All Stories

  1. Impact of avatar facial anthropomorphism on body ownership, attractiveness and social presence in collaborative tasks in immersive virtual environments
  2. Effects of social influence on idea selection in creativity workshops
  3. Studying the effects of visual movement on creativity
  4. Improving humans
  5. Effects of voluntary heart rate control on user engagement and agency in a virtual reality game
  6. Expressive Virtual Human
  7. A New Approach Dedicated to the Continuous Assessment and Improvement of a Radical Innovation Capacity within a Mature Company
  8. Comparing Different Performance Factors of Conventional VS Immersive Service Prototypes
  9. Towards radical innovations in a mature company: an empirical study on the UX-FFE model
  10. Effects of Voluntary Heart Rate Control on User Engagement in Virtual Reality
  11. From Robot to Virtual Doppelganger: Impact of Visual Fidelity of Avatars Controlled in Third-Person Perspective on Embodiment and Behavior in Immersive Virtual Environments
  12. Construction of an instrument to evaluate the user eXperience of a group of co-creators in the upstream innovation process
  13. L’innovation radicale par la méthode de l’utilisateur extraordinaire
  14. Towards a Model of User Experience in Immersive Virtual Environments
  15. Fear as a biofeedback game mechanic in virtual reality
  16. A Proposed Research Framework and Model for Service Prototyping
  17. Application of the UX-FFE Model for Optimizing the Performance of the Upstream Innovation Process
  18. From robot to virtual doppelganger
  19. A Comparative Study on Conventional versus Immersive Service Prototyping (VR, AR, MR)
  20. A Universal Framework For Systemizing the Evaluation of Immersive And Collaborative Performance
  21. Integrability and Reliability of Smart Wearables in Virtual Reality Experiences
  22. Support optimization for additive manufacturing: application to FDM
  23. How to Increase Intuition for Entrepreneurship Spirit in Innovation Process?
  24. Effects on User Experience in an Edutainment Virtual Environment
  25. Innovation by service prototyping design dimensions and attributes, key design aspects, and toolbox
  26. ICE Breaking
  27. A questionnaire to measure the user experience in immersive virtual environments
  28. ArLive
  29. Towards a user experience in immersive virtual environment model
  30. Impact of verbal communication on user experience in 3D immersive virtual environments
  31. The Urbi et Orbi project, from a largely individualistic «democracy of words» to a fully collaborative «democracy of action»
  32. Design of portable and accessible platform in charge of wheelchair feedback immersion
  33. Application of Evolution Laws
  34. Restoring TRIZ Approach to Ease a Technology Transfer
  35. Needs’ elaboration between users, designers and project leaders: Analysis of a design process of a virtual reality-based software
  36. Investigating the main characteristics of 3D real time tele-immersive environments through the example of a computer augmented golf platform
  37. Virtual stage sets in live performing arts (from the spectator to the spect-actor)
  38. An industrial approach to design compelling VR and AR experience
  39. Innovation Engineering: The Power of Intangible Networks
  40. Anticiper et évaluer l'utilité dans la conception ergonomique des technologies émergentes : une revue
  41. Achieving Presence through Evoked Reality
  42. Presence in Visual Mental Imagery
  43. E-commerce and web 3D for involving the customer in the design process
  44. 3D-live
  45. The Collaborative Product Design and Help to Decision Making: Interactive Mind-Mapping
  46. Towards the design of intelligible object-based applications for the Web of Things
  47. Visual search in dynamic 3D visualisations of unstructured picture collections
  48. Serious gaming: From learning experience towards User Experience
  49. A Decision-making Help Tool in Innovative Product Design
  50. WiiRemote programming
  51. Wheelchair simulators: A review
  52. High-resolution stereo video rectification through a cost-efficient real-time GPU implementation using intrinsic and extrinsic camera parameters
  53. The Influence of Visual Appearance of User's Avatar on the Manipulation of Objects in Virtual Environments
  54. The Visual Appearance of User's Avatar Can Influence the Manipulation of Both Real Devices and Virtual Objects
  55. WiiMedia
  56. A Comparison of Three Techniques to Interact in Large Virtual Environments Using Haptic Devices with Limited Workspace
  57. Is it possible to evaluate the recovery potential earlier in the design process? Proposal of a qualitative evaluation tool
  58. Particle filter on GPUs for multiple object tracking in HCI applications
  59. Parallax searching and mesosurface shadowing
  60. Prediction of optimum clearance in sheet metal blanking processes
  61. Réalité virtuelle et conception - Méthodes
  62. Réalité virtuelle et conception - Principes et applications
  63. Damage mechanics approach in crack growth simulation during the fine blanking process
  64. Modelling of sheet carton stapling using the finite
  65. Information networks and technological innovation for industrial products
  66. Haptic Hybrid Rotations: Overcoming Hardware Angular Limitations of Force-Feedback Devices
  67. The "Bubble" Technique: Interacting with Large Virtual Environments Using Haptic Devices with Limited Workspace