All Stories

  1. Ergonomie : 150 notions clés
  2. The Expression of Users’ Creative Potential in Virtual and Real Environments: An Exploratory Study
  3. The interplay between quality of collaboration, design project evolution and outcome in an architectural design studio
  4. Contextual factors explaining risk-taking intentions at Australian level crossings
  5. Collecting evidence from distributed sources to evaluate railway suicide and trespass prevention measures
  6. How do users choose their routes in public transport? The effect of individual profile and contextual factors
  7. Optimizing suicide and trespass prevention on railways: a problem-solving model from the RESTRAIL project
  8. Route planning with transportation network maps: an eye-tracking study
  9. Exploring factors related to users’ experience of public transport route choice: influence of context and users profiles
  10. A systematic review of the literature on safety measures to prevent railway suicides and trespassing accidents
  11. Systems-based approach to investigate unsafe pedestrian behaviour at level crossings
  12. Treating small animal phobias using a projective-augmented reality system: A single-case study
  13. Needs’ elaboration between users, designers and project leaders: Analysis of a design process of a virtual reality-based software
  14. Towards a Virtual Reality- and Augmented Reality-Mediated Therapeutic Process model: a theoretical revision of clinical issues and HCI issues
  15. A Situated Approach of Roles and Participation in Open Source Software Communities
  16. Users' participation to creative design of new solutions for mobility
  17. Haptics and graphic analogies for the understanding of atomic force microscopy
  18. How Technology Influences the Therapeutic Process: Evaluation of the Patient-Therapist Relationship in Augmented Reality Exposure Therapy and In Vivo Exposure Therapy
  19. Anticiper et évaluer l'utilité dans la conception ergonomique des technologies émergentes : une revue
  20. The Therapeutic Lamp: Treating Small-Animal Phobias
  21. Using the critical incidents technique to explore variables related to users' experience of public transport modes
  22. Perspectives on quality of collaboration in design
  23. Quality of collaboration in design meetings: methodological reflexions
  24. Evaluation of the quality of collaboration between the client and the therapist in phobia treatments
  25. Online epistemic communities: theoretical and methodological directions for understanding knowledge co-elaboration in new digital spaces
  26. How Technology Influences the Therapeutic Process: A Comparative Field Evaluation of Augmented Reality and In Vivo Exposure Therapy for Phobia of Small Animals
  27. Mixing psychology and HCI in evaluation of augmented reality mental health technology
  28. Task Descriptions Using Academic Oriented Modelling Languages: A Survey of Actual Practices across the SIGCHI Community
  29. Ergonomie, conception de produits et services médiatisés
  30. A Decision-making Help Tool in Innovative Product Design
  31. Multisensory VR interaction for protein-docking in the CoRSAIRe project
  32. Multisensory VR exploration for computer fluid dynamics in the CoRSAIRe project
  33. Spatial problem solving: assembling three-dimensional puzzles in real and virtual environments
  34. Automotive technicians' training as a community-of-practice: Implications for the design of an augmented reality teaching aid
  35. Participation in online interaction spaces: Design-use mediation in an Open Source Software community
  36. Assessing the “Quality of Collaboration” in Technology-Mediated Design Situations with Several Dimensions
  37. An Intelligent Tutoring System for Training and Learning in a Virtual Environment for High-Risk Sites
  38. A study of the modification of the speed and size of the cursor for simulating pseudo-haptic bumps and holes
  39. User and developer mediation in an Open Source Software community: Boundary spanning through cross participation in online discussions
  40. Verbal associations to tactile patterns
  41. User needs analysis to design a 3D multimodal protein-docking interface
  42. A socio-cognitive analysis of online design discussions in an Open Source Software community
  43. Multimodal collaborative activity among architectural designers using an augmented desktop at distance or in collocation
  44. SAILOR
  45. Psychological comfort and discomfort in transport modes
  46. Cross-participants
  47. L'ergonomie de la réalité augmentée pour l'apprentissage : une revue
  48. The Influence of Visual Appearance of User's Avatar on the Manipulation of Objects in Virtual Environments
  49. The Visual Appearance of User's Avatar Can Influence the Manipulation of Both Real Devices and Virtual Objects
  50. A Methodological Framework for Socio-Cognitive Analyses of Collaborative Design of Open Source Software
  51. Results from a user-centred critical incidents study for guiding future implementation of augmented reality in automotive maintenance
  52. Thematic coherence and quotation practices in OSS design-oriented online discussions
  53. Environnements virtuels pour l'apprentissage
  54. Evaluation of pseudo-haptic feedback for simulating torque: a comparison between isometric and elastic input devices
  55. Improving Perception and Understanding of Nanoscale Phenomena Using Haptics and Visual Analogy
  56. Camera Motions Improve the Sensation of Walking in Virtual Environments
  57. Haptic Hybrid Rotations: Overcoming Hardware Angular Limitations of Force-Feedback Devices
  58. "A⁴": A Technique to Improve Perception of Contacts with Under-Actuated Haptic Devices in Virtual Reality
  59. The "Bubble" Technique: Interacting with Large Virtual Environments Using Haptic Devices with Limited Workspace
  60. Evaluation of the Command and Control Cube