R&D
Our Research & Development projects

3VIMPACTS

IMPACT OF EYESTRAIN ON LEARNING WITH VIRTUAL REALITY

RESEARCH PARTNERS

IDEFI CreaTIC
Université Paris 8
Dr Laure Leroy

Dr Laure Leroy
Lecturer University Paris 8, Paragraphe lab

TARGETS

Anyone learning through Virtual Reality

PROJECT CALENDAR

Project beginning: Q2 2017

FORMATS

  • vr
3VIMPACTS - screenshot 1

PROJECT DETAILS

Manzalab and University Paris 8 have build a partnership on 3VIMPACTS, a project dedicated to the analysis of the impact of eyestrain on learning through game in Virtual Reality environments. As the use of VR technology is growing, the issue of the side effects on the visual function is raising concern, although this question still remains poorly investigated.

This is the purpose of Alexis Souchet PhD project, supervised by Paragraphe laboratory and Manzalab.

PRELIMINARY TESTING

A first investigation will be conducted in 2018. This wide range study will take place at CVI – IDEFI CreaTIC in Montparnasse tower. Volunteers will be submitted to a serious game training to job interview, in various experimental conditions. The comparison of these groups will allow researchers to identify parameters influencing the performance of learners and the quality of the experience in a VR environment. The objective is to define conditions for optimal training.

Additional experimentations will be conducted to further investigate several aspects of the eyestrain in VR to define Good Practices and guidelines to the design of training programs in VR.

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VICTORIA

Video analysis for investigations

RESEARCH PARTNER

IDEMIA

TARGETS

Law Enforcement Agencies

PROJECT CALENDAR

Project beginning: Q2 2017

Project ending: Q2 2020

FORMATS

  • desktop
  • vr
OTHERS RESOURCES
Project website
VICTORIA - screenshot 1

PROJECT DETAILS

Video material collected and analysed by Law Enforcement Agencies (LEA) has become a critical component in legal investigations following major criminal acts and terrorist attacks. The recent events in London, Nice, Brussels, Paris, Barcelona and Cambrils again prove the importance of these video recordings. At the same time, the amount of video data available is continuously increasing with the rapid deployment of video equipment, surveillance cameras in public and private areas, body-worn cameras of police forces and smartphones or digital cameras used by bystanders.

VICTORIA is coordinated by IDEMIA and gathers 14 partners. It was launched on 1st May 2017 for 3 years, with EU funding (grant agreement No 740754). The project is addressing this need and will deliver an ethical and legally compliant video analysis platform that will accelerate the video analysis tasks of Law Enforcement Agencies.

STATUS

Manzalab participates through the creation of tools and virtual environments to train video analysis algorithms. These tools will offer the possibility to change easily the conditions of the scenario (lightening, quality of images…) and improve the robustness of analysis.

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KALULU

A SUITE OF EDUCATIONAL GAMES

RESEARCH PARTNERS

INSERM
Neurospin
Pr Stanislas Dehaene

Pr Stanislas Dehaene
Professeur au Collège de France

TARGETS

Children worldwide

 

FORMATS

  • tablet
KALULU - screenshot 1
KALULU - screenshot 2
KALULU - screenshot 3

PROJECT DETAILS

The XPRIZE Global Learning Challenge offers developers to create applications that will enable children all around the world to learn how to to read, write and count independently.

In the context of its participation in the XPRIZE competition, Manzalab built a team of developers, graphic designers and applications experts. This team is led by Cassandra Potter Watkins, cognitive science research engineer under the tutelage of Professor Dehaene. She leads the Kalulu project, a suite of open source educational and recreational applications available in English, French and Swahili.

The project is aslo supported by French Ministry of Education through LUDO project.

PRELIMINARY TESTING

- Tanzania: September 2017

- France: September 2017

In France, Kalulu will be tested by 1000 pupils of the Nice and Poitiers educational districts.

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REUs

VIDEO ANALYSIS FOR INVESTIGATIONS

RESEARCH PARTNER

Vocapia

TARGETS

Professionals attending meetings

PROJECT CALENDAR

Project beginning: Q3 2016

FORMATS

  • vr
OTHERS RESOURCES
Project website
REUs - screenshot 1

PROJECT DETAILS

REUs project has been approved by several French R&D and innovation agencies: Minalogic, Cap Digital, TES and Aerospace Valley.

It aims at facing the challenge of professional meetings and their time-consuming follow up. The objective is to develop new tools to improve meeting efficiency and facilitate the preparation of documents from the meeting: minutes and reports, to do list, etc…

PRELIMINARY TESTING

Manzalab is interested in the technologies that will emerge from REUs and will integrate them in several Virtual Reality applications. For professional meetings or for training purposes, the potential uses are growing but taking notes from the VR environment may limit the adoption of these technologies.

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NEUROSTARS

VIEW THE BRAIN IN 3D IN VIRTUAL REALITY

RESEARCH PARTNERS

Braincarta
Eagle Science
Hôpitaux Toulouse
ITZIT
UMC Utrecht

TARGETS

Surgeons, patients and students.

PROJECT CALENDAR

Project beginning: Q3 2016

Project ending: Q2 2019

FORMATS

  • vr
NEUROSTARS - screenshot 1

PROJECT DETAILS

Neurostars is a collaborative project funded by the EUROSTARS European Research Programme, which includes six entities present in France and in the Netherlands.

 

The objective of this project is to facilitate the visualisation of a complex structure: the human brain.

A highly detailed and realistic representation of the brain (derived from the combination of images from various sources) will be displayed in 3D and in colour, in an interactive an dimmersive virtual environment.

A unique tool to prepare for interventions or explore the brain for informative or educational purposes, which will facilitate communication between medical teams and patients.

STATUS

Tool under development.

Neurosurgeon teams from the Utrecht University Medical Center (Netherlands) and the Purpan Hospital (Toulouse, France) are involved in this project, from conception phase to prototype validation.

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STEAM

Train teachers to multimodality

RESEARCH PARTNERS

AFBB
Coventry
SEDU
VUC

TARGETS

Teachers

PROJECT CALENDAR

Project beginning: Q3 2016

Project ending: Q2 2019

FORMATS

  • desktop
OTHERS RESOURCES
Project website
STEAM - screenshot 1

PROJECT DETAILS

STEAM ("Serious game to train experts in advanced multimodality") is a European collaborative project which aims at facing the lack of training of European teachers to using the variety of available digital tools (“multimodality”).

The goal of this project is therefore to create a serious game to train teachers to use these innovative digital tools, and to integrate them in their pedagogical approach.

The research program gathers five organisations from five countries, it is coordinated by Manzalab and is supported by ERASMUS+ funding.

PRELIMINARY TESTING

An experimentation will be conducted in 2018-2019 in partner training centers. Volunter teachers will test the game for several weeks.

STATUS

The consortium gathers three European training centers (AFBB, SEDU and VUCSTOR), in which teachers are involved. During a first stage, these teachers have been interviewed, in order to give their feelings and possible restrictions regarding multimodality. The content of the serious game will be based on this feedback. A prototype will be built from Manzalab’s and Coventry University’s expertise and tested in real-life situations.

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ELAN pour la lecture

A NEW METHOD TO TEACH CHILDREN HOW TO READ

RESEARCH PARTNERS

Académie Poitiers
CEA
CNRS
ENS
INSERM
Pr Stanislas Dehaene

Pr Stanislas Dehaene
Professeur au Collège de France

Dr Sid Kouider

Dr Sid Kouider
Directeur de recherche, CNRS - ENS Paris

TARGETS

Kindergarten and primary school children (aged 5 to 7 years old)

PROJECT CALENDAR

Project beginning: Q4 2014

Project ending: Q4 2017

FORMATS

  • tablet
OTHERS RESOURCES
Project website
ELAN pour la lecture - screenshot 1
ELAN pour la lecture - screenshot 2
ELAN pour la lecture - screenshot 3

PROJECT DETAILS

ELAN for Reading (Recreational Learning Environment based on Neuroscience) introduces a new method meant to teach children aged 5 to 7 how to read.

The game's pedagogical approach is based on the work of Professor Stanislas Dehaene (global specialist in the neuroscience of learning and partner of Manzalab), in close collaboration with INSERM teams. This educational game implements Prof. Dehaene’s Four Pillars of Learning theory: good learning involves attention, active engagement, feedback and consolidation.

ELAN is an exploration game: children explore an imaginary country made of islands to be discovered. Each island offers mini-games and lessons, which completion will enable to embellish the island.

ELAN is partly funded by the Investissements d’Avenir (Investments for the Future) program, overseen by the Ministry of Education.

PRELIMINARY TESTING

- April - Mai 2016: interface testing

- Sept 2016 - June 2017: deployment towards 1000 pupils of the Poitiers educational district

- June 2017: first results

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NEUROVIRTUAL

AN INNOVATIVE HELICOPTER PILOTING SIMULATION

RESEARCH PARTNERS

CNRS
ENS
Dr Sid Kouider

Dr Sid Kouider
Directeur de recherche, CNRS - ENS Paris

TARGETS

Trainees learning helicopter piloting

PROJECT CALENDAR

Project beginning: Q2 2014

Project ending: Q2 2017

FORMATS

  • desktop
NEUROVIRTUAL - screenshot 1
NEUROVIRTUAL - screenshot 2
NEUROVIRTUAL - screenshot 3

PROJECT DETAILS

This simulator combines helicopter flying and EEG (electro-encephalogram) measurement. It is designed as an adaptive training tool, taking into account the learner’s EEG feedback to adapt the difficulty of the challenge and proposed route.

 

This project aims at better understanding learning mechanisms – in particular, it will help identify the moment from which learners starts performing the flying process automatically.

PRELIMINARY TESTING

3 levels, using different parameters:

- Level 1: move forward and to the side

- Level 2: move forward and up

- Level 3: move forward and rotate

 

Within each level, some parameters can randomly change - such as wind, or placement / movement of the targets.

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CLASH BACK

MANAGE CONFLICT SITUATIONS WITH TEENAGERS

RESEARCH PARTNERS

CHU Bordeaux
Pr Xavier Pommereau

Pr Xavier Pommereau
Chef de service psychiatrie, CHU de Bordeaux

TARGETS

Medical staff; teenagers and their families

PROJECT CALENDAR

Project beginning: Q1 2012

Project ending: Q4 2014

FORMATS

  • desktop
CLASH BACK - screenshot 1
CLASH BACK - screenshot 2
CLASH BACK - screenshot 3

PROJECT DETAILS

This project aims at providing a mediation tool to professional staff caring for teenagers undergoing psychological or behavioral difficulties. The goal is to increase communication between parties, in order to better manage conflict situations with these young patients.

 

CLASH BACK is a behavioural conflict simulator between teenagers and their parents on everyday-life topics.

It features:

- situations, characters and places from everyday life

- missions with clear objectives (accept an outing request, sign a report card...)

- emotional state management (characters feel anger, tension, empathy...)

- a vocabulary of colours, shapes and lights that modify the virtual environment: anger reddens the scene, for example.

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OUR RESEARCH PARTNERS

Laure Leroy

PhD, Associate Professor at University Paris 8, Paragraphe Lab
Co-head of Master Parcours Création et édition numérique, University Paris 8
Associate researcher chaire UNESCO ITEN
Secretary at Association française de réalité virtuelle

Graduated from the Polytechnic School of the Free University of Brussels as an mecatronic engineer Laure Leroy specialized in virtual reality. So, she made her PhD on stereoscopic interfaces at the School Mines Paristech, in the robotic center. She completed her postdoctoral studies on cognitive rehabilitation in virtual reality. Now, she is associated professor at the University of Paris 8, where she studied the reduction of sensori-motor conflicts in virtual reality, in gestural and visual interfaces.

Stanislas Dehaene

Professor at the Collège de France

Chair of Experimental Cognitive Psychology

Former Director of Research at INSERM

Stanislas Dehaene is an alumnus of the École Normale Supérieure and is a doctor in cognitive psychology.

Since 2005, he is professor at the Collège de France, Chair of Experimental Cognitive Psychology after serving for almost ten years as Research Director at INSERM.

His research aims to elucidate the neural bases of the most basic operations of the human brain: reading, calculations, reasoning, awareness.

His work has been rewarded with several prizes and grants, including the Louis D. prize from the France Foundation (with Dr. Le Bihan), the Jean-Louis Signoret from the IPSEN Foundation and the Centennial Fellowship from the American McDonnell Foundation.

Michaël Stora

Clinical Psychologist

Founder of OMNSH 

Michaël Stora is a psychologist and founder-president of the Observatory of Digital Worlds in the Humanities (OMNSH). He is noteworthy for using video games as therapeutic mediation with children suffering from behavioural disorders. Michaël Stora is the author of “Guérir par le virtuel” (Renaissance Press, 2005), “Des avatars et des hommes” (Anne Carriere Eds) or “Télé et jeux vidéos” (Nathan, 2010)

Sid Kouider

Research Director

CNRS - ENS Paris

Sid Kouider is a cognitive neuroscientist researcher at the CNRS. He completed part of his studies at the École des Hautes Études en Science Sociale in Paris and at Harvard University in the United States. He currently leads a research team at the École Normale Supérieure on the rue d’Ulm whose work focuses on the psychological and neurobiological underpinnings of perceptual awareness. He uses brain imaging and behavioural methods and studies how conscious and unconscious processes differ on psychological and neurological levels. This approach fosters an understanding for the functional and physiological specificity of consciousness and for why human beings have both conscious and unconscious reactions to their environment.

Charles-Henri Besseyre des Horts

Professor at HEC Paris and Consultant

Charles-Henri Besseyre des Horts, holder of two PhDs, is an Associate Professor in the HRM Department at HEC Paris. Since late 2012, he is the Research Chair of HEC-Webhelp “Human Capital and Performance”. He is involved in all the programs of the HEC Group: HEC Grande École, HEC MBA, PhD, HEC Executive (executive programs). He is the scientific co-director of HEC’s Exed Strategic HR Management MS. His research focuses on change strategies of businesses and organizations particularly in the context of the digital revolution, and the relationship between human capital and business performance. He has published numerous articles and a dozen books, most recently “L’entreprise mobile” (Pearson, 2008) and “RH au Quotidien” (Dunod, 2011). He is actively involved in international consulting and training activities in Europe, Asia and Africa.

Xavier Pommereau

Psychiatry Department Head

University Hospital of Bordeaux 

Director of Aquitaine’s Adolescent Branch at the Abadie Centre (University Hospital of Bordeaux), Xavier Pommereau is a psychiatrist specializing in troubled adolescents.He is one of the pioneers of suicide prevention among young people in France, and twenty years ago he opened the first hospital unit specifically dedicated to youth suicide. In 2000, he also established a unit specializing in the care of young people suffering from eating disorders.Member of the Observatory of Children and Adolescents in the National Minister of Education, Xavier Pommereau is also author of several books such as “Quand l’adolescent va mal” (J’ai lu, 2003), “Ados en vrille, mères en vrac” (Albin Michel, 2010), “Nos ados.com en images” (Odile Jacob, 2011).