Technologies Facteurs Humains

Assistants intelligents, voitures autonomes, interfaces cognitives, aide à la décision automatisée…les nouveaux enjeux technologiques nous amènent à repenser en profondeur la relation entre l’humain et la machine.

Labo bcom - technologies facteurs humains
    Pour permettre une réelle coopération homme-machine, le laboratoire Technologies Facteurs Humains analyse et anticipe les comportements humains afin de concevoir des environnements intelligents à la fois efficaces, intuitifs et adaptés.

    Dans cette optique, il crée des solutions fondées sur son expertise en psychophysiologie, sciences cognitives et design d’interactions. Grâce aux meilleures méthodes d’analyses et de simulations, il développe des technologies d’interactions centrées utilisateurs et de mesures comportementales objectives, pour accompagner la transformation digitale du monde industriel et l’expérience nouvelle de ses clients.

    Guillaume Jegou - bcom

    Guillaume Jegou

    Responsable du labo Technologies Facteurs Humains

    A la croisée des Sciences Cognitives et des Facteurs Humains, nous définissons les innovations qui placent l’humain, à la fois comme sujet et finalité de la recherche technologique.
    Ngagement - tesaer produit - bcom b<>com Ngagement

    Une nouvelle génération de design d'interaction pour optimiser la conception de vos systèmes.

    nos publications scientifiques

    19.02.2021

    Towards Real-Time Recognition of Users' Mental Workload Using Integrated Physiological Sensors Into a VR HMD

    This paper describes an &quot;all-in-one&quot; solution for the real-time recognition of users' mental workloads in virtual reality through the cus-tomization of a commercial HMD with physiological sensors. First, we describe the hardware and software solution employed to build the system. Second, we detail the machine learning methods used for the automatic recognition of the users' mental…

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    24.02.2021

    Do Distant or Colocated Audiences Affect User Activity in VR?

    We explore the impact of distant or colocated real audiences on social inhibition through a user study in virtual reality (VR). The study investigates, in an application, the differences among two multi-user configurations (i.e., the local and distant conditions) and one control condition where the user is alone (i.e., the alone condition). In the local condition, a single user and a real…

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    18.02.2021

    Introducing Mental Workload Assessment for the Design of Virtual Reality Training Scenarios

    Training is one of the major use cases of Virtual Reality (VR) due to the flexibility and reproducibility of VR simulations. However, the use of the user's cognitive state, and in particular mental workload (MWL), remains largely unexplored in the design of training scenarios. In this paper, we propose to consider MWL for the design of complex training scenarios involving multiple parallel tasks…

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    06.05.2021

    3Dexterity: Finding your place in a 3-armed world

    In the context of the IEEE VR 2020 3DUI Contest entitled “Embodiment for the Difference”, this paper presents a VR application to highlight the challenges that people with physical disabilities face on their daily life. Two-armed users are placed in a world where people normally have three arms, making them effectively physically disabled. The scenario takes the user through the process of…

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