@article{jt-art-nat-9,
author = {Bossard, Cyril and Kermarrec, Gilles and De Loor, Pierre and Bénard, Romain and Tisseau, Jacques},
title = {{Sport, réalité virtuelle et conception de simulations
participatives : illustration dans le domaine du football
avec le simulateur CoPeFoot.}},
journal = {Intellectica},
year = 2009,
volume = 2,
number = 52,
pages = {97-117},
pdf = {pdf/paper/jt-art-nat-9.pdf},
abstract = {New perspectives for research and training in sport could
be offered thanks to participative simulation and virtual reality.
This paper aims at reflecting about design processing in order to
enhance simulation credibility. The literature is examined to present actual
simulators' interests, properties and limits for sport research and training.
An original experiment of participative simulation design in team sport is
proposed: an ergonomic approach was used to study experts' decision making in
soccer natural setting; the decision-making model constituted a guide for
choosing and implementing computer science models for the development of
the virtual environment CoPeFoot (Cooperative Perception in football).
The process and the results obtained are discussed thanks to
the enaction paradigm. Credibility of simulation for the user should
need both of regularity and surprises in the emergence of agents'
(players') behaviours.
}
}
@article{jt-art-nat-8,
author = {Buche, Cédric and Querrec, Ronan and De Loor, Pierre and Chevaillier, Pierre and Tisseau, Jacques},
title = {{PEGASE : un système tutoriel intelligent générique et adaptatif
en environnement virtuel.}},
journal = {Revue des sciences et technologies de l'information, Technique et Science Informatiques},
year = 2009,
volume = {RSTI-TSI 28},
number = 8,
pages = {1051-1076},
pdf = {pdf/paper/jt-art-nat-8.pdf},
abstract = {This work takes place in the framework of the design of a training environment using
virtual reality. In this context, we defend the thesis that it is possible to integrate a generic
and adaptive intelligent tutoring system (called PEGASE) in a virtual environment, in order to
provide pedagogical aid for the learner and pedagogical assistance for the trainer. Our proposal is a multi-agent system. It highlights a set of information (actions realized by the learner,
domain knowledge...) used by PEGASE to take pedagogical decisions. Our study is focused
(1) on knowledge representation for the environment and (2) on an adaptive pedagogical agent
suggesting pedagogical assistances.}
}
@article{jt-art-nat-7,
author = {Veyret, Morgan and Maisel, Eric and Tisseau, Jacques},
title = {Guide virtuel autonome immergé dans un environnement réel dynamique. Architecture générale et application à la visite guidée d'un aquarium marin.},
journal = {Revue des sciences et technologies de l'information, Technique et Science Informatiques},
year = 2009,
volume = {RSTI-TSI 28},
pages = {831-855},
pdf = {pdf/paper/jt-art-nat-7.pdf},
abstract = {Museum are always looking for new attractions and ways of communicating with
visitors. Here we describe an virtual guide as a new information support for visitors of
an aquarium, using augmented reality technics. The guide is able to autonomously adapt
to the particular constraints of this dynamic environment through the execution of a perception/decision/action loop. Based on the environment representation and prior knowledge, the
guide selects and presents suited informations to the visitor in real time. The focus of this paper
is the decision system and its place in the general layout of the autonomous virtual guide.
}
}
@article{jt-art-nat-6,
author = {Abgrall, Jean-François} # { and } # {Kerdélo, Sébastien} # { and } # {Querrec, Gabriel} # { and } # flc # { and Rodin, Vincent and Bataille, Régis and Tisseau, Jacques},
title = {Un laboratoire virtuel pour l'hématologie},
journal = {Hématologie},
year = 2006,
pages = {158},
volume = 12,
number = {spécial 1},
pdf = {pdf/paper/jt-art-nat-6.pdf},
url = {http://www.jle.com/fr/revues/medecine/hma/e-docs/00/04/25/CB/article.md?type=text.html},
abstract = {Les systèmes biologiques sont complexes. La réalité virtuelle (RV)
fournit un cadre conceptuel, méthodologique et expérimental bien
adapté pour imaginer, modéliser et expérimenter cette complexité.
Une plate-forme de RV a été développée, basée sur les systèmes
multi-agents, correspondant à des entités autonomes interagissant
entre elles.
Deux modèles biologiques virtuels, la coagulation et le myélome
multiple (MM) ont été réalisés.
Le modèle de coagulation comporte toutes les protéines procoagulantes et inhibitrices,
les plaquettes, les cellules endothéliales et les
fibroblastes, réalisant 42 réactions. Le modèle de MM virtuel comporte les voies
de transduction de l'IL-6, de l'IGF-1, du TNF, les
récepteurs à ces cytokines et l'expression de CD 45. Les plasmocytes sont situés
dans l'environnement médullaire et osseux. La
validation des 2 modèles virtuels est obtenue par la comparaison
avec des expérimentations in vitro (TQ, hémophilie, traitements de
l'hémophilie, thrombophilie, test de génération de thrombine,
compartimentation des myélomes selon le statut CD 45 + ou CD
45 négatif).
Par les simulations, ces modèles permettent de tester des hypothèses;
de choisir « in virtuo » les expérimentations à réaliser in
vitro ; de préparer les essais thérapeutiques. Ces simulations stimulent la
réflexion du chercheur sur le modèle, et permettent de réduire les coûts.}
}
@article{jt-art-nat-5,
author = {De Loor, Pierre and Le Bodic, Laurent and Calvet, Guillaume and Tisseau, Jacques},
title = {Un simulateur d'usage pour l'évaluation des systèmes interactifs multimodaux},
journal = {Revue d'Interaction Homme-Machine},
year = 2006,
pages = {59-91},
volume = 7,
url = {http://www.europia.org/RIHM/V7N1.htm},
pdf = {pdf/paper/jt-art-nat-5.pdf},
abstract = {This article introduces a simulator for the evaluation of multimodal systems.
It draws a state of the art of simulation methods which leads to an architecture based on
three models in order to simulate the interactions between the user, the artefact and the environment.
The aim is to integrate the effect of perceptual troubles due to the environment in the decision making
of the user. An illustrative example follows this presentation and a discussion of the work in
progress ends the article.}
}
@article{jt-art-nat-4,
author = {Tisseau, Jacques and Parenthoën, Marc and Buche, Cédric and Reignier, Pierre},
title = {Comportements perceptifs d'acteurs virtuels autonomes.
{U}ne application des cartes cognitives floues},
journal = {Revue des sciences et technologies de l'information, Technique et Science Informatiques},
year = 2005,
pages = {1259-1293},
volume = {RSTI-TSI 24},
number = 10,
url = {http://tsi.revuesonline.com/article.jsp?articleId=7769},
pdf = {pdf/paper/jt-art-nat-4.pdf},
abstract = {We are interested here in the perceptive behaviors of autonomous virtual actors.
These behaviors must determine their answers, not only according to the external stimuli,
but also according to internal emotions. We propose to describe such emotional behaviors
using fuzzy cognitive maps, where these internal states are explicitly represented.
We detail how fuzzy cognitive maps allow the specification, the control, the
internal simulation and the dynamic adaptation of the perceptive behavior
of an animat. Their parallel and asynchronous execution leeds to the proposal
of a behavioral architecture for virtual autonomous entities. All these are
illustrated by the academic example of a non-trivial interactive fiction.}
}
@article{jt-art-nat-3,
author = {Tisseau, Jacques and Nédélec, Alexis},
title = {Réalité virtuelle : un contexte historique interdisciplinaire},
journal = {Revue internationale de CFAO et d'infographie},
year = 2002,
pages = {263-278},
volume = {17},
number = {3-4},
url = {http://rcfao.revuesonline.com/article.jsp?articleId=5013},
pdf = {pdf/paper/jt-art-nat-3.pdf},
abstract = {Virtual reality has gone through many evolutions: from objects representation on a
bidimensional surface, to the immersion of cooperative users evolving in a 3D numerical
universe where autonomous interactive and collaborative entities live. This article
aims to show that this new means or new field of investigation was made in a genuine
interdisciplinary « melting pot » that came from the joint contributions of image processing,
simulation, computer aided design, teleoperation, audiovisual techniques and
telecommunications. Virtual reality goes beyond what it was originally made for.
It definitely is, today, a new science in the engineering field. It deals
with specification design and realisation of virtual and participative universes.}
}
@article{jt-art-nat-2,
author = {Harrouet, Fabrice and Tisseau, Jacques and Reignier, Pierre and Chevaillier, Pierre},
title = {{oRis} : un environnement de simulation interactive multi-agents},
journal = {Revue des sciences et technologies de l'information, Technique et Science Informatiques},
year = 2002,
pages = {499-524},
volume = {RSTI-TSI 21},
number = 4,
url = {http://tsi.revuesonline.com},
pdf = {pdf/paper/jt-art-nat-2.pdf},
abstract = {oRis is a toolkit for interactive simulation : it is both an object-based concurrent
programming language and an execution environment. Its features make oRis a generic
platform for multiagent systems (MAS) implementation. It is a dynamically interpreted
language, instance-grained which allows the user, during the execution, to observe
the MAS, to interact with the agents or the environment et to modify them in line.
With oRis, a MAS is compouned of agents (basically active objects) in an environment
containing objets, eventually situated in space (2D or 3D) and time. oRis offers an
homogenous solution for interactions, implemented as method invocation or callback
or message passing (point-to-point or broadcast, synchronous or asynchronous processing).
oRis offers different ways to manage the execution flows and the scheduler guarantees
the equity of the time-sharing. oRis is stable and efficient. It has been used in
many projects and is integrated in the ARéVi virtual reality platform.}
}
@article{jt-art-nat-1,
author = {Duval, Thierry and Morvan, Serge and Reignier, Pierre and Harrouet, Fabrice and Tisseau, Jacques},
title = {{ARéVi} : une boîte à outils 3D pour des applications coopératives},
journal = {Revue Calculateurs Parallèles},
year = 1997,
pages = {239-250},
volume = 9,
number = 2,
url = {http://www.hermes-science.fr/fr/cdrom2007/pages/notices/2841079950.html},
ps = {pdf/paper/jt-art-nat-1.ps},
abstract = {ARéVi is a new distributed virtual reality toolkit. Its kernel (a set of C++
classes) allows to create distributed virtual reality applications without
programming. This toolkit is widely open, which allows the creation of evoluated
applications like intelligent multi-agents systems simulations. It is
particularly adapted for creating collaborative software : several applications
(what we call ARéVi sessions) can share a common 3D universe, so several users
can interact together with the same objects. In this paper, we only discuss of
the collaborative features of ARéVi, and of the facilities provided by ARéVi for
program dynamic evolution, essentials to cooperation.}
}
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