Interaction and game design

The ILJ team studies human-machine interaction questions originated by the digitization of autotelic activities such as play or reading, with a multidisciplinary approach (computer science, psychology, arts, design). Current works include difficulty modeling in games, methodologies of inclusive game design, fluid interaction for the visualization of large digital libraries, sonification in mixed reality and AI for games. The team often works in partnership with companies in the field and also teaches at the National School of Interactive Games and Media (Cnam-Enjmin).

Publications

2020

Articles de revue

  1. Gal, V.; Banerjee, S. and Rad, D. V. Investigation of Emotion Instances and Class Analysis from Physiological Sensors by Unsupervised Hybrid EMDeep Model. In Journal of Intelligent and Fuzzy Systems, 2020. www 

2019

Chapitres d'ouvrage

  1. le Prado, C. Oeuvres ouvertes et disparition. In Les temps multiples des arts contemporains, Hermann, 2019. www 

Articles de conférence

  1. Mader, S.; Dupire, J.; Bouchara, T. B.; Barbet, I.; Zabban, V. and Berry, V. Démonstration du projet chien guide virtuel. In UNILJV2019: Les langages du jeu vidéo : codes, discours et images en jeu, Lausanne, Switzerland, 2019. www 
  1. Mader, S. Tetris : quelle sera la prochaine pièce, ou comment un espace de conception minimal peut porter de nombreux discours. In UNILJV2019: Les langages du jeu vidéo : codes, discours et images en jeu, Lausanne, Switzerland, 2019. www 
  1. Constant, T. T.C.C. and Levieux, G. Dynamic Difficulty Adjustment Impact on Players' Confidence. In The 2019 CHI Conference, pages 1-12, ACM Press, Glasgow, United Kingdom, CHI '19 Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems , 2019. doi  www 
  1. Moreira, J.; Gros, L.; Nicol, R.; Viaud-Delmon, I.; Prado, C. Le and Natkin, S. Binaural sound rendering improves immersion in a daily usage of a smartphone video game. In EAA Spatial Audio Signal Processing Symposium, pages 79-84, Paris, France, 2019. doi  www 
  1. Bouchara, T. B.; Bara, T-G.; Weiss, P-L. and Guilbert, A. Influence of vision on short-term sound localization training with non-individualized HRTF. In EAA Spatial Audio Signal Processing Symposium, Paris, France, 2019. doi  www 
  1. Cécile Le, P. Massilia, carnet de bord. In International Symposium on Computer Music Multidisciplinary Research (CMMR), Marseille, France, 2019. www 
  1. Bouchara, T.; Bara, T-G.; Weiss, P-L. and Guilbert, A. Influence of vision on short-term sound localization training with non-individualized HRTF. In EAA Spatial Audio Signal Processing Symposium, pages 55-60, Paris, France, 2019. doi  www 
  1. Rao Fernandes, W. and Levieux, G. $delta$-logit : Dynamic Difficulty Adjustment Using Few Data Points. In ICEC - International Conférence on Entertainment Computing, pages 158-171, Springer Link, Arequipa, Peru, 2019. doi  www 

2018

Articles de revue

  1. Natkin, S. Why Video Games are different ?. In CONVOCARTE (7): http://convocarte.belasartes.ulisboa.pt/wp-content/uploads/2019/04/Convocarte_N7.pdf, 2018. www 

Articles de conférence

  1. le Prado, C.; Natkin, S.; Mader, S. and Odeh, L. Analyse des jeux pervasifs multi-joueurs en milieu urbain. In HYPERURBAIN 6/Art et Ville Post-Numérique, Chambéry, France, Art et Ville Post-Numérique (HyperUrbain.6) , 2018. www 
  1. Mader, S. A post mortem of my Game Design Research. In Games as Research Symposium, Montréal, Canada, 2018. www 
  1. Harada, T.; Hideyoshi, Y.; Gressier-Soudan, E. and Jean, C. MUSEUM EXPERIENCE DESIGN BASED ON MULTI-SENSORY TRANSFORMATION APPROACH. In 15th International Design Conference, pages 2221-2228, Dubrovnik, Croatia, 2018. doi  www 
  1. Bouchara, T. B.; Raigneau, V. and Montes, M. Immersive sonification of protein surface. In 30eme conférence francophone sur l'interaction homme-machine, Brest, France, TeC-Travaux en Cours , 2018. www 

2017

Articles de conférence

  1. Mader, S. and Neil, K. Quand le game designer est aussi l'interface des expertises, étude de cas projet cmv expertises, étude de cas projet cmv. In Journée d'étude. De léntretien clinique au serious game : Enjeux sociaux de l'apprentissage numérique de la pratique clinique, Montpellier, France, 2017. www 
  1. Remillet, G.; Mader, S.; Lequellec, A. and Teixeira, M. Regards croisés sur le Serious Game comme outil de formation `a la clinique médicale : approches médicales, anthropologiques et numériques. In Coshsem2017 : Colloque national du College des Humanites medicales 2017 (CoSHSeM), Strasbourg, France, Strasbourg, France, 2017. www 
  1. Mubarak, O.; Cubaud, P.; Bihanic, D. and Bianchini, , S. Designing Collaborative Co-Located Interaction for an Artistic Installation. In INTERACT 2017: 16th IFIP TC 13 International Conference, pages 223-231, Springer International Publishing, Mumbai, India, Human-Computer Interaction - INTERACT 2017 LNCS-10513, 2017. doi  www 
  1. Constant, T. T.C.C.; Levieux, G.; Buendia, A. and Natkin, S. From Objective to Subjective Difficulty Evaluation in Video Games. In 16th IFIP Conference on Human-Computer Interaction (INTERACT), pages 107-127, Springer International Publishing, Bombay, India, Human-Computer Interaction - INTERACT 2017 LNCS-10514, 2017. doi  www 
  1. Allart, T.; Levieux, G.; Pierfitte, M.; Guilloux, A. and Natkin, S. Difficulty influence on motivation over time in video games using survival analysis. In FDG - Foundation of Digital Games, ACM Press, Hyannis, United States, 2017. doi  www 
  1. Mubarak, O.; Bihanic, D.; Cubaud, P. and Bianchini, S. Art installations: a study of the topology of collective co-located interactions. In Proceedings of the 8th International Conference on Digital Arts, pages 23-30, Macau, China, 2017. doi  www 

2016

Articles de revue

  1. Malla Osman, Z.; Dupire, J.; Mader, S.; Cubaud, P. and Natkin, S. Monitoring player attention: A non-invasive measurement method applied to serious games. In Entertainment Computing, 14: 33-43, 2016. doi  www 

Articles de conférence

  1. Mader, S.; Levieux, G. and Natkin, S. A Game Design Method for Therapeutic Games. In 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), pages 1-8, IEEE, Barcelona, Spain, 2016. doi  www 
  1. Yvon, F. c.; Xu, Y.; Apidianaki, M. ma; Pillias, C. and Cubaud, P. TransRead: Designing a Bilingual Reading Experience with Machine Translation Technologies. In NAACL, pages 5, San Diego, United States, Proceedings of the 2016 Conference of the North American Chapter of the Association for Computational Linguistics: Demonstrations , 2016. doi  www 
  1. Gal, V. and Gressier-Soudan, E. Search classification of emotional states for purposes of new Human Environment Interactions. In Actes de la 28ième conférence francophone sur l'Interaction Homme-Machine, pages 307-313, Fribourg, Switzerland, Actes de la 28ième conférence francophone sur l'Interaction Homme-Machine , 2016. doi  www 
  1. Allart, T.; Levieux, G.; Pierfitte, M.; Guilloux, A. and Natkin, S. Design influence on player retention: A method based on time varying survival analysis. In IEEE Conference on Computational Intelligence and Games (CIG), pages 1-8, IEEE, Santorini, Greece, 2016. doi  www 
  1. Westin, T. and Dupire, J. Evaluation and Redesign of a Curriculum Framework for Education About Game Accessibility. In 15th International Conference on Entertainment Computing (ICEC), pages 217-222, Springer International Publishing, Wien, Austria, Entertainment Computing - ICEC 2016 LNCS-9926, 2016. doi  www 

Divers

2015

Articles de conférence

  1. Levieux, G. and Montes, M. Towards Real-Time Interactive Visualization Modes of Molecular Surfaces: Examples with Udock. In IEEE VR 2015 workshop on Virtual and Augmented Reality dedicated to Molecular Science (VARMS), pages to appear, Arles, France, 2015. www 
  1. Topol, A.; Dupire, J. and Gal, V. PLUG: A ZigBee Network for Playing Ubiquitous Games. In 8th International Conference on Game and Entertainment Technologies - GET 2015, Las Palmas de Gran Canaria, Spain, 2015. www 
  1. Coulon, L.; Elwert, F.; Morlock, E.; Polis, S.; Razanajao, V.; Rosmorduc, S.; Schweitzer, S. and Werning, D. A. Towards a TEI compliant interchange format for Ancient Egyptian-Coptic textual resources. In Connect, animate, innovate. TEI Conference and Members Meeting 2015, Fonds de la Recherche Scientifique (Communauté franc caise de Belgique) - F.R.S.-FNRS, Lyon, France, 2015. www 
  1. Chauvin, S.; Levieux, G.; Donnart, J-Y. and Natkin, S. Making sense of emergent narratives: An architecture supporting player-triggered narrative processes. In IEEE Conference on Computational Intelligence and Games (CIG), pages 91-98, IEEE, Tainan, France, 2015. doi  www 

2014

Articles de revue

  1. Malla Osman, Z.; Dupire, J.; Topol, A. and Cubaud, P. A Non Intrusive Method for Measuring Visual Attention Designed for the Study and Characterization of Users' Behavior in Serious Games. In International Journal On Advances in Internet Technology, 7 (3&4): 262-271, 2014. www 

Articles de conférence

  1. Levieux, G.; Tiger, G.; Mader, S.; Zagury, J-F. c.; Natkin, S. and Montes, M. Udock, the interactive docking entertainment system. In Faraday Discussions, pages 425-441, Nottingham, France, 2014. www 
  1. Malla Osman, Z.; Dupire, J.; Topol, A. and Cubaud, P. Non Intrusive Measures for Determining the Minimum Field of View for User Search Task in 3D Virtual Environments. In The Seventh International Conference on Advances in Computer-Human Interactions, pages pp. 208-213, Barcelone, Spain, 2014. www 

Autres

2013

Articles de conférence

  1. Pillias, C.; Cubaud, P. and Hsu, S-H. Reading with a digital roll. In CHI 2013, pages 1377-1382, ACM, Paris, France, Extend Abstract on Human Factors in Computing Systems 2, 2013. doi  www 

2012

Chapitres d'ouvrage

  1. Gal, V.; Sailhan, F. c.; Gressier-Soudan, E.; Topol, A. and Dupire, J. Entre jeux pervasifs et applications critiques (chapitre 12). In Informatique et Intelligence ambiante : Des capteurs aux applications ; Traité IC2, série Informatique et Systèmes d'Information, pages 366, Hermès Science, 2012. www 

Articles de conférence

  1. De Almeida, R. A.; Pillias, C.; Pietriga, E. and Cubaud, P. Looking behind Bezels: French Windows for Wall Displays. In AVI - 11th working conference on Advanced visual interfaces - 2012, pages 124-131, Capri, Italy, Proceedings of the 11th working conference on Advanced visual interfaces , 2012. doi  www 
  1. Pietriga, E.; Cubaud, P.; Schwarz, J.; Primet, R.; Schilling, M.; Barkats, D.; Barrios, E. and Vila Vilaro, B. Interaction design challenges and solutions for ALMA operations monitoring and control. In SPIE Astronomical Telescopes and Instrumentation, Amsterdam, Netherlands, Proc. SPIE 8451, Software and Cyberinfrastructure for Astronomy II 8451, 2012. doi  www 

2011

Articles de conférence

  1. Aponte, M-V.; Levieux, G. and Natkin, S. Difficulty in Video Games : An Experimental Validation of a Formal Definition. In Advances in Computer Enterntainment, X, France, 2011. www 

2010

Articles de conférence

  1. Guardiola, E. and Natkin, S. Player's model: criteria for a gameplay profile measure. In 9th International Conference on Entertainment Computing (ICEC), pages 366-371, Springer, Seoul, South Korea, Entertainment Computing - ICEC 2010 LNCS-6243, 2010. doi  www 

2009

Articles de revue

  1. Martins Alessio, P.; Topol, A.; Rodrigo, A. A. and Pierre, C. A visualisation technique for quality control of massive digitization programs. In RESEARCH AND ADVANCED TECHNOLOGY FOR DIGITAL LIBRARIES - Lecture Notes in Computer Science, 5714: 150-155, 2009. doi  www 
  1. Martins Alessio, P.; Cubaud, P.; Topol, A. and Boris, G. Une médiathèque virtuelle physique. In Patrimoine 3.0 : actes du douzième Colloque international sur le document électronique (CIDE 12): ISBN 978-2-909285-54-5, 2009. www 

Articles de conférence

  1. Aponte, M-V.; Levieux, G. and Natkin, S. Scaling the Level of Difficulty in Single Player Video Games. In Proceedings of the 8th International Conference on Entertainment Computing, pages 24-35, Paris, France, 2009. www 

2007

Articles de conférence

  1. Levieux, G.; Gal, V. and Natkin, S. D.E.E.P. - Dialogue fondé sur les Emotions, l'Expérience et la Personnalité. In GDC'07, Game Developers Conf., Lyon, X, France, 2007. www 
  1. Bosser, A-G.; Levieux, G.; Sehaba, K.; Buendia, A.; Corruble, V.; De Fondaumière, G.; Gal, V.; Natkin, S. and Sabouret, N. Dialogs Taking into Account Experience, Emotions and Personality. In International Conference on Entertainment Computing, pages 356-362, Springer, Shanghai, China, Lecture Notes in Computer Science 4740, 2007. doi  www 
  1. Bosser, A-G.; Levieux, G.; Sehaba, K.; Buendia, A.; Corruble, V. and De Fondaumière, G. Dialogs Taking into Account Experience, Emotions and Personality. In DIMEA '07 - 2nd international conference on Digital interactive media in entertainment and arts, pages 9-12, ACM, Perth, Australia, 2007. doi  www 
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