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PEOPLE@HES-SO - Verzeichnis der Mitarbeitenden und Kompetenzen
PEOPLE@HES-SO - Verzeichnis der Mitarbeitenden und Kompetenzen

PEOPLE@HES-SO
Verzeichnis der Mitarbeitenden und Kompetenzen

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Sandoz Romain

Sandoz Romain

Intervenant extérieur

Hauptkompetenzen

User Experience Design (UX)

UI Design

Storytelling

Conception audiovisuelle

Production audiovisuelle

Création de contenus

  • Kontakt

  • Lehre

  • Forschung

  • Publikationen

  • Konferenzen

Hauptvertrag

Intervenant extérieur

Büro: S204

Haute école d'Ingénierie et de Gestion du Canton de Vaud
Route de Cheseaux 1, 1400 Yverdon-les-Bains, CH
HEIG-VD
BSc en Informatique et systèmes de communication - Haute école d'Ingénierie et de Gestion du Canton de Vaud
  • Production de contenu média - Conception et réalisation audio (Podcasting)
  • Production de contenu média II - Stratégie de contenu
  • Processus de conception d'interface utilisateur

Abgeschlossen

#HEIG20-COMEM
AGP

Rolle: Mitarbeiter

Requérant(e)s: MEI

Description du projet : Projets internes au département COMEM effectué par des collaborateurs scientifiques HES.

Forschungsteam innerhalb von HES-SO: Dufour Arnaud , Oulevay Simon , Bolli Laurent , Sidler Andreas , Rappo Daniel , Maksay Gabor , Jaccard Dominique , Ertz Olivier , Fürhoff Loïc , Sandoz Romain , Huguenin Audrey , Huggenberger Shadia , Verdon Arthur , Chabloz Nicolas , Seydoux Jean-Marc , Pinault Alexandre

Partenaires académiques: MEI

Durée du projet: 01.01.2020 - 31.12.2020

Statut: Abgeschlossen

Refonte notrehistoire.ch
AGP

Rolle: Mitarbeiter

Requérant(e)s: MEI, Bolli Laurent, MEI

Financement: DIVERS

Description du projet : Développement de nouvelles interfaces pour le compte de la Fondation FONSART

Forschungsteam innerhalb von HES-SO: Oulevay Simon , Oberson Mathias , Bolli Laurent , Fürhoff Loïc , Sandoz Romain

Partenaires académiques: MEI; Bolli Laurent, MEI

Durée du projet: 07.12.2018 - 31.12.2019

Montant global du projet: 50'860 CHF

Statut: Abgeschlossen

#HEIG19-COMEM
AGP

Rolle: Mitarbeiter

Requérant(e)s: MEI, Rappo Daniel, MEI

Description du projet : Projets internes au département COMEM effectué par des collaborateurs scientifiques HES.

Forschungsteam innerhalb von HES-SO: Faulk-Antonakis Saskia , Dufour Arnaud , Oulevay Simon , Oberson Mathias , Bolli Laurent , Sidler Andreas , Rappo Daniel , Philipona Claude , Maksay Gabor , Jaccard Dominique , Hess Jean-Pierre , Ertz Olivier , Brücher Marcelle , Fürhoff Loïc , Sandoz Romain , Huguenin Audrey , Huggenberger Shadia , Verdon Arthur , Seydoux Jean-Marc

Partenaires académiques: MEI; Rappo Daniel, MEI

Durée du projet: 01.01.2019 - 31.12.2019

Statut: Abgeschlossen

CrowDPLOS : Disabled pedestrian level of service extracted from crowdsourced images
AGP

Rolle: Mitarbeiter

Requérant(e)s: VS - Institut Informatique, Cotting Alexandre, VS - Institut Informatique

Financement: Fondation Hasler

Description du projet : CrowDPLOS : Disabled pedestrian level of service extracted from crowdsourced images

Forschungsteam innerhalb von HES-SO: Divorne Sandrine , Rojas Diego , Loubier Jean-Christophe , Liu Zhan , Ertz Olivier , Sandoz Romain , Blanc Nicolas , Sokhn Maria , Ingensand Jens , Shabani Shaban , Cotting Alexandre

Partenaires académiques: CE-RaD; VS - Institut Informatique; VS - Institut Tourisme; FIN-RaD; Cotting Alexandre, VS - Institut Informatique

Durée du projet: 01.04.2017 - 31.12.2018

Montant global du projet: 49'300 CHF

Statut: Abgeschlossen

2021

CITIZEN PARTICIPATION & DIGITAL TOOLS TO IMPROVE PEDESTRIAN MOBILITY IN CITIES
Wissenschaftlicher Artikel

Sandoz Romain, Ertz Olivier, Scius-Bertrand Anna, Fischer Andreas, Hüsser Olivier, Ghorbel Hatem

The International Archives of Photogrammetry, Remote Sensing and Spatial Information Sciences, 2021 , vol.  XLVI-4/W1-2021, pp.  29-34

Link zur Publikation

Zusammenfassung:

In this work, we present a framework supported by mobile and web apps and able to propose personalized pedestrian routes that match
user mobility profile considering mobility impediments factors. We explain how these later have been defined using a pedestrian-
centric approach based on travel experiences as perceived in the field by senior citizens. Through workshops, six main factors that may
influence pedestrian route choices were revealed: passability, obstacle in path, surface problem, security, sidewalk width, slope. These
categories were used to build digital tools and guide a citizen participatory approach to collect geolocated points of obstacle documented
with walkability information (picture, category, impact score, free comment). We also involved citizens to evaluate these information
and especially senior referents for validation. Finally we present how we connect these points of obstacle with a pedestrian network
based on OpenStreetMap to configure a routing cost function. The framework has been partially deployed in 2020 with limited people
due to the pandemic. Nonetheless, we share lessons learned from interaction with citizens in the design of such a framework whose
underlying workflow is reproducible. We plan to further assess its relevance and sustainability in the future.

2019

CrowDPLoS
Wissenschaftlicher Artikel
Building a Crowdsourcing based Disabled Pedestrian Level of Service routing application using Computer Vision and Machine Learning

Sandoz Romain, Ertz Olivier, Ingensand Jens, Blanc Nicolas, Liu Zhan, Rojas Diego, Sokhn Maria, Loubier Jean-Christophe

Consumer Communications and Networking Conference, CCNC IEEE, 2019

Link zur Publikation

Zusammenfassung:

The availability of global and scalable tools to assess disabled pedestrian level of service (DPLoS) is a real need, yet still a challenge in today's world. This is due to the lack of tools that can ease the measurement of a level of service adapted to disabled people, and also to the limitation concerns about the availability of information regarding the existing level of service, especially in real time. This paper describes preliminary results to progress on those needs. It also includes a design for a navigation tool that can help a disabled person move around a city by suggesting the most adapted routes according to the person's disabilities. The main topics are how to use advanced computer vision technologies, and how to benefit from the prevalence of handheld devices. Our approach intends to show how crowdsourcing techniques can improve data quality by gathering and combining up-to-date data with valuable field observations.

 

2018

GeoSQL Journey
Wissenschaftlicher Artikel
A gamified learning experience to introduce (or demystify) geospatial SQL queries

Sandoz Romain, Ertz Olivier, Ingensand Jens, Composto Sarah Hélène, Divorne Sandrine

OGRS2018, 2018

Link zur Publikation

Zusammenfassung:

In a digital world in the making, digital natives develop new learning profiles, interests, and way of working. Simultaneously teachers are facing students with lack of engagement and motivation with quite traditional learning process that has probably to be reframed considering the effects of digital transformation in the education sector. This issue is acute when it comes to complex subject of study, such as SQL geospatial to manipulate the geospatial characteristic of data. Indeed, some common difficulties have been identified by teachers from HEIG-VD university both in Media Engineering and Geomatics fields of study. The user-centered approach aims at creating digital products highly responding to the user’s needs through techniques improving the user experience. Various aspects have to be considered, including emotions. In education, gamification, along with user experience, interface design and usability best practices is one promising approach able to increase the learner's engagement, interest and motivation. It aims to implement game mechanics within non-game context, in order to motivate the learner to accomplish a task and increase the ability to learn new skills. Using a gamification layer within a given context, being digital or not, act as a motivational trigger. It helps giving meaningful, enjoyable and empowering experience. SQL Island is a project from Kaiserslautern University of Technology which illustrates very well a gamified learning experience of the SQL special-purpose programming language. The GeoSQL Journey project goes further, tackling SQL geospatial to learn in a fun way how to manipulate the geospatial characteristic of data. It is a gamified pedagogical application to introduce the students to the practice of SQL geospatial during the first hours or days of the course. Serving as an initiation, it is designed to focus on intrinsic motivation with learning objectives determined and integrated in an engaging game world and narrative.

2021

Citizen participation & digital tools to improve pedestrian mobility in cities
Konferenz ArODES

Olivier Ertz, Andreas Fischer, Hatem Ghorbel, Olivier Hüsser, Romain Sandoz, Anna Scius-Bertrand

The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences ; Proceedings of the 6th International Conference on Smart Data and Smart Cities

Link zur Konferenz

Zusammenfassung:

In this work, we present a framework supported by mobile and web apps and able to propose personalized pedestrian routes that match user mobility profile considering mobility impediments factors. We explain how these later have been defined using a pedestrian-centric approach based on travel experiences as perceived in the field by senior citizens. Through workshops, six main factors that may influence pedestrian route choices were revealed: passability, obstacle in path, surface problem, security, sidewalk width, slope. These categories were used to build digital tools and guide a citizen participatory approach to collect geolocated points of obstacle documented with walkability information (picture, category, impact score, free comment). We also involved citizens to evaluate these information and especially senior referents for validation. Finally we present how we connect these points of obstacle with a pedestrian network based on OpenStreetMap to configure a routing cost function. The framework has been partially deployed in 2020 with limited people due to the pandemic. Nonetheless, we share lessons learned from interaction with citizens in the design of such a framework whose underlying workflow is reproducible. We plan to further assess its relevance and sustainability in the future.

2019

Building a crowdsourcing based disabled pedestrian level of service routing application using computer vision and machine learning
Konferenz ArODES

Nicolas Blanc, Zhan Liu, Olivier Ertz, Diego Rojas, Romain Sandoz, Maria Sokhn, Jens Ingensand, Jean-Christophe Loubier

Proceedings of 2019 16th IEEE Annual consumer communications & networking conference (CCNC), 11-14 January 2019, Las Vegas, USA

Link zur Konferenz

Zusammenfassung:

The availability of global and scalable tools to assess disabled pedestrian level of service (DPLoS) is a real need, yet still a challenge in today’s world. This is due to the lack of tools that can ease the measurement of a level of service adapted to disabled people, and also to the limitation concerns about the availability of information regarding the existing level of service, especially in real time. This paper describes preliminary results to progress on those needs. It also includes a design for a navigation tool that can help a disabled person move around a city by suggesting the most adapted routes according to the person’s disabilities. The main topics are how to use advanced computer vision technologies, and how to benefit from the prevalence of handheld devices. Our approach intends to show how crowdsourcing techniques can improve data quality by gathering and combining up-to-date data with valuable field observations.

2018

GeoSQL journey :
Konferenz ArODES
a gamified learning experience to introduce (or demystify) geospatial SQL queries

Romain Sandoz, Sarah Composto, Sandrine Divorne, Olivier Ertz, Jens Ingensand

Proceedings of the Open Source Geospatial Research and Education Symposium (OGRS2018), Lugano. Switzerland, 9-11 October 2018

Link zur Konferenz

Zusammenfassung:

In a digital world in the making, digital natives develop new learning profiles, interests, and way of working. Simultaneously teachers are facing students with lack of engagement and motivation with quite traditional learning process that has probably to be reframed considering the effects of digital transformation in the education sector. This issue is acute when it comes to complex subject of study, such as SQL geospatial to manipulate the geospatial characteristic of data. Indeed, some common difficulties have been identified by teachers from HEIG-VD university both in Media Engineering and Geomatics fields of study. The user-centered approach aims at creating digital products highly responding to the user’s needs through techniques improving the user experience. Various aspects have to be considered, including emotions. In education, gamification, along with user experience, interface design and usability best practices is one promising approach able to increase the learner’s engagement, interest and motivation. It aims to implement game mechanics within non-game context, in order to motivate the learner to accomplish a task and increase the ability to learn new skills. Using a gamification layer within a given context, being digital or not, act as a motivational trigger. It helps giving meaningful, enjoyable and empowering experience. SQL Island is a project from Kaiserslautern University of Technology which illustrates very well a gamified learning experience of the SQL special-purpose programming language. The GeoSQL Journey project goes further, tackling SQL geospatial to learn in a fun way how to manipulate the geospatial characteristic of data. It is a gamified pedagogical application to introduce the students to the practice of SQL geospatial during the first hours or days of the course. Serving as an initiation, it is designed to focus on intrinsic motivation (personal development, quest, challenge and fulfillment) with learning objectives determined and integrated with an engaging and coherent game world and narrative. This paper describes the early work of conceptual design of the GeoSQL Journey project. Game mechanics and game interface has been conceived and brought together according to the literature in the domain and best practices on this matter. The following step for this project is to elaborate a testing method without yet having to develop an application prototype (e.g. organizing a fairly raw tabletop game associated with a classic SQL console) so as to challenge the design with students and teachers to get their feedbacks. Also, it is envisioned to evaluate how existing open source gamification tools and frameworks would be suitable to develop the first prototype planned for the 2019-2020 academic year.

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