Mathieu Vermeulen

dblp:185/2851 · DBLP profile ↗
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10ranked-venue papers
3as first author
4since 2021 · last 2024
0000-0003-3646-1741ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 10 · 3 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 9 · 3 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
YearPublicationVenuePosition
2024 Tangible or Digital? A Comparison Between Two Tools for Designing Asymmetric Role-Playing Games for Learning
abstract
International audience
Gaëlle Guigon, Mathieu Vermeulen, Mathieu Muratet, Thibault Carron
CSEDU (1)2
2023 Facilitate the Design of Role Learning Games: The RLG Kit
abstract
This article presents a design kit for Role Learning Games (RLG) as multiplayer and multi-role learning games. They use some concepts of Role-Playing Games (RPG). Indeed, RPG are growing in education, but teachers rarely have the tools to design one themselves. Based on a RLG model, a design kit was created: the RLG Kit. Following Design-Based Research, we submitted the kit to teachers through three qualitative experiments to assess its usability. We wanted to know if users understood how to use each element of the kit, if they succeeded in creating a RLG scenario with the kit and thus to improve it.
Gaëlle Guigon, Mathieu Muratet, Mathieu Vermeulen, Thibault Carron
ICALT3
2022 Designing LADs That Promote Sensemaking: A Participatory Tool
Madjid Sadallah, Jean-Marie Gilliot, Sébastien Iksal, Katia Quelennec, Mathieu Vermeulen, Laurent Neyssensas, Olivier Aubert, Rémi Venant
EC-TEL5
2021 Planning in the midst of chaos: how a stochastic Blood Bowl model can help to identify key planning features
abstract
For several decades now, games have become an important research ground for artificial intelligence. In addition to often present useful and complex problems, they also provide a clear framework thanks to their rules, sometimes numerous. In this article, we explore a very difficult two-players board game named Blood Bowl. This game allows the players to perform many different actions, which depend for a large part on the result of one or more dice rolls. Thus, it can be seen as a multi-action probabilistic problem driven by a Markov decision process. In this article, we present the first stochastic model of the main phase of Blood Bowl to our knowledge and the premise of a dedicated planning framework. Such a framework could offer interesting grounds and insights for modeling high turn-wise branch factor games.
Jérémie Humeau, Alexis Lebis, Mathieu Vermeulen, Guillaume Lozenguez
CoG3
2019 Feedback on a Self-education Module for AutoCAD: Development of a Self-education Module for Civil Engineering
abstract
International audience
Loreline Faugier, Patrick Pizette, Gaëlle Guigon, Mathieu Vermeulen
CSEDU (2)4
2019 A Creation Tool for Serious Puzzle Games
abstract
International audience
Gaëlle Guigon, Mathieu Vermeulen, Jérémie Humeau
CSEDU (2)2
2019 APACHES: Human-Centered and Project-Based Methods in Higher Education
Mathieu Vermeulen, Abir-Beatrice Karami, Anthony Fleury, François Bouchet, Nadine Mandran, Jannik Laval, Jean-Marc Labat
EC-TEL1
2018 A Model to Design Learning Escape Games: SEGAM
abstract
International audience
Gaëlle Guigon, Jérémie Humeau, Mathieu Vermeulen
CSEDU (2)3
2017 Teachers at the Heart of the Learning Games Design: The DISC Model
abstract
This paper proposes a formal model of learning games for teachers in higher education by involving them strongly in the design process. The evolution of the teaching profession was followed by the emergence of tools with interesting potential such as, in the field of TEL and in a non-exhaustive way: serious games, MOOC, ubiquitous TEL, and so on. But there is a lack of tools to facilitate their design and use by teachers, especially for learning games. Based on the researches around learning games models, we will specify the characteristics we use to define the DISC model. This model is composed of elements easily adaptable to artifacts facilitating the work of authors. It was tested for the creation of a learning game with a teacher who is teaching fluid mechanics.
Mathieu Vermeulen, Gaëlle Guigon, Nadine Mandran, Jean-Marc Labat
ICALT1
2016 Chronicle of a Scenario Graph: From Expected to Observed Learning Path
Mathieu Vermeulen, Nadine Mandran, Jean-Marc Labat
EC-TEL1