Sylvain Fleury
Biographic Data
| ID | 5898062 |
|---|---|
| NAME | Sylvain Fleury |
| GIVEN NAMES | Sylvain |
| FAMILY NAME | Fleury |
| SIGNATURE | FLEURY S |
| AFFILIATIONS | Arts et Métiers |
| ORCID | 0000-0002-9229-6632 |
| VERIFIED | Yes |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 9 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2014 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Through My Eyes
Thanks to the phenomena of presence and embodiment, immersive virtual reality makes it possible to create situations that influence users’ mental representations. This can deepen understanding of another person’s perspective and foster compassion and motivation for prosocial behavior. In the literature, several studies have shown positive correlations between presence in a virtual environment and empathy. Other studies have shown the influence of…
Effects of Content-Processing Requirement and Number of Players in an Educational Game
This study examines how the functional role of pedagogical content in gameplay and the number of players affect learning outcomes and situational interest in an educational board game. We conducted research with 183 engineering students using four versions of the same game. The versions varied according to (a) whether processing the pedagogical content was required to succeed in the game (surface exposure vs. elaborative processing) and (b) the n…
Development and pre-validation of the multi user eXperience-scale (MUX-S)
Traditionally, User eXperience (UX) design has focused on the experience of the individual user, often overlooking the influence that interactions with others can have on their overall experience. In addition, in recent years, the advancement of digital technologies has increasingly focused on social applications (e.g., social networks, videoconferencing tools, etc.). This evolution underscores the need to redefine the concept of UX towards a Mul…
Wabi Sabi in Virtual Reality sketching
In creativity using digital tools, traditional design guidelines promote abundant, inexpensive, disposable ways to create which are not compatible with sustainability concerns. We explore alternatives to this paradigm by comparing the main Virtual Reality sketch method with a new paradigm inspired by traditional Japanese concept named Wabi-Sabi. We observe that removing the possibility to erase and limiting the quantity of virtual paint are chang…
Wabi-Sabi in Virtual Reality Sketching
Traditional design promotes abundant, inexpensive, and disposable ways to create that are not compatible with sustainability. The authors explore alternatives to this paradigm by comparing a virtual reality sketch method with a new approach inspired by the traditional Japanese concept Wabi-Sabi. An experiment limited users’ amount of virtual paint and removed users’ ability to erase, and while participants’ creative approaches and processes chang…
Scoping Review on the Interactive Digital Tools Used for the Physical and Cognitive Stimulation of Healthy Older Adults
As more of our lives are spent using electronic devices, it comes as a natural deduction that those digital tools could be used to maintain people’s health. Gamified exercise or exergames are indeed promising means to motivate the population to get physically active and even cognitively active if paired with the appropriate games. Considering the global concern of an aging population which could benefit from both physical and cognitive stimulatio…
Studying the effect of symmetry in team structures on collaborative tasks in virtual reality
Studies involving collaboration in groups are frequently carried out under symmetrical conditions, meaning that all team members have the same role at the same time. In Virtual Reality, symmetrical collaboration often seems attractive as it allows all participants to be included in the VR environment, but it is not clear whether this provides any benefits over asymmetric forms of collaboration, such as when some team members are in VR while other…
Can tablet apps support the learning of handwriting? An investigation of learning outcomes in kindergarten classroom
Application of the Resources Model to the Supervision of an Automated Process
The present study was designed to ascertain how far flagging up potential errors can improve the automatic interpretation of technical documents. We used the resources model to analyze the supervised retro-conversion of architectural floor plans from the perspective of distributed cognition. Results showed that automated assistance helps users to correct errors spotted by the system and saves time. Surprisingly, they also showed that flagging up …
No prominent works on this page.
Application of the Resources Model to the Supervision of an Automated Process
The present study was designed to ascertain how far flagging up potential errors can improve the automatic interpretation of technical documents. We used the resources model to analyze the supervised retro-conversion of architectural floor plans from the perspective of distributed cognition. Results showed that automated assistance helps users to correct errors spotted by the system and saves time. Surprisingly, they also showed that flagging up …
Can tablet apps support the learning of handwriting? An investigation of learning outcomes in kindergarten classroom
Studying the effect of symmetry in team structures on collaborative tasks in virtual reality
Studies involving collaboration in groups are frequently carried out under symmetrical conditions, meaning that all team members have the same role at the same time. In Virtual Reality, symmetrical collaboration often seems attractive as it allows all participants to be included in the VR environment, but it is not clear whether this provides any benefits over asymmetric forms of collaboration, such as when some team members are in VR while other…
Scoping Review on the Interactive Digital Tools Used for the Physical and Cognitive Stimulation of Healthy Older Adults
As more of our lives are spent using electronic devices, it comes as a natural deduction that those digital tools could be used to maintain people’s health. Gamified exercise or exergames are indeed promising means to motivate the population to get physically active and even cognitively active if paired with the appropriate games. Considering the global concern of an aging population which could benefit from both physical and cognitive stimulatio…
Wabi Sabi in Virtual Reality sketching
In creativity using digital tools, traditional design guidelines promote abundant, inexpensive, disposable ways to create which are not compatible with sustainability concerns. We explore alternatives to this paradigm by comparing the main Virtual Reality sketch method with a new paradigm inspired by traditional Japanese concept named Wabi-Sabi. We observe that removing the possibility to erase and limiting the quantity of virtual paint are chang…
Wabi-Sabi in Virtual Reality Sketching
Traditional design promotes abundant, inexpensive, and disposable ways to create that are not compatible with sustainability. The authors explore alternatives to this paradigm by comparing a virtual reality sketch method with a new approach inspired by the traditional Japanese concept Wabi-Sabi. An experiment limited users’ amount of virtual paint and removed users’ ability to erase, and while participants’ creative approaches and processes chang…
Through My Eyes
Thanks to the phenomena of presence and embodiment, immersive virtual reality makes it possible to create situations that influence users’ mental representations. This can deepen understanding of another person’s perspective and foster compassion and motivation for prosocial behavior. In the literature, several studies have shown positive correlations between presence in a virtual environment and empathy. Other studies have shown the influence of…
Effects of Content-Processing Requirement and Number of Players in an Educational Game
This study examines how the functional role of pedagogical content in gameplay and the number of players affect learning outcomes and situational interest in an educational board game. We conducted research with 183 engineering students using four versions of the same game. The versions varied according to (a) whether processing the pedagogical content was required to succeed in the game (surface exposure vs. elaborative processing) and (b) the n…
Development and pre-validation of the multi user eXperience-scale (MUX-S)
Traditionally, User eXperience (UX) design has focused on the experience of the individual user, often overlooking the influence that interactions with others can have on their overall experience. In addition, in recent years, the advancement of digital technologies has increasingly focused on social applications (e.g., social networks, videoconferencing tools, etc.). This evolution underscores the need to redefine the concept of UX towards a Mul…
Computer Science (6 works) · Human–computer interaction (4 works) · Psychology (4 works) · Virtual reality (4 works) · Virtual Reality Applications and Impacts (3 works) · Aesthetics (2 works) · Architecture and Computational Design (2 works) · Art (2 works) · Artificial Intelligence (2 works) · Cognition (2 works)