Yoann Lebrun
Centre national de la recherche scientifique
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Featured researches published by Yoann Lebrun.
Simulation Modelling Practice and Theory | 2013
Sébastien Kubicki; Yoann Lebrun; Sophie Lepreux; Emmanuel Adam; Christophe Kolski; René Mandiau
By using an interactive table, it is possible to interact with several people (decision-makers) in a simultaneous and collaborative way, around the table, during a simulation session. Thanks to the RFID technology with which the table is fitted, it is possible to give tangible objects a unique identity to include and to consider them in the simulation. The paper describes a context model, which takes into consideration the specificities related to interactive tables. The TangiSense interactive table is presented; it is connected to a multi-agent system making it possible to give the table a certain level of adaptation: each tangible object can be associated to an agent which can bring roles to the object (i.e., the roles are the equivalent of a set of behaviors). The multi-agent system proposed in this paper is modeled according to an architecture adapted to the exploitation of tangible and virtual objects during simulation on an interactive table. A case study is presented; it concerns a simulation of road traffic management. The illustrations give an outline of the potentialities of the simulation system as regards the context-awareness aspect, following both the actions of the decision-makers implied in simulation, and the agents composing the road traffic simulation.
practical applications of agents and multi-agent systems | 2010
Yoann Lebrun; Emmanuel Adam; Sébastien Kubicki; René Mandiau
This paper presents a model of Multi-Agent System dedicated to the management of a tabletop that detects traceable objects using RFID technology, which are moved on the table by a set of users during application. In addition, virtual objects can interact with tangible objects. We propose a new model (MAM4IT) to manage this kind of object with situated agents (that we call tangible agents) based on the notion of dynamic roles. The roles will be able to evolve during the application and adapt their behaviors according to the environment and the unpredictable actions of users. In this situation the agents are able to compose new roles. A first concrete case study based on road traffic shows the interaction between tangible and virtual agents.
Journal of Computer and System Sciences | 2015
Yoann Lebrun; Emmanuel Adam; René Mandiau; Christophe Kolski
Interactive tables are more frequently being suggested to support collaborative and co-localized applications. They can be tactile, tangible or mixed. New sensory entries enable users to manipulate different types of tangible objects. The purpose of this article is to propose a global interaction model that associates multiagent system concepts with interactive table entities. The model incorporates simultaneously usable entities: virtual and tangible entities. The virtual entities can be seen through video projection or the use of a screen integrated into the interactive table. The tangible entities are physical objects that can be manipulated by one or more users around the table. These objects are detected through dedicated sensors. A case study illustrates the proposal. The study incorporates the management of a road traffic simulator using the TangiSense interactive table; this table is equipped with RFID technology. The illustrations mainly show communication between the different agents involved in the simulation.
international conference on human-computer interaction | 2014
Julian Alvarez; Sylvain Haudegond; Clémentine Havrez; Christophe Kolski; Yoann Lebrun; Sophie Lepreux; Aurélien Libessart
The accelerated progress being made with interactive devices (such as screens, cameras, joysticks and tangible objects) has triggered the development of new interaction methods for applications (e.g., body language, haptic feedback, etc.). Video games and Serious Games are being played on increasingly innovative peripherals (e.g., Kinect, Wii Balance Board). These devices have generated new, intuitive forms of Human-Computer Interaction that are completely changing our usages. The purpose of this paper is to provide an overview of gaming technologies and suggest a framework for characterizing the role that screens play in these devices. This framework differentiates between the various gaming elements (the gamers, the interactive devices and the entertaining and gamified applications). This framework is a tool to analyze the effects of device choice and configuration. This paper presents an evaluation of the characterization of 15 serious games. This evaluation will provide a glimpse of the potentialities of the framework with respect to suggested criteria as well as of the trends and potential developments in interactive media.
NeuroRehabilitation | 2014
Alexis Heloir; Fabrizio Nunnari; Sylvain Haudegond; Clémentine Havrez; Yoann Lebrun; Christophe Kolski
This chapter presents an intuitive user interface based on a self-adaptive architecture. It uses a consumer-range 3D hand capture device that allows its users to interactively edit objects in 3D space. While running, the system monitors the user’s behaviors and performance in order to maintain an up-to-date user model. This model then drives the re-arrangement and reparameterization of a rule-based system that controls the interaction. A user study let us define the initial parameters of this self-adaptive system. This preliminary study was conducted in a 3D infographics and animation school on 15 students. The study was both qualitative and quantitative: the qualitative evaluation consisted of a SUMI evaluation questionnaire while the quantitative evaluation consisted of analysing manually annotated recordings of the subjects together with a fine-grained log of the interaction mechanics. We believe that the self-adaptive aspects of the system is well suited to the problematics of rehabilitation. This system could, from the beginning, adapt to both the user’s impairments and needs, then follow and adapt its interaction logic according to the user’s progress. Such a system would, for instance, enable a clinician or a therapist to design tailored rehabilitation activities accounting for the patient’s exact physical and physiological condition.
IFAC-PapersOnLine | 2016
Clémentine Havrez; Sophie Lepreux; Yoann Lebrun; Sylvain Haudegond; Pierrette Ethuin; Christophe Kolski
Risk Management in Life-Critical Systems | 2014
Christophe Kolski; Catherine Garbay; Yoann Lebrun; Fabien Badeig; Sophie Lepreux; René Mandiau; Emmanuel Adam
DUI@EICS | 2013
Yoann Lebrun; Sophie Lepreux; Christophe Kolski; René Mandiau
Génie logiciel | 2009
Sébastien Kubicki; Yoann Lebrun; Sophie Lepreux; Emmanuel Adam; Christophe Kolski; René Mandiau
international conference on pervasive computing | 2014
Alexis Heloir; Fabrizio Nunnari; Sylvain Haudegond; Yoann Lebrun; Christophe Kolski