Audrey Serna

dblp:61/6885 · DBLP profile ↗
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19ranked-venue papers
3as first author
7since 2021 · last 2026
0000-0003-1468-9761ORCID · verified

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

Human-computer interaction and ubiquitous computing · 18 · 3 first-author · 6 since 2021Applied, interdisciplinary, general and emerging computing · 10 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Designing Advanced Interfaces for Learning and Teaching
abstract
The goal of this workshop is to present an overview of ongoing research on Human–Computer Interaction (HCI) for teaching and learning. The workshop focuses on how emerging interaction paradigms, such as adaptive interfaces, multimodal interaction, and game-based learning, can support richer, more engaging, and more inclusive Technology-Enhanced Learning (TEL) experiences. The discussion will be structured around three central research directions that remain insufficiently explored: facilitating the design and evaluation of TEL systems that promote effective learning and quality of experience through innovative HCI approaches; adapting TEL systems to the complexity of educational environments; and modeling learners and users in TEL systems to account for their diversity, their preferences, and constraints. The ultimate goal of the workshop is to bring together researchers interested in discussing and converging on the future challenges and opportunities of the field.
Audrey Serna, Antonio Bucchiarone, Iza Marfisi, Sebastian Simon, Arnaud Prouzeau, David Bertolo, Élise Lavoué, Alina Glushkova
AVI1
2025 Luciole: The Design Story of a Serious Game for Learning English Created for (and with) Children
abstract
International audience
Anne-Laure Guinet, Audrey Serna, Léo Vanbervliet, Émilie Magnat, Marie-Pierre Jouannaud, Coralie Payre-Ficout, Mathieu Loiseau
CSEDU (1)2
2024 Influence of Scenarios and Player Traits on Flow in Virtual Reality
abstract
Many studies have investigated how interpersonal differences between users influence their experience in Virtual Reality (VR) and it is now well recognized that user's subjective experiences and responses to the same VR environment can vary widely. In this study, we focus on player traits, which correspond to users' preferences for game mechanics, arguing that players react differently when experiencing VR scenarios. We developed three scenarios in the same VR environment that rely on different game mechanics, and evaluate the influence of the scenarios, the player traits and the time of practice of the VR environment on users' perceived flow. Our results show that 1) the type of scenario has an impact on specific dimensions of flow; 2) the scenarios have different effects on flow depending on the order they are performed, the flow preconditions being stronger when performed at last; 3) almost all dimensions of flow are influenced by the player traits, these influences depending on the scenario, 4) the Aesthetic trait has the most influences in the three scenarios. We finally discuss the findings and limitations of the present study that we believe have strong implications for the design of scenarios in VR experiences.
Élise Lavoué, Sophie Villenave, Audrey Serna, Clémentine Helfenstein-Didier, Patrick Baert, Guillaume Lavoué
IEEE Trans. Vis. Comput. Graph.3
2023 Investigating the Effects of Tailored Gamification on Learners' Engagement over Time in a Learning Environment
abstract
Gamification has been widely used to increase learners’ motivation and engagement in digital learning environments. Various studies have highlighted the need to tailor gamification according to users’ characteristics. However, little is known about how tailoring gamification affects learners’ engagement when interacting with the environment. In this paper, we analyse learners’ behaviours in a large-scale field study in real-world classroom conditions over a six-week period. We identify three behavioural patterns and show at a global level that two of these patterns are influenced by adaptation. When we look at how learners’ engagement evolves over time, we see more differences in the adapted condition, specifically in the final lessons of the experiment. Globally learners’ engaged behaviours gradually decreased over time but tailoring the game elements to learners seemed to reduce this decrease or make it more stable, depending on the behavioural patterns.
Audrey Serna, Stuart Hallifax, Élise Lavoué
Proc. ACM Hum. Comput. Interact.1
2022 Impact of Viewpoint on Social Presence and Collaborative Processes in a Collaborative Serious Game
abstract
International audience
Anthony Basille, Élise Lavoué, Audrey Serna
CSEDU (2)3
2022 Challenges and Opportunities for Multi-Device Management in Classrooms
abstract
Orchestrating digital devices in classrooms is challenging. We conducted an observational study to understand how teachers manage multi-device classrooms involving tablets, computers, and video-projectors. Two categories of device management tasks stand out: content sharing and remote control. Based on our observations, we identify 17 multi-device management tasks that are important to teachers in this specific device configuration. We conducted a second study to investigate how teachers could perform these tasks with the help of a smartwatch. For remote control tasks, participants preferred smartwatches to interact from a distance, whereas for content-sharing tasks, they preferred to interact directly with the devices displaying the content. We outline design opportunities for multi-device management controls in learning environments, and challenges for HCI research on classroom orchestration.
Valentin Lachand, Christine Michel, Audrey Serna, Aurélien Tabard
ACM Trans. Comput. Hum. Interact.3
2021 Analyzing the relationships between learners' motivation and observable engaged behaviors in a gamified learning environment
Élise Lavoué, Qinjie Ju, Stuart Hallifax, Audrey Serna
Int. J. Hum. Comput. Stud.4
2020 To Tailor or Not to Tailor Gamification? An Analysis of the Impact of Tailored Game Elements on Learners' Behaviours and Motivation
Stuart Hallifax, Élise Lavoué, Audrey Serna
AIED (1)3
2019 Adaptive Gamification in Education: A Literature Review of Current Trends and Developments
Stuart Hallifax, Audrey Serna, Jean-Charles Marty, Élise Lavoué
EC-TEL2
2017 Supporting Decision-making Activities in Multi-Surface Learning Environments
abstract
International audience
Lili Tong, Audrey Serna, Sébastien George, Aurélien Tabard
CSEDU (1)2
2017 Horizontal vs. Vertical: How the Orientation of a Large Interactive Surface Impacts Collaboration in Multi-surface Environments
Lili Tong, Aurélien Tabard, Sébastien George, Audrey Serna
INTERACT (3)4
2016 Immersion and Persistence: Improving Learners' Engagement in Authentic Learning Situations
Guillaume Loup, Audrey Serna, Sébastien Iksal, Sébastien George
EC-TEL2
2016 Multi-device Territoriality to Support Collaborative Activities - Implementation and Findings from the E-Learning Domain
Jean-Charles Marty, Audrey Serna, Thibault Carron, Philippe Pernelle, David Wayntal
EC-TEL2
2016 Toward a Play Management System for Play-Based Learning
Eric Sanchez, Claudine Piau-Toffolon, Lahcen Oubahssi, Audrey Serna, Iza Marfisi, Guillaume Loup, Sébastien George
EC-TEL4
2016 It's not how you stand, it's how you move: F-formations and collaboration dynamics in a mobile learning game
abstract
Mobile devices offer great opportunities in the field of collaborative learning. They are especially interesting in their ability to provide digital information while still supporting social interactions between group members, which are essential elements of coordinated and shared activities. However, in truly mobile conditions, e.g. outdoors, the high variability of groups spatial configurations can potentially modify coordination mechanisms. We designed and tested an orienteering mobile learning game to better understand how device use shaped collaboration in highly mobile conditions. The study involved four groups of three students all equipped with tablets. We focused our analysis on the relationship between participants' arrangements (F-formations), their device usage and coordination mechanisms (i.e. awareness, regulation, information sharing, and discussion). Our results emphasize the importance of considering the transitions between arrangements more than F-formations per se. We discuss the implications of these findings for the design and analysis of mobile collaborative activities.
Lili Tong, Audrey Serna, Simon Pageaud, Sébastien George, Aurélien Tabard
MobileHCI2
2012 Using Collaborative Activities on Tabletops to Enhance Learning and Knowledge Transfer
abstract
Digital tabletops are gaining increasing relevancy within commercial and educational sectors. These devices, with their multi-touch surfaces, can support collaborative activities while maintaining natural face-to-face communication. However, we still know little about possible learning outcomes and the situations they favor. We have conducted a study to explore how group activities on tabletops could potentially encourage collaboration on tabletops. We have particularly focused on the potential of tabletops to favor knowledge transfer, which can be translated to the question how knowledge might be assimilated, understood and transferred in the best way. This paper presents a comparative study of a learning session using concept-maps on tabletops and a learning session using traditional paper and pencil tools. The comparison revealed a tendency for the tabletop-environment to effectively support knowledge transfer.
Michael Schubert, Audrey Serna, Sébastien George
ICALT2
2012 Exploring the Potential of Tabletops for Collaborative Learning
Michael Schubert, Sébastien George, Audrey Serna
ITS3
2009 Design and Evaluation of e-Government Applications and Services (DEGAS'2009)
Marco Winckler, Monique Noirhomme-Fraiture, Dominique L. Scapin, Gaëlle Calvary, Audrey Serna
INTERACT (2)5
2007 Modeling the progression of Alzheimer's disease for cognitive assistance in smart homes
Audrey Serna, Hélène Pigot, Vincent Rialle
User Model. User Adapt. Interact.1