WorldCat Identities

Richir, Simon

Overview
Works: 55 works in 70 publications in 2 languages and 439 library holdings
Genres: Conference papers and proceedings 
Roles: Author, Thesis advisor, Editor, Other, Opponent, Publishing director
Publication Timeline
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Most widely held works by Simon Richir
Proceedings of the 2016 Virtual Reality International Conference by Virtual Reality International Conference( )

1 edition published in 2016 in English and held by 227 WorldCat member libraries worldwide

Annotation
L'innovation à l'ère des réseaux( Book )

2 editions published in 2004 in French and held by 66 WorldCat member libraries worldwide

Les Cybertechnologies dans les entreprises industrielles by Simon Richir( Book )

1 edition published in 2003 in French and held by 40 WorldCat member libraries worldwide

Innovation engineering : the power of intangible networks by Patrick Corsi( )

4 editions published between 2006 and 2013 in English and held by 25 WorldCat member libraries worldwide

This title explores the issue of innovation engineering, a feature that is essential to the continuation of growth and development in the commercial world. Discussion is divided into three parts: Part I covers the historical basis of innovation, noting that diversity rests upon a duality between concepts in theory and applications put into practice, as well as discussing how innovation has resulted from the interaction of numerous factors, be they societal, human, managerial, organization or technological. Part II focuses on practical applications - the technologies, tools and methods employed
Techniques de l'ingénieur by Jacques Jouhaneau( )

in French and held by 14 WorldCat member libraries worldwide

VRIC 2001 : proceedings by Virtual reality conference( Book )

1 edition published in 2001 in English and held by 3 WorldCat member libraries worldwide

VRIC 2000 : proceedings, 18-19 May, Laval - France( Book )

1 edition published in 2000 in English and held by 3 WorldCat member libraries worldwide

IEEE VRIC 2004 : 6th Virtual Reality International Conference, 11-14 May, 2004 - Laval, France( Book )

1 edition published in 2004 in English and held by 3 WorldCat member libraries worldwide

Lois d'évolution de TRIZ pour la conception des futures générations des produits : proposition d'un modèle by Dalia Zouaoua-Ragab( Book )

2 editions published in 2012 in French and held by 2 WorldCat member libraries worldwide

The current economic environment has created a strong need for innovation in companies. To overcome the concurrence, they do not hesitate to use the innovation and creativity methods. We find several of them on the market; unfortunately some of them have limitations in their ability to help companies to find innovative solution. These methods are not all based on structured knowledge and history of products evolution as is the case for the TRIZ theory. This theory carries a real basis of concepts and principles that help to generate ideas for solutions to common problems in all areas. TRIZ inspired the development of several software based on its key concepts and tools. However, most of existing software has not incorporated the laws of evolution focused on the identification of trends of technical systems with a process of innovation to anticipate their future development. The benefit for these companies is to have available methods that can help in this area. Our goal is to explore the TRIZ theory to propose a model to apply the law of evolution of TRIZ in innovation of products. Our model is based on the essential concepts of the theory especially resolving contradictions and laws of evolution. The model that we propose is intended for research and development teams and allows companies making profits by saving time in fetching the areas of product enhancements specifically in search of the next generation of products
Méthode d'innovation à l'ère du Web 2.0 by Grégoire Cliquet( Book )

2 editions published in 2010 in French and held by 2 WorldCat member libraries worldwide

Our research work is focused on innovation and more specifically on the role of information in the product's conception process. Web 2.0 is quickly growing because contents are mostly generated by users and it represents now a wide and borderless source of information that can be used for innovation purposes. If Web improved information search techniques in technological and competitive surveys, we argue that Web 2.0 allow a better knowledge of customers needs and expectations. We propose in this thesis a qualitative and quantitative analysis of information generated or relayed by Web 2.0 users regarding their relevance into the innovation process. Our experiments deal with the study of Social Bookmarking and especially the Delicious.com Web application that allows users to memorize and share their bookmarks' lists. We would show that regarding to the increasing volume of information indexed by search engines, exploring this co-constructed directory offers a significant improvement in Web information retrieval. We also work on the social aspect of social bookmarking by proposing a way to sort participants in order to detect expert or influent users on a particular subject. Our study related to users comments on Amazon.com shows that customers are more and more involved into the innovation process of companies by providing them interesting and relevant comments about the product they bought. We therefore recommend meanings to extract then to analysis those customers feedbacks to improve the way that products are conceived. Finally, we define an innovation method that consists in setting up a permanent survey of Web 2.0 activities then to produce a document named « expectations notes ». that could be used for directing the further innovation processes
Contribution du « produit concept » à l'organisation des phases préliminaires du processus de conception en PME : Application chez Rossignol S.A. dans le cadre de la mise en place d'une cellule d'innovation by Anthony Delamarre( Book )

2 editions published in 2006 in French and held by 2 WorldCat member libraries worldwide

L'innovation technologique, moteur de la croissance et du développement des entreprises, doit être visible pour être reconnue et valorisée par le client. La conception simultanée des attributs techniques, stylistiques et sensoriels du produit est l'hypothèse retenue permettant la réussite des innovations. Des modèles de processus favorisant cette intégration ont donc été développés et permettent dès à présent de piloter l'innovation dans l'industrie. Les représentations intermédiaires permettent, d'une part, une diminution du temps de cycle de conception d'un produit en intensifiant les échanges (« concurrent engineering ») entre les métiers (ingénieur, designer, gestionnaire, ergonome). D'autre part, le développement de maquettes numériques permet l'intégration de l'utilisateur dès les phases initiales du processus de conception et la réduction du nombre de prototypes matériels (et des coûts associés à leur construction). Cependant, les représentations intermédiaires modifient les environnements de travail collaboratif des équipes projets. L'objectif de cette recherche est d'évaluer le potentiel de ces représentations et de modéliser le processus de conception dans ses phases préliminaires
Conception et évaluation d'un système transparent de capture de mouvements des mains pour l'interaction 3D temps réel en environnements virtuels by Franck Hernoux( Book )

2 editions published in 2010 in French and held by 2 WorldCat member libraries worldwide

Le but de cette thèse est de proposer et d'évaluer un système transparent de capture de mouvements des mains en temps réel pour permettre la réalisation d'interactions 3D en environnement virtuel (E.V.). Les outils tels que le clavier et la souris ne suffisent plus lorsque l'on travaille dans des E.V. 3D et les systèmes de capture de mouvements actuels ont l'inconvénient du coût et du port de matériel. Les systèmes basés sur des caméras et le traitement d'images comblent en partie ces lacunes, mais ne permettent pas encore une capture de mouvements 3D précise, efficace et temps réel. Notre système propose une solution à ce problème grâce à une caméra 3D. Nous avons implémenté des modalités qui permettent une interaction plus naturelle avec les objets et l'E.V. L'objectif de notre système est d'obtenir des performances au moins égales à celles d'outils couramment utilisés en réalité virtuelle tout en offrant une meilleure acceptabilité globale, mesurée sous l'angle de l'utilité, de l'utilisabilité et du sentiment d'immersion. Pour répondre à cet objectif, nous avons mené 3 études expérimentales impliquant plus de 100 participants. L'étude 1 a comparé, pour une tâche de sélection, la première version de notre système (basé sur une Camera 3D MESA SwissRanger) à une souris classique. L'expérimentation 2 est axée sur l'étude de la réalisation de tâches de manipulation d'objets (positionnement, orientation, redimensionnement) et de navigation en E.V. Pour cette étude, nous avons comparé la version améliorée de notre système (basée sur la Microsoft Kinect) à des gants de données associés à des capteurs magnétiques. La 3ème étude, complémentaire, porte sur l'évaluation de nouvelles modalités d'interaction, implémentées d'après les commentaires recueillis auprès des participants de la seconde étude
VRIC 2002 : proceedings by Virtual reality international conference( Book )

1 edition published in 2002 in English and held by 2 WorldCat member libraries worldwide

Restitution vidéo stéréoscopique maîtrisée : application à la Réalité Virtuelle by Fabien Goslin( Book )

2 editions published in 2009 in French and held by 2 WorldCat member libraries worldwide

Acquiring 3D scenes can be achieved by using a pair of video cameras (stereo rig). The acquisition process of these stereoscopic video images and their projection on 3D display systems is a wide-extending field which borrows from the technologies of virtual reality, computer vision and 3D filming. Within this wide field, we focused our research work on the projection in 3D of images captured by a fixed stereo rig, on virtual reality systems. The use of this technology was limited by numerous constraints (pertaining essentially to capture configurations and display conditions). In this PhD thesis, we detail the improvements we brought to some of the steps of the stereo transmission process, in order to control more precisely the display of stereoscopic videos and to alleviate some of the limitations mentioned above. We based our work on detailed mathematical modeling of the cameras, and of the capture and the display configurations. First, it was necessary to work on stereoscopic images as little distorted as possible. To obtain such images, we developed an algorithm that corrects distortions on these images. To ensure real-time rectification, we implemented this algorithm on GPU (Graphics Processing Unit), through the use of a technique based on reference tables. The interocular distance is a fundamental step to make a full use of virtual reality system. In spite of the fact that significant disparities exist from one user to another, an average value is often used for this parameter. In order to set correctly this critical parameter, we developed a method to calibrate the interocular distance of each user, so that the display of stereoscopic images on these systems will provide a more accurate perception. Finally, while viewers in 3D theaters sit in a defined area in front of the projection screen, allowing users to move freely is one of the main characteristics of virtual reality systems. To overcome the difficulties that occur when projecting images captured by a fixed stereo rig to a user in motion, we propose a method to improve the restitution of the depth perceived by the user, using a depth segmentation of the captured scene
Caractérisation des processus d'innovation dans les Entreprises de Services by Philippe Soille( Book )

2 editions published in 2011 in French and held by 2 WorldCat member libraries worldwide

Research on innovation proves that all kinds of companies are affected by this subject. It is even recognized that innovation, in order to be part of a qualitative reality and to be economically acceptable, must constantly be in touch with its market. In addition to complying with these requirements, made more important by the acceleration of information circulation, companies must organize research and innovation within their respective collective organizations, each of their players doing what is allotted to them. The share of services is increasing in this complicated context of directing knowledge and required skills, the principal characteristics of the actors involved. Companies are now required to appeal to them, especially the client or the user, who now plays a central role in the knowledge-sharing process and the implementation of innovative projects. Steering innovation in service-oriented careers can not be limited to a transposition of well-documented and industrial methods which are today well-known. Innovation can not be a purely technical profession and it is vital to take into account the specificities of service jobs. The objective of our thesis is to propose a general characterization of R & D methods and organization made possible and effective within a service-providing company. Our work has allowed us to identify four components whose parameters may be adjusted depending on requirements: 1- An engineering component: risk management whose purpose is to give a concrete foundation to our business model; 2- An organizational component, indissociable from a human and social sciences approach, which allows us to model or characterize the notion of a skill cluster necessary for the smooth running of the organization. It may be portrayed as a center of knowledge, skills and operational practices. 3- A technical component whose object is to make design tools stand out. These tools are linked to the specificities of each practice of a service. 4- An optional economic component may favourably complete the approach we offer in order to consolidate our overall scheme via the research on an instantaneous and measurable relevance of all of our actions and the performance quantifi-cation of the tools used as such. Our work has been the subject of two national conferences and two publications in national journals with peer juries. A publication was submitted to an international review with a peer jury. We relied on the R & D department of the Groupe Flo, created in 2008 and directed by the author of this thesis for the research and experiments which we performed. This creation, unique within commercial sit-down catering, is the outcome of our work of research partnership
La conception de produits nouveaux dans l'industrie du jouet, nécessite d'une approche singulière by Simon Richir( Book )

2 editions published in 1994 in French and held by 2 WorldCat member libraries worldwide

Le premier marché mondial du jouet, l'Europe, importe 80% de ses besoins en jouets. Sur un marché très segmenté, ou l'image des produits est plus importante que l'image des marques, les fabricants de jouets français doivent lutter quotidiennement pour préserver leurs positions. L'innovation technologique peut leur permettre d'étendre la gamme de leurs produits. Pour les aider à innover, nous avons développé une nouvelle approche de la conception des jouets
Contribution à l'étude des techniques d'interaction 3D pour la manipulation d'objets avec retour haptique en environnement virtuel à échelle humaine by Lionel Dominjon( Book )

2 editions published in 2006 in French and held by 2 WorldCat member libraries worldwide

Haptic devices usually have a limited workspace, and suitable interaction techniques have to be used in order to make them usable in human-scale virtual environments (HSVE). Most of the techniques dedicated to object manipulation in HSVE introduce a control/display ratio different from 1. First, we show that this may modify haptic perception of mass of manipulated virtual objects. Then, we propose a new interaction paradigm in HSVE, the haptic hybrid control. In this paradigm, the force feedback of the haptic device is used to simulate an elastic device. Based on this paradigm, two new interaction techniques are presented and evaluated : the bubble technique, for object manipulation in translation, and haptic hybrid rotations, for objects rotations control
Développement de méthodes et outils basés sur la réalité augmentée et virtuelle pour l'assistance ou l'apprentissage d'opérations dans un contexte industriel by Vincent Havard( )

2 editions published in 2018 in French and held by 2 WorldCat member libraries worldwide

The adoption of digital technologies within industries and the evolution of technologies are opening new perspectives for using augmented reality (AR) and virtual reality (VR). Therefore, those technologies can facilitate the operators' tasks working on complex industrial systems, either by bringing them some contextualised information in AR or by helping them with VR trainings. Thus they would improve their efficiency. However, integrating these new tools into existing processes of the company remains complex, due to the technologies and the data continuum needed, through the identification of use cases and the associated gains and by the diversity of actors and business experts involved in this process: the expert of the industrial system, the operator, the designer and the computer scientist.In order to develop those different industrial problematics, we first study the state of the art of scientific publications and existing technologies. Then, our research work has proposed a data modelling facilitating content authoring of augmented reality operations on industrial system. This work has also allowed to set up an experimental environment based on an educational production line and an augmented reality application developed thanks to that model.In a second part of this work, and in order to evaluate the efficiency of this technology, we have proposed a methodology allowing to evaluate augmented reality usage for maintenance, repair and operations on industrial systems according to performance, satisfaction and behavioural criteria. We analyse two case studies. They shows that contextualisation of information with augmented reality allows the operator to faster understand the task he needs to carry out than with paper instructions while reducing some kind of errors. Moreover we are proposing some guidelines in order to improve the augmented reality information efficiency. Besides, we are identifying which types of operation are improved with augmented reality. The work is also describing the rendering device influence on the use of augmented reality.Finally, and based on the augmented reality modelling, we are proposing an ontology allowing to unify content authoring of augmented and virtual reality so as to train or guide operator in their tasks. We are studying the use of this ontology for exploiting others data and company knowledge, as maintenance. This ontology is used for training scenarios in industrial environment and for guiding operator during their work
Les automates dans l'antiquité : sources, fonctions et restitution virtuelle by Jerome Nicolle( )

2 editions published in 2020 in French and held by 2 WorldCat member libraries worldwide

Les Grecs et les Romains ont développé et décrit un grand nombre d'automates utilisant des systèmes d'écoulement d'eau, la compressibilité de l'air, la force de la vapeur, des systèmes de contrepoids etc. Cependant, la plupart des traités techniques portant sur ce sujet ont aujourd'hui disparu, seuls ceux de Philon de Byzance et d'Héron d'Alexandrie nous sont parvenus. Les travaux de cette thèse pluridisciplinaire s'intéressent, dans un premier temps, à l'analyse des sources anciennes pour restituer virtuellement quelques automates antiques couvrant une période allant du IIIe siècle avant J.-C. au Ier siècle après J.-C. Les restitutions virtuelles permettent de comprendre le fonctionnement d'un mécanisme et d'étudier différentes hypothèses. Dans un second temps, cette recherche s'intéresse à la reconnaissance de geste comme outil d'interaction.La construction d'une application immersive interactive permet à l'utilisateur d'interagir virtuellement avec les automates de l'Antiquité. Les résultats de cette recherche (hypothèses de restitutions et documentations scientifiques) sont partagées à travers l'application Roma in tabula disponible gratuitement
Articulation Ergonomie-Design-Conception Mécanique : approche méthodologique de la convergence multidisciplinaire by Gaël Guerlesquin( )

2 editions published in 2012 in French and held by 2 WorldCat member libraries worldwide

The current industrial situation, highly competitive, requires companies to innovate in order to sustain their business. This innovation can be achieved through the development of products incorporating new disciplines such as ergonomics and industrial design, as part of a multidisciplinaire.Cependant design trades associated with these new disciplines are regularly faced with complex cooperation with other part of the business of mechanical design. In this context, the research problem addressed concerns the definition and development of an interdisciplinary methodological approach in the design process of products. Are studied in particular the links between trades that are ergonomics, industrial design and design mécanique.Une global multidisciplinary design methodology, including the specifics of each business and their interactions is proposed. It is tested in the context of experiments conducted on design projects of urban furniture. Further formalizations used by each business study, as well as interactions observed during projects have highlighted issues stages convergence.Sur this, new tools to help convergence based in particular on Virtual Reality technology (VR) are provided for a better management of these phases involve different professions. Two experiments, conducted on a project to design a city car and a job, helped set concrete situation developed tools and demonstrate their relevance in the process of multidisciplinary convergence. However, the results also showed the need to structure the phases of convergence in the framework of a methodology spécifique.Une formalized multidisciplinary methodology convergence is finally proposed. It results in a generic convergence procedure, adapted to the disciplines ergonomics, industrial design and mechanical design. It can work in the different phases of the process, the various trades involved and the different design contexts. We introduce a mapping aids to convergence, classified according to an appropriate type. Thus, our contribution allows design teams have appropriate new solutions in order to promote the phases of multidisciplinary convergence
 
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Languages
French (26)

English (9)