VISIGRAPP Conference Chair
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Jose Braz
Escola Superior de Tecnologia de Setúbal
Portugal
http://ltodi.est.ips.pt
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Brief Bio
Not Available
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Paul Richard
University of Angers
France
http://laris.univ-angers.fr
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Brief Bio
Paul Richard is Associate Professor at University of Angers (France) since 2000. He received a M.S. degree and a PhD. in Robotics from the University Paris VI respectively in 1992 and 1996. Paul Richard leads the virtual reality research activities in the Laboratoire Angevin de Recherche en Ingénierie des Systèmes (LARIS) of the University of Angers. For almost two decades his research has focused on virtual reality, 3D interaction and human performance in virtual environments.
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Takehiko Yamaguchi
Tokyo University of Science
Japan
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Brief Bio
Takehiko Yamaguchi is an assistant professor at department of applied electronics, Tokyo University of Science, Japan. He received a PhD in Computer Science from the Tokyo Institute of Technology in 2008. His research concerns characterizing changes in behavior following virtual reality-based rehabilitation/assessment for cognitive and motor disorders.
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Area:
Theories, Models and User Evaluation
Gilles Bailly
CNRS; Telecom ParisTech; University Paris-Saclay
France
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Brief Bio
Gilles Bailly is researcher at the CNRS institute and Telecom ParisTech Laboratory since 2013. Previously, he was post-doctoral researcher at Cluster of Excellence of multimodal interaction (2013), Max-Planck Institute für Informatics (2012), Telekom Innovation Laboratories (2011-2012). He received his PhD in Computer Science from the University of Grenoble. Gilles Bailly is author or co-author of more than 50 peer-reviewed publications. His work has been awarded the Best Paper Award and Best Paper Honorable Mention at ACM CHI five times since 2012 and one time at ACM MobileHCI (2014). Several of his works suc
h as ShoeSense or iSkin received a lot of attention in the medias. He has served on a number of program committees such as ACM CHI or ACM ITS.
His research is in Human-Computer Interaction (HCI), focused on understanding and improving command selection, an important task in HCI. He especially focuses on the transition from novice to expert behaviors. He designs novel interaction techniques, build predictive models of performance and develop optimization methods. Applications include traditional desktop workstations, mobile devices, interactive public displays, gesture-based interaction, wearable computing, augmented reality and interactive visualization.
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Area:
Interaction Techniques and Devices
Thuong Hoang
The University of Melbourne
Australia
www.thuonghoang.com
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Brief Bio
Thuong Hoang is currently a Research Fellow at the Microsoft Research Centre for Social Natural User Interfaces, at the University of Melbourne, Australia. He received a PhD in Computer Science in 2014 from the University of South Australia.
His research expertise is in augmented reality, wearable computer, and human computer interactions. His focus is in interaction techniques and devices, human factors, and educational technologies.
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Area:
Haptic and Multimodal Interaction
Bob Antoine Jerry Menelas
Independent Researcher
Canada
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Brief Bio
Bob-Antoine J. Menelas is an assistant professor of Computer Science, at the University of Quebec at Chicoutimi, Canada, since august 2011. He holds a M.Sc. (2006) from University of Angers, France and a Ph. D. (2010) from University of Paris-Sud XI, France in computer science. Before joining UQAC,
Menelas was a postdoctoral fellow at Electrical and Computer Engineering at University of Calgary, Canada. His research interests include Haptics, Virtual Reality, Scientific Visualization and Serious Games.
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Area:
Agents and Human Interaction
Stéphanie Buisine
CESI School of Engineering
France
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Brief Bio
Stéphanie Buisine is a Professor of Innovation in CESI School of Engineering in Paris, France. She received her PhD in Psychology and Human-Computer Interaction in 2005 and her Habilitation in Ergonomics and Innovation in 2013. Her research aims to design and support creativity and prospective methods for the innovation process. She uses technology (e.g. tabletop, tactile, multimodal devices, agents and avatars) to enhance individual and collective creativity and better understand its sociocognitive mechanisms.