This study presents two approaches for representing space through sound, allowing being aware of ... more This study presents two approaches for representing space through sound, allowing being aware of what is going on out of visible screen. The first one, called decontextualized beacon, uses a sound indicating the azimuth of a target. The second one, called contextualized beacon, uses a sound indicating the shortest path toward the target. The usability of the two spatial auditory displays has been evaluated during a first-person navigation task in a virtual city. It appeared that contextualized beacon was more adapted than the contextualized one when navigation was not the major task. However, it was not as relevant as expected for navigation itself. Therefore, the decontextualized beacons, seems to be a better compromise between possibility of failure and effectiveness of navigation.
-De nombreuses interfaces sont inspirées de jeux vidéo, mais restent hors de portée des personnes... more -De nombreuses interfaces sont inspirées de jeux vidéo, mais restent hors de portée des personnes handicapées visuel. Pour en améliorer l'accessibilité, il est intéressant de puiser dans l'ensemble des principes d'interaction des jeux sonores. Selon une classification des jeux vidéo, les jeux sonores peuvent être répartis en quatre groupes principaux : puzzle, action, stratégie et exploration. Chacun d'entre eux utilise des catégories de sons de façon différente. Contrairement aux jeux vidéo, l'absence d'image des jeux sonores implique de grandes difficultés dans la compréhension du maniement. Trois façons d'aborder un jeu sonore peuvent être envisagées selon l'utilisation d'un langage ou non. Les joueurs se tournant aussi vers d'autres loisirs musicaux interactifs permettent une vision d'avenir de l'évolution des jeux sonores.
This paper is devoted to the performance analysis of an election protocol for a unidirectional ri... more This paper is devoted to the performance analysis of an election protocol for a unidirectional ring proposed by C.Kaiser. We give two models of increasing complexity in order to compute several performance criteria. The two models (called initiation model and evaluation model) are defined using coloured Petri nets. For these models several qualitative properties are proven. Then the required performance
In this paper, we describe the method we used to design the therapeutic game called Le Village au... more In this paper, we describe the method we used to design the therapeutic game called Le Village aux Oiseaux, a first person shooter aiming to stimulate the attention network of seniors suffering from the Alzheimer's disease. One of the main issues we had to deal with was how to adapt games designed for adolescents and young adults, to seniors. A lack of studies and game design guidelines, as well as a lack of data on what seniors enjoy while playing made this design more complicated and, thus, interesting to analyse.
Classical validation approach tries to prove that failed events (events that do not verify an use... more Classical validation approach tries to prove that failed events (events that do not verify an user property) will never occur. Probabilistic validation relies on a partial analysis on a system model and tries to prove that the failed event occurrences, have a sufficiently low probability. An incorrect behavior is a very rare event: it is the consequence of a complex
Proceedings Third International Workshop on Object-Oriented Real-Time Dependable Systems
The paper presents some basic principles for the design of secure object oriented operating syste... more The paper presents some basic principles for the design of secure object oriented operating systems. The security relies on the control of right to call an object method. Capabilities are used to implement the control scheme. Our capabilities are named to enforce security (capabilities don't have to be kept secret) and provide a per entity controlled propagation scheme. The propagated capabilities can be limited in different ways for different applications. Capability implementation, creation and rights propagation are discussed. Object migration and garbage collection are presented. We also introduce the problems of time synchronization and distribution of the public key server.
This paper introduces some principles and tools which can be used to evaluate the maximum through... more This paper introduces some principles and tools which can be used to evaluate the maximum throughput of a class of computing processes. The function of these processes is to manage queues in computer systems (device handlers, communication protocols). Our approach is based upon stochastic Petri net models. We show how the theorem on maximum rate (Lavenberg) can be applied to stochastic Petri nets. This theoretical result and a general purpose evaluation software tool allows the numerical evaluation of maximum throughput rates. As an example, the maximum throughput of a full duplex protocol is computed.
In this paper, we present a new model to analyse therapeutic games. The goal of the model is to d... more In this paper, we present a new model to analyse therapeutic games. The goal of the model is to describe and analyse the relations between the three aspects of a therapeutic game: the player, the game, and the therapy. The model is intended to game designers. It is a tool to improve the communication between health experts and game designers, and to evaluate the game design coherency of therapeutic games. It also helps to analyse existing games to discover relevant features. The model is built with respect to existing serious game definitions and taxonomies, medical definitions, motivation theory, and game theory. We describe how the model was used to design le village aux oiseaux, a therapeutic game which goal is to train people with attention disabilities. In the last section, we present the results of analysis done with our model and discuss the model limits.
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts - DIMEA '07, 2007
This paper describes the DEEP project (Dialogs taking into account Experience, Emotions and Perso... more This paper describes the DEEP project (Dialogs taking into account Experience, Emotions and Personality, adapted to computer games), which started in June 2006. The aim of the project is to provide generic solutions for the integration of autonomous Non Player Characters (NPCs) in next-generation adventure games. DEEP NPCs, equipped with a personality and a believable emotional engine, will use contextbased information from the game environment and the player behavior to provide entertaining, rich and relevant dialogs.
Proceedings of the 2014 Virtual Reality International Conference on - VRIC '14, 2014
In this paper, we describe important elements and key features of the next generation Alternate R... more In this paper, we describe important elements and key features of the next generation Alternate Reality Environments/Alternate Reality Games (AREs/ARGs). The aim of the project is to provide a framework able to help to solve research problems through cyber-games.
This issue of the Entertainment Computing Journal contains papers presented at the International ... more This issue of the Entertainment Computing Journal contains papers presented at the International Conference on Entertainment Computing-ICEC 2009. ICEC 2009 was held in Paris in September and we received 105 submissions. For this journal, we selected the 10 best papers and asked the authors if they agree to submit an augmented and enhanced version of their work. After a review of the revised versions, we had five papers left. One common aspect of this selection and, more generally, from the submission to ICEC, is probably an analysis between psychological and design aspects. Analyzing the player can help the design. This is the starting point of the two first papers. The paper ''Measuring the Level of Difficulty in Single Player Video Games'' tries to define a measure of difficulty to help and validate the design work. The same kind of goals motivates the paper ''Analysis of Revisitations in Online Games''. The statistical analysis of game revisitations and area revisitations can also be considered as a help to game developers. The next three papers show how models of behavior can enhance the player's experience. Role-play can be a powerful educational tool, especially when dealing with social or ethical issues. ''Technology-Enhanced Role-Play for Social and Emotional Learning Context-Intercultural Empathy'', presents the design and a first implementation of a framework for technology enhanced role-play. Combining narrative structure and emergent behaviors is the Holy Grail of interactive narration. ''Segmented Episode Control System for Interactive Narrative Entertainment'' describes a rule based system that relies on the confrontation between character's internal states and external circumstances driven by a narrative tree structure. Persons within a group tend to maintain the distances between each other within a certain range that maximizes their degree of comfort. These distances reflect the type of their relationship. A model of this behavior to be used in virtual worlds is presented in ''Personal Space-based Simulation of Non-Verbal Communications''. Maybe, as a conclusion of this issue, we could say that, in interactive media, the user is the king.
Le jeu vidéo a trente ans. Les jeux d'aujourd'hui n'ont plus rien à voir avec ceux... more Le jeu vidéo a trente ans. Les jeux d'aujourd'hui n'ont plus rien à voir avec ceux des premières générations de consoles et de jeux d'arcade. De jeux purement textuels (par exemple, le premier jeu en réseau sur Internet dans les années 80), nous sommes passés à la manipulation ...
This paper is a survey of the process and technology used for video games and tackles the problem... more This paper is a survey of the process and technology used for video games and tackles the problem of writing them. The first part of the paper addresses the general state of the art in the design of video games : market and technology constraints, production process. The second part is devoted to the writing of games practices and technology constraints. 1 Rationales In 1999 the CNAM (Conservatoire National des Arts et Métiers), the Universities of La Rochelle and Poitiers, in collaboration with IRCAM (Institut de Recherche et Coordination Acoustique/Musique) and the CNBDI (Centre National de la Bande Dessinée et de l'Image) decided to create a new postgraduate training in video games design and development. To define the contents of this training, the authors of this paper interviewed representative of all the main activities involved in the game industry. This work has been completed by a bibliography analysis. This paper is a survey of the result of this work and in particular in the field of game design. To understand the specific features of game design in video games, it is necessary to presents general aspects of the game industry process and technology. The first section of this paper is devoted to this subject. In the second part we focused the presentation on game design. The last section discusses tools used to implement games. 2 Game industry state of the art 2.1 A few words about the game industry The computer game industry is one of the most important fields of the interactive multimedia industry. A 21.1 Millions $ revenue is forecasted in 2003 [1]. The market is split between PC and console games (PS, PS2, Xbox, GameCube…) with two special cases : game for small console (Gameboy, Palm.) and Online persistent games (like Everquest), which are sold on a subscription basis. In the last twenty years game editors and distributors were generally also producing most of their products and developing the software tools used for games. There is an increasing trend to separate, like in more classical audio visual fields, these three domains into editing company, studio and specialized software editors. Console manufacturers are the great winners of the game industry: each time a console game is sold, the manufacturer gets royalties. Moreover the console manufacturer controls the game design and development. 2.2 Genre What is a computer game? There are numerous answers to this question. In the purpose of this paper, we consider the word game from its classical meaning. As a consequence playing with computer games is mainly an entertainment, and the main goal of a game designer is to give fun to his public. This definition excludes, for example, computer education systems that may include some games as an artifact to teach. Game writing style is related to the genre of the games considered. Numerous possible classifications of games according to various criteria have been proposed in the literature. In this paper we will derive our taxonomy from In both cases objects have numerous attributes: geometry and appearance, variable parameters (strength, speed, robustness), type of actions allowed on the object (move right, jump, ring, explode…)… 3.5 Level Design Generally the level is first defined by the geometry of the space: a given maze, a race circuit. Then the level designer chooses the positions and actions associated with the objects in this level. The goal is either implicit (win the game on this circuit) or explicit (find three elements of a totem to open a gate). In both cases the player is conduct by an implicit scenario, which limit the number of possible effective actions. To keep the sensation of freedom, several solutions are used: first, a set of independent actions can be performed in any order, in more complex games the player can pursue, in the same space, several goals in parallel. This is the case in Sims, where the player is able to take a lot of political and social decisions, but some message inform him, when the people or the city is going wrong as a consequence of these decisions. In the car game, you can drive, as you want as long as…you follow the circuit until the end of the race! The puzzles and levels must be designed in a way such that the player doesn't feel trapped in a cycle. The degree of difficulty increases gradually. As a consequence levels are generally designed and developed in an increasing order of complexity. Cinematics are placed in between levels to present information needed at the next step, while the player relax, enjoys his accomplishments and recovers for the next challenge.
L'utilisation de systemes numeriques programmables pour la realisation d'applications nec... more L'utilisation de systemes numeriques programmables pour la realisation d'applications necessitant un haut niveau de surete de fonctionnement pose trois problemes complexes en matiere de genie logiciel: Quels objectifs doivent etre assignes au logiciel? Comment traduire ces objectifs en termes d'exigences de conception, de developpement et de validation? Comment verifier la prise en compte des exigences? Le present article est consacre a une approche pragmatique de ce probleme. Nous partons d'une allocation des objectifs de surete de fonctionnement sur les fonctions du systeme. Selon la nature des proprietes visees on determine, pour une fonction donnee, la semantique de panne la plus critique admissible Cette derniere devient une partie de la specification. Le probleme consiste alors a rechercher une architecture propre a assurer ces objectifs. La demarche proposee repose sur deux points: - Un composant logiciel est caracterise par un objectif de fiabilite, ou le fon...
Nous présentons un protocole expérimental visantà mesurer l'apport du son binaural dans un jeu vi... more Nous présentons un protocole expérimental visantà mesurer l'apport du son binaural dans un jeu vidéo sur mobile. Ce protocole répondà deux problématiques distinctes : 1) identifier les types d'apports possibles du binaural, et 2) mettre au point une méthode d'évaluation tenant compte des spécificités du contexte mobile. Nous introduisons trois hypothèses sur la façon dont le binaural peut enrichir l'expérience utilisateur : amélioration du sentiment d'immersion, meilleure mémorisation de la scène virtuelle, et amélioration de la performance (type score de jeu vidéo). Concernant la méthode d'évaluation, nousévoquons d'abord la singularité des contextes mobiles, multiples et imprévisibles. Puis nous proposons une méthode basée sur l' Experience Sampling Method , qui replace l'expérience dans le contexte d'utilisation quotidien du sujet. Pour mesurer chacun des trois apports, nous proposons de récolter différentes données, séparées entre les données objectives, issues de l'interaction entre l'utilisateur et l'application, et les données subjectives, issues de questionnaires soumisà l'utilisateur. La méthode que nous proposons aégalement comme ambition d'atténuer l'influence de ces questions subjectives sur l'appréciation que le sujet a de sa propre expérience.
Resultats d'une etude menee par la societe CESIR en collaboration avec le CNAM sur la protect... more Resultats d'une etude menee par la societe CESIR en collaboration avec le CNAM sur la protection des oeuvres multimedia. Cette etude part d'une analyse juridique du besoin pour en degager trois aspects techniques : un schema de depot des oeuvres, la reconnaissance des fragments copies et la signature integree dans l'oeuvre. Une analyse des problemes et solutions techniques envisageables est presentee
This study presents two approaches for representing space through sound, allowing being aware of ... more This study presents two approaches for representing space through sound, allowing being aware of what is going on out of visible screen. The first one, called decontextualized beacon, uses a sound indicating the azimuth of a target. The second one, called contextualized beacon, uses a sound indicating the shortest path toward the target. The usability of the two spatial auditory displays has been evaluated during a first-person navigation task in a virtual city. It appeared that contextualized beacon was more adapted than the contextualized one when navigation was not the major task. However, it was not as relevant as expected for navigation itself. Therefore, the decontextualized beacons, seems to be a better compromise between possibility of failure and effectiveness of navigation.
-De nombreuses interfaces sont inspirées de jeux vidéo, mais restent hors de portée des personnes... more -De nombreuses interfaces sont inspirées de jeux vidéo, mais restent hors de portée des personnes handicapées visuel. Pour en améliorer l'accessibilité, il est intéressant de puiser dans l'ensemble des principes d'interaction des jeux sonores. Selon une classification des jeux vidéo, les jeux sonores peuvent être répartis en quatre groupes principaux : puzzle, action, stratégie et exploration. Chacun d'entre eux utilise des catégories de sons de façon différente. Contrairement aux jeux vidéo, l'absence d'image des jeux sonores implique de grandes difficultés dans la compréhension du maniement. Trois façons d'aborder un jeu sonore peuvent être envisagées selon l'utilisation d'un langage ou non. Les joueurs se tournant aussi vers d'autres loisirs musicaux interactifs permettent une vision d'avenir de l'évolution des jeux sonores.
This paper is devoted to the performance analysis of an election protocol for a unidirectional ri... more This paper is devoted to the performance analysis of an election protocol for a unidirectional ring proposed by C.Kaiser. We give two models of increasing complexity in order to compute several performance criteria. The two models (called initiation model and evaluation model) are defined using coloured Petri nets. For these models several qualitative properties are proven. Then the required performance
In this paper, we describe the method we used to design the therapeutic game called Le Village au... more In this paper, we describe the method we used to design the therapeutic game called Le Village aux Oiseaux, a first person shooter aiming to stimulate the attention network of seniors suffering from the Alzheimer's disease. One of the main issues we had to deal with was how to adapt games designed for adolescents and young adults, to seniors. A lack of studies and game design guidelines, as well as a lack of data on what seniors enjoy while playing made this design more complicated and, thus, interesting to analyse.
Classical validation approach tries to prove that failed events (events that do not verify an use... more Classical validation approach tries to prove that failed events (events that do not verify an user property) will never occur. Probabilistic validation relies on a partial analysis on a system model and tries to prove that the failed event occurrences, have a sufficiently low probability. An incorrect behavior is a very rare event: it is the consequence of a complex
Proceedings Third International Workshop on Object-Oriented Real-Time Dependable Systems
The paper presents some basic principles for the design of secure object oriented operating syste... more The paper presents some basic principles for the design of secure object oriented operating systems. The security relies on the control of right to call an object method. Capabilities are used to implement the control scheme. Our capabilities are named to enforce security (capabilities don't have to be kept secret) and provide a per entity controlled propagation scheme. The propagated capabilities can be limited in different ways for different applications. Capability implementation, creation and rights propagation are discussed. Object migration and garbage collection are presented. We also introduce the problems of time synchronization and distribution of the public key server.
This paper introduces some principles and tools which can be used to evaluate the maximum through... more This paper introduces some principles and tools which can be used to evaluate the maximum throughput of a class of computing processes. The function of these processes is to manage queues in computer systems (device handlers, communication protocols). Our approach is based upon stochastic Petri net models. We show how the theorem on maximum rate (Lavenberg) can be applied to stochastic Petri nets. This theoretical result and a general purpose evaluation software tool allows the numerical evaluation of maximum throughput rates. As an example, the maximum throughput of a full duplex protocol is computed.
In this paper, we present a new model to analyse therapeutic games. The goal of the model is to d... more In this paper, we present a new model to analyse therapeutic games. The goal of the model is to describe and analyse the relations between the three aspects of a therapeutic game: the player, the game, and the therapy. The model is intended to game designers. It is a tool to improve the communication between health experts and game designers, and to evaluate the game design coherency of therapeutic games. It also helps to analyse existing games to discover relevant features. The model is built with respect to existing serious game definitions and taxonomies, medical definitions, motivation theory, and game theory. We describe how the model was used to design le village aux oiseaux, a therapeutic game which goal is to train people with attention disabilities. In the last section, we present the results of analysis done with our model and discuss the model limits.
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts - DIMEA '07, 2007
This paper describes the DEEP project (Dialogs taking into account Experience, Emotions and Perso... more This paper describes the DEEP project (Dialogs taking into account Experience, Emotions and Personality, adapted to computer games), which started in June 2006. The aim of the project is to provide generic solutions for the integration of autonomous Non Player Characters (NPCs) in next-generation adventure games. DEEP NPCs, equipped with a personality and a believable emotional engine, will use contextbased information from the game environment and the player behavior to provide entertaining, rich and relevant dialogs.
Proceedings of the 2014 Virtual Reality International Conference on - VRIC '14, 2014
In this paper, we describe important elements and key features of the next generation Alternate R... more In this paper, we describe important elements and key features of the next generation Alternate Reality Environments/Alternate Reality Games (AREs/ARGs). The aim of the project is to provide a framework able to help to solve research problems through cyber-games.
This issue of the Entertainment Computing Journal contains papers presented at the International ... more This issue of the Entertainment Computing Journal contains papers presented at the International Conference on Entertainment Computing-ICEC 2009. ICEC 2009 was held in Paris in September and we received 105 submissions. For this journal, we selected the 10 best papers and asked the authors if they agree to submit an augmented and enhanced version of their work. After a review of the revised versions, we had five papers left. One common aspect of this selection and, more generally, from the submission to ICEC, is probably an analysis between psychological and design aspects. Analyzing the player can help the design. This is the starting point of the two first papers. The paper ''Measuring the Level of Difficulty in Single Player Video Games'' tries to define a measure of difficulty to help and validate the design work. The same kind of goals motivates the paper ''Analysis of Revisitations in Online Games''. The statistical analysis of game revisitations and area revisitations can also be considered as a help to game developers. The next three papers show how models of behavior can enhance the player's experience. Role-play can be a powerful educational tool, especially when dealing with social or ethical issues. ''Technology-Enhanced Role-Play for Social and Emotional Learning Context-Intercultural Empathy'', presents the design and a first implementation of a framework for technology enhanced role-play. Combining narrative structure and emergent behaviors is the Holy Grail of interactive narration. ''Segmented Episode Control System for Interactive Narrative Entertainment'' describes a rule based system that relies on the confrontation between character's internal states and external circumstances driven by a narrative tree structure. Persons within a group tend to maintain the distances between each other within a certain range that maximizes their degree of comfort. These distances reflect the type of their relationship. A model of this behavior to be used in virtual worlds is presented in ''Personal Space-based Simulation of Non-Verbal Communications''. Maybe, as a conclusion of this issue, we could say that, in interactive media, the user is the king.
Le jeu vidéo a trente ans. Les jeux d'aujourd'hui n'ont plus rien à voir avec ceux... more Le jeu vidéo a trente ans. Les jeux d'aujourd'hui n'ont plus rien à voir avec ceux des premières générations de consoles et de jeux d'arcade. De jeux purement textuels (par exemple, le premier jeu en réseau sur Internet dans les années 80), nous sommes passés à la manipulation ...
This paper is a survey of the process and technology used for video games and tackles the problem... more This paper is a survey of the process and technology used for video games and tackles the problem of writing them. The first part of the paper addresses the general state of the art in the design of video games : market and technology constraints, production process. The second part is devoted to the writing of games practices and technology constraints. 1 Rationales In 1999 the CNAM (Conservatoire National des Arts et Métiers), the Universities of La Rochelle and Poitiers, in collaboration with IRCAM (Institut de Recherche et Coordination Acoustique/Musique) and the CNBDI (Centre National de la Bande Dessinée et de l'Image) decided to create a new postgraduate training in video games design and development. To define the contents of this training, the authors of this paper interviewed representative of all the main activities involved in the game industry. This work has been completed by a bibliography analysis. This paper is a survey of the result of this work and in particular in the field of game design. To understand the specific features of game design in video games, it is necessary to presents general aspects of the game industry process and technology. The first section of this paper is devoted to this subject. In the second part we focused the presentation on game design. The last section discusses tools used to implement games. 2 Game industry state of the art 2.1 A few words about the game industry The computer game industry is one of the most important fields of the interactive multimedia industry. A 21.1 Millions $ revenue is forecasted in 2003 [1]. The market is split between PC and console games (PS, PS2, Xbox, GameCube…) with two special cases : game for small console (Gameboy, Palm.) and Online persistent games (like Everquest), which are sold on a subscription basis. In the last twenty years game editors and distributors were generally also producing most of their products and developing the software tools used for games. There is an increasing trend to separate, like in more classical audio visual fields, these three domains into editing company, studio and specialized software editors. Console manufacturers are the great winners of the game industry: each time a console game is sold, the manufacturer gets royalties. Moreover the console manufacturer controls the game design and development. 2.2 Genre What is a computer game? There are numerous answers to this question. In the purpose of this paper, we consider the word game from its classical meaning. As a consequence playing with computer games is mainly an entertainment, and the main goal of a game designer is to give fun to his public. This definition excludes, for example, computer education systems that may include some games as an artifact to teach. Game writing style is related to the genre of the games considered. Numerous possible classifications of games according to various criteria have been proposed in the literature. In this paper we will derive our taxonomy from In both cases objects have numerous attributes: geometry and appearance, variable parameters (strength, speed, robustness), type of actions allowed on the object (move right, jump, ring, explode…)… 3.5 Level Design Generally the level is first defined by the geometry of the space: a given maze, a race circuit. Then the level designer chooses the positions and actions associated with the objects in this level. The goal is either implicit (win the game on this circuit) or explicit (find three elements of a totem to open a gate). In both cases the player is conduct by an implicit scenario, which limit the number of possible effective actions. To keep the sensation of freedom, several solutions are used: first, a set of independent actions can be performed in any order, in more complex games the player can pursue, in the same space, several goals in parallel. This is the case in Sims, where the player is able to take a lot of political and social decisions, but some message inform him, when the people or the city is going wrong as a consequence of these decisions. In the car game, you can drive, as you want as long as…you follow the circuit until the end of the race! The puzzles and levels must be designed in a way such that the player doesn't feel trapped in a cycle. The degree of difficulty increases gradually. As a consequence levels are generally designed and developed in an increasing order of complexity. Cinematics are placed in between levels to present information needed at the next step, while the player relax, enjoys his accomplishments and recovers for the next challenge.
L'utilisation de systemes numeriques programmables pour la realisation d'applications nec... more L'utilisation de systemes numeriques programmables pour la realisation d'applications necessitant un haut niveau de surete de fonctionnement pose trois problemes complexes en matiere de genie logiciel: Quels objectifs doivent etre assignes au logiciel? Comment traduire ces objectifs en termes d'exigences de conception, de developpement et de validation? Comment verifier la prise en compte des exigences? Le present article est consacre a une approche pragmatique de ce probleme. Nous partons d'une allocation des objectifs de surete de fonctionnement sur les fonctions du systeme. Selon la nature des proprietes visees on determine, pour une fonction donnee, la semantique de panne la plus critique admissible Cette derniere devient une partie de la specification. Le probleme consiste alors a rechercher une architecture propre a assurer ces objectifs. La demarche proposee repose sur deux points: - Un composant logiciel est caracterise par un objectif de fiabilite, ou le fon...
Nous présentons un protocole expérimental visantà mesurer l'apport du son binaural dans un jeu vi... more Nous présentons un protocole expérimental visantà mesurer l'apport du son binaural dans un jeu vidéo sur mobile. Ce protocole répondà deux problématiques distinctes : 1) identifier les types d'apports possibles du binaural, et 2) mettre au point une méthode d'évaluation tenant compte des spécificités du contexte mobile. Nous introduisons trois hypothèses sur la façon dont le binaural peut enrichir l'expérience utilisateur : amélioration du sentiment d'immersion, meilleure mémorisation de la scène virtuelle, et amélioration de la performance (type score de jeu vidéo). Concernant la méthode d'évaluation, nousévoquons d'abord la singularité des contextes mobiles, multiples et imprévisibles. Puis nous proposons une méthode basée sur l' Experience Sampling Method , qui replace l'expérience dans le contexte d'utilisation quotidien du sujet. Pour mesurer chacun des trois apports, nous proposons de récolter différentes données, séparées entre les données objectives, issues de l'interaction entre l'utilisateur et l'application, et les données subjectives, issues de questionnaires soumisà l'utilisateur. La méthode que nous proposons aégalement comme ambition d'atténuer l'influence de ces questions subjectives sur l'appréciation que le sujet a de sa propre expérience.
Resultats d'une etude menee par la societe CESIR en collaboration avec le CNAM sur la protect... more Resultats d'une etude menee par la societe CESIR en collaboration avec le CNAM sur la protection des oeuvres multimedia. Cette etude part d'une analyse juridique du besoin pour en degager trois aspects techniques : un schema de depot des oeuvres, la reconnaissance des fragments copies et la signature integree dans l'oeuvre. Une analyse des problemes et solutions techniques envisageables est presentee
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