Emilie Loup Escande

Dr. Emilie Loup Escande

orcid

Research Focus & Metrics

Academic Career Length

16Years (2011-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

View All Publications
6 January 2020 in International Journal of Human–Computer Interaction
Verified
Journal Article
Closed access
CSCamille Sagnier
Camille Sagnier
EEEmilie Loup Escande
Emilie Loup Escande
DLDomitile Lourdeaux
Domitile Lourdeaux
ITIndira Thouvenin
Indira Thouvenin
GVGérard Valléry
Gérard Valléry
Although virtual reality (VR) has many applications, only few studies have investigated user acceptance of this type of immersive technology. We propose an extended version of the Technology Acceptance Model (TAM) that addresses some aspects of VR. Our model includes variables from the TAM, user experience, variables specific to VR, and variables relating to user characteristics. This model was tested with 89 users who performed an aeronautical assembly task in VR. Results suggest that intention to use VR is positively influenced by perceived usefulness and negatively influenced by cybersickness. Hedonic quality-stimulation and personal innovativeness are predictors of perceived usefulness. Perceived ease of use does not have a significant impact on intention to use and it is only influenced by pragmatic quality. These findings have a number of implications regarding user acceptance of VR.

12 September 2018 in Advances in Human-Computer Interaction
Verified
Journal Article
Open access
PDF file
KTKaty Tcha-Tokey
Katy Tcha-Tokey
OCOlivier Christmann
Olivier Christmann
EEEmilie Loup Escande
Emilie Loup Escande
GLGuillaume Loup
Guillaume Loup
SRSimon Richir
Simon Richir
There are increasing new advances in virtual reality technologies as well as a rise in learning virtual environments for which several studies highlighted the pedagogical value, knowledge transfer, and learners’ engaged-behaviors. Moreover, the notion of user experience is now abundant in the scientific literature without the fact that there are specific models for immersive environments. This paper aims at proposing and validating a model of User eXperience in Immersive Virtual Environment, including virtual learning environments. The model is composed of 10 components extracted from existing models (i.e., presence, engagement, immersion, flow, usability, skill, emotion, experience consequence, judgement, and technology adoption). It was validated in a user study involving 152 participants who were asked to use the edutainment application Think and Shoot and to complete an immersive virtual environment questionnaire. The findings lead us to a modified user experience model questioning new paths between user experience components (e.g., the influence of experience consequence on flow).

1 October 2017 in Computers in Human Behavior
Verified
Journal Article
Closed access
EEEmilie Loup Escande
Emilie Loup Escande
RFRémy Frenoy
Rémy Frenoy
GPGuillaume Poplimont
Guillaume Poplimont
ITIndira Thouvenin
Indira Thouvenin
OGOlivier Gapenne
Olivier Gapenne
OMOlga Megalakaki
Olga Megalakaki

27 September 2016 in International Journal of Human–Computer Interaction
Verified
Journal Article
Closed access
EEEmilie Loup Escande
Emilie Loup Escande
EJEric Jamet
Eric Jamet
MRMartin Ragot
Martin Ragot
SESéverine Erhel
Séverine Erhel
NMNicolas Michinov
Nicolas Michinov
Over the past decade, many studies have examined the potential benefits of educational virtual environments (EVEs), either by comparing them with other media or by assessing the effects of their features on learning. Paradoxically, very few of them have explored the effects of stereoscopic versus nonstereoscopic displays on learning and/or the subjective experience provided in an EVE. Our study was designed to fill this gap, by comparing the effects of these two virtual reality modes in an interactive mechanics learning task. We collected measures of task effectiveness (success/failure and completion time), learning outcomes and subjective experience (user experience, flow, and immersion). Results showed that (1) users were more successful in the learning tasks in the stereoscopic condition, and (2) perceived affective quality, flow, and immersion were better in this condition.

21 September 2020 in JMIR mHealth and uHealth
Verified
Journal Article
Open access
NCNoémie Chaniaud
Noémie Chaniaud
NMNatacha Metayer
Natacha Metayer
OMOlga Megalakaki
Olga Megalakaki
EEEmilie Loup Escande
Emilie Loup Escande
Background: Studies on the usability of health care devices are becoming more common, although usability standards are not necessarily specified and followed. Yet, there is little knowledge about the impact of the context of use on the usability outcome. It is specified in the usability standard (ISO 9241-11, 2018) of a device that it may be affected by its context of use and especially by the characteristics of its users. Among these, prior health knowledge (ie, knowledge about human body functioning) is crucial. However, no study has shown that prior health knowledge influences the usability of medical devices. Objective: Our study aimed to fill this gap by analyzing the relationship between the usability of two home medical devices (soon to be used in the context of ambulatory surgery) and prior health knowledge through an experimental approach. Methods: For assessing the usability of two home medical devices (blood pressure monitor and pulse oximeter), user tests were conducted among 149 students. A mixed-methods approach (subjective vs objective) using a variety of standard instruments was adopted (direct observation, video analysis, and questionnaires). Participants completed a questionnaire to show the extent of their previous health knowledge and then operated both devices randomly. Efficiency (ie, handling time) and effectiveness (ie, number of handling errors) measures were collected by video analysis. Satisfaction measures were collected by a questionnaire (system usability scale [SUS]). The qualitative observational data were coded using inductive analysis by two independent researchers specialized in cognitive psychology and cognitive ergonomics. Correlational analyses and clusters were performed to test how usability relates to sociodemographic characteristics and prior health knowledge. Results: The results indicated a lack of usability for both devices. Regarding the blood pressure monitor (137 participants), users made approximately 0.77 errors (SD 1.49), and the mean SUS score was 72.4 (SD 21.07), which is considered “satisfactory.” The pulse oximeter (147 participants) appeared easier to use, but participants made more errors (mean 0.99, SD 0.92), and the mean SUS score was 71.52 (SD 17.29), which is considered “satisfactory.” The results showed a low negative and significant correlation only between the effectiveness of the two devices and previous knowledge (blood pressure monitor: r=−0.191, P=.03; pulse oximeter: r=−0.263, P=.001). More subtly, we experimentally identified the existence of a threshold level (χ²2,146=10.9, P=.004) for health knowledge to correctly use the pulse oximeter, but this was missing for the blood pressure monitor. Conclusions: This study has the following two contributions: (1) a theoretical interest highlighting the importance of user characteristics including prior health knowledge on usability outcomes and (2) an applied interest to provide recommendations to designers and medical staff.

14 September 2018 in International Journal of Human–Computer Interaction
Verified
Journal Article
Closed access
GLGuillaume Loup
Guillaume Loup
EEEmilie Loup Escande
Emilie Loup Escande
The commercialization of Head-Mounted Displays (HMDs) aimed at the general public has led several videogame and virtual reality companies to offer new modes for continuous travel, in addition to commonly implemented instantaneous travel modes such as the Teleporting metaphor. These new modes include the ArmSwinger metaphor, seen as “more natural.” Yet unlike Teleporting mode, ArmSwinger mode has so far not been studied. Our study was designed to fill this gap, by comparing the effects of these two travel modes implemented on an HTC Vive in terms of performance and user comfort. We collected two measures of performance (effectiveness and efficiency) and three measures of user comfort (cybersickness, user experience, and cognitive load). Results showed that (1) no significant difference was found in completion time between ArmSwinger mode and Teleporting mode, even if ArmSwinger mode seems more effective; (2) ArmSwinger mode caused more cybersickness than Teleporting mode in terms of nausea; (3) ArmSwinger mode produced a more negative user experience than the Teleporting mode in relation to appealingness qualities; and (4) ArmSwinger mode created a higher cognitive load than Teleporting mode in relation to the physical demand, effort, and frustration dimensions.