Les travaux présentés dans ce manuscrit portent sur l'utilisation des humains virtuels et, plus globalement, des technologies du jeu vidéo pour améliorer le soin aux personnes âgées atteintes de troubles cognitifs. Nos travaux s'articulent autour de deux cas d'utilisation des humains virtuels : comme non-soi et comme soi. Plus spécifiquement, nous avons conçu, implémenté et évalué un agent conversationnel animé, appelé LOUISE (LOvely User Interface for Servicing Elders), ayant pour but de servir d'interface utilisateur accessible dans les dipositifs de compensation cognitives à destination des personnes âgées attenteintes de troubles cognitifs, et un dispositif de thérapie psychologique par la réalité virtuelle pour traiter les conséquences...
International audienceBrain aging is a natural process that leads to a change in cognitive functions...
There is a growing need for applications that can dynamically interact with aging populations to gat...
Abstract Background In recent years, the use of virtual reality (VR) as a complementary intervention...
The work presented in this manuscript investigates the use of virtual huamans, and, more broadly, of...
National audienceToday, there are 24.3 million people suffering from dementia worldwide, that is a n...
Being immersed in a natural context has a beneficial and pervasive impact on well-being. Virtual Rea...
International audience—We introduce a novel rehabilitation tool to treat Post-Fall Syndrome (PFS) in...
Prospective memory (PM) is defined be the capacity to remember to realize an intended action in the ...
Objectives: In the context of rehabilitation, the use of new technology such as Virtual Reality Tech...
IHM’20.21 32e conférence francophone sur l’Interaction Humain-MachineNational audienceAlzheimer’s pa...
The development of serious games has enabled new challenges for the healthcare sector in psychologic...
Seniority and Alzheimer’s and dementia’s diseases lead to progressive cognitive impairment. The expl...
International audienceBrain aging is a natural process that leads to a change in cognitive functions...
There is a growing need for applications that can dynamically interact with aging populations to gat...
Abstract Background In recent years, the use of virtual reality (VR) as a complementary intervention...
The work presented in this manuscript investigates the use of virtual huamans, and, more broadly, of...
National audienceToday, there are 24.3 million people suffering from dementia worldwide, that is a n...
Being immersed in a natural context has a beneficial and pervasive impact on well-being. Virtual Rea...
International audience—We introduce a novel rehabilitation tool to treat Post-Fall Syndrome (PFS) in...
Prospective memory (PM) is defined be the capacity to remember to realize an intended action in the ...
Objectives: In the context of rehabilitation, the use of new technology such as Virtual Reality Tech...
IHM’20.21 32e conférence francophone sur l’Interaction Humain-MachineNational audienceAlzheimer’s pa...
The development of serious games has enabled new challenges for the healthcare sector in psychologic...
Seniority and Alzheimer’s and dementia’s diseases lead to progressive cognitive impairment. The expl...
International audienceBrain aging is a natural process that leads to a change in cognitive functions...
There is a growing need for applications that can dynamically interact with aging populations to gat...
Abstract Background In recent years, the use of virtual reality (VR) as a complementary intervention...