Anaëlle Hily
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Anaëlle Hily has a total of 14 co-authors. Here are the top co-authors by number of shared publications:
- Alex Gabriel
Université de Lorraine, ERPI
3 shared publications Bertram Piat
CHRU-Nancy,Dpartement stratgie, innovation et territoire,Nancy,F-54000
1 shared publication- Fedoua Kasmi
Universit de Lorraine, ERPI, Nancy, France
1 shared publication Giovanny Arbelaez-Garces
Université de Lorraine, ERPI, Nancy, France
1 shared publicationJérôme Dinet
Université de Lorraine, 2LPN, Nancy, France
1 shared publicationJérôme Saleur
CHRU-Nancy,Dpartement stratgie, innovation et territoire,Nancy,F-54000
1 shared publication
Latest Publications
- 15 August 2026
- Published by Springer Nature
- p. 187-206
Mapping Tangible User Interfaces: A Systematic and Interactive Literature Review
- 15 August 2026
- Published by Springer Nature
- p. 187-206
Mapping Tangible User Interfaces: A Systematic and Interactive Literature Review
- Open Access
- 10 May 2026
- Published by Springer Nature
- p. 14-21
Technical and Organisational Readiness Framework for Facilitating Development of Sustainable Manufacturing Processes by Urban and Creative Factories
- 10 May 2026
- Published by Springer Nature
- p. 14-21
Open AccessTechnical and Organisational Readiness Framework for Facilitating Development of Sustainable Manufacturing Processes by Urban and Creative Factories
- 7 April 2026
- Published by Agence Bibliographique de l'Enseignement Supérieur
Conception et évaluation systématique des environnements immersifs pour l’accompagnement des projets en mode Living Lab
Les secteurs d'application de la réalité virtuelle se diversifient. La progression rapide des technologies immersives et leur meilleure accessibilité ont mené à une augmentation de leur usage, dans le contexte académique comme industriel. La réalité virtuelle montre des résultats concrets dans la formation des personnes et leur sensibilisation à des situations d'urgence. Elle fournit également des espaces virtuels collaboratifs, accessibles même à distance. En recherche, ces environnements virtuels offrent des avantages expérimentaux, notamment pour les problématiques liées à la neuropsychologie, car leurs variables peuvent être contrôlées précisément et sont donc reproductibles. Cependant, la réalité virtuelle ne se limite pas aux technologies qui la mettent en œuvre. Il s'agit d'un domaine complexe qui fait appel à des connaissances en cognition, informatique et ingénierie. La conception d'une nouvelle application est donc un défi pluridisciplinaire, où l'intégration des utilisateurs est souhaitable afin de limiter les potentiels effets négatifs. Peu de cadres théoriques sont disponibles afin de guider cette démarche de conception, et la validation des environnements créés par l'évaluation de l'expérience utilisateur s'appuie majoritairement sur l'utilisation de questionnaires auto-rapportés qui fournissent des données subjectives. Cette thèse propose de formaliser une démarche de conception de système de réalité virtuelle, intégrant une évaluation globale de l'expérience utilisateur par le biais d'une approche combinée d'indicateurs subjectifs et objectif, dont physiologiques. Un encadrement pluridisciplinaire des laboratoires ERPI (Equipe de Recherche en Processus Innovatifs) et 2LPN (Laboratoire Lorrain de Psychologie et Neuroscience de la Dynamique des Comportements) ainsi qu'une convention CIFRE avec la société TEA (Tech Ergo Appliquées) permet de porter un regard global sur l'articulation des différents niveaux et disciplines en jeu dans ce domaine de recherche par le biais d'une démarche recherche action.
- 7 April 2026
- Published by Agence Bibliographique de l'Enseignement Supérieur
Conception et évaluation systématique des environnements immersifs pour l’accompagnement des projets en mode Living Lab
Les secteurs d'application de la réalité virtuelle se diversifient. La progression rapide des technologies immersives et leur meilleure accessibilité ont mené à une augmentation de leur usage, dans le contexte académique comme industriel. La réalité virtuelle montre des résultats concrets dans la formation des personnes et leur sensibilisation à des situations d'urgence. Elle fournit également des espaces virtuels collaboratifs, accessibles même à distance. En recherche, ces environnements virtuels offrent des avantages expérimentaux, notamment pour les problématiques liées à la neuropsychologie, car leurs variables peuvent être contrôlées précisément et sont donc reproductibles. Cependant, la réalité virtuelle ne se limite pas aux technologies qui la mettent en œuvre. Il s'agit d'un domaine complexe qui fait appel à des connaissances en cognition, informatique et ingénierie. La conception d'une nouvelle application est donc un défi pluridisciplinaire, où l'intégration des utilisateurs est souhaitable afin de limiter les potentiels effets négatifs. Peu de cadres théoriques sont disponibles afin de guider cette démarche de conception, et la validation des environnements créés par l'évaluation de l'expérience utilisateur s'appuie majoritairement sur l'utilisation de questionnaires auto-rapportés qui fournissent des données subjectives. Cette thèse propose de formaliser une démarche de conception de système de réalité virtuelle, intégrant une évaluation globale de l'expérience utilisateur par le biais d'une approche combinée d'indicateurs subjectifs et objectif, dont physiologiques. Un encadrement pluridisciplinaire des laboratoires ERPI (Equipe de Recherche en Processus Innovatifs) et 2LPN (Laboratoire Lorrain de Psychologie et Neuroscience de la Dynamique des Comportements) ainsi qu'une convention CIFRE avec la société TEA (Tech Ergo Appliquées) permet de porter un regard global sur l'articulation des différents niveaux et disciplines en jeu dans ce domaine de recherche par le biais d'une démarche recherche action.
- 16 June 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 1-9
Simplifying Design with VR for Beginners: A Comparative Study of Handheld and World-Fixed Menus
Despite the growing recognition of virtual reality (VR) potential as a collaborative innovation tool, its accessibility and usability remain significant challenges, particularly for novice users and diverse stakeholders involved in co-creation projects. Addressing the specific needs of non-expert users, this study explores the design of interface and notably 3D menu that may influence the usability and thus acceptability. This work compares the usability of handheld menu with world-fixed menu in a context of a simplified VR design tool for non-experts. The experiment involved 38 participants in a furniture design task, their reactions and behavior were observed while their subjective perception of the system usability was evaluated with the System Usability Scale.
- 16 June 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 1-9
Simplifying Design with VR for Beginners: A Comparative Study of Handheld and World-Fixed Menus
Despite the growing recognition of virtual reality (VR) potential as a collaborative innovation tool, its accessibility and usability remain significant challenges, particularly for novice users and diverse stakeholders involved in co-creation projects. Addressing the specific needs of non-expert users, this study explores the design of interface and notably 3D menu that may influence the usability and thus acceptability. This work compares the usability of handheld menu with world-fixed menu in a context of a simplified VR design tool for non-experts. The experiment involved 38 participants in a furniture design task, their reactions and behavior were observed while their subjective perception of the system usability was evaluated with the System Usability Scale.
- 16 June 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 1-9
A New Paradigm for Hospital Data : Integrating Human-Centered Feedback to Foster Ecosystem Transformation
The hospital ecosystem requires data collection to provide an effective healthcare system. The collected data primarily focus on the dynamics of the provided cure during the patient pathway and support studies aimed at improving the administered medical treatments. However, a human-centered data approach aimed at improving the patient experience during his pathway and the quality of work for healthcare professionals is not common. In this context, we propose a dynamic approach that enables the identification and resolution of pain points affecting both health care professionals and patients while offering a model that aligns with the expectations of the hospital ecosystem. We start from the different layers that make up the hospital ecosystem to better understand the needs of the actors involved and to identify ways of meeting everyone's expectations. A Living Lab methodology for the autonomous collection of human-centered data by healthcare professionals will then be presented. We expect this integration of data feedback to maximize long-term acceptability within a bottom-up model that promotes exchanges between the different layers. This approach identifies the elements that make up a complex system such as a university hospital center (CHRU) and the necessary requirements for its functioning while introducing a transformation dynamic aligned with current challenges.
- 16 June 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 1-9
A New Paradigm for Hospital Data : Integrating Human-Centered Feedback to Foster Ecosystem Transformation
The hospital ecosystem requires data collection to provide an effective healthcare system. The collected data primarily focus on the dynamics of the provided cure during the patient pathway and support studies aimed at improving the administered medical treatments. However, a human-centered data approach aimed at improving the patient experience during his pathway and the quality of work for healthcare professionals is not common. In this context, we propose a dynamic approach that enables the identification and resolution of pain points affecting both health care professionals and patients while offering a model that aligns with the expectations of the hospital ecosystem. We start from the different layers that make up the hospital ecosystem to better understand the needs of the actors involved and to identify ways of meeting everyone's expectations. A Living Lab methodology for the autonomous collection of human-centered data by healthcare professionals will then be presented. We expect this integration of data feedback to maximize long-term acceptability within a bottom-up model that promotes exchanges between the different layers. This approach identifies the elements that make up a complex system such as a university hospital center (CHRU) and the necessary requirements for its functioning while introducing a transformation dynamic aligned with current challenges.
- 24 June 2024
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 1-7
Acceptability of Immersive Sketching and Prototyping Tool: VR-Sketcher Case Study
Innovation projects benefit from inclusive stakeholder participation, but the complexity of traditional tools can hinder non-expert involvement, particularly in design projects. Virtual reality (VR) is emerging as a transformative solution, offering an immersive 3D environment for ideation. However, these tools are mainly used by “experts” with design or engineering experience, accompanied by training in the basic functionality of VR sketching tools. This study explores the acceptability of a simplified VR design tool for non-experts, focusing on interactions and menu use. With 11 participants, the experiment utilizes the System Usability Scale and reveals positive evaluations. It highlights the potential of VR in participatory design processes, which can be applied to user-centered design processes and living lab approaches. However, there are a few areas for improvement to make the tool even more accessible and acceptable.
- 24 June 2024
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 1-7
Acceptability of Immersive Sketching and Prototyping Tool: VR-Sketcher Case Study
Innovation projects benefit from inclusive stakeholder participation, but the complexity of traditional tools can hinder non-expert involvement, particularly in design projects. Virtual reality (VR) is emerging as a transformative solution, offering an immersive 3D environment for ideation. However, these tools are mainly used by “experts” with design or engineering experience, accompanied by training in the basic functionality of VR sketching tools. This study explores the acceptability of a simplified VR design tool for non-experts, focusing on interactions and menu use. With 11 participants, the experiment utilizes the System Usability Scale and reveals positive evaluations. It highlights the potential of VR in participatory design processes, which can be applied to user-centered design processes and living lab approaches. However, there are a few areas for improvement to make the tool even more accessible and acceptable.
- 25 August 2023
- Published by Springer Nature in SN Computer Science
- Vol. 4 (5) , 1-18
Evaluation and Validation Process of Extended Reality Applications Developed in an Industrial Context: A Systematic Review
- 25 August 2023
- Published by Springer Nature in SN Computer Science
- Vol. 4 (5) , 1-18
Evaluation and Validation Process of Extended Reality Applications Developed in an Industrial Context: A Systematic Review