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PEOPLE@HES-SO – Annuaire et Répertoire des compétences
PEOPLE@HES-SO – Annuaire et Répertoire des compétences

PEOPLE@HES-SO
Annuaire et Répertoire des compétences

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Widmer Antoine

Widmer Antoine

Professeur-e HES Ordinaire

Compétences principales

Interactive Technologies

Augmented Reality

Virtual Reality

Project Management

Human Computer Interaction

  • Contact

  • Enseignement

  • Publications

  • Conférences

Contrat principal

Professeur-e HES Ordinaire

Téléphone: +41 58 606 92 35

Bureau: TP107

HES-SO Valais-Wallis - Haute Ecole de Gestion
Route de la Plaine 2, Case postale 80, 3960 Sierre, CH
HEG - VS
Domaine
Economie et services
Filière principale
Informatique de gestion
BSc HES-SO en Informatique de gestion - HES-SO Valais-Wallis - Haute Ecole de Gestion
  • Interactive Technologies
  • Software development
  • C#
  • java
  • Distributed Programming

2023

Nouveaux espaces du numérique, de l’intelligence artificielle au métavers :
Article scientifique ArODES
expérimenter en classe pour comprendre, apprendre et appliquer

Natalie Sarrasin, Monica Zumstein, Antoine Widmer

Médiations et médiatisations,  16, 123-137

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Résumé:

Cet article décrit le dispositif d’un cours de marketing de premier cycle universitaire dont l’objectif est de travailler l’innovation et le développement de produit ou de service par un concours international qui récompense les productions les plus prometteuses. Chaque année les sujets changent et, pour cette édition, les travaux doivent porter sur le métavers, la réalité virtuelle, la réalité augmentée, l’intelligence artificielle, le gaming ou les NFT (jeton non fongible). Afin de s’assurer que les étudiants aient les connaissances et la compréhension nécessaires de ces thématiques pour effectuer leur travail de création, un dispositif de formation complet en quatre temps répartis sur une quinzaine de périodes de cours a été créé, basé sur un design pédagogique en trois parties : étudiant, contexte et employabilité. L’objectif est de s’assurer que les étudiants comprennent les notions avant de les utiliser pour le développement de produit. Cet article démontre les apprentissages effectifs réalisés et l’importance de confronter les étudiants aux technologies numériques émergentes.

2022

Pre-frail older adults show improved cognition with StayFitLonger computerized home–based training :
Article scientifique ArODES
a randomized controlled trial

Sylvie Belleville, Marc Cuesta, Mélanie Bieler-Aeschlimann, Katia Giacomino, Antoine Widmer, Anne-Gabrielle Mittaz Hager, Daniel Perez- Marcos, Sylvain Cardin, Benjamin Boller, Nathalie Bier, Mylène Aubertin-Leheudre, L. Bherer, Nicolas Berryman, Stefan Agrigoroaei, Jean-François Demonet

GeroScience,  2023, vol. 45, no. 2, pp. 811-822

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Résumé:

Multidomain interventions have shown tremendous potential for improving cognition in older adults. It is unclear if multidomain interventions can be delivered remotely and whether remote intervention is beneficial for older adults who are vulnerable or at risk of cognitive decline. In a 26-week multi-site, home-based, double-blind, randomized controlled trial, 120 cognitively healthy older adults (75 robust, 45 pre-frail; age range = 60–94) recruited from Switzerland, Canada, and Belgium were randomized to receive either the StayFitLonger (SFL) computerized multidomain training program or an active control intervention. Delivered on tablets, the SFL intervention combined adapted physical exercises (strength, balance, and mobility), cognitive training (divided attention, problem solving, and memory), opportunities for social and contributive interactions, and psychoeducation. The active control intervention provided basic mobilization exercises and access to video games. Cognitive outcomes were global cognition (Z-scores of attention, verbal fluency, and episodic memory for nondemented older adults; ZAVEN), memory, executive function, and processing speed. Linear mixed model analyses indicated improved performance on the ZAVEN global cognition score in the SFL group but not in the active control group. Stratified analyses by frailty status revealed improved ZAVEN global cognition and processing speed scores following SFL in the pre-frail group but not in the robust group. Overall, the study indicates that a computerized program providing a multidomain intervention at home can improve cognition in older adults. Importantly, pre-frail individuals, who are at higher risk of cognitive decline, seem to benefit more from the intervention. Trial registration: ClinicalTrials.gov, NCT037519 Registered on January 22, 2020—Retrospectively registered, https://clinicaltrials.gov/ct2/show/NCT04237519

2020

Rationale and protocol of the StayFitLonger study :
Article scientifique ArODES
a multicentre trial to measure efficacy and adherence of a home-based computerised multidomain intervention in healthy older adults

S. Belleville, M. Cuesta, M. Bieler-Aeschlimann, Katia Giacomino, Antoine Widmer, Anne-Gabrielle Mittaz Hager, D. Perez-Marcos, S. Cardin, B. Boller, N. Bier, M. Aubertin-Leheudre, L. Bherer, N. Berryman, S. Agrigoroaei, J. F. Demonet

BMC geriatrics,  2020, vol. 20, no. 315, pp. 1-17

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Résumé:

Background: In older adults, multidomain training that includes physical and cognitive activities has been associated with improvement of physical and cognitive health. The goal of the multisite StayFitLonger study is to assess a home-based computerised training programme, which combines physical exercises, stimulating cognitive activities and virtual coaching. Methods: One hundred twenty-eight cognitively healthy older adults will be recruited from the community in Switzerland, Canada and Belgium. The study will comprise (1) a 26-week double-blind randomized controlled efficacy trial and (2) a 22-week pragmatic adherence sub-study. In the efficacy trial, participants will be randomly assigned to an experimental or an active control intervention. In the experimental intervention, participants will use the StayFitLonger programme, which is computerised on a tablet and provides content that combines physical activities with a focus on strength and balance, as well as divided attention, problem solving and memory training. Outcomes will be measured before and after 26 weeks of training. The primary efficacy outcome will be performance on the "Timed-Up & Go" test. Secondary outcomes will include measures of frailty, cognition, mood, fear of falling, quality of life, and activities of daily living. Age, sex, education, baseline cognition, expectation, and adherence will be used as moderators of efficacy. Following the 26-week efficacy trial, all participants will use the experimental programme meaning that participants in the control group will 'cross over' to receive the StayFitLonger programme for 22 weeks. Adherence will be measured in both groups based on dose, volume and frequency of use. In addition, participants' perception of the programme and its functionalities will be characterised through usability, acceptability and user experience. Discussion: This study will determine the efficacy, adherence and participants' perception of a home-based multidomain intervention programme and its functionalities. This will allow for further development and possible commercialization of a scientifically validated training programme.

2019

GSGS'19 :
Livre ArODES
4th Gamification & Serious Game Symposium

Stefano Carrino, Stéphane Gobron, Mela Kocher, Yassin Rekik, Olivier Reutenauer, Samuel Rossetti, Gordan Savicic, Antoine Widmer

2019,  Delémont : HE-Arc, HES-SO,  81 p.

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Résumé:

The GSGS'19 conference is at the interface between industrial needs and original answers by highlighting the playful perspective to tackle technical, training, ecological, management and communication challenges. Bringing together the strenghths of our country, this event provides a solid bridge between academia and industry through the intervention of more than 40 national and international actors. In parallel with the 53 presentations and demos, the public will be invited to participate actively through places of exchange and round tables.

2018

GSGS'18 :
Livre ArODES
3rd Gamification & Serious Game Symposium : health and silver technologies, architecture and urbanism, economy and ecology, education and training, social and politics

Stéphane Gobron, Florence Quinche, Yassin Aziz Rekik, Nabil Ouerhani, Samuel Rossetti, Olivier Reutenauer, Gordan Savicic, Antoine Widmer

2018,  Delémont : HE-Arc, HES-SO,  108 p.

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Résumé:

The GSGS’18 conference is at the interface between industrial needs and original answers by highlighting the playful perspective to tackle technical, training, ecological, management and communication challenges. Bringing together the strengths of our country, this event provides a solid bridge between academia and industry through the intervention of more than 40 national and international actors. In parallel with the 53 presentations and demos, the public will be invited to participate actively through places of exchange and round tables.

2023

Metaverse, augmented reality, virtual reality, artificial intelligence, gaming and NFT :
Conférence ArODES
preparing marketing students for today and tomorrow's new digital realities

Natalie Sarrasin, Monica Zumstein, Antoine Widmer

EDULEARN23 Proceedings

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Résumé:

Due to emerging technological trends and the acceleration of change in society, today’s undergraduate students are facing a new reality concerning the requirements and types of skills necessary to succeed. New immersive technologies such as Augmented Reality, Virtual Reality, Artificial Intelligence, Metaverse, Gaming and Non-Fungible Tokens (NFTs) are opening new business opportunities and revenue streams across many sectors. These technologies and trends are transforming the way people communicate, socialize, learn, work, shop and play. Institutions of higher education must also adapt to this constantly changing environment to fully prepare students for future employment. This paper discusses a pedagogical framework developed to create value for learners by exposing them to emerging technologies followed by application of the new knowledge to a practical situation implemented within the context of a University of Applied Science marketing first year bachelor course. Crucial skills are developed such as managing team dynamics, design thinking, creativity, autonomous learning, and critical thinking skills to name only a few. The framework is divided into four phases with the aim to further improve the process for future iterations. The results show students progressed from having little to no knowledge about these new technologies to being able to propose innovative ideas and practical applications in these new fields.

Co-creation of serious games to acquire a professionel skill
Conférence ArODES

Sarah Dini, Laura Moreno, Elia De Iaco, Jeff Zufferey, Antoine Widmer

GSGS'23 : 8th International Conference on Gamification & Serious Game

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Résumé:

ORIF is collaborating with HES-SO Valais-Wallis to co-create formative serious games, using extended reality, driven by machine-learning algorithms, to support vocational training for people with cognitive and/or social issues. The goal of this collaboration is to provide apprentices in the building sector with a virtual space to train their reading of plans and mental rotation, which are essential skills in this domain.

2021

“WhatsApp in politics?!” :
Conférence ArODES
collaborative tools shifting boundaries

Himanshu Verma, Jakub Mlynár, Camille Pellaton, Matteo Theler, Antoine Widmer, Florian Evéquoz

Human-Computer Interaction – INTERACT 2021 : 18th IFIP TC 13 International Conference, Bari, Italy, August 30 – September 3, 2021, Proceedings, Part I

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Résumé:

We examine the technological aspects of political collaborative practices in one of the first studies of participatory constitution writing in the course of its progression. In particular, we examine how digital collaborative and communicative tools can facilitate (or inhibit) the permeation of boundaries, which manifest through the differences in political ideologies and partisan beliefs. Our study is grounded in interviews with 15 members of the Constituent Assembly in the canton of Valais, Switzerland, and its primary contribution is in constructing a fine-grained contextualized understanding of political collaborations, their evolution, and their relationship with collaborative tools. Our findings demonstrate the centrality of versatile and widely available digital tools (such as WhatsApp and Google Docs) in political work. In addition, elected lawmakers prefer tools that allow them to organize their collaborative and communicative actions based on dynamic social boundaries, and their need for asynchronous work practices. We observed a tendency of simultaneously using multiple digital tools to accomplish specific political objectives, and leveraging them in plenary sessions for strategic advantages. On the one hand, collaborative tools enabled strategic advantages by selective permeation of boundaries across political ideologies. On the other hand, lack of awareness about boundaries between ‘private’ and ‘public’ on social networks were considered as privacy blind spots. By focusing on boundaries of different kinds, our paper elucidates how the introduction of digital technologies into political process transforms the long-established categories, distinctions and divisions that are often taken for granted.

The citizen journey map to promote the notion of universal design in the digitalisation of democratic processes
Conférence ArODES

Magali Dubosson, Randolf Ramseyer, Antoine Widmer, Blaise Larpin, Emmanuel Fragnière

Proceedings of the 19th International Conference e-Society

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Résumé:

In this research, we have created a new model called "Citizen Journey Map" by analogy to the "Customer Journey Map" in the context of a voting "digital experience". In order to properly design the citizen's digital journey, it is indeed crucial to understand the cultural and socio-demographic characteristics of the Swiss population and to consider all the stages of the various operational processes leading up to the vote (official announcement of the subject of the vote, opinion formation, role of the media and political parties, social networks, etc.). On the basis of these characteristics identified by field surveys, it is possible, thanks to the possibilities offered by digitization, to apply the principles of universal (or integrative) design and thus take into account the vulnerabilities of the entire population. As a case study here, we concentrate on one part of this citizen journey, which is the reading of the official voting documentation. This reading is all the more difficult for those who are voting for the first time, especially young voters, and those who do not master the national languages (French, German, Italian) perfectly. Digitization helps the reading, via a simple mobile phone or a tablet, by a so-called "augmented reality" process. The official document is thus "increased" or completed by a series of definitions, diagrams, translations, pictograms, etc. that allow a dynamic and simplified reading. This app contributes to civic engagement by promoting political knowledge co-creation. This is an in-progress research since the full-scale experiment that we intended to realize in 2020 has been postponed due the Covid.

2019

Gamification to improve adherence in home-based activities for seniors
Conférence ArODES
promoting speech production in young children with hearing disabilities

Sylvain Cardin, Mouna Cerra Chekara, Christophe Bolinhas, Maria Sisto, Roger Schaer, Mélanie Bieler, Daniel Perez Marcos, Stéphane Gobron, Antoine Widmer

Proceedings of the 4th Gamification Serious Games Symposium (GSGS 19)

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Résumé:

In the context of the "Stay Fit Longer" European project, aiming at developing a tablet application with gamified activities that prevents cognitive and physical decline in seniors, we implemented different gamification strategies for studying adherence in the elderly population. Using proven mechanism from the mobile entertainment industry, such as daily activities, leader boards, achievements, temporal limitation and reward system for customization of social avatars, we are measuring the usage and performance of 120 subjetcs in Belgium, Switzerland and Canada during the next 18 months. We expect that one of the greatest motivation factors come from intrinsic rewards of their social enviroment by being congratulated by their relative for their dedication and performances.

2018

Holographic visualisation and interaction of fused CT, PET and MRI volumetric medical imaging data using dedicated remote GPGPU ray casting
Conférence ArODES

Magali Fröhlich, Christophe Bolinhas, Adrien Depeursinge, Antoine Widmer, Nicolas Chevrey, Patric Hagmann, Christian Simon, Vivianne Kokje, Stéphane Gobron

Proceedings of the 21st international Conference on MICCAI 2018

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Résumé:

Medical experts commonly use imaging including Computed Tomography (CT), Positron-Emission Tomography (PET) and Magnetic Resonance Imaging (MRI) for diagnosis or to plan a surgery. These scans give a highly detailed representation of the patient anatomy, but the usual Three-Dimensional (3D) separate visualisations on screens does not provide an convenient and performant understanding of the real anatom-ical complexity. This paper presents a computer architecture allowing medical staff to visualise and interact in real-time holographic fused CT, PET, MRI of patients. A dedicated workstation with a wireless connec-tion enables real-time General-Purpose Processing on Graphics Process-ing Units (GPGPU) ray casting computation through the mixed reality (MR) headset. The hologram can be manipulated with hand gestures and voice commands through the following interaction features: instan-taneous visualisation and manipulation of 3D scans with a frame rate of 30 fps and a delay lower than 120 ms. These performances give a seamless interactive experience for the user.

Students’ conducts during a digital game-based museum school visit
Conférence ArODES

Eric Sanchez, Elsa Paukovics, Sylvia Müller, Nicolas Kramar, Antoine Widmer

Proceedings of the IFIP TC 3 Open Conference on Computers in Education : Empowering Learners for Life in the Digital Age

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Résumé:

This paper deals with a preliminary empirical study carried out during a museum school visit. The study aims to understand the influence of a game on students’ conduct in the museum. We address the use of digital games for personalising experiences in museums and for fostering visitors’ interactions with the museum exhibition. The paper describes the design-based methodology and the collaborative design and testing of a digital game dedicated to help young museum visitors address the consequences of their relationships with nature and to understand the concept of anthropocene. Students were videotaped and the data collected enabled the identification of different conducts and situations depending on the gameplay performed by students.

2016

Using smart glasses in medical emergency situations, a qualitative pilot study
Conférence ArODES

Roger Schaer, Thomaz Melly, Henning Müller, Antoine Widmer

Proceedings of the IEEE Wireless Health 2016 Conference

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Résumé:

Medical emergency situations happening outside a hospital require a large range of competencies from safe transportation of a patient to his/her medical stabilization before the transport. Paramedics are trained to face such situations and can handle most of them very well. Some situations need precise skills and knowledge that are very common in a hospital setting but less in prehospital settings. Currently, paramedics have to work mostly disconnected from hospital skills and knowledge. This may lead to delay of patient care and loss of information from the accident site to the hospital. In this paper, we present a pilot study assessing a new communication platform for prehospital care. With this plat-form, paramedics can access medical knowledge from hospital specialists directly on the accident site via video conferencing using smart glasses. The platform permits the transmission of vital parameters of a patient without delays so the specialist can follow the patient remotely and advise paramedics simultane-ously. The preliminary results show that although the platform adds workload for the paramedics, it can add value for patient care because the emergency physician was more secure in giving advice when he/she could see the video and the vital parameters sent directly from the accident site. Furthermore, the emergency physician saw an added value in the capacity to prepare the arrival of the patient at the hospital, improving the continuity of care.

Guider la conception iterative de prototypes au moyen du Modèle d’Evaluation de l’Activité
Conférence ArODES

Grace Eden, Esther González-Martínez, Antoine Widmer, Roger Schaer, Henning Müller, Marcel Henry, Florian Evéquoz

Actes de la 28ème Conférence Francophone sur l’Interaction Homme-Machine

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Résumé:

L'évaluation naturaliste de prototype est une approche utilisée pour évaluer (1) le potentiel pratique d'une technologie dans des contextes et des situations du monde réel (son utilité) et (2) son interface (son utilisabilité). Cet article présente une nouvelle technique d'évaluation de prototype, le Modèle d’Evaluation de l’Activité (MEA) (Activity Evaluation Framework – AEF), qui s’inspire d’orientations sociologiques dont l’ethnométhodologie (EM). Le modèle repose sur la vidéo pour analyser la « parole-en-interaction » des participants interagissant avec un prototype technologique. Nous discutons l'utilisation du MEA comme une technique qualitative systématique et robuste pour l'évaluation à la fois de l'utilité et de l’utilisabilité de prototypes et nous l’illustrons au moyen d’un cas d’utilisation dans une installation muséale de réalité virtuelle et augmentée.

2015

Live ECG readings using Google Glass in emergency situations
Conférence ArODES

Henning Müller, Roger Schaer, Fanny Salamin, Oscar Alfonso Jiménez del Toro, Manfredo Atzori, Antoine Widmer

Proceedings of the 37th Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC) 2015

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Résumé:

Most sudden cardiac problems require rapid treatment to preserve life. In this regard, electrocardiograms (ECG) shown on vital parameter monitoring systems help medical staff to detect problems. In some situations, such monitoring systems may display information in a less than convenient way for medical staff. For example, vital parameters are displayed on large screens outside the field of view of a surgeon during cardiac surgery. This may lead to losing time and to mistakes when problems occur during cardiac operations. In this paper we present a novel approach to display vital parameters such as the second derivative of the ECG rhythm and heart rate close to the field of view of a surgeon using Google Glass. As a preliminary assessment, we run an experimental study to verify the possibility for medical staff to identify abnormal ECG rhythms from Google Glass. This study compares 6 ECG rhythms readings from a 13.3 inch laptop screen and from the prism of Google Glass. Seven medical residents in internal medicine participated in the study. The preliminary results show that there is no difference between identifying these 6 ECG rhythms from the laptop screen versus Google Glass. Both allow close to perfect identification of the 6 common ECG rhythms. This shows the potential of connected glasses such as Google Glass to be useful in selected medical applications.

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