Simon Richir

Orcid: 0000-0003-2075-6609

Affiliations:
  • Arts & Metiers ParisTech


According to our database1, Simon Richir authored at least 85 papers between 2001 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Online presence:

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Bibliography

2024
The Laval Phenomenon: A Deep Dive into France's VR Capital.
Proceedings of the IEEE Conference Virtual Reality and 3D User Interfaces, 2024

2023
Augmented and Virtual Reality Simulation in Industry.
Computer, December, 2023

I am a Genius! Influence of Virtually Embodying Leonardo da Vinci on Creative Performance.
IEEE Trans. Vis. Comput. Graph., November, 2023

Studying the effect of symmetry in team structures on collaborative tasks in virtual reality.
Behav. Inf. Technol., October, 2023

Exploring the Integration of SCRUM Elements into Service Prototyping Processes for Technology & Service Innovation.
Proceedings of the IEEE International Conference on Engineering, Technology and Innovation, 2023

Consistency of Virtual Human Faces: Effect of Stylization and Expressiveness Intensity on Character Perception.
Proceedings of the Virtual Environments 2023, 2023

Exploration of Physiological Arousal in Divergent and Convergent Thinking using 2D screen and VR Sketching Tools.
Proceedings of the 11th International Conference on Affective Computing and Intelligent Interaction, 2023

2022
Visualizing the invisible: User-centered design of a system for the visualization of flows and concentrations of particles in the air.
Inf. Vis., 2022

Using Facial Expressiveness of a Virtual Agent to Induce Empathy in Users.
Int. J. Hum. Comput. Interact., 2022

Is virtual reality the solution? A comparison between 3D and 2D creative sketching tools in the early design process.
Frontiers Virtual Real., 2022

Editorial: Immersive reality and personalized user experiences.
Frontiers Virtual Real., 2022

Effects of continuous and discontinuous non-relevant stimulus on creativity.
Digit. Creativity, 2022

Effect of Social Actors Perceived Agency on Social Presence in Computer-Mediated Communication.
Adv. Hum. Comput. Interact., 2022

Why does the quality of sketches in virtual reality depend so much on individuals? Analysis and identification of factors based on laboratory and field experiments.
Proceedings of the 19th International Conference on Human-Computer Interaction, 2022

Virtual Reality as a tool for furniture design.
Proceedings of the International Conference on Cyberworlds, 2022

2021
Quantitative and Qualitative Exploration of the Effect of a Wearable Item on Non-Organic Virtual Limb Embodiment and User Behavior in Immersive Environments.
Presence Teleoperators Virtual Environ., December, 2021

CRUX: a creativity and user experience model.
Digit. Creativity, 2021

Impact of avatar facial anthropomorphism on body ownership, attractiveness and social presence in collaborative tasks in immersive virtual environments.
Comput. Graph., 2021

Impact of Avatar Anthropomorphism and Task Type on Social Presence in Immersive Collaborative Virtual Environments.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021

Extended Analysis of a Service Prototyping Experiment Conducted in Germany and France.
Proceedings of the 2021 IEEE International Conference on Engineering, 2021

Investigating the Impact of Visual Representations during Ideation: Towards Immersive eXperience Design.
Proceedings of the 2021 IEEE International Conference on Engineering, 2021

2020
Effects of voluntary heart rate control on user engagement and agency in a virtual reality game.
Virtual Real., 2020

Usefulness and needs construction process in innovative artefacts: an exploratory study of designers' viewpoints.
Int. J. Virtual Real., 2020

Effect of Avatar Anthropomorphism on Body Ownership, Attractiveness and Collaboration in Immersive Virtual Environments.
Proceedings of the 30th International Conference on Artificial Reality and Telexistence, 2020

Comparing Creativity, User-experience and Communicability Linked to Digital Tools during the Fuzzy Phases of Innovation.
Proceedings of the 4th International Conference on Computer-Human Interaction Research and Applications, 2020

Improving humans: enhancing the complex sociological being with the virtual.
Proceedings of the AH '20: 11th Augmented Human International Conference, 2020

2019
Editorial - IJVR 19(2).
Int. J. Virtual Real., 2019

Comparing Conventional versus Immersive Service Prototypes: An Empirical Study.
Int. J. Virtual Real., 2019

Editorial - IJVR 19(3).
Int. J. Virtual Real., 2019

From Robot to Virtual Doppelganger: Impact of Visual Fidelity of Avatars Controlled in Third-Person Perspective on Embodiment and Behavior in Immersive Virtual Environments.
Frontiers Robotics AI, 2019

Towards radical innovations in a mature company: an empirical study on the UX-FFE model.
Artif. Intell. Eng. Des. Anal. Manuf., 2019

Effects of Voluntary Heart Rate Control on User Engagement in Virtual Reality.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

Expressive Virtual Human: Impact of expressive wrinkles and pupillary size on emotion recognition.
Proceedings of the 19th ACM International Conference on Intelligent Virtual Agents, 2019

Comparing Different Performance Factors of Conventional VS Immersive Service Prototypes.
Proceedings of the IEEE International Conference on Engineering, Technology and Innovation, 2019

A New Approach Dedicated to the Continuous Assessment and Improvement of a Radical Innovation Capacity within a Mature Company.
Proceedings of the IEEE International Conference on Engineering, Technology and Innovation, 2019

2018
Towards a Model of User Experience in Immersive Virtual Environments.
Adv. Hum. Comput. Interact., 2018

A Comparative Study on Conventional versus Immersive Service Prototyping (VR, AR, MR).
Proceedings of the Virtual Reality International Conference - Laval Virtual, 2018

Integrability and Reliability of Smart Wearables in Virtual Reality Experiences: A Subjective Review.
Proceedings of the Virtual Reality International Conference - Laval Virtual, 2018

A Universal Framework For Systemizing the Evaluation of Immersive And Collaborative Performance.
Proceedings of the Virtual Reality International Conference - Laval Virtual, 2018

A Proposed Research Framework and Model for Service Prototyping.
Proceedings of the 2018 IEEE International Conference on Engineering, 2018

Application of the UX-FFE Model for Optimizing the Performance of the Upstream Innovation Process.
Proceedings of the 2018 IEEE International Conference on Engineering, 2018

Fear as a biofeedback game mechanic in virtual reality: effects on engagement and perceived usability.
Proceedings of the 13th International Conference on the Foundations of Digital Games, 2018

From robot to virtual doppelganger: impact of avatar visual fidelity and self-esteem on perceived attractiveness.
Proceedings of the 2018 International Conference on Advanced Visual Interfaces, 2018

2017
Effects of Interaction Level, Framerate, Field of View, 3D Content Feedback, Previous Experience on Subjective User eXperience and Objective Usability in Immersive Virtual Environment.
Int. J. Virtual Real., 2017

Editorial - IJVR 17(2).
Int. J. Virtual Real., 2017

Exploring Mixed-methods Instruments for Performance Evaluation of Immersive Collaborative Environments.
Int. J. Virtual Real., 2017

First- and Third-Person Perspectives in Immersive Virtual Environments: Presence and Performance Analysis of Embodied Users.
Frontiers Robotics AI, 2017

ICE Breaking: Disentangling Factors Affecting the Performance of Immersive Co-creation Environments.
Proceedings of the Virtual Reality International Conference - Laval Virtual 2017, 2017

How to Increase Intuition for Entrepreneurship Spirit in Innovation Process?
Proceedings of the Innovation and Interdisciplinary Solutions for Underserved Areas, 2017

Effects on User Experience in an Edutainment Virtual Environment: Comparison Between CAVE and HMD.
Proceedings of the European Conference on Cognitive Ergonomics, 2017

2016
Proposition and Validation of a Questionnaire to Measure the User Experience in Immersive Virtual Environments.
Int. J. Virtual Real., 2016

Editorial - The International Journal of Virtual Reality Vol.16 n°1.
Int. J. Virtual Real., 2016

ArLive: unified approach of interaction between users, operable space and smart objects.
Proceedings of the 2016 Virtual Reality International Conference, 2016

A questionnaire to measure the user experience in immersive virtual environments.
Proceedings of the 2016 Virtual Reality International Conference, 2016

2015
How to design compelling Virtual Reality or Augmented Reality experience?
Int. J. Virtual Real., 2015

Editorial - The International Journal of Virtual Reality Vol.15 n°1.
Int. J. Virtual Real., 2015

The Urbi et Orbi project, from a largely individualistic «democracy of words» to a fully collaborative «democracy of action».
Proceedings of the 2015 Virtual Reality International Conference, 2015

Design of portable and accessible platform in charge of wheelchair feedback immersion.
Proceedings of the 2015 IEEE Virtual Reality, 2015

Towards a user experience in immersive virtual environment model: a review.
Proceedings of the 27th Conference on l'Interaction Homme-Machine, 2015

2014
Needs' elaboration between users, designers and project leaders: Analysis of a design process of a virtual reality-based software.
Inf. Softw. Technol., 2014

Investigating the main characteristics of 3D real time tele-immersive environments through the example of a computer augmented golf platform.
Proceedings of the 2014 Virtual Reality International Conference, 2014

3DLive: A multi-modal sensing platform allowing tele-immersive sports applications.
Proceedings of the 22nd European Signal Processing Conference, 2014

2013
Augmented sport: exploring collective user experience.
Proceedings of the Virtual Reality International Conference - Laval Virtual, 2013

Virtual stage sets in live performing arts (from the spectator to the spect-actor).
Proceedings of the Virtual Reality International Conference - Laval Virtual, 2013

Presence in Visual Mental Imagery.
Proceedings of the Advances in Visual Informatics, 2013

An industrial approach to design compelling VR and AR experience.
Proceedings of the Engineering Reality of Virtual Reality 2013, 2013

2012
E-commerce and web 3D for involving the customer in the design process: the case of a gates 3D configurator.
Proceedings of the Virtual Reality International Conference, 2012

3D-live: live interactions through 3D visual environments.
Proceedings of the Virtual Reality International Conference, 2012

2011
Towards the design of intelligible object-based applications for the Web of Things.
Proceedings of the Second International Workshop on Web of Things, 2011

2010
3D Child Software. A Decision-making Help Tool in Innovative Product Design.
J. Decis. Syst., 2010

Visual search in dynamic 3D visualisations of unstructured picture collections.
Interact. Comput., 2010

2009
Survey on haptic rendering of data sets: Exploration of scalar and vector fields.
J. Virtual Real. Broadcast., 2009

WiiRemote programming: development experiences of interactive techniques that can be applied to education for young engineers.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2009

High-resolution stereo video rectification through a cost-efficient real-time GPU implementation using intrinsic and extrinsic camera parameters.
Proceedings of the 2009 IEEE Workshop on Computational Intelligence in Virtual Environments, 2009

Identity and Virtual Reality: A Uchronic Approach.
Proceedings of the Biologically Inspired Cognitive Architectures, 2009

2007
The Influence of Visual Appearance of User's Avatar on the Manipulation of Objects in Virtual Environments.
Proceedings of the IEEE Virtual Reality Conference, 2007

WiiMedia: motion analysis methods and applications using a consumer video game controller.
Proceedings of the 2007 ACM SIGGRAPH Symposium on Video Games, Sandbox 2007, 2007

2006
Haptic Hybrid Rotations: Overcoming Hardware Angular Limitations of Force-Feedback Devices.
Proceedings of the IEEE Virtual Reality Conference, 2006

A Comparison of Three Techniques to Interact in Large Virtual Environments Using Haptic Devices with Limited Workspace.
Proceedings of the Advances in Computer Graphics, 2006

2005
Influence of Color/Display Ratio on the Perception of Mass of Manipulated Objects in Virtual Environments.
Proceedings of the IEEE Virtual Reality Conference 2005, 2005

Development of robotic TV game player using haptic interface and GPU image recognition.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2005

A new real-time video synthesis method for virtual studio environments using GPU and projected screens.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2005

The "Bubble" Technique: Interacting with Large Virtual Environments Using Haptic Devices with Limited Workspace.
Proceedings of the First Joint Eurohaptics Conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems, 2005

2004
Distributed, Multiplatform High Fidelity Human Patient Simulation Environment in an Ultra-Long Distance Setting.
Proceedings of the 10th Americas Conference on Information Systems, 2004

2001
Information networks and technological innovation for industrial products.
Int. J. Technol. Manag., 2001


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