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Samory Houzangbe

dblp:219/7416 · DBLP profile ↗
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4ranked-venue papers
3as first author
1since 2021 · last 2023
0000-0002-2913-0517ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 4 · 3 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Wearable and physiological sensing · 56% Games and playful interaction · 44%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Wearable and physiological sensing › physiological computing
biofeedback
0.412019
Effects of Voluntary Heart Rate Control on User Engagement in Virtual Reality · VR 2019
Games and playful interaction › player experience
player engagement
0.412019
Effects of Voluntary Heart Rate Control on User Engagement in Virtual Reality · VR 2019
Wearable and physiological sensing
physiological monitoring
0.112019
Effects of Voluntary Heart Rate Control on User Engagement in Virtual Reality · VR 2019

Methods — techniques the papers use, named apart from their topics

heart rate biofeedback · 0.4competency assessment · 0.4
YearPublicationVenuePosition
2023 Exploration of Physiological Arousal in Divergent and Convergent Thinking using 2D screen and VR Sketching Tools
abstract
Creativity Support Tools (CSTs), like sketching tools, enable designers in their creative activities. As designers may have different needs during different thinking phases, accessing physiological responses in real-time would enable CSTs to better adapt to these different phases. Several studies have focused on either different phases on the same tool or the same phase on different tools. We investigate ways to discriminate divergent and convergent thinking phases using physiological response. We replicated the same experiment with thirty participants each on two different CSTs: in immersive virtual reality and on an interactive whiteboard (2D). We analyzed Heart Rate Variability (HRV) and Galvanic Skin Response (GSR) during a divergent thinking task followed by a convergent thinking task. Our results revealed significant changes in arousal, measured through HRV and GSR, which seem specific to each creative thinking phase. We discuss how each phase can be linked with specific reactions independently of the CST. We suggest that it may be possible to detect a favorable creative state depending on the task being performed.
Samory Houzangbe, Sylvain Fleury, Dimitri Masson, David Antonio Gómez Jáuregui, Jérémy Legardeur, Nadine Couture, Simon Richir
ACII1
2019 Effects of Voluntary Heart Rate Control on User Engagement in Virtual Reality
abstract
The usage of biofeedback in Virtual Reality (VR) is becoming more and more important in providing fully immersive experiences. With the rapid evolution of physiological monitoring technologies it is important to study how different modalities of biofeedback can alter user experience. While previous studies use biofeedback as an additional interaction mechanic. We created a protocol to assess heart rate control competency and used the results of said protocol to immerse our participants in a VR experience where the biofeedback mechanics are mandatory to complete a game. We observed consistent results between our competency scale and the participants' mastery of the biofeedback game mechanic in the VR experience. We also found that the biofeedback mechanic has a significant impact on engagement.
Samory Houzangbe, Olivier Christmann, Geoffrey Gorisse, Simon Richir
VR1
2018 From robot to virtual doppelganger: impact of avatar visual fidelity and self-esteem on perceived attractiveness
abstract
This paper presents the first study of a series of experiments aiming to investigate the impact of avatar visual fidelity on user experience with emphasis on the sense of embodiment in immersive virtual environments (IVE). This first experiment requires participants to evaluate three characters with several levels of visual fidelity: a robot, a suit and a virtual doppelganger. Statistical analyses were performed to assess the impact of truthfulness (degree of similarity between users and avatars) and self-esteem on perceived avatars' attractiveness. Our results demonstrate the positive impact of truthfulness on the evaluation of attractiveness and suggest a correlation between self-esteem and avatar selection.
Geoffrey Gorisse, Olivier Christmann, Samory Houzangbe, Simon Richir
AVI3
2018 Fear as a biofeedback game mechanic in virtual reality: effects on engagement and perceived usability
abstract
International audience
Samory Houzangbe, Olivier Christmann, Geoffrey Gorisse, Simon Richir
FDG1