UMS-CNRS 2809 LUTIN “Laboratoire des Usages en Techniques d’Information Numériques” (LUTIN), is a Userlab", a platform for usability observations and experimentations which is located within the biggest science museum in Europe, la "Cité des Sciences et de l'Industrie", La Villette. LUTIN has been recently labeled “Living Lab” by the European Network of Living Labs (ENOLL).
LUTIN provides access to various shared equipments and hosts most of the analytical equipment required for its work: eye tracking devices (Eye Tracking Lab), EEG and physiological measures (Physio Lab) a room for observing gaming experience and HDTV viewing (Game Room). LUTIN is equipped with CCTV cameras and recording facilities to observe user experience and user behavior from different perspectives (Media Lab), as well as a Mobile Platform for observing users behavior in ecological settings (Mobility Lab).
LUTIN members are researchers, scientific and professional experts coming from different fields: Ergonomics, Cognitive Sciences, Computer Sciences and Information Technologies, Cognitive Psychology, Anthropology, Social Sciences. All the members share a deep interest in New ICT Technologies and the belief that the Users should play a central role in their conception.
LUTIN has close relations to industries, and professional teams and users. It offers services and advices for the adequate conception and use of information technologies. LUTIN strongly participates in the design and evaluation of the adaptive techniques for learning. Among them 3D simulation and serious Game, involving a citizens and users based innovative conception, a number of SMEs, as well as other Academics and Research Centers.
Among recent Research Projects and R&D activities:
With the video game consortium of industries Capital Game, LUTIN directed the ANR funded project LUTIN-GameLab, about Gameplay for which they adapted HCI ergonomic methods, as well as coupling eye-tracking and physiological methods for measuring playability. With, Observus, LUTIN is preparing the classroom of the future: by presenting to teachers all the innovations that can be useful for education, discussing and evaluating the innovative design of the classroom of the future.
Other activities and main research areas:
- Cognitive Robotics for learning
- Brain Computing
- Serious Games for learning
- Presence as embodiment to increase learning through HD Videogame and HDTV
- 3D simulation and Tele-operation for problem solving, learning and creation
- Mobiles, nomadic services and user experience
- HCI and Cognitive Ergonomics