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Featured researches published by Armelle Prigent.


advances in computer entertainment technology | 2005

Scenario analysis based on linear logic

Frédéric Collé; Ronan Champagnat; Armelle Prigent

This paper deals with game analysis. We begin by the proposal of a terminology relevant to game scenario. Then, we propose an approach dedicated to analyze game scenarii. This approach consists in expressing a scenario by using a fragment of linear logic. This model is then translated into a Petri net model. This model allows us to generate the possible narratives for the given scenario that are at last analyzed. Morever, in addition to usual provable properties such as liveness and safety properties, we propose a new class of properties establishing conclusions with respect to the scenario relevance.


international conference on computer vision systems | 2008

Real-time face tracking for attention aware adaptive games

Matthieu Perreira Da Silva; Vincent Courboulay; Armelle Prigent; Pascal Estraillier

This paper presents a real time face tracking and head pose estimation system which is included in an attention aware game framework. This fast tracking system enables the detection of the players attentional state using a simple attention model. This state is then used to adapt the game unfolding in order to enhance users experience (in the case of adventure game) and improve the game attentional attractiveness (in the case of pedagogical game).


advances in computer entertainment technology | 2006

Adaptative execution of game: unfolding a correct story

Ronan Champagnat; Pascal Estraillier; Armelle Prigent

Computer games have improved this last decade on technical aspects (graphical, sound design, etc.) as well as on the content. Actually games are getting more and more complex. Plot has been improved and is getting close to scenario movie or scenario novel.


advances in computer entertainment technology | 2017

A Dynamic Scenario by Remote Supervision: A Serious Game in the Museum with a Nao Robot

Damien Mondou; Armelle Prigent; Arnaud Revel

This paper presents a new approach to designing and supervising an interactive experience. The approach is implemented by creating a serious game with a Nao robot. This game allows youth to discover the ethnographic artifacts of La Rochelle’s natural history museum in a playful manner. The design phase of the game is divided into two steps. The first step defined the atomic behaviors grouped within the pattern. In the second step, the agents implementing these patterns were created; they specified the contents and behaviors to be executed on the controlled process, in our case the Nao robot. The first objective is to externalize the contents of the game (e.g. robot speech) and the real behaviors of the process (e.g. the different postures and gestures of the Nao) in a database. The second objective is to be able to define a serious game without constraints on the process piloted.


EAI Endorsed Transactions on Creative Technologies | 2017

CITE – Content Interaction Time and spacE: a hybrid approach to model man-robot interaction for deployment in museums

Armelle Prigent; Arnaud Revel

In this paper , we present a generic model, CITE (Conten t-InteractionTime-spacE) devoted to the development of interactive applications for places of culture such as museums or theaters. The idea is to introduce new kinds of interactions with visitors while preserving the quality of the information they can acquire into the museum. We firs present two previous works involving respectively a bottom-up model (LINK H/R) in the context of science-art interaction, and a top-down model (PLUG) which was an interactive game in a museum. The CITE model is then presented as a trade-o between those approaches: details are given concerning the Content and Inter action management; and an extension is considered concerning Time and spacE handling. Received on 01 September 2016; accepted on 03 September 2017; published on 09 October 2017


international conference on computer vision theory and applications | 2010

EVALUATION OF PREYS / PREDATORS SYSTEMS FOR VISUAL ATTENTION SIMULATION

Matthieu Perreira Da Silva; Vincent Courboulay; Armelle Prigent; Pascal Estraillier


“Gaze-based Creativity, Interacting with Games and On-line Communities” INPROCEEDINGS in proceedings of COGAIN 2007 (Communication by Gaze Interaction IST FP6 European Project) | 2007

Gameplay experience based on a gaze tracking system

Matthieu Perreira Da Silva; Vincent Courboulay; Armelle Prigent


Psychnology Journal | 2009

Fast, low resource, head detection and tracking for interactive applications

Matthieu Perreira Da Silva; Vincent Courboulay; Armelle Prigent; Pascal Estraillier


XXIIe Colloque GRETSI - Traitement du Signal et des Image | 2009

Attention visuelle et systèmes proies / prédateurs

Matthieu Perreira Da Silva; Vincent Courboulay; Armelle Prigent; Pascal Estraillier


International Journal of Intelligent Games & Simulation | 2009

Adaptive storytelling based on model-checking approaches

Nicolas Rempulsk; Armelle Prigent; Pascal Estraillier; Vincent Courboulay; Mathieu Perreira

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Arnaud Revel

University of La Rochelle

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Damien Mondou

University of La Rochelle

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