences for the Personalization of Care in Psychiatry: the Example of ReViSTIM Project in Care TVX Workshop at ACM TVX 2018, June 2018, Seoul, South Korea. doi Show abstract This paper presents a new VR platform in hospital environment for the study of mental diseases. The Revistim platform consists in several hardware devices and software tools for the immersion of subjects, the collection of various subjective, physiological and behavioral data as well as the use of new psychotherapeutic systems. The platform is used both for research in neuro-psychiatry (diagnosis, rehabilitation and treatment) and user experience modeling. Considering care, the main objective is to propose personalized care in psychiatry through the assessment of the patient state, the priorisation of targeted interventions, and an efficient evaluation of the VR therapy on the different dimensions of the disease.
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Samuel Bulteau, Andrew Laurin, Kalyane Bach-Ngohou, Morgane Péré, Marie-Anne Vibet, Jean-Benoit Hardouin, Véronique Sebille, Lydie Lagalice, Élodie Faurel-Paul, Didier Acier, Thomas Rabeyron, Valéry-Pierre Riche, Anne Sauvaget, Florian Melki, Toinon Vigier, Matthieu Perreira Da Silva, Olivier Charlet, Yannick Prié. (2022) Feasibility of combining transcranial direct current stimulation and full embodied virtual reality for visual height intolerance: a double-blind randomized controlled study in Journal of Clinical Medecine 2022, 11(2), 345; doi Show abstract Background: Transcranial direct current stimulation (tDCS) and virtual reality exposure therapy (VRET) may be used to reduce anxiety in visual height intolerance (vHI). Objective/Hypothesis: Our study aims to in-vestigate the feasibility of the association between wireless tDCS and full embodied 360° VRET to reduce anxiety in vHI. Methods: We carried out a randomized, double-blind, controlled study to associate VRET with tDCS by targeting the ventromedial prefrontal cortex in 28 participants. Primary outcomes were the sense of presence level and the tolerability. Secondary outcomes were the anxiety severity and the salivary cortisol concentration. Results: We confirmed the feasibility of the association tDCS+VRET with a good sense of presence without severe adverse effect. tDCS was not superior to sham to reduce anxiety. We observed in two groups a significant reduction of anxiety after stimulations but a significant increase in anxiety at each level of difficulty. Cortisol concentration significantly decreased in the sham group but remained stable in the tDCS group. Conclusion: Our study confirms the feasibility of the association between wireless tDCS and full embodied VRET with a validated environment to induce anxiety. Effects of VRET seem to be stronger than tDCS effects.
Additional comments
Revistim-X clinical trial recording.
Additional illustrations
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Revistim-xX: Virtual Reality and Brain Stimulation: an experiential approach
Experience analysis and modelling
VR and Psychotherapy
Virtual Reality
This second study on the association of cerebral stimulation and virtual reality for treatment in psychotherapy deals with rumination, a dimension of depression. In this study we collect data with questionnaires, EEG, eye-tracking, and micro-phenomenology.
Details
Partners: LS2N, Sphere, IAC 18
Funding: partly funded by RFI Atlanstic 2020
Cofunding:
Beginning: 2018-03-01
End: 2019-09-31
Additional comments
The “zen” virtual reality environment we use is designed by Healhty Mind
Revistim-xX clinical trial recording.
Select another theme:
Accessibility
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Experience analysis and modelling
Hypervideos
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Knowledge Engineering
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Patient Experience
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Reflective Systems
Technology-Enhanced Learning
Trace-based Activity Analysis
Trace-based Systems
VR and Psychotherapy
Video Annotations
Virtual Reality