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hal.structure.identifierLaboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
dc.contributor.authorRICHIR, Simon
hal.structure.identifierCentre de Robotique [CAOR]
dc.contributor.authorFUCHS, Philippe
hal.structure.identifierHeuristique et Diagnostic des Systèmes Complexes [Compiègne] [Heudiasyc]
dc.contributor.authorLOURDEAUX, Domitile
hal.structure.identifierLaboratoire d'Ingénierie des Systèmes Mécaniques et des MAtériaux [LISMMA]
dc.contributor.authorMILLET, Dominique
hal.structure.identifierLaboratoire des sciences et techniques de l'information, de la communication et de la connaissance [Lab-STICC]
dc.contributor.authorBUCHE, Cédric
hal.structure.identifierLaboratoire des sciences et techniques de l'information, de la communication et de la connaissance [Lab-STICC]
dc.contributor.authorQUERREC, Ronan
dc.date.accessioned2021-05-14T09:54:27Z
dc.date.available2021-05-14T09:54:27Z
dc.date.issued2015
dc.identifier.urihttps://oskar-bordeaux.fr/handle/20.500.12278/77611
dc.description.abstractEnThe convergence of technologies currently observed in the field of Virtual Reality, Augmented Reality, robotics and consumer electronic reinforces the trend of new applications appearing every day. But when transferring knowledge acquired from research to businesses, research laboratories are often at a loss because of a lack of knowledge of the design and integration processes in creating an industrial scale product. In fact, the innovation approaches that take a good idea from the laboratory to a successful industrial product are often little known to researchers.The objective of this paper is to present the results of the work of several research teams that have finalized a working method for researchers and manufacturers that allow them to design virtual or augmented reality systems and enable their users to enjoy “a compelling Virtual Reality experience”. That approach, called “the I2I method”, present 11 phases from “Establishing technological and competitive intelligence and industrial property” to “Improvements” through the “Definition of the Behavioral Interface, Virtual Environment and Behavioral Software Assistance”. As a result of the experience gained by various research teams, this design approach benefits from contributions from current Virtual Reality & Augmented Reality research. Our objective is to validate and continuously move such multidisciplinary design team methods forward.
dc.language.isoen
dc.publisherIPI Press
dc.subject.eninteraction
dc.subject.eninnovation
dc.subject.enimmersion
dc.subject.enVirtual reality
dc.subject.endesign process
dc.subject.enhuman centered design
dc.subject.enmethodology
dc.title.enHow to design compelling Virtual Reality or Augmented Reality experience?
dc.typeArticle de revue
dc.subject.halSciences de l'Homme et Société/Sciences de l'information et de la communication
bordeaux.journalInternational Journal of Virtual Reality
bordeaux.page35-47
bordeaux.volume15(1)
bordeaux.hal.laboratoriesInstitut de Mécanique et d’Ingénierie de Bordeaux (I2M) - UMR 5295*
bordeaux.institutionUniversité de Bordeaux
bordeaux.institutionBordeaux INP
bordeaux.institutionCNRS
bordeaux.institutionINRAE
bordeaux.institutionArts et Métiers
bordeaux.peerReviewedoui
hal.identifierhal-01273284
hal.version1
hal.origin.linkhttps://hal.archives-ouvertes.fr//hal-01273284v1
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