Modules and Courses

M1: AI and societal challenges

M2: Motion capture, modelling and gesture recognition

M3: User Interaction and User Experience

M4: Humans, machines and connected objects

M5: Movement and European industrial leadership

M6: Interdisciplinary AI engagement

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AI for Movement Applications in the Economy and Society

Alina Glushkova

Module 1: AI and societal challenges

Course description :

In recent years, AI applications have increasingly been dealing with ‘touching’ the human body and aim at its comprehension and modeling for the creation of new interactive systems. Providing machines with intelligence for better collaboration,  living and learning, has not only economic but also social consequences. Thus, AI is currently at the centre of discussions and debates that go beyond the digital domain because of the changes they may entail. This module aims to introduce students to the various applications of AI in relation to body and movement in industry and other professional contexts, including the creative industries and the arts (manufacturing, healthcare, art/creativity, sports, education, intelligent vehicles etc.). 

The two modes of evaluation employed are : 1. Written exams in the form of multiple choice questionnaires, true/false questions, and/or open questions (long answers in essay format)  2. Group presentations: A case study analysis outlining economic and societal consequences

Objectives :

  • Introduction to the basic theoretical notions of AI
  • Presentation of a wide range of applications
  • Identification of the strengths and weaknesses of these applications through success and failure stories

ECTS credits : 1

Anthropology of the Body and Sociology of Interaction

Anne Dubos, Yves Winkin

Module 1: AI and societal challenges

Course description :

Speech and gestures make us what we are : human beings. Since they exist as invisible forms, which can only be captured through traces, gestures form the source of most of our communication systems. Even though motion capture permits the recording of gestures in refined ways nowadays, digitalization provides only limited access to understanding them. After all, their ‘capture’ is only generated through a series of still images (Deleuze, 1983). Furthermore, any technological apparatus (Agamben, 1996) poses the question of remediation of gesture: once it is reincorporated, it gets played and arranged by machines (Schnell, 2013). As the use of technology requires us to question the transformation of gestures into texts, codes, and images, the key topic of this course will be: how to build society through media, devices, or any technological apparatus (Latour, 1992). In line with the teachings of Marcel Mauss, André Leroi-Gourhan, Adam Kendon and Marcel Jousse, this course in anthropology is set at the crossroads of theories of perception and cognition, as well as the history of science and technology. By initiating research through practice, we invite you to participate in a first mapping of this emerging field of research, which responds to the rapid growth of technology. What will possible worlds and the people of tomorrow look like ? And above all, what kind of society do you want to build and live in?

Objectives :

  • Understand the theoretical bases of anthropology and the sociology of the body
  • Use ethnographic analysis tools through participatory observation and qualitative interview techniques
  • Identify behavioural patterns; develop the means to critically evaluate them
  • Apply knowledge gained, in the context of a field-based survey, and relating this to bodies in action with urban settings

ECTS credits : 2

Ethics and Privacy by Design

Frédéric Picard

Module 1: AI and societal challenges

Course description :

Today, as we work, consume, move around, we almost invariably ‘produce’ data. In addition to this exponential growth in Big Data, that is to say, all the data which comes directly from human activity, there is also the data produced by connected objects, which are more and more numerous, as well as the metadata, which is the data generated automatically in the context of transactions and communication via the Internet.

This module is an introduction to the general philosophy of data protection instruments and ethics by design. A global picture will be given to the student, including the phenomena that lead to a new state of computer law. Topics such as “Ethical Criticism of the Algorithm” and “The Right to Data Protection” will be addressed.

Objectives :

  • Acquire a basic knowledge concerning the law and the key principles of data protection
  • Perceive the main concepts by concrete examples as they emerge
  • Develop critical thinking in the face of a new state of law
  • Use data protection theories as tools for designing one’s own projects
  • Understand how digital transformation affects legal regimes of data protection

ECTS credits : 1

Perception, Emotion and the Aesthetics of Movement

Jean-François Jégo, Vincent Meyrueis | AIMove’s Academic Directors for Paris8

Module 1: AI and societal challenges

Course description :

“A gesture is a motion of the body that contains information. Waving goodbye is a gesture. Pressing a key on a keyboard is not a gesture, all that matters is which key was pressed. This is true regardless of the gesture that was used to push the key. It could have been pushed lovingly or in anger” (Billinghurst 2011).

The understanding of movement quality is a new challenge that goes beyond the arts such as dance or performance which have explored it since the last century. Movement quality and emotions are deeply related, and human gesture is directly influenced. This course allows the exploration of gesture and movement through quantitative and also traditional qualitative descriptors. The goals are to consider movement both as an interactive input but also as an output regarding interactive applications. We will focus on instances of artistic and other prospective uses and the appropriate applications in each case.

Objectives :

  • Be open to the challenges of movement quantity and quality
  • Explore human perception of gesture and the cognitive considerations
  • Understand the relations and connections between emotions and movement
  • Expand knowledge concerning aesthetics of movement in arts and digital arts

ECTS credits : 1

Motion Capturing: Studio-based experience

Rémi Brum

Module 2 : Motion capture, modelling and gesture recognition

Course description :

This module aims to put students in the situation of a ‘movement engineer’ who aims to record, edit, and return movements for a given project. Beyond the pure description of biomechanics of the human body and the diverse available tools, the main goal will be to make students aware of what the nature of the ‘signal’ movement is and what needs to be done to respect him in their work. They will discover the aspects related to the facial, the eyes, the fingers, accessories, but also the matter of re-targetting, post-animation or style.

The main approach will be based on the concrete experience of a project conceived and directed by and for themselves, including a real recording session on a very high-quality platform. (1 day) On the one hand, they will be able to carry out all the necessary steps (preparation, distribution of tasks, possible tools, post-treatments, traps, attention to detail…), but also to experiment live the extreme subtlety and finesse of actual ‘movement’.

Objectives :

  • Become aware of the extreme finesse of the “movement” material
  • Experiment on a high-end professional tool
  • Make a personal project
  • Discover fundamental notions such as retargetting, uncanny valley, VOR etc.

ECTS credits : 2

Machine Learning

Fabien Moutarde

Module 2 : Motion capture, modelling and gesture recognition

Course description :

Due to increasing digitalisation in many fields, considerable amounts of data and images are accumulating in various domains (internet, marketing, logistics, biology, etc…). This has inreased the need for automated and intelligent mining and exploitation of various kinds of data. In the meantime, numerous new algorithms (neural networks, SVM, boosting, bayesian networks, etc…) have appeared in recent decades, and allow more powerful modelling and analysis than classical statistical linear methods.

The aim of this course is to provide a survey of these new so-called “machine-learning” algorithms, as well as their common theoretical and methodological framework, and their various types of applications.

Objectives :

  • Statistical learning theory
  • Typology of applications : classification, regression, prédiction, clustering and categorization
  • Shallow Neural Networks (multi-layer perceptrons, MLP)
  • Deep-Learning with Convolutional Neural Networks
  • Kernel methods and Support Vector Machines (SVM)
  • Decision trees and Random Forests
  • Bootsting
  • Unsupervised learning for categorization (k-means, kohonen’s topogical maps..)
  • Evolutionary algorithms and other meta-heuristics

ECTS credits : 3

Gesture Recognition

Sotiris Manitsaris

Module 2 : Motion capture, modelling and gesture recognition

Course description :

Gesture recognition is the scientific and technological field in which learning machines are utilized to understand human motions and interact accordingly. Since « gestures are everywhere », there is a great range of applications, which includes the safeguarding of gestural know-how or even the movement-based interfaces in musical interaction for the Cultural and Creative Industries, the collaborative robotics for the Smart Manufacturing, the interaction between passengers and vehicles for Automotive Industries, etc..

This course presents a generic methodology for gesture recognition that has been validated through both industry-oriented and artistic projects. Topics include: (i) motion capturing, (ii) movement analysis, (iii) feature extraction, (iv) deterministic and stochastic modeling of temporal series, (v) continuous and early recognition. Particular emphasis will be placed on relevant machine learning and computer vision methods for motion tracking. The course will also draw on technological paradigms conceived for real-life situations.

Objectives :

This cours aims to provide with all the necessary knowledge for :

  • Identifying the appropriate sensor according to the movement scenario and application
  • Implementing a motion capture by putting a special focus on vision-based sensors
  • Extracting features from the signal based on machine learning methods
  • Recognizing isolated and multi-user gestures (using HMMs, GMMs, DTW, etc..) based on training sets with single (one-shot learning) or multiple executions (using C++, Max/MSP etc..)

ECTS credits : 3

Statistical, geometrical and dynamical representations of movement

Sylvain Calinon

Module 2 : Motion capture, modelling and gesture recognition

Course description :

This course will present various ways of representing movement data and gestures in a mathematical manner, with the goal of analyzing, compressing or generating movements. Several examples of applications will be covered, from generation of manipulation skills in robotics to the analysis of motion capture data. The principle of movement primitives will be presented, allows the reorganization in parallel and in series of of « motion bricks », in order to create new gestures or to adapt a gesture to a new situation or to a new kinematic chain. Several movement representations will be covered in the course, arising from different research domains, including statistical modeling (hidden Markov models), differential geometry (Riemannian manifolds) and dynamical systems (dynamical movement primitives).

Objectives :

The objectives are to acquire an overview of existing techniques, at theoretical, practical and implementation levels. Various examples of applications will be covered. Examples of implementation in Matlab, C++ and Python will be presented, with source codes provided to the persons attending the course, which will be exploited to test and explore the techniques described in the course.

ECTS credits : 1

Computer Vision for Scene Analysis

Raoul de Charette

Module 2 : Motion capture, modelling and gesture recognition

Course description :

Understanding an image is a trivial task for human, but require complex analysis of colors, texture and geometry for a computer. This class will introduce computer vision and the key algorithms to extract semantic information, objects or structure. The course will cover introduction to pixel-level representations to segment textures, shadows, skins or to detect simple objects; model fitting techniques to extract geometrical information in the scene. Using (deep) learning techniques, we’ll build higher level representation used for classifying images, detecting humans, etc. Finally, we’ll introduce time and motion processing to track objects through time, and extract geometrical structure from motion.

Objectives :

The students shall acquire the following knowledge :

  • Introduction to computer vision
  • Texture segmentation (colors, light, texture)
  • Clustering and model fitting (geometry)
  • Estimation of image semantic (pixel-wise labeling)
  • Object recognition (classification, etc)
  • Time and Structure from Motion (tracking, reconstruction)

Class exercises will include:

Automatic scene segmentation (grass, concrete, etc.), object detection in images, tracking objects in videos, classifying images, etc.

ECTS credits : 2

Virtual and Augmented Reality

Jean-François Jégo

Module 3 : User Interaction and User Experience

Course description :

Virtual Reality and Augmented Reality are technologies with the experience at their heart. This experience with can be realistic, symbolic or can come from the imagination. The main objective of the course is to learn the fundamentals of Virtual Reality and Augmented Reality, questioning what are immersion and interaction processes involved creating and ‘living’ in the virtual environments. The course articulates definition, theory about Sensory-motor, Cognitive and Functional levels and hands-on with hardware devices and software. We will detail then immersion in regards to these levels and we will focus then on the increasing use of gestures in AR and VR to interact. The final goal is to give the students the autonomy to understand the limits and the possibilities of the medium.

Objectives :

  • Learn the basics concerning Augmented Reality and Virtual Reality and examine the processes of immersion and interaction
  • Articulate a definition and master the theory on sensorimotor, cognitive and functional levels, and practice with hardware and software devices
  • Acquire the tools to be autonomous to understand the limits and possibilities of the medium “RV and RA”

ECTS credits : 2

User Interaction/User Experience (UI/UX)

Vincent Meyrueis | Academic Director for Paris8

Module 3 : User Interaction and User Experience

Course description :

In this course, we propose to explore the basis of User Interaction and User Experience in order to assess and understand the methodologies for Interaction Design and gestural interface creation wirth gestures. After a brief overview of the areas of expertise with the analysis of the main use cases regarding Human Computer Interface (HCI), video games interaction, and interactive installation in new media arts. This course deals with fundamental concepts of cognitive science and ergonomics analysis.

We also explore the emotional aspect of interaction with such approach like Kensai engineering. We propose then some tools and methodology in order to collect and evaluate user experience regarding interaction using gestures.

Objectives :

  • The fundamental concept of User Interfaces
  • The fundamental concept of User Experience
  • The fundamental concepts of cognitive science and ergonomics
  • To explore and to analyze the main design studies on UI/UX
  • The methodology for usage and gesture interaction analysis
  • The methodology for Interaction Design and user interface creation

ECTS credits : 2

Human Motion Analysis in Interactive Environments

Kosmas Dimitropoulos | AIMove’s Academic Director for CERTH

Module 3 : User Interaction and User Experience

Course description :

The course focuses on human motion analysis in interactive environments with special emphasis on serious games. This course will survey state-of-the-art techniques, in the industry and academia, related to the capturing, modelling, and analysis of human motion. It will involve an in depth study of pattern recognition techniques and state of the art human motion recognition algorithms, focusing mainly on recent deep learning approaches. Moreover, it will present techniques related to emotion recognition, through facial expression and body motion analysis, and engagement recognition in serious games. Finally, the course will introduce students to Artificial Intelligence (AI) algorithms for personalization and adaptation in serious games.

Objectives :

On completion of the course, the student should be able to :

  • Use different motion capture technologies
  • Develop human motion recognition algorithms
  • Understand basic pattern recognition approaches
  • Apply human emotion recognition algorithms
  • Discuss theories and models of user’s engagement
  • Have a basic understanding of Artificial Intelligence (AI) algorithms for personalization and game adaptation

ECTS credits : 1

Human-robot interaction and collaborative robotics

Sylvain Calinon

Module 4 : Humans, machines and connected objects

Course description :

This course presents the use of artificial intelligence and machine learning techniques in human-robot interaction applications. In particular, it will focus on techniques to transfer skills by demonstration, inspired by imitation mechanisms to teach new skills to robots with an intuitive interface for the end-user. Several examples will be presented, notably in human-robot collaboration applications in which the users share the same workspace as the robots, and/or achieve joint manipulation tasks with the robots.

Objectives :

The objectives are to acquire an overview of existing techniques in learning by interacting with the end-users, within industrial robotics or service robotics applications. Case studies and recent developments in research labs will be presented.

ECTS credits : 2 

Designing Movement-Sound Interactions

Frédéric Bevilacqua | AIMove’s Academic Director for IRCAM, Jules Françoise | CNRS-LIMSI, Baptiste Caramiaux | CNRS-LRI

Module 4 : Humans, machines and connected objects

Course description :

This module introduces the main methods for designing movement-to-sound interactive systems. The course is comprised of theoretical and methodological contents, as well as practice-based projects equating with realistic use cases. The course will cover the main concepts of movement-based  interaction design, as well as the technical bases of movement analysis and sonification (sensors, signal processing, motion analysis, gesture recognition, sound synthesis). These notions will then be further developed in group projects based on actual cases of movement-based interactive systems.

Objectives :

  • Learn to design movement-based interactive systems
  • Identify appropriate motion capture solutions
  • Understand the technical bases of movement signal processing and gesture recognition as well as their context of application
  • Use tools for motion analysis, sound synthesis and mapping
  • Learn to apply knowledge in designing an actual case study and implement an interactive system linking human movement and sonification

ECTS credits : 2 

Creative Robotics

Frédéric Fol Leymarie

Module 4 : Humans, machines and connected objects

Course description :

The module focuses on developing models of human intelligence in the context of creative activities, where such models can be implemented, tested, and further refined via computational and robotic (embodied) systems. By creative activities, we understand those displayed in the visual arts, music performance, dance, crafts and related human activities. The body, its use in a creative activity, such as drawing, provides constraints which are not naturally taken into account with a traditional computational approach. The body and its uses will impact on the engineering of design system. It will also prescribe what movements are likely and desirable and those which are not. It impacts on the strategies put in place: e.g. one draws using a limb, with a hand, which may get in the way of what is visible.

The course will take a multidisciplinary approach. We will consider how robotics systems can be built by combining a deeper understanding from: the psychology of visual perception, human movement science (such as found in graphonomics), the psychology of visual art, AI for creative systems and artistic support, recent progress with Neural networks (such as Deep Learning approaches used to isolate and transfer painting styles). Quality evaluation by robotics systems will be introduced: how can a robot be able to measure the quality of an artefact either as it is produced or once completed; for example, what is the influence of movements used to create a drawing or painting. In the course, we will consider a number of philosophy of AI questions, such as: How to make a robotic system a useful collaborator to the human artist? What other applications, e.g. in training and education are possible? What is the impact of movement mimicry for the social acceptance of robots? The state of the art at the intersection of AI, robotics, creative and artistic applications will be presented.

ECTS credits : 2 

Objectives :

On completion of the course, the student should be able to :

  • Understand the importance of movement in artistic or creative practices and applications
  • Be able to describe some current state-of-the-art embodied creative systems and applications
  • Be able to design a system architecture for a simplified robot arm with sensors (e.g.camera) towards creative applications (e.g. drawing)
  • Understand how recent machine learning can be used for creative robotics; e.g. compliant motor control, learning from examples, deep learning for style transfer
  • Be aware of what advances in technologies will help make robots more able to collaborate with humans in creative practices (and why) e.g. in soft robotics, human movement science, perception, software engineering, haptics

Personalised Healthcare and IoT (Internet of Things)

Leontios Hadjileontiadis, Vassilis Charissis

Module 4 : Humans, machines and connected objects

Course description :

Remarkably, due to the rapid proliferation of wearable devices and smartphones, the Internet of Things (IoT)-enabled technology is evolving with regard to healthcare from providing conventional hub-based system to more personalized healthcare system (PHS). The successful utilization of IoT enabled technology in PHS will facilitate faster and safer preventive care, lower overall cost, improved patient-centered practice and enhanced sustainability. Future IoT-enabled PHSs will be realized by providing highly customized access to rich medical information and efficient clinical decision-making to each individual with unobtrusive and successive sensing and monitoring. This module will focus on: a) the state-of-the-art research and applications in utilizing IoT-enabled technology for healthcare systems, b) analysis of efficient scientific and engineering solutions, c) address of the needs and challenges for integration with new technologies, and d) provision of visions for future research and development in the area via novel smart sensing technologies, IoT architectures, services, applications, and AI-based data analytics for PHS and applications.

Objectives :

  • Understand the basic terminology and parameters involved in PHS and IoT spectrum
  • Explore the IoT System Architectures in Healthcare, Optimization of Healthcare Systems and Network Communications/Data Transmission for Health Sensor Data
  • Understand the types of Wearable Sensor Integration for Healthcare
  • Apply data mining and exploration of health data
  • Understand the standards and interoperability, Security and Privacy in IoT Healthcare
  • Explore Cloud Technologies for IoT Healthcare
  • Build knowledge for social impact and perspective of PHS/IoT as enablers in the improvement of the healthcare system

ECTS credits : 1

Sensorimotor Learning and Vocational Training

Alina Glushkova | MINES ParisTech

Module 4 : Humans, machines and connected objects

Course description :

This course will introduce the basics of sensorimotor learning (Piaget Theory etc.) by focusing on the contribution of interactive systems to know-how transmission. In industrial or cultural field, in order to learn «how to perform » an expert gesture the transmission ‘in person’ is used. It means that the learner observes his master, tries to imitate his gestures and assimulation of the teached information is based on the interaction installed between them. However for various reasons the master can’t assure his presence for the entire learning process and the learner needs to train himself alone. In industrial context this need is even more important, since productivity issues appear when the master spends time with the trainee. New technologies can bring a partial solution to this issue, by providing interactive systems able to assist gestural learning during the self trainings.

For the creation of such systems it is essential to identify and understand all the gestural know-how components, to model and analyze them. Students will thus discover different movement modelling and analysis methods as well as different types of feedback that can be provided in order to guide the learner and permit him to adjust his gestural errors.

In a second part of the course, a methodology will be presented to highlight gesture recognition technologies for vocational training. This methodology consists of several stages going from gestural vocabulary definition to motion capture, data processing and feature extraction, comparison of gestural data and use of sensorimotor feedback for the guidance of gestural performance. Several applications in different fields will be presented (learning of artistic-musical gesture, technical gesture in the factory etc.)

Objectives :

  • Familiarity with the basics of learning theories
  • Model and analyze gestural data
  • Present a methodology for the design of interactive systems for know-how transmission based on sensorimotor learning principles

ECTS credits : 2 

Project Coordination for Human-Centered Engineering

Simon Tamayo | MINES ParisTech

Module 5 : Movement and European industrial leadership

Course description :

This module deals with project management. The fundamental concepts are: typology of projects and structuring, graphic representation tools (Gantt chart, networks, critical road), anteriority between the tasks, critical path and lead-time margins, allocation of resources, levelling and smoothing of the load, costs, uncertain environment, project monitoring, organizational change and existing software. These notions are then illustrated through real-life cases. Particular attention will be paid to the notion of variability of tasks, which is inherent in human-centred engineering.

Objectives :

  • Mastery of the fundamental concepts of project management
  • Understanding of the roles of the different actors in a project: director, steering committee, project manager, business engineer, architect, partners, customers, etc.
  • Following the 4 main stages of a project: 1) Structuring, 2) Planning, 3) Follow-up and 4) Feedback
  • Understanding the limitations of existing software in assigning resources to differ-ent tasks
  • Planning the initial costs of a project (CBTP), then tracking the project using the CBTE and CRTE curves

ECTS credits : 2 

Challenges for Cultural and Creative Industries

Sotiris Manitsaris | MINES ParisTech, Katerina El Raheb | University of Athens, Edgar Heremy

Module 5 : Movement and European industrial leadership

Course description :

The Cultural and Creative Industries (CCIs) cover a wide spectrum of fields such as advertising, visual arts, performing arts, crafts, design, fashion and luxury, music, television, video games, enterprises of « living treasures » (Entreprises de Patrimoine Vivant – EPV), etc.. AI is revolutionizing the way digital content is produced, used, managed and re-used. In parallel, motion capturing indicates new perspectives for the creation of movement-based interactive interfaces, their integration into everyday life and their contribution to the creation of innovative products and services.  This course will focus on the best practices of using AI and motion capture technologies in CCIs and more precisely, on music and dance related AI-based startups, the game industry, fashion and craft industries etc..

Objectives :

  • Present best practices on AI and motion capturing in CCIs
  • Develop of critical thinking on how to integrate AI in the process of CCIs
  • Learn how to make CCIs’ content “smarter” thanks to AI and motion capturing

ECTS credits : 1

Challenges for the Factory of the Future

Simon Tamayo | MINES ParisTech

Module 5 : Movement and European industrial leadership

Course description :

This module introduces the main issues involved in the industrial processes of tomorrow. It is presented in the form of business testimonies led by the Faculty of the Post Master’s Programme and by industrial stakeholders. The objective of this module is to address, with regard to the notion of Industry 4.0, the main challenges and opportunities associated with the different industrial sectors: automotive, agro-food, retail, luxury, creative and cultural industries. The following topics will be addressed :

  • The significance of technical developments: digital technology, robotics and artificial intelligence;
  • The computation of costs and monitoring of industrial performance of cyber-physical industrial systems;
  • The notion of time to market and its importance in innovation processes;
  • The production planning, workload management and workforce.

Objectives :

  • Understand the main industrial challenges of the industry of the future in France and abroad
  • Identify key skills needed by today’s industry managers when preparing the future

ECTS credits : 1

Challenges for Intelligent Vehicles

Fabien Moutarde

Module 5 : Movement and European industrial leadership

Course description :

Cars are incorporating more and more ‘intelligent’ driver assistance functions, and the first ‘autonomous’ vehicles (which means that can autopilot without a driver) will soon make their appearance on the market. All this is made possible in particular by progress with real-time intelligent analysis of videos. The purpose of this course is to present the specific issues in the field of intelligent vehicles, and to provide an overview of the various types of AI that they use, especially those that allow real-time ‘understanding’ of visual scenes.

Objectives :

By the end of the module, student :

  • Will have an overall picture of what the intelligent vehicle is, as well as the domain issues
  • Will haved acquired technical expertise in terms of the application of AI on smart vehicles
  • Will have reached a better understanding of the challenges of the sector and will be able to propose concrete and innovative solutions, based on AI

ECTS credits : 1

Design: Thinking and Making

Anne Dubos, Philippe Marin

Module 6 : Interdisciplinary AI engagement

Course description :

In collaboration with Ensci-Les Ateliers: lectures in the fundamentals of design thinking and development of a collaborative project through an intensive workshop, together with the students of the Post Master’s Degree ‘Création et Technologie Contemporaine’.

The course focuses on current issues  of industry 4.0. It proposes an exploration of the possibilities offered by the cyber-physical systems of manufacture and envisages an experimentation of the interactive or collaborative robotics.

It seeks to rethink modes of production by revisiting traditional know-how, integrating automated processes of manufacturing or optimization, by considering design-manufacturing processes informed by the data.

The challenges lie in designing more adaptive and flexible production systems supported by integrated design, simulation and manufacturing processes.

Lectures with theoretical contributions of the history of the design and development of a collaborative project in intensive workshop.

Objectives :

The course mobilizes the design methods and the culture of the project to bring students to articulate the fields of robotics and artificial intelligence applied to an industrial sector.

ECTS credits : 3

Think Tank

Ioanna Thanou

Module 6 : Interdisciplinary AI engagement

Course description :

The body and gesture play a crucial role in all human activity. From an early age humans develop sensory and motor skills through their interaction with the surrounding environment. We accumulate these experiences and enrich our abilities. Our body is transformed, allowing us to express ourselves, communicate and interact with others and with our environment. New technologies contribute to a deeper  understanding of this interaction, through motion capture, gesture modeling, machine learning and analysis of artistic but also of technical gestures. This event aims to bring together gesture professionals, scientists, artists, ergonomists etc., to discuss the potential of synergies between art and industry. The goal is to identify the new uses of motion capture and ‘embodiment’ in creative and industrial processes. During the think-tank perspectives and suggestions for long-term research around human gesture will defined. Proceedings of the collegial discussions and the exchanges which take place will be drafted.

Objectives :

  • Students should emerge with a global picture of issues related to AI and movement in industry and art
  • Meetings and exchanges between students and professionals/scientists in the field will be encouraged
  • Development of students’ critical thinking skills

ECTS credits : 1

Summer School

Ioanna Thanou

Module 6 : Interdisciplinary AI engagement

Course description :

Like the Think-Tank, the Summer School aims to bring together professionals of Artificial Intelligence and Movement field, to reinforce exchanges between industries, scientists, artists and students but in a more pedagogical perspective. The curriculum is structured in the form of courses with specific learning objectives. The theoretical themes adressed in the MS will be completed here by technical aspects. For example, students will be able to experiment with software and algorithms for data processing, gesture recognition, creation of interactive interfaces and VR / AR.  Unlike the Think-Tank which aims stimulate global thinking around AI, the summer school has a more applied and concrete objective, giving them the possibility to develop mini-projects or a group project and present them at the end of the summer school.

Objectives :

  • Discover scientific methods and tools used for interaction in the field of AI and movement
  • Learn how to design digital interfaces using motion capture and gesture recognition technologies
  • Develop a creative and innovative approach in the design and deployment of interactive systems

ECTS credits : 3

Group project

Ioanna Thanou

Module 6 : Interdisciplinary AI engagement

Course description :

Like the Think-Tank, the Summer School aims to bring together professionals of Artificial Intelligence and Movement field, to reinforce exchanges between industries, scientists, artists and students but in a more pedagogical perspective. The curriculum is structured in the form of courses with specific learning objectives. The theoretical themes adressed in the MS will be completed here by technical aspects. For example, students will be able to experiment with software and algorithms for data processing, gesture recognition, creation of interactive interfaces and VR / AR. Unlike the Think-Tank which aims stimulate global thinking around AI, the summer school has a more applied and concrete objective, giving them the possibility to develop mini-projects or a group project and present them at the end of the summer school.

M