19 research outputs found

    Immersive moodboards, a comparative study of industrial design inspiration material

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    A recent trend in our industrial culture has been the gradual emergence of digital tools in various fields of human activity. They aim to reduce development time, cost, or to insure a low error, high quality process. Many fields have been improved thanks to this new computerized approach. This paper is centered on how industrial design could be assisted by virtual reality tools. More specifically it presents a new vision of early design methodologies through immersive technologies. It also presents the results of an experimentation aiming to compare traditional moodboards with a newly developed immersive moodboard. When analyzing and comparing the relationship of the industrial designer to a traditional and an immersive moodboard, our result highlights the fact that immerging the industrial designer in an immersive moodboard induces a high emotional activity without radically modifying the meaning of the represented trend. The moodboard data spatialization stimulates and engages the designer into interacting with the immersive moodboard. The virtual reality system provides the illusion of a potential reality, which can be used by the designer as a reflection basis for his work. We believe that delivering this immersive experience during the early design process will help the industrial designer make style related decisions.Projet CARNO

    Impact de l’expérience immersive sur la prise en compte du kansei en design industriel amont

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    In an ever-changing context, the industrial design uses representation as a vector for inspiration and as a tool to operate stylistic choices which in turn enable the shaping of the experience induced by the designed product.This doctoral research presents the comparative study of traditional early design activity and immersive early design activity. This enables the evaluation and modeling of Virtual Kansei Design. My work essentially address the application and experimentation of fundamental theories through the design of two successive tools composing and innovative early design process.• The Immersive Moodboards are spatial immersive inspirational environments dedicated to the understanding of a stylistic trend, designed to substitute and enhance traditional moodboards.• The Immersive sketching is a generational environment enabling the design to position, erase, manipulate… a graphical mark in a three dimensional space planned for the creation of the first ideation sketches.This research aim to develop tools and a digital immersive workflow which first of all enables the design to anticipate Kansei (holistic relationship between the designer/user and the product) in order to optimize strategic style related choices and secondly enhances the fidelity between inspiration and generation while increasing the ability of the designer to produce innovating and aesthetic concepts.Dans un contexte industriel en constante évolution, le designer industriel utilise la représentation comme un vecteur lui permettant de s’inspirer et d’opérer des choix stylistiques afin d’imaginer l’expérience induite par les concepts de produits qu’il développe. Ce travail doctoral présente l'étude comparative entre l'activité de design amont traditionnelle et l'activité de design amont immersive, permettant l'évaluation et la modélisation de l'activité de Kansei Design Virtuel. Mes travaux portent essentiellement sur l'application et l'expérimentation de théories fondamentales à travers la conception de deux outils consécutifs du processus de design:• Les Univers de Tendance sont des environnements inspirationnels spatiaux immersifs dédies à la compréhension d'une tendance stylistique et conçu pour substituer et augmenter le rôle des planches de tendances traditionnelles.• Le Dessin Tridimensionnel Immersif est un environnement générationnel permettant au designer de déposer, effacer, manipuler… un tracé dans l'espace et dédié aux premiers croquis d'idéation.Ces recherches ont pour but de développer des outils et un workflow digital immersif permettant d'une part, d'anticiper le Kansei (relation holistique designer/client-produit) afin d'optimiser les choix stylistiques stratégiques et d'autre part, de maximiser la fidélité de retranscription entre espace d'inspiration et espace de génération tout en augmentant la capacité du designer à produire des concepts esthétiques et innovants

    Immersive moodboards, a comparative study of industrial design inspiration material

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    A recent trend in our industrial culture has been the gradual emergence of digital tools in various fields of human activity. They aim to reduce development time, cost, or to insure a low error, high quality process. Many fields have been improved thanks to this new computerized approach. This paper is centered on how industrial design could be assisted by virtual reality tools. More specifically it presents a new vision of early design methodologies through immersive technologies. It also presents the results of an experimentation aiming to compare traditional moodboards with a newly developed immersive moodboard. When analyzing and comparing the relationship of the industrial designer to a traditional and an immersive moodboard, our result highlights the fact that immerging the industrial designer in an immersive moodboard induces a high emotional activity without radically modifying the meaning of the represented trend. The moodboard data spatialization stimulates and engages the designer into interacting with the immersive moodboard. The virtual reality system provides the illusion of a potential reality, which can be used by the designer as a reflection basis for his work. We believe that delivering this immersive experience during the early design process will help the industrial designer make style related decisions.Projet CARNO

    Développement des produits biomécaniques par l'exploitation des esquisses dans la phase amont de conception

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    L'objectif de notre travail est de développer une approche basée sur l'exploitation des esquisses dans la phase amont de conception pour créer un produit innovant. afin d'apporter une aide aux concepteurs des produits orthopédiques (prothèses de genou, de la hanche, disques vertébraux, ...). Cette approche est basée sur la notion de coopération entre les ingénieurs et les chirurgiens orthopédistes. Le développement d'un produit biomécanique est conçu autour des modèles 03D réels issus des techniques de reverse engineering. Concrètement cet outil devrait apporter une assistance pour les acteurs de la conception pour innover mieux à travers la création des esquisses dans la phase amont par les chirurgiens. Pour cela notre approche fournit les éléments de base pour que le concepteur puisse construire le produit. Les résultats obtenus donnent une nouvelle vision pour le développement des produits orthopédiques autour de la notion « sur mesure pour chaque patient »

    Virtual Reality in Marketing: A Framework, Review, and Research Agenda

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    [EN] Marketing scholars and practitioners are showing increasing interest in Extended Reality (XR) technologies (XRs), such as virtual reality (VR), augmented reality (AR), and mixed reality (MR), as very promising technological tools for producing satisfactory consumer experiences that mirror those experienced in physical stores. However, most of the studies published to date lack a certain measure of methodological rigor in their characterization of XR technologies and in the assessment techniques used to characterize the consumer experience, which limits the generalization of the results. We argue that it is necessary to define a rigorous methodological framework for the use of XRs in marketing. This article reviews the literature on XRs in marketing, and provides a conceptual framework to organize this disparate body of work.This work was supported by the Spanish Ministry of Science, Innovation and Universities funded project - ATHENEA-DPI2017-91537-EXP and by the European Commission project RHUMBO - H2020-MSCA-ITN-2018-813234Alcañiz Raya, ML.; Bigné, E.; Guixeres, J. (2019). Virtual Reality in Marketing: A Framework, Review, and Research Agenda. Frontiers in Psychology. 10:1-15. https://doi.org/10.3389/fpsyg.2019.01530S11510Alcañiz, M., Parra, E., & Chicchi Giglioli, I. A. (2018). Virtual Reality as an Emerging Methodology for Leadership Assessment and Training. Frontiers in Psychology, 9. doi:10.3389/fpsyg.2018.01658Alshaal, S. E., Michael, S., Pamporis, A., Herodotou, H., Samaras, G., & Andreou, P. (2016). Enhancing Virtual Reality Systems with Smart Wearable Devices. 2016 17th IEEE International Conference on Mobile Data Management (MDM). doi:10.1109/mdm.2016.60Ausin, J. 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    Impact of the immersive experience on kansei during the early industrial design

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    Dans un contexte industriel en constante évolution, le designer industriel utilise la représentation comme un vecteur lui permettant de s’inspirer et d’opérer des choix stylistiques afin d’imaginer l’expérience induite par les concepts de produits qu’il développe. Ce travail doctoral présente l'étude comparative entre l'activité de design amont traditionnelle et l'activité de design amont immersive, permettant l'évaluation et la modélisation de l'activité de Kansei Design Virtuel. Mes travaux portent essentiellement sur l'application et l'expérimentation de théories fondamentales à travers la conception de deux outils consécutifs du processus de design:• Les Univers de Tendance sont des environnements inspirationnels spatiaux immersifs dédies à la compréhension d'une tendance stylistique et conçu pour substituer et augmenter le rôle des planches de tendances traditionnelles.• Le Dessin Tridimensionnel Immersif est un environnement générationnel permettant au designer de déposer, effacer, manipuler… un tracé dans l'espace et dédié aux premiers croquis d'idéation.Ces recherches ont pour but de développer des outils et un workflow digital immersif permettant d'une part, d'anticiper le Kansei (relation holistique designer/client-produit) afin d'optimiser les choix stylistiques stratégiques et d'autre part, de maximiser la fidélité de retranscription entre espace d'inspiration et espace de génération tout en augmentant la capacité du designer à produire des concepts esthétiques et innovants.In an ever-changing context, the industrial design uses representation as a vector for inspiration and as a tool to operate stylistic choices which in turn enable the shaping of the experience induced by the designed product.This doctoral research presents the comparative study of traditional early design activity and immersive early design activity. This enables the evaluation and modeling of Virtual Kansei Design. My work essentially address the application and experimentation of fundamental theories through the design of two successive tools composing and innovative early design process.• The Immersive Moodboards are spatial immersive inspirational environments dedicated to the understanding of a stylistic trend, designed to substitute and enhance traditional moodboards.• The Immersive sketching is a generational environment enabling the design to position, erase, manipulate… a graphical mark in a three dimensional space planned for the creation of the first ideation sketches.This research aim to develop tools and a digital immersive workflow which first of all enables the design to anticipate Kansei (holistic relationship between the designer/user and the product) in order to optimize strategic style related choices and secondly enhances the fidelity between inspiration and generation while increasing the ability of the designer to produce innovating and aesthetic concepts

    Enrichir l’expérience muséographique du visiteur

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    Dans une volonté novatrice, universelle, émotionnelle et intégrant la dimension de jeux sérieux, cet article présente une méthode qui anticipe les problèmes liés à la création d’une expérience de l’art. Par l’observation, la modélisation, la créativité et le prototypage, elle offre aux équipes des musées les leviers leur permettant de maîtriser l’expérience délivrée par une œuvre exposée dans leurs murs. Prônant avant tout une approche centrée sur le visiteur, cette méthode a été testée sur deux terrains : le Musée des arts et métiers – à propos duquel porte cet article – et le musée du quai Branly – Jacques Chirac.Seeking to be innovative, universal, emotional and inclusive of the serious game aspect, this article presents a method for anticipating the problems relating to the creation of an art experience. By observation, modelling, creativity and the use of prototypes, it provides museum staff with the tools for managing the experience delivered by an exhibit. This primarily visitor-centred approach has been tested during two practical fieldwork projects, at the Musée des Arts et Métiers (addressed in this article) and the musée du quai Branly
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