Publications
-
ACE: how Artificial Character Embodiment shapes user behaviour in multi-modal interactions
The ACE -how Artifcial Character Embodiment shapes user behavior in multi-modal interactions -workshop aims to bring together researchers, practitioners and experts on the topic of embodiment, to analyze and foster discussion on its efects on user behavior in multi-modal interaction. ACE is aimed at stimulating multidisciplinary discussions on the topic, sharing recent progress, and providing […]
-
Insights Into the Importance of Linguistic Textual Features on the Persuasiveness of Public Speaking
In both professional and private life, there is a growing need for public speaking skills. With this background, our research project’s long-term aims are to develop tools that can analyse public speeches and provide useful feedback. The impact of audio and visual characteristics on the automatic analysis of speech quality has been widely explored in […]
-
Developing innovation culture through the transformation of a master learning path
Every year, around one thousands of postgraduate students attends CESI preparing expertise master courses on diverse aspects of management. During this year, MS® postgraduate students work in companies and spend one week per month at CESI. For each student, one of the issue of the year is to write a professional thesis. On student size, […]
-
Innovation culture in French organisations
The aim of this study was to measure the relative impact of culture and processes on innovation performance. Contrary to processes, culture represents all implicit factors influencing daily behaviour. Culture gathers the unwritten rules of the social game and serves as social cement for an organisation. Processes correspond to identified and formalised practices and rules, […]
-
Toward Universal Creativity Assessment by Untrained Judges
The purpose of a creativity session being first to generate many ideas, how to fast and reliably assess each one’s creativity, even with non-creativity experts? Creative people appearing not only to be good at generating ideas but also at implicitly evaluating them, improving people’s assessment would further improve their own creativity. This paper investigates canonical […]
-
Errare humanum est, perseverare autem diabolicum: A Follow-Up Study on the Human-Likeness of an AI Othello Player
Othello, also known as Reversi, is a popular 2-players board game. Olivaw is an intelligent agent playing Othello. Compared to the most famous ones (such as Saio), it exploits limited resources by autonomously learning how to improve its gameplay by playing against itself. In previous occasions, Othello players reported the impression of a sort of […]
-
Determinantes do Trabalho
Cuvelier, L., Nascimento, A., & Fourrièrre, J. (2023). Determinantes do Trabalho. In R. Rocha (Ed.), Dicionário de Ergonomia e Fatores Humanos.
-
Problem-based learning analysis using capability approach
Based on research conducted with undergraduated students in French Engineering School, we propose to highlight the conditions under which problem-based learning (PBL) can be favorable to student’s learning based on the method of analysis resulting from the capability approach (Sen, 2001). PBL appears in the literature to be an adapted way to tend to, among […]
-
Verbalizing the sensitive dimensions of activity in work situations
Verbalizing the sensitive dimensions of activity in work situations
-
Is Lead-Userness a trait or a state?
Lead users are invaluable resources to generate user centric radical innovation, but they remain difficult to detect and recruit in the general population. Lead userness, which draws both on the ability to identify unstated customer needs and find creative solutions to those needs, has been conceptualized as domain-dependent: this means that a lead user may […]
-
Proteus the origin story: how users conform their behavior to the appearance of their avatars
Depuis leur émergence, les environnements virtuels représentent un outil innovant pour étudier le comportement humain dans des situations impossibles à simuler autrement. L’une de ces situations est l’incarnation d’un corps virtuel entièrement différent du nôtre (i.e. un avatar). L’étude de ce cas a permis de mettre en évidence l’existence de l’effet Proteus : le fait […]
-
Sujets capables et environnements capacitants : des cadres pour penser les situations d’apprentissage pour et dans le travail.
Cuvelier, L., & Fernagu, S. (2023). Sujets capables et environnements capacitants : des cadres pour penser les situations d’apprentissage pour et dans le travail. TransFormations – Recherches en Éducation et Formation des Adultes, 1(25), 130-147.
Loading…
Erreur : tout le contenu a été chargé.