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Dive into the research topics where Stéphane Safin is active.

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Featured researches published by Stéphane Safin.


cooperative design, visualization, and engineering | 2009

User studies of a sketch-based collaborative distant design solution in industrial context

Stéphane Safin; Pierre Leclercq

This study evaluates the opportunities and constraints linked to the technological transfer of a sketch-based distant collaborative environment, from academy to industry. The paper relates the concepts of the sketch-based collaboration, describes the Distant Collaborative Design Studio and proposes a methodology to assess the utility and usability of the system in two different companies. The results and conclusions show the issues linked to the implementation of such sketch-based collaborative environment in professional contexts.


The Engineering of Mixed Reality Systems | 2010

Mixed-Reality Prototypes to Support Early Creative Design

Stéphane Safin; Vincent Delfosse; Pierre Leclercq

The domain we address is creative design, mainly architecture. Rooted in a multidisciplinary approach as well as a deep understanding of architecture and design, our method aims at proposing adapted mixed-reality solutions to support two crucial activities: sketch-based preliminary design and distant synchronous collaboration in design. This chapter provides a summary of our work on a mixed-reality device, based on a drawing table (the Virtual Desktop), designed specifically to address real-life/business-focused issues. We explain our methodology, describe the two supported activities and the related users’ needs, detail the technological solution we have developed, and present the main results of multiple evaluation sessions. We conclude with a discussion of the usefulness of a profession-centered methodology and the relevance of mixed reality to support creative design activities.


Work-a Journal of Prevention Assessment & Rehabilitation | 2012

Use of graphical modality in a collaborative design distant setting

Stéphane Safin; Roland Juchmes; Pierre Leclercq

In this paper, we present an original environment, the Distributed Collaborative Design Studio (DCDS) which allows multimodal real-time remote exchanges, and which aims at re-creating remotely the conditions of co-present meetings. This environment associates a videoconference tool (supporting verbal and non-verbal communication) and an original realtime shared digital hand-drawn sketches system (supporting graphical communication). The users can import documents and annotate them in real-time at distance. In this paper, we are interested in studying the use of the graphical modality (digital sketch and document annotations) as a tool for collective design and remote communication. This study takes place in the framework of a collaborative architectural design studio, which has taken place during 3 month, and gathering students from Belgium and France to work together in 3 small groups mainly at distance. The study focuses on the role of graphical modality in the synchronous remote meetings supported by the DCDS. We identify the types of digital annotations made on the imported document, thanks to the electronic pen, and their role in the cognitive processes of designing and in the collaboration and communication processes. We also identify the different practices of digital sketching, according to the group and its collaborative strategies. We discuss the utility of the graphical modality as an efficient support for collaborative synchronous activities and show that the DCDS environment supports different strategies of collaborative design (co-design and distributed design). We conclude on recommendations for improving the system and for designing sketch-based collaborative environments.


european conference on cognitive ergonomics | 2008

Multimodal collaborative activity among architectural designers using an augmented desktop at distance or in collocation

Jean-Marie Burkhardt; Linda Moutsingua-Mpaga; Laurence Perron; Stéphane Safin; Pierre Leclercq

Motivation -- To analyse how Augmented Reality associated to video may affect collaborative design and multimodal interactions. Research approach -- An exploratory study that aims to compare 2 pairs of last year students in co-presence with 1 distant pair. Each pair had to solve an architectural design problem. Collected video has been coded with a systematic method of protocol analysis. Findings/Design -- When using an AR desktop-based CAD, distance may not affect the design process itself whereas it may affect how the process is distributed across the various modalities of collaboration. Furthermore, collaborating and architectural experiences influence collaboration and/or design. Research limitations/Implications -- Only 3 pairs of students participated in the study resulting in 12 h of video protocol, which limits generalisation of the findings. Originality/Value -- The research makes a contribution in providing a detailed view on how external (e.g. situation, technology) and individual factors may affect the activity of collaborative design. Furthermore, we propose a coding method usable beyond design in a wide range of collaborative activities to underline how they are affected by technology and other situational constraints. Take away message -- Technology constraints as well as personnal characteristics of designers result in designing with specific forms of multimodal collaboration.


l'interaction homme-machine | 2005

Premières évaluations d'un bureau virtuel pour un processus de conception augmenté

Stéphane Safin; Christelle Boulanger; Pierre Leclercq

Many CAD tools already allow to create and manipulate directly ideas in a digital way. However, designers still use the pen and paper technique during the early design phase of their projects. Indeed, existing CAD tools constraint the creative work. There is a need for a spontaneous human computer interaction in design computing. In order to answer to this need, we develop an integrated aided design tool based on an Virtual Desktop. The designer sits in front of a classical desktop where s/he can create and manipulate drawings and generated models. The paper relates the observations made from an experiment about the use of the Virtual Desktop by a designer. That experiment demonstrates that the immersive aspect of our system interface modifies the relation existing between the designer and his/her model and, this way, its generates a new type of augmented interaction.


l'interaction homme-machine | 2008

Du crayon au stylo numérique: influences des interprétations numériques sur l'activité graphique en tâches de conception

Stéphane Safin; Roland Juchmes; Pierre Leclercq

Our reserach take place in the framework of the development of free-hand sketches softwares in architectural domain. In this paper, we study, in the preliminary stage of design, the activity of « neatening » drawings, i.e. transforming « rough » sketches in « clean » sketches. We try to identify modifications of this activity induced by a software environment. We observe four design activities and define operational conclusions for the development of architectural sketches softwares.


l'interaction homme-machine | 2010

Influence du type de représentation visuelle sur l'évaluation de l'ambiance d'un espace architectural

Anne Van de Vreken; Stéphane Safin

This paper describes the results of an experiment comparing the effectiveness and the impact of three kinds of usual architectural representation (plan, mock-up and virtual visit of a 3D model) for the perception of ambiances. We compare the judgments of people (inexperienced in the architecture domain) on 32 ambiance criteria, made on the basis of one of these representations. We compare these judgments on those made by the same participants on the basis of a visit of the real space. We conclude on propositions to enhance representation of ambiances in architecture.


l'interaction homme-machine | 2009

Influence d'images évocatrices et distractrices sur une tâche de jugement en acoustique des salles

Aurore Defays; Stéphane Safin; Alexis Billon; Christine Decaestecker; Nadine Warzée

In the context of the design of a multimodal environment for room acoustics evaluation, we investigate the link between a projected image and the sound of an acoustic simulation. 54 subjects have been tasked to judge the level of reverberation of a sound in a control situation (without image) and in an experimental situation. In this experimental condition, half the subjects were presented a coherent image aiming at supporting the evaluation task and the other half, a disturbing image. Our results show a positive influence from the evocative images, and no influence from the distractive images.


Congress of the International Ergonomics Association | 2018

Digital Sketching for Distant Collaborative Diagnosis in Neurosurgery: An Experimentation

Stéphane Safin; Félix Scholtes; Pierre Bonnet; Pierre Leclercq

This study relates an experiment about multimodal distant collaboration in neurosurgery. We observed a two-hours distant meeting between neurosurgeons, supported by an original platform allowing to convey remotely speech and gesture (videoconferencing) but also images and hand drawn sketches. We use a bottom-up approach, analyzing and understanding the spontaneous activity set up by the professionals. We show that conversations about diagnosis and operational strategies are intimately linked, that different communication modalities are preferred to support different communication topics, and that digital Sketch is a flexible tool in remote collaboration in medicine.


l'interaction homme-machine | 2013

Analyse de référents de l'activité de co-design dans un contexte de Réalité Mixte

Stéphane Safin; Annemarie Lesage; Anne-Marie Hébert; Gokce Kinayoglu; Tomás Dorta

This paper focuses on referents used in co-design in a Mixed Reality context. A co-design device was installed inside a space to be redesigned, thus offering at once real and virtual representations of the space. Our goal is to understand how the real and virtual representations are used as resource in multidisciplinary co-design. An analysis of pointing gestures done by participants was conducted. Our results underscore complementarities at first between the real and the virtual, as design elements are matches to markers in the real space. Then virtual representations are mostly used to support the design and the construct of a common ground, highlighting the ability of the virtual representations to support design.

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Christine Decaestecker

Université libre de Bruxelles

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Nadine Warzée

Université libre de Bruxelles

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