VLDB 2026 Research / reviewers in the wild / expert
Céline Jost
dblp:96/9677
· DBLP profile ↗
13ranked-venue papers
9as first author
5since 2021 · last 2024
0000-0002-5870-9640ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 10 · 8 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 6 · 4 first-author · 1 since 2021Artificial intelligence and machine learning · 5 · 4 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-author · 4 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Programming Learning Difficulties: How Can Naive Users Create Human-Machine Interaction Scenarios?
Justin Debloos, Céline Jost, Dominique Archambault |
ICCHP (2) | 2 |
| 2023 | ScenaConnect: an original device to enhance experiences with multisensorialityabstractThis demonstration aims at presenting ScenaConnect, a multisensory device which allows people to live various several multisensory experiences. ScenaConnect is inexpensive, compact, easy to install and allows to improve experiences in added new interactions. The demonstration will present two cases of use. The first one is an interactive math exercise and the second one is a multisensory experience that will take the visitor on a journey through history. Moreover, ScenaConnect could be used in museums for immersive and interactive experiences or by a teacher who can use it to make the learning of his students more interactive and adapted. The perspectives are to allows non-expert in computer science to quickly integrate ScenaConnect in several and various experiences thanks to the software ScenaProd, which is, like ScenaConnect, a goal of the PRIM project presented in more detail on this paper. Justin Debloos, Céline Jost, Dominique Archambault |
IMX | 2 |
| 2023 | ICAMUS: Evaluation Criteria of an Interactive Multisensory Authoring ToolabstractThis paper presents the advancement of the PRIM project that aims at giving the power to non-computer experts to create digital and interactive scenarios. For this purpose, we explored the strengths and limitations of the visual programming languages and the mulsemedia editors chosen for their ease of use. Results led to a criteria list that our final solution should meet, named the ICAMUS criteria for Interface, Combinatorics, Affordance, Modularity, Ubiquity, and Synoptic. This paper proposes a scale based on the ICAMUS criteria that may assess the Interactive and Multisensory Authoring Tools (IMAT scale). Last, this paper discusses how to compute a score based on three metrics (presence/absence of elements, number of clicks to do an action, and time needed to do this action) and the visual representation of this score that has to give a complete profile of the tool. We hypothesize that this scale will be able to highlight the complementarities of visual programming languages and mulsemedia editors as well as the challenges to face. Céline Jost, Justin Debloos, Brigitte Le Pévédic, Gérard Uzan |
IMX | 1 |
| 2022 | ScenaProd: creating interactive medias without programmingabstractThis demonstration aims at presenting ScenaProd, a tool that allows people to produce multisensory scenagrams (multisensory exercises or interactive media). All participants can create their own scenagrams with that tool or test a more complete one that is already created. A scenagram can be defined as an interaction between a human being and different devices. For example, a robot asks a question while displaying a visual clue on a screen. Then, the participant can respond by pressing a large and colored contactor. In case of a correct answer, the robot would play a short victory song and a light would light up green. If a wrong answer were given, the system would have a different reaction. Céline Jost, Justin Debloos, Brigitte Le Pévédic, Gérard Uzan |
IMX | 1 |
| 2021 | PRIM Project: Playing and Recording with Interactivity and MultisensorialityabstractMultisensory Interaction (M.I.) is a promising research field acting on both perception and cognition. Among benefits, including the "design for all" approach, it is expected to increase humans’ cognitive performance (such as learning and cognitive stimulation) as well as user's experience. To our knowledge, there is no convincing tool allowing researchers to create easily multisensory scenarios, exercises or experimental interaction situations. This paper introduces the PRIM project which aims at designing a new and original tool for designing multisensory interactive interaction situations. Céline Jost, Justin Debloos, Dominique Archambault, Brigitte Le Pévédic, Jack Sagot, Rémy Sohier, Charles Tijus, Isis Truck, Gérard Uzan |
IMX | 1 |
| 2020 | A User Study About Designing a Mobile App for Motivating Multiple Sclerosis Patients for Self-rehabilitation
Clémence Chassan, Céline Jost, Marc Sévène, Olivier Cras, Thomas De Broucker, Dominique Archambault |
ICCHP (2) | 2 |
| 2019 | MulseBox: Portable Multisensory Interactive DeviceabstractThis paper presents MulseBox, a new multisensory interactive device, which can simulate real-life situations in order to help learning and transfer of learning in daily-life. Indeed, multisensory interaction is known to improve learning performances. MulseBox can easily be enriched with real objects and virtual objects. It is evolving. MulseBox was designed because the literature highlighted the lack of a unique multisensory device to work on common problematics. Indeed, six disciplines at least are investigating multisensory with the shared secondary objectives to increase users’ Quality of Experience and to design for all (that is taking disabilities into account). MulseBox may also be a test-bed for researchers to solve identified problematics. An exploratory evaluation of acceptability showed promising results which make us think that MulseBox is relevant. Céline Jost, Brigitte Le Pévédic, Omar El Barraj, Gérard Uzan |
SMC | 1 |
| 2015 | Gestural Coupling Between Humans and Virtual Characters in an Artistic Context of Imitation
Elisabetta Bevacqua, Céline Jost, Alexis Nédélec, Pierre De Loor |
IVA | 2 |
| 2014 | Study of Nao's impact on a memory gameabstractThis paper presents an experiment which evaluated the added value of a robot in a memory game in three conditions: tablet and robot, robot alone, and tablet alone. Results show that robots may increase game interest. In our experiment, the presence of a robot did not imply additional workload. It seems that people judged themselves more positively when they interacted with the robot. Moreover, people displayed more positive facial expressions with the robot. Céline Jost, Marine Grandgeorge, Brigitte Le Pévédic, Dominique Duhaut |
HRI | 1 |
| 2014 | Robot or tablet: Users' behaviors on a memory gameabstractRobots will be more and more present in our daily life. Even if we guess that they will help us doing our tasks, their future roles remain unclear. Thus, it is important to explore how robots implicitly influence people, in order to design their future roles. This paper investigates human's behaviors in three game conditions: game with a robot alone, a tablet alone, and both robot and tablet. Results show that the presence of the robot induces no stress. Participants feel more pleasure when they play with the robot alone. Results also highlight that interacting simultaneously with a tablet and a robot could be experienced as a negative situation by people. Céline Jost, Marine Grandgeorge, Brigitte Le Pévédic, Dominique Duhaut |
RO-MAN | 1 |
| 2012 | Creating Interaction Scenarios with a New Graphical User InterfaceabstractThe field of human-centered computing has known a major progress these past few years. It is admitted that this field is multidisciplinary and that the human is the core of the system. It shows two matters of concern: multidisciplinary and human. The first one reveals that each discipline plays an important role in the global research and that a collaboration between everyone is needed. The second one explains that a growing number of researches aims at making the human commitment degree increase by giving him/her a decisive role in the human-machine interaction. This paper focuses on these both concerns and presents MICE (Machines Interaction Control in their Environment) which is a system where the human is the one who makes the decisions to manage the interaction with the machines. In an ambient context, the human can decide of objects actions by creating interaction scenarios with a new visual programming language: scenL. Céline Jost, Brigitte Le Pévédic, Dominique Duhaut |
CISIS | 1 |
| 2012 | ArCo: An architecture for children to control a set of robotsabstractThis article presents ArCo which is an architecture for managing a digital environment in a context of ambient intelligence. ArCo can integrate all kinds of objects and is totally configurable. Moreover it proposes a visual programming interface, AmbiProg, which allows controlling each digital object which composes an environment. The objective of this paper is to appraise AmbiProg. An experiment was realized with 16 children around 10 years old. They were asked to realize exercises in a limited period of time. The objective was to determine if programming was easy and how many times they needed to learn scenarios creation. It appeared that they succeed tasks and were able to use AmbiProg. Programming an environment was easy as pie. Céline Jost, Brigitte Le Pévédic, Dominique Duhaut |
RO-MAN | 1 |
| 2012 | Robot is best to play with human!abstractIn this paper we present StimCards: an interactive game for cognitive training exercises. To increase the impact of this game we experiment four kinds of interfaces: a basic computer, an embodied conversational agent and a robot with two different appearances. The report of these experiments shows that the robot is the best positive feedback for cognitive game. Céline Jost, Brigitte Le Pévédic, Dominique Duhaut |
RO-MAN | 1 |