Person:
Bossavit, Benoît

Loading...
Profile Picture

Email Address

Birth Date

Research Projects

Organizational Units

Job Title

Last Name

Bossavit

First Name

Benoît

person.page.departamento

Ingeniería Matemática e Informática

ORCID

0000-0003-1236-3020

person.page.upna

810460

Name

Search Results

Now showing 1 - 7 of 7
  • PublicationOpen Access
    Outcomes for design and learning when teenagers with autism codesign a serious game: a pilot study
    (Wiley, 2018) Bossavit, Benoît; Parsons, Sarah; Estadística, Informática y Matemáticas; Estatistika, Informatika eta Matematika; Universidad Pública de Navarra / Nafarroako Unibertsitate Publikoa
    Digital educational games research tends to lack ecological validity by not adequately taking into account the views and perspectives of children and young people with autism spectrum disorders (ASD). This paper is a pilot study that explores and analyses an academic‐based educational game that was co‐designed with and for young people with ASD. The serious game aims to help the players learn Geography‐specific knowledge and integrates several strategic features so that users can collaborate together against the computer or compete against each other. The educational game was evaluated over 5 sessions by 3 peer teams from 2 different special educational institutions, involving a total of 6 students with ASD. The participants were positive about their enjoyment, motivation, and social engagement. The results showed that the players' level of competitiveness not only influenced the experience within the game but also the interaction within the peer teams. The game mechanisms did help the participants with ASD increase their knowledge in Geography content. The main conclusion is that there are considerable benefits of including children with ASD in the design process and future research should explore more fully on how their involvement can enhance curriculum‐based learning as well as social engagement within the classroom.
  • PublicationOpen Access
    Designing and implementing digital educational tools for children and youth with special needs using natural interfaces
    (2016) Bossavit, Benoît; Pina Calafi, Alfredo; Ingeniería Matemática e Informática; Matematika eta Informatika Ingeniaritza
    Esta tesis se centra en el potencial pedagógico de Interfaces Naturales de Usuario (NUIs) y su aplicación en distintos ámbitos educativos. Las NUIs son interacciones remotas basadas en movimientos gestuales del cuerpo y han mostrado mejoras en la implicación y motivación de los niños, lo que puede repercutir en el aprendizaje. Sin embargo, la mayoría de los trabajos publicados estudian su aplicación con personas de desarrollo cognitivo y motriz típico, dejando en segundo plano el estudio de su posible impacto en niños con necesidades educativas especiales (SEN). Por eso, esta tesis basa su investigación sobre la hipótesis de que las NUIs pueden también apoyar el aprendizaje en niños con SEN. Con esta finalidad, se diseñaron dos técnicas de interacción con la Microsoft® Kinect y se evaluaron empíricamente. Por un lado, el Body Menu que asocia iconos con el cuerpo y permite su selección tocando las partes correspondientes del cuerpo. La interfaz se basa en las propiedades de la propiocepción. Por otro lado, el Crank Handle que permite la manipulación con una mano de objetos virtuales 3D. La interfaz se basa en la metáfora de rotar manivelas para orientar los objetos 3D. Estas dos técnicas establecieron la base para explorar el potencial de las NUIs y fueron integradas en herramientas educativas a través de tres estudios.
  • PublicationOpen Access
    Educational games to enhance museum visits for schools
    (National Taiwan Normal University, 2018) Bossavit, Benoît; Pina Calafi, Alfredo; Sánchez Gil, Isabel; Urtasun, Aitziber; Ingeniería Matemática e Informática; Matematika eta Informatika Ingeniaritza
    Museums usually look for new educational tools to enhance their exhibition. The Oteiza's museum in Navarre (Spain) especially gives importance to the dissemination of Jorge Oteiza's work to children at schools. Consequently, a didactics section was created with the objective of developing activities and relationship with schools. Jorge Oteiza represents one of the most important artists in the Spanish modern art and his sculptures stem from his proper philosophical concepts such as negative aesthetics via addition and subtraction, or activation of space and time. Such notions make the learning process at school complex. Thus, this study proposes a framework that aims to enhance the visit to the museum through a series of mini-games that shed light on these abstract concepts. Representative sculptures were selected and the corresponding activities were designed and developed in collaboration with the didactics section of the museum following a Co-Design approach. Then, the framework was tested by pupils from primary and secondary schools and students from educational practice. Therefore this paper provides a guideline to design educational games in collaboration with a museum, shows that mini educational games help students in learning artistic concepts and that motion-based touchless interfaces are not really adapted for classroom use.
  • PublicationOpen Access
    Low-cost eye tracking calibration: a knowledge-based study
    (MDPI, 2021) Garde Lecumberri, Gonzalo; Larumbe Bergera, Andoni; Bossavit, Benoît; Porta Cuéllar, Sonia; Cabeza Laguna, Rafael; Villanueva Larre, Arantxa; Ingeniería Eléctrica, Electrónica y de Comunicación; Ingeniaritza Elektrikoa, Elektronikoaren eta Telekomunikazio Ingeniaritzaren
    Subject calibration has been demonstrated to improve the accuracy in high-performance eye trackers. However, the true weight of calibration in off-the-shelf eye tracking solutions is still not addressed. In this work, a theoretical framework to measure the effects of calibration in deep learning-based gaze estimation is proposed for low-resolution systems. To this end, features extracted from the synthetic U2Eyes dataset are used in a fully connected network in order to isolate the effect of specific user’s features, such as kappa angles. Then, the impact of system calibration in a real setup employing I2Head dataset images is studied. The obtained results show accuracy improvements over 50%, probing that calibration is a key process also in low-resolution gaze estimation scenarios. Furthermore, we show that after calibration accuracy values close to those obtained by high-resolution systems, in the range of 0.7°, could be theoretically obtained if a careful selection of image features was performed, demonstrating significant room for improvement for off-the-shelf eye tracking systems
  • PublicationOpen Access
    From start to finish: teenagers on the autism spectrum developing their own collaborative game
    (Emerald, 2017) Bossavit, Benoît; Parsons, Sarah; Ingeniería Matemática e Informática; Matematika eta Informatika Ingeniaritza
    Purpose: The purpose of this paper is to investigate how teenagers on the autism spectrum respond to their involvement in the creation of a collaborative game, meeting the curriculum requirements in programming at secondary level in England. Design/methodology/approach: Two autistic teenagers were involved in participatory design processes to elaborate and develop together a collaborative game of their choice using the visual programming software, Kodu Game Lab. Findings: With the support of adults (teachers and the researcher), the participants were able to demonstrate and strengthen their participation, problem-solving and programming skills. The participants expressed their preferences through their attitudes towards the tasks. They created a game where the players did not need to initiate any interaction between each other to complete a level. Furthermore, the students naturally decided to work separately and interacted more with the adults than with each other. This is a small case study and so cannot be generalised. However, it can serve as starting point for further studies that involve students with autism in the development of interactive games. Practical implications: It has been shown that disengaged students can develop various skills through their involvement in software programming. Originality/value: Overall, this paper presents the involvement of teenagers on the autism spectrum in the initial design and development of a collaborative game with an approach that shaped, and was shaped by, the students’ interests. Although collaboration was emphasised in the intended learning outcomes for the game, as well as through the design process, this proved difficult to achieve in practice suggesting that students with autism may require stronger scaffolding to engage in collaborative learning.
  • PublicationOpen Access
    Gaze estimation problem tackled through synthetic images
    (Association for Computing Machinery (ACM), 2020) Garde Lecumberri, Gonzalo; Larumbe Bergera, Andoni; Bossavit, Benoît; Cabeza Laguna, Rafael; Porta Cuéllar, Sonia; Villanueva Larre, Arantxa; Ingeniería Eléctrica, Electrónica y de Comunicación; Ingeniaritza Elektrikoa, Elektronikoaren eta Telekomunikazio Ingeniaritzaren
    In this paper, we evaluate a synthetic framework to be used in the field of gaze estimation employing deep learning techniques. The lack of sufficient annotated data could be overcome by the utilization of a synthetic evaluation framework as far as it resembles the behavior of a real scenario. In this work, we use U2Eyes synthetic environment employing I2Head datataset as real benchmark for comparison based on alternative training and testing strategies. The results obtained show comparable average behavior between both frameworks although significantly more robust and stable performance is retrieved by the synthetic images. Additionally, the potential of synthetically pretrained models in order to be applied in user's specific calibration strategies is shown with outstanding performances.
  • PublicationOpen Access
    U2Eyes: a binocular dataset for eye tracking and gaze estimation
    (IEEE, 2019) Porta Cuéllar, Sonia; Bossavit, Benoît; Cabeza Laguna, Rafael; Larumbe Bergera, Andoni; Garde Lecumberri, Gonzalo; Villanueva Larre, Arantxa; Ingeniería Eléctrica, Electrónica y de Comunicación; Ingeniaritza Elektrikoa, Elektronikoaren eta Telekomunikazio Ingeniaritzaren
    Theory shows that huge amount of labelled data are needed in order to achieve reliable classification/regression methods when using deep/machine learning techniques. However, in the eye tracking field, manual annotation is not a feasible option due to the wide variability to be covered. Hence, techniques devoted to synthesizing images show up as an opportunity to provide vast amounts of annotated data. Considering that the well-known UnityEyes tool provides a framework to generate single eye images and taking into account that both eyes information can contribute to improve gaze estimation accuracy we present U2Eyes dataset, that is publicly available. It comprehends about 6 million of synthetic images containing binocular data. Furthermore, the physiology of the eye model employed is improved, simplified dynamics of binocular vision are incorporated and more detailed 2D and 3D labelled data are provided. Additionally, an example of application of the dataset is shown as work in progress. Employing U2Eyes as training framework Supervised Descent Method (SDM) is used for eyelids segmentation. The model obtained as result of the training process is then applied on real images from GI4E dataset showing promising results.