Cognitions Humaine et ARTificielle
Cognitions Humaine et ARTificielle
8 Projects, page 1 of 2
assignment_turned_in ProjectFrom 2019Partners:ENS, Délégation Paris B, UNIVERSITE DE BRETAGNE SUD, Institut Jean Nicod, UBO +9 partnersENS,Délégation Paris B,UNIVERSITE DE BRETAGNE SUD,Institut Jean Nicod,UBO,Mathieu,Laboratoire Interdisciplinaire des Energies de Demain,UBO,University of Rennes 2,LP3C,FONDATION LA MAIN A LA PATE,Cognitions Humaine et ARTificielle,INNOVAXIOM,CNRSFunder: French National Research Agency (ANR) Project Code: ANR-18-CE28-0018Funder Contribution: 272,558 EURCritical thinking is at the heart of the latest educational policies. Yet if educational projects multiply, there still exist only very few scientific studies assessing the methods proposed by different stakeholders in education and training. These methods themselves in the norm do not build upon the existing scientific knowledge either. The present project aims at filling this gap by (1) designing and testing the first evidence-based critical thinking training for 8-14 year olds and, thanks to the complementarity of researchers and teachers of different disciplines (2) converging towards a more precise definition of critical thinking and providing a psychometric scale of critical thinking for French-speaking participants (3) testing the educational resources using this new scale in two stages (a qualitative pilot study, a quantitative large-scale study) (4) spreading these resources to institutions and teachers, as well as to the media and the general public.
more_vert assignment_turned_in ProjectFrom 2012Partners:Tomorrowland, GEnie et Matériaux TEXtiles, Inria Rennes - Bretagne Atlantique Research Centre, RCP Design Global, LIP6 +1 partnersTomorrowland,GEnie et Matériaux TEXtiles,Inria Rennes - Bretagne Atlantique Research Centre,RCP Design Global,LIP6,Cognitions Humaine et ARTificielleFunder: French National Research Agency (ANR) Project Code: ANR-11-SOIN-0007Funder Contribution: 600,000 EURHOMO TEXTUS INTERACTIVE GARMENT AND ITS ACCESSORIES: PROSPECTION OF THE INTELLIGENT DRESSING OF THE BODY In the electronic textile field, interactive garment is expected to be the next conquest of numerical progress. This will give us innovations that will modify our behavior. The garment that could transform itself, modify its properties (structure, shape, texture, color) but also its function (dressing, warming, protecting, serving as social identification and as splendor), sees it endowed with new ones (administer the medicine, communicate, alert). Size reduction of sensors (Neuronal, physiological, sound …) and of actuators of the garment as well as the possibility of renewable sources of energy (body movements, shoes) and of a local communication (e.g., Bluetooth) allow the command of the fabric, the garment and its accessories. HOMO TEXTUS project objectives are - The prospection and the thematic organization of all the ideas on the interactive garment of the future which answers commands of the body (brain driven -computer, physiological, physical), and their technical feasibility, - The establishment of the social and individual principles of acceptability and usage of the interactive garment, - The inventory of the technical bolts which are the most important to raise for innovations with strong impact, - The realization of the state of the art on the existing: interactive fabrics, among which the flexible screens, the transformations of a garment and its accessories, the sensors, the actuators, the techniques of data processing and wireless communication to interact with the garment, and the means of sources of energy renewable, - The follow-up of the technical day watch throughout the project, as regards a domain in fast evolution, - The manufacturing of prototypes of clothes and accessories, in purposes of innovation, but also to validate the principles of acceptability and usage which will have been established, - The constitution of a consortium of End Users (regions with a measure of autonomy, museums, center of innovation, creators, interior designers …) Homo Textus offers the opportunity to study the characteristics of the innovation (process, acceptability, appropriation, effect " waou ") in a new technological domain which allies textile and electronic ( the textitronique) for objects with strong social and individual connotation, and to favor the acceptable innovation in the development of the digital garment. The project groups together a laboratory in Human and Social Sciences located in the Museum of Science and Industry. It is a recognize specialist of the digital technology usage (LUTIN), the carrier of the project, a laboratory, specialist of the intelligent textile (GEMTEX, “GENIE et Materiaux TEXTILE”, of the “Ecole Nationale Supérieure des Arts et Industries Textiles”), a laboratory specialist of haptiques interfaces and brain-computer command (BUNCARU of the “Institut National de Recherche en Informatique”), an Artificial intelligence Laboratory specialist of the data processing (LIP6, Laboratory of the “Université Pierre et Marie Curie”), and the TOMORROWLAND company, the specialist of the innovation, in particular in the field of the garment of future. Finally, two End users interested in the fallout from the project are already associated to it: the Museum of Science and Industry ( universcience ) for exhibitions and the creator Hussein Chalayan for the realization of its collections of clothes.
more_vert assignment_turned_in ProjectFrom 2023Partners:Cognitions Humaine et ARTificielle, Paris 8 University, Fonctionnement et Dysfonctionnement Cognitifs : les âges de la vie, Laboratoire d'Ecologie, Systématique et Evolution, Paris Nanterre UniversityCognitions Humaine et ARTificielle,Paris 8 University,Fonctionnement et Dysfonctionnement Cognitifs : les âges de la vie,Laboratoire d'Ecologie, Systématique et Evolution,Paris Nanterre UniversityFunder: French National Research Agency (ANR) Project Code: ANR-23-CE28-0001Funder Contribution: 271,692 EURDuring a typical day, people experience future-oriented thoughts approximately every 16 minutes. These thoughts enable people to anticipate or plan events that may occur in the future, or simply to mentally escape the present. In this stream of projections, questions remain about how people can tease apart mental scenarios that genuinely belong to their personal future from more imaginary and unrealistic projections. This distinction appears critical to use future projections as reliable bases to guide choices and behaviors in daily life (e.g., emotional regulation, decision-making, social bonding). Based on recent theoretical advances in the field of future thinking, the FUTUROC research program aims to delve deeper into the role of metacognition in distinguishing personal future events from imaginary/unrealistic scenarios. To do so, we will use an original approach that combines lifespan and translational clinical research, and we will make the most of developmental and clinical variations in the availability of the "cognitive ingredients" (i.e., episodic richness, integration of events in an autobiographical context) that shape the metacognitive appraisals of imagined events. Explicit (self-reported by the individuals) and implicit (eye-tracking) metacognitive measures will be collected to deepen our knowledge on the cognitive and behavioral mechanisms underlying the metacognition of future thinking, their developmental dynamics from childhood to aging, and their modifications in the event of neuropsychological disorders following moderate to severe traumatic brain injury. Another overarching aim of the FUTUROC project is to further our understanding of the functions of future thinking in daily life, by examining the specific contribution of metacognitive evaluations of imagined events. Developmental studies will allow us to investigate the extent to which the developmental trajectory of the metacognitive appraisals of imagined events is accompanied by changes in the use of future thinking in daily life, and in the ability to predict the actual occurrence and unfolding of events in the future. In a complementary way, the clinical study in people with moderate to severe traumatic brain injury will provide new insights on the impact of future thinking deficits – and in particular of impaired metacognitive appraisals, on different domains of daily life, as well as their relationships with clinical manifestations commonly observed in this clinical population (e.g., impaired self-awareness, apathy, impulsivity).
more_vert assignment_turned_in ProjectFrom 2019Partners:Cognitions Humaine et ARTificielle, Centre Inter-universitaire de Recherche en Education de Lille, USTL, APPRENTISSAGES, DIDACTIQUES, EVALUATION, FORMATIONCognitions Humaine et ARTificielle,Centre Inter-universitaire de Recherche en Education de Lille,USTL,APPRENTISSAGES, DIDACTIQUES, EVALUATION, FORMATIONFunder: French National Research Agency (ANR) Project Code: ANR-18-CE28-0002Funder Contribution: 166,807 EURThe purpose of our research project is the development, by cooperative approach of cognitive strategies for open problem solving through primary school students that interact in immersive virtual worlds. From the perspective of learning, problem solving activity open in 3D will be conducted in-didactic situation. This project, located in the general problem of understanding the use of digital technologies in education, is based on conceptual approaches to the intersection of science education and semiotics.
more_vert assignment_turned_in ProjectFrom 2013Partners:musée du quai Branly, MAZEDIA, Cognitions Humaine et ARTificielle, Conservatoire national des arts et métiersmusée du quai Branly,MAZEDIA,Cognitions Humaine et ARTificielle,Conservatoire national des arts et métiersFunder: French National Research Agency (ANR) Project Code: ANR-13-CORD-0018Funder Contribution: 724,749 EURIn a context where the digital revolution deeply changes the way people access information, museums are bound to bring forward new ways of discovering and interacting with the heritage they promote. The CULTE (Cultural Urban Learning Transmedia Experience) project aims at helping this necessary transition by proposing landmarks and methods for the conception of a transmedia experience, both fun and pedagogical. The CULTE project is an industrial research project, with a 36 months duration. Its main axis is the axis 5, related to usability studies; and its secondary axis is the axis 1, regarding the chain of production and the spreading of content. It gathers four partners with complementary skills: - LUTIN, a laboratory dedicated to usability studies; - CEDRIC (Interactive Media & Mobility team) a group of researchers interested in interactive applications, specifically in the domain of transmedia and pervasive games; - Mazedia, an agency responsible for the design of a platform dedicated to transmedia gaming projects; - and Musée du Quai Branly, a museum heavily involved in the growing presence of transmedia inside museums, and that will constitute the key location for the experiments designed during the project. CULTE plans to rethink the concept of cultural mediation and the way people interact with pieces of art. The main goal is to guide people during, before and after the tour, as well as to help geographically distant people to access the museum collections. With this goal in mind, we propose to design a transmedia and pervasive serious game. This game will be based on the musée du quai Branly's experience and it will be built progressively with constant feedbacks from the public to ensure possible adjustments. This will lead to provide a framework to help the design of transmedia and pervasive serious game for cultural heritage that will also help reducing the costs associated to such a production. More precisely, CULTE puts forward the following objectives: - a device inside the musée du quai Branly as a proof of concept, as well as some experiments outside the museum; - a usability study to put into evidence the pedagogical benefits of this new cultural experience; - the design of a model for a transmedia and pervasive serious game, with the inclusion of augmented reality both audio and visual; - some generic elements of game design in order for non programmers staff members to design and launch such a game; - the active participation of other museums in order to assess the implementation of the device inside other cultural locations; - an evaluation committee with experts in transmedia and digital technologies for museums. To summarize, the CULTE project aims at expressing recommendations for the design of transmedia serious games, through the definition of generic and methodological elements, as well as the collection of usability data. At the heart of this project lies the act of sharing experience and knowledge. The participation of different cultural institutions to this project, the organization of regular seminars as well as an international conference at the end of the project, and the publication of a book summarizing the results, are the most salient aspects of our desire to provide guidance to cultural institutions.
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