Stéphane Magnenat

dblp:40/2219 · DBLP profile ↗
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13ranked-venue papers
4as first author
1since 2021 · last 2022
0000-0002-4367-4588ORCID · verified

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

Artificial intelligence and machine learning · 8 · 1 first-authorSystems, architecture and hardware · 6 · 1 first-authorHuman-computer interaction and ubiquitous computing · 5 · 2 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1

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.

Computer graphics and multimedia
1 paper
Multimedia analysis and retrieval · 50% Rendering · 50%
Artificial intelligence
2 papers
Robot navigation and mapping · 100%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 77% Learning and educational technologies · 23%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
Embedded and real-time systems · 62% Storage systems · 38%

Topics — the 5 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Robot navigation and mapping › robot mapping
multi-robot mapping
0.212015
Map API - scalable decentralized map building for robots · ICRA 2015
Multimedia analysis and retrieval › object tracking
deformable object tracking
0.212015
Live Texturing of Augmented Reality Characters from Colored Drawings · IEEE Trans. Vis. Comput. Graph. 2015
Rendering
texture mapping
0.212015
Live Texturing of Augmented Reality Characters from Colored Drawings · IEEE Trans. Vis. Comput. Graph. 2015
Robotics › Robot navigation and mapping
SLAM
0.112010
Affordable SLAM through the co-design of hardware and methodology · ICRA 2010
Storage systems › file systems
versioning
0.112015
Map API - scalable decentralized map building for robots · ICRA 2015

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

surface deformation recovery · 0.4outlier rejection · 0.4FastSLAM 2.0 · 0.2infrared distance sensors · 0.1infrared distance sensor · 0.1evolution strategy · 0.1evolution strategies · 0.1
YearPublicationVenuePosition
2022 Grasping Derivatives: Teaching Mathematics through Embodied Interactions using Tablets and Virtual Reality
abstract
Grasping mathematics can be difficult. Often, students struggle to connect mathematical concepts with their own experiences and even believe that math has nothing to do with the real world. To create more concreteness in mathematics education, we focus on the role of the body in learning, and more specifically, embodied interactions for learning derivatives. In this project, we designed an embodied game to teach derivatives, and validated our design with a panel of experts. We then used this prototype to explore different embodied interactions in terms of usability, sense of embodiment, and learning outcomes. In particular, we evaluated different degrees of embodied interactions, and different types of embodied interactions in Virtual Reality. We conclude with insights and recommendations for mathematics education with embodied interactions.
Julia Chatain, Virginia Ramp, Venera Gashaj, Violaine Fayolle, Manu Kapur, Robert W. Sumner, Stéphane Magnenat
IDC7
2019 A Creative Game Design and Programming App
abstract
We present a game creation app for tablets that builds on the popularity of video games while focusing attention on creativity and problem solving. With our app, users design and build a game by first drawing characters and objects on paper with markers and crayons, and then automatically integrate them with our app. An event-based visual programming language allows to program the game logic. In the spirit of creative play, users can jump at any point between the design, programming and test phases in order to realize their imagination. We evaluate our app with a user study to understand how gender and the use of self-made drawings influence the type of games users create and their state of flow during the process. Our results show that letting users draw their own game elements can lead to higher engagement. We also show that girls tend to spend more time programming and less time testing compared to boys, and that our app can help girls gain self-confidence.
Julia Chatain, Olivier Bitter, Violaine Fayolle, Robert W. Sumner, Stéphane Magnenat
MIG5
2019 Augmented Robotics for Learners: A Case Study on Optics
abstract
In recent years, robots have been surfing on a trendy wave as standard devices for teaching programming. The tangibility of robotics platforms allows for collaborative and interactive learning. Moreover, with these robot platforms, we also observe the occurrence of a shift of visual attention from the screen (on which the programming is done) to the physical environments (i.e. the robot). In this paper, we describe an experiment aiming at studying the effect of using augmented reality (AR) representations of sensor data in a robotic learning activity. We designed an AR system able to display in real-time the data of the Infra-Red sensors of the Thymio robot. In order to evaluate the impact of AR on the learner's understanding on how these sensors worked, we designed a pedagogical lesson that can run with or without the AR rendering. Two different age groups of students participated in this between-subject experiment, counting a total of 74 children. The tests were the same for the experimental (AR) and control group (no AR). The exercises differed only through the use of AR. Our results show that AR was worth being used for younger groups dealing with difficult concepts. We discuss our findings and propose future works to establish guidelines for designing AR robotic learning sessions.
Wafa Johal, Olguta Robu, Amaury Dame, Stéphane Magnenat, Francesco Mondada
RO-MAN4
2017 Improved Mobile Robot Programming Performance through Real-time Program Assessment
abstract
The strong interest children show for mobile robots makes these devices potentially powerful to teach programming. Moreover, the tangibility of physical objects and the sociability of interacting with them are added benefits. A key skill that novices in programming have to acquire is the ability to mentally trace program execution. However, because of their embodied and real-time nature, robots make the mental tracing of program execution difficult.
Rémy Siegfried, Severin Klingler, Markus Gross 0001, Robert W. Sumner, Francesco Mondada, Stéphane Magnenat
ITiCSE6
2015 Map API - scalable decentralized map building for robots
abstract
Large scale, long-term, distributed mapping is a core challenge to modern field robotics. Using the sensory output of multiple robots and fusing it in an efficient way enables the creation of globally accurate and consistent metric maps. To combine data from multiple agents into a global map, most existing approaches use a central entity that collects and manages the information from all agents. Often, the raw sensor data of one robot needs to be made available to processing algorithms on other agents due to the lack of computational resources on that robot. Unfortunately, network latency and low bandwidth in the field limit the generality of such an approach and make multi-robot map building a tedious task. In this paper, we present a distributed and decentralized back-end for concurrent and consistent robotic mapping. We propose a set of novel approaches that reduce the bandwidth usage and increase the effectiveness of inter-robot communication for distributed mapping. Instead of locking access to the map during operations, we define a version control system which allows concurrent and consistent access to the map data. Updates to the map are then shared asynchronously with agents which previously registered notifications. A technique for data lookup is provided by state-of-the-art algorithms from distributed computing. We validate our approach on real-world datasets and demonstrate the effectiveness of the proposed algorithms.
Titus Cieslewski, Simon Lynen, Marcin Dymczyk, Stéphane Magnenat, Roland Siegwart
ICRA4
2015 Enhancing Robot Programming with Visual Feedback and Augmented Reality
abstract
In our previous research, we showed that students using the educational robot Thymio and its visual programming environment were able to learn the important computer-science concept of event-handling. This paper extends that work by integrating augmented reality (AR) into the activities. Students used a tablet that displays in real time the event executed on the robot. The event is overlaid on the tablet over the image from a camera, which shows the location of the robot when the event was executed. In addition, visual feedback (FB) was implemented in the software. We developed a novel video questionnaire to investigate the performance of the students on robotics tasks. Data were collected comparing four groups: AR+FB, AR+non-FB, non-AR+FB, non-AR+non-FB. The results showed that students receiving feedback made significantly fewer errors on the tasks. Those using AR made fewer errors, but this improvement was not significant, although their performance improved. Technical problems with the AR hardware and software showed where improvements are needed.
Stéphane Magnenat, Mordechai Ben-Ari, Severin Klingler, Robert W. Sumner
ITiCSE1
2015 Live Texturing of Augmented Reality Characters from Colored Drawings
abstract
Coloring books capture the imagination of children and provide them with one of their earliest opportunities for creative expression. However, given the proliferation and popularity of digital devices, real-world activities like coloring can seem unexciting, and children become less engaged in them. Augmented reality holds unique potential to impact this situation by providing a bridge between real-world activities and digital enhancements. In this paper, we present an augmented reality coloring book App in which children color characters in a printed coloring book and inspect their work using a mobile device. The drawing is detected and tracked, and the video stream is augmented with an animated 3-D version of the character that is textured according to the child's coloring. This is possible thanks to several novel technical contributions. We present a texturing process that applies the captured texture from a 2-D colored drawing to both the visible and occluded regions of a 3-D character in real time. We develop a deformable surface tracking method designed for colored drawings that uses a new outlier rejection algorithm for real-time tracking and surface deformation recovery. We present a content creation pipeline to efficiently create the 2-D and 3-D content. And, finally, we validate our work with two user studies that examine the quality of our texturing algorithm and the overall App experience.
Stéphane Magnenat, Dat Tien Ngo, Fabio Zünd, Mattia Ryffel, Gioacchino Noris, Gerhard Röthlin, Alessia Marra, Maurizio Nitti, Pascal Fua, Markus Gross 0001, Robert W. Sumner
IEEE Trans. Vis. Comput. Graph.1
2014 Teaching a core CS concept through robotics
abstract
We implemented single-session workshops using the Thymio-II--a small, self-contained robot designed for young students, and VPL--a graphical software development environment based upon event handling. Our goal was to investigate if the students could learn this core computer science concept while enjoying themselves in the robotics context. A visual questionnaire was developed based upon the combined Bloom and SOLO taxonomies, although it proved difficult to construct a questionnaire appropriate for young students. We found that--despite the short duration of the workshop--all but the youngest students achieved the cognitive level of Unistructural Understanding, while some students achieved higher levels of Unistructural Applying. and Multistructural Understanding and Applying.
Stéphane Magnenat, Jiwon Shin, Fanny Riedo, Roland Siegwart, Mordechai Ben-Ari
ITiCSE1
2012 Autonomous construction of a roofed structure: Synthesizing planning and stigmergy on a mobile robot
abstract
We demonstrate a scenario in which a mobile robot, according to a plan, builds a structure that it can then enter. The robot interacts with the construction using local sensing. This synthesis of planning and stigmergy opens the way to new construction techniques using mobile robots.
Stefan Wismer, Gregory Hitz, Michael Bonani, Alexey Gribovskiy, Stéphane Magnenat
IROS5
2011 Tracking a depth camera: Parameter exploration for fast ICP
abstract
The increasing number of ICP variants leads to an explosion of algorithms and parameters. This renders difficult the selection of the appropriate combination for a given application. In this paper, we propose a state-of-the-art, modular, and efficient implementation of an ICP library. We took advantage of the recent availability of fast depth cameras to demonstrate one application example: a 3D pose tracker running at 30 Hz. For this application, we show the modularity of our ICP library by optimizing the use of lean and simple descriptors in order to ease the matching of 3D point clouds. This tracker is then evaluated using datasets recorded along a ground truth of millimeter accuracy. We provide both source code and datasets to the community in order to accelerate further comparisons in this field.
François Pomerleau, Stéphane Magnenat, Francis Colas, Ming Liu 0001, Roland Siegwart
IROS2
2010 Affordable SLAM through the co-design of hardware and methodology
abstract
Simultaneous localization and mapping (SLAM) is a prominent feature for autonomous robots operating in undefined environments. Applications areas such as consumer robotics appliances would clearly benefit from low-cost and compact SLAM implementations. The SLAM research community has developed several robust algorithms in the course of the last two decades. However, until now most SLAM demonstrators have relied on expensive sensors or large processing power, limiting their realms of application. Several works have explored optimizations into various directions; however none has presented a global optimization from the mechatronic to the algorithmic level. In this article, we present a solution to the SLAM problem based on the co-design of a slim rotating distance scanner, a lightweight SLAM software, and an optimization methodology. The scanner consists of a set of infrared distance sensors mounted on a contactless rotating platform. The SLAM algorithm is an adaptation of FastSLAM 2.0 that runs in real time on a miniature robot. The optimization methodology finds the parameters of the SLAM algorithm using an evolution strategy. This work demonstrates that an inexpensive sensor coupled with a low-speed processor are good enough to perform SLAM in simple environments in real time.
Stéphane Magnenat, Valentin Longchamp, Michael Bonani, Philippe Rétornaz, Paolo Germano, Hannes Bleuler, Francesco Mondada
ICRA1
2010 The marXbot, a miniature mobile robot opening new perspectives for the collective-robotic research
abstract
Collective and swarm robotics explores scenarios involving many robots running at the same time. A good platform for collective-robotic experiments should provide certain features among others: it should have a large battery life, it should be able to perceive its peers, and it should be capable of interacting with them. This paper presents the marXbot, a miniature mobile robot that addresses these needs. The marXbot uses differential-drive treels to provide rough-terrain mobility. The marXbot allows continuous experiments thanks to a sophisticated energy management and a hotswap battery exchange mechanism. The marXbot can self-assemble with peers using a compliant attachment mechanism. The marXbot provides high-quality vision, using two cameras directly interfaced with an ARM processor. Compared to the related work, the marXbot has better energy management, vision, and interaction capabilities. By allowing complex tasks in large environments for long durations, the marXbot opens new perspectives for the collective-robotic research.
Michael Bonani, Valentin Longchamp, Stéphane Magnenat, Philippe Rétornaz, Daniel Burnier, Gilles Roulet, Florian Vaussard, Hannes Bleuler, Francesco Mondada
IROS3
2009 Segregation in swarms of mobile robots based on the Brazil nut effect
abstract
We study a simple algorithm inspired by the Brazil nut effect for achieving segregation in a swarm of mobile robots. The algorithm lets each robot mimic a particle of a certain size and broadcast this information locally. The motion of each particle is controlled by three reactive behaviors: random walk, taxis, and repulsion by other particles. The segregation task requires the swarm to self-organize into a spatial arrangement in which the robots are ranked by particle size (e.g., annular structures or stripes). Using a physics-based computer simulation, we study the segregation performance of swarms of 50 mobile robots. The robots represent particles of three different sizes. We first analyze the problem of how to combine the basic behaviors so as to minimize the percentage of errors in rank. We then show that the system is very robust to noise on inter-robot perception and communication. For a noise level of 50%, the mean percentage of errors in rank is 1%. Moreover, we investigate a simplified version of the control algorithm, which does not rely on communication. Finally, we show that the mean percentage of errors in rank decreases exponentially as the particles' size ratio increases. As the error is bounded, one can achieve 100% error-free segregation. The reduction in error, however, comes at the expense of an increase in the required sensing/communication range.
Roderich Groß, Stéphane Magnenat, Francesco Mondada
IROS2