VLDB 2026 Research / reviewers in the wild / expert
Élise Lavoué
dblp:g/EliseGarrot · also Élise Garrot, Élise Garrot-Lavoué
· DBLP profile ↗
31ranked-venue papers
8as first author
7since 2021 · last 2026
0000-0002-2659-6231ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 27 · 4 first-author · 6 since 2021Applied, interdisciplinary, general and emerging computing · 22 · 3 first-author · 3 since 2021Databases, data management, data science and information retrieval · 2 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Designing Advanced Interfaces for Learning and TeachingabstractThe 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 |
AVI | 7 |
| 2025 | A Collaborative Vocabulary Notebook as a Complementary Tool to Language Courses at the University LevelabstractInternational audience Mathieu Loiseau, Émilie Magnat, Sébastien Dubreil, Enzo Simonnet, Élise Lavoué |
CSEDU (1) | 5 |
| 2024 | Spread the Word! BaLex, A Gamified Lexical Database for Collaborative Vocabulary LearningabstractInternational audience Enzo Simonnet, Mathieu Loiseau, Émilie Magnat, Élise Lavoué |
CSEDU (1) | 4 |
| 2024 | Influence of Scenarios and Player Traits on Flow in Virtual RealityabstractMany 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. | 1 |
| 2023 | Investigating the Effects of Tailored Gamification on Learners' Engagement over Time in a Learning EnvironmentabstractGamification 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. | 3 |
| 2022 | Impact of Viewpoint on Social Presence and Collaborative Processes in a Collaborative Serious GameabstractInternational audience Anthony Basille, Élise Lavoué, Audrey Serna |
CSEDU (2) | 2 |
| 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. | 1 |
| 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) | 2 |
| 2020 | PROGDASH: Lessons Learned from a Learning Dashboard In-the-wildabstractInternational audience Mohamed Ez-zaouia, Aurélien Tabard, Élise Lavoué |
CSEDU (2) | 3 |
| 2020 | Emodash: A dashboard supporting retrospective awareness of emotions in online learning
Mohamed Ez-zaouia, Aurélien Tabard, Élise Lavoué |
Int. J. Hum. Comput. Stud. | 3 |
| 2019 | Observing Learner Engagement on Mind Mapping Activities Using Learning Analytics
Rubiela Carrillo, Yannick Prié, Élise Lavoué |
EC-TEL | 3 |
| 2019 | Adaptive Gamification in Education: A Literature Review of Current Trends and Developments
Stuart Hallifax, Audrey Serna, Jean-Charles Marty, Élise Lavoué |
EC-TEL | 4 |
| 2017 | MAGAM: A Multi-Aspect Generic Adaptation Model for Learning Environments
Baptiste Monterrat, Amel Yessad, François Bouchet, Élise Lavoué, Vanda Luengo |
EC-TEL | 4 |
| 2017 | Dashboard for Monitoring Student Engagement in Mind Mapping ActivitiesabstractOur work aims at helping teachers to monitor learners' engagement during mind mapping activities. The use of mind maps helps students to elaborate cognitive learning strategies like creating and organizing contents. To assess the quality of these mind maps, teachers need tools to understand students' choices and strategies when constructing their mind maps. We have defined in collaboration with teachers a set of indicators based on learners' interaction traces. Those indicators have been implemented and integrated in a dashboard dedicated to teachers. In this paper, we introduce a first version of the dashboard: its design, implementation, and the results of its evaluation conducted during interviews with real teachers. Rubiela Carrillo, Clement Renaud, Yannick Prié, Élise Lavoué |
ICALT | 4 |
| 2017 | Emotional Data Collection Using Self-Reporting Tools in Distance Learning CoursesabstractEmotions have a strong impact on learning processes and regulation strategies. Increasing learners' awareness on their own emotions and group ones, has the potential to significantly improve learning processes. However, the collection of emotional data is challenging, especially in ecological contexts like distance learning and MOOCs. The lack of generic methods and tools for emotional data collection is a crucial issue for the research community. In this paper we present two self-reporting tools we have developed for distance learning. EMORE-L enables to collect emotions from learners through a focused daily questionnaire. CATE supports emotions sharing via emoticons associated to annotations in documents. We conducted two studies in the same Psychology curriculum to compare the type, the number and the co-occurence of emotions reported by learners with each tool. We discuss the differences we observed according to the tool and to the learning situation, so as to bring researchers and practitioners with a list of factors that may influence the emotional data collection process. Élise Lavoué, Gaëlle Molinari, Maxence Trannois |
ICALT | 1 |
| 2017 | EMODA: a tutor oriented multimodal and contextual emotional dashboardabstractLearners' emotional state has proven to be a key factor for successful learning. Visualizing learners' emotions during synchronous on-line learning activities can help tutors in creating and maintaining socio-affective relationships with their learners. However, few dashboards offer emotional information on the learning activity. The current study focuses on synchronous interactions via a videoconferencing tool dedicated to foreign language training. We collected data on learners' emotions in real conditions during ten sessions (five sessions for two learners). We propose to adopt and combine different models of emotions (discrete and dimensional) and to use heterogeneous APIs for measuring learners' emotions from different data sources (audio, video, self-reporting and interaction traces). Based on a thorough data analysis, we propose an approach to combine different cues to infer information on learners' emotional states. We finally present the EMODA dashboard, an affective multimodal and contextual visual analytics dashboard, which allows the tutor to monitor learners' emotions and better understand their evolution during the synchronous learning activity. Mohamed Ez-zaouia, Élise Lavoué |
LAK | 2 |
| 2015 | A Player Model for Adaptive Gamification in Learning Environments
Baptiste Monterrat, Michel C. Desmarais, Élise Lavoué, Sébastien George |
AIED | 3 |
| 2014 | Motivation for Learning - Adaptive Gamification for Web-based Learning EnvironmentsabstractMany learning environments are deserted by the learners, even if they are effective in supporting learning. Gamification is a becoming popular way to motivate user participation on web based activities, by adding game elements in their environment, but it still pays few attention to the individual differences among learners’ motivations. This paper presents a gamification system designed to be plugged on various learning environments. This system can be automatically personalised, based on an analysis of the interaction traces. In the first place, we describe the architecture supporting the genericity of the game elements. In the second place, we describe the user model supporting the adaptivity of the game elements. Baptiste Monterrat, Élise Lavoué, Sébastien George |
CSEDU (1) | 2 |
| 2014 | DDART, a Dynamic Dashboard for Collection, Analysis and Visualization of Activity and Reporting Traces
Christine Michel, Élise Lavoué, Sébastien George |
EC-TEL | 3 |
| 2014 | A Framework to Adapt Gamification in Learning Environments
Baptiste Monterrat, Élise Lavoué, Sébastien George |
EC-TEL | 2 |
| 2014 | A trace-based approach to identifying users' engagement and qualifying their engaged-behaviours in interactive systems: application to a social game
Patrice Bouvier, Karim Sehaba, Élise Lavoué |
User Model. User Adapt. Interact. | 3 |
| 2013 | Identifying Learner's Engagement in Learning Games - A Qualitative Approach based on Learner's Traces of InteractionabstractInternational audience Patrice Bouvier, Élise Lavoué, Karim Sehaba, Sébastien George |
CSEDU | 2 |
| 2013 | An Environment to Support Collaborative Learning by Modding
Sébastien George, Élise Lavoué, Baptiste Monterrat |
EC-TEL | 2 |
| 2013 | Using Traces to Qualify Learner's Engagement in Game-Based LearningabstractAnalysing learners' behaviour continuously and under ecological conditions can help designers, trainers and teachers to analyse, design, validate, and also to adapt and personalize the learning game. Metrics methods propose to collect any interactions between a user and the game. While classical metrics methods fall within quantitative approaches, we aim to extract some qualitative information on high-level behaviours. This paper is focused on learners' engaged-behaviours. Thus, to identify and to qualify learners' engagement from their traces of interaction, we combine a theoretical work on engagement and engaged-behaviours, the Self-Determination Theory, the Activity Theory and a trace framework. We implemented this approach on 12 players' interaction data collected during four months. As a result, we identified and qualified four activities that refer to different types of engaged-behaviours. Thus, this user study show the feasibility and the validity of the proposed approach. Patrice Bouvier, Karim Sehaba, Élise Lavoué, Sébastien George |
ICALT | 3 |
| 2013 | An Architecture to Combine Activity Traces and Reporting Traces to Support Self-Regulation ProcessesabstractIn this paper, we propose an architecture of Project-Based Learning Management System (PBLMS). These systems offer learners indicators to support self-regulation in PBL. Indeed, when students are engaged in learning processes with LMS, they are supposed to be autonomous to find information or to organize their activities. Indeed, most of time, few tools are proposed to help them. Our research focuses on the tools which support meta-cognition process to teach learners how to regulate their learning activities during projects. In this paper, we propose a PBLMS architecture that combines together activity traces (which are recorded automatically by the system) and reporting traces (which are reported by learners themselves). This architecture allows learners to build indicators. They can specify the data to take into account and the visualization modes. We present the details of the reporting tool, used to collect reporting traces, which can enhance learners' reflective processes on their own way to learn. Christine Michel, Élise Lavoué, Sébastien George |
ICALT | 3 |
| 2012 | A Dashboard to Regulate Project-Based Learning
Christine Michel, Élise Lavoué, Laurent Piétrac |
EC-TEL | 2 |
| 2012 | Development of an assistance environment for tutors based on a co-adaptive design approachabstractIn this article, we present a co-adaptive design approach named TE-Cap (Tutoring Experience Capitalisation) that we applied for the development of an assistance environment for tutors. Since tasks assigned to tutors in educational contexts are not well defined, we are developing an environment which responds to needs which are not precisely identified or not expressed by these users. Our approach rests on three development cycles which aim at gradually clarifying and refining users' needs and expectations which we translate into computing functionalities. Each cycle is composed of three steps that allow the use of prototypes developed with regard, on the one hand, to theories of users' activities and, on the other hand, to the needs that we have identified to be observed. We finally obtain a stable typology of users' needs and expectations upon which we base the development of the computer environment. We illustrate the two first cycles of this iterative and co-adaptive approach during the development of TE-Cap. We then discuss the difficulties raised by this type of approach. Élise Lavoué, Sébastien George, Patrick Prévôt |
Behav. Inf. Technol. | 1 |
| 2011 | A Knowledge Management Tool for the Interconnection of Communities of PracticeabstractIn their daily practice, practitioners belong to local communities of practice (CoPs) within their organisation. This knowledge is rarely capitalised upon because discussions are mainly verbal. Practitioners can also belong to general CoPs online. Within these general CoPs, discussions are rarely linked to the context in which they appeared, since the members are from different companies or institutions. This paper (1) connects these two levels of CoPs by contacting practitioners belonging to CoPs centred on the same general activity but who are geographically distributed and (2) capitalises on the produced knowledge by contextualising, allowing it to be accessible and reusable by all the members. The authors detail the main results of the research: (1) a model of the interconnection of CoPs (ICP) to support knowledge sharing and dissemination; and (2) a specific knowledge management tool for the ICP knowledge base. The authors apply the model and platform to university tutors by: (1) developing a use case, which links the model and the TE-Cap 2 platform and highlights the new possibilities offered by the knowledge management tool; and (2) conducting a descriptive investigation lasting for five months. Élise Lavoué, Sébastien George, Patrick Prévôt |
Int. J. Knowl. Manag. | 1 |
| 2009 | A Knowledge Management System and Social Networking Service to Connect Communities of Practice
Élise Lavoué |
IC3K | 1 |
| 2007 | The Development of TE-Cap: An Assistance Environment for Online Tutors
Élise Lavoué, Sébastien George, Patrick Prévôt |
EC-TEL | 1 |
| 2006 | A System to Support Tutors in Adapting Distance Learning Situations to Students
Élise Lavoué, Sébastien George, Patrick Prévôt |
WEBIST (2) | 1 |