Ronan Champagnat

Maître de Conférences en Informatique


Process Mining

Process Mining focuses on the analysis of processes by the development of a set of tools and techniques aimed at extracting process-related knowledge from event log. An event log corresponds to a set of process instances (i.e. traces) following a business process which is a set of coordinated tasks that delivers a specific service or a product. Each recorded event refers to an activity and is related to a particular trace. An event can have a time stamp and a performer (i.e. a person or a device executing or initiating an activity). Process Mining deals with several different activities, whose final aim is to extract knowledge from available log files.

An Information Retrieval System is a set of resources and tools permitting users to search for information in a given domain. In such systems users can have diverse ways to perform their research according to their objectives. In this context, it can be said that the user applies self-defined processes that may vary in term of significance, structure and results. Therefore, it would be useful to study the behavior of users to better understand their information seeking processes.

To do so, I use process mining algorithms to mine self-defined business processes.

Control of Interative Narrative Unfolding

The control of a system consists in organizing, upstream, the actions to be put in place to achieve an objective, by optimizing a possible criterion; then to take the necessary decisions, during the execution, to carry out the actions planned according to the possibilities of the system. Achieving these two goals requires, at a strategical level, to define the objectives to be achieved over a long time horizon and, if necessary, changing the system. Finally, an analysis of the system must be carried out to detect possible deadlock situations.

My research objective is to propose a solution to adapt the execution of the execution of an activity (or a process) while remaining within the framework defined by the designer of the application (the expert of the domain) but taking into account inflections given by the user (through his actions). My work aims at defining an architecture for the adaptation, the definition of a formal model and the validation of a scenario in the field of the serious games.

Protection of personal data from IoT

The dematerialization of sensitive personal documents (such as certificates, diplomas, bank statements or medical reports) is widely engaged, many information is accessible through portals, downloadable... We aim to set up a system dedicated to digital trust. We are talking here at the same time of problems of computer security but also of protection of the personal data. So, that computer security can possibly be ensured through the use of their data in a closed framework via trusted third parties, the problem of the protection of personal data and their access remains open to him. For example, digital vaults (CFNs) have been recently established to provide storage and protection of personal digital documents and resources. In addition, the need for traceability imposes measures to implement. The registration of multiple operations is therefore essential for the user to check the history.

The work aims to increase user confidence in the systems and the use of new secure techniques to ensure confidentiality in the services set up. They will focus on the management of digital learning processes and the certification of learners' skills throughout life.

My work focuses on setting up a semantic firewall to guarantee access to a digital resource

PhD supervisor

  1. Guylain DELMAS (co-supervisor 70% whit M. Augeraud). Pilotage de récits interactifs et mise en œuvre de formes narratives dans le contexte du jeu vidéo. Thèse de doctorat, université de La Rochelle, september 16, 2009. Jury: S. Donikian (président), S. Natkin, T. Cazenave, S. Genvo, M. Augeraud, R. Champagnat.

    Abstract: This thesis proposes a new approach to interactive storytelling in video games, and the proposition of a game control system that uses game, player, and story-building models. It is accompanied by a study of three typical narrative structures: the Aristotelian narrative model, the use of dramatic tension as a structuring element of the story, J. Campbell's Hero's Journey.

    Publications: 2 international papers, 4 international conferences, 1 national paper, 5 national conferences et 2 workshops.

    Funding: contrat région Poitou - Charentes.

    G. Delmas, since September 2010, was recruited as Maître de Conférences at université de Paris VIII - IUT de Montreuil.

  2. Kim Dung DANG (co-supervisor 70% with M. Augeraud). Utilisation de modèles formels pour l'analyse de discours interactifs. Thèse de doctorat, université de La Rochelle, april, 30 2013. Jury: J.-M. Labat (président), M. Cavazza, S. Natkin, M. Augeraud et R. Champagnat.

    Abstract: In the context of interactive storytelling for adaptive execution applications, we define a set of properties to express the quality of a proposed execution. Then we propose a strategy of formal modeling of interactive narration, based on the linear logic, in order to propose algorithms of validation of the properties. Then we propose a scenario development methodology for adaptive execution interactive applications for which we build the associated development environment (the authoring system).

    Publications: 2 international papers and 4 internationales conferences.

    Funding: FP7 – NoE IRIS.

    K. D. Dang was, from the end of his contract, recruited as a Research Engineer by an ANR project in the laboratory CEDRIC of the CNAM, then was recruited as a software architect at FPT-Software in Hanoi.

  3. D. Sawadogo (co-supervisor 70 % with P. Estraillier). Architecture d'un système interactif de ressources consolidées. Application à des ressources pédagogiques dans un système de e-éducation. Thèse de doctorat de l'université de La Rochelle, june 2016. Jury: T. Nodenot (Président), V. Luengo, L. Romary, P. Estraillier et R. Champagnat.

    Abstract: The increasing of Information and Communication Technologies (ICT) in training represents a real opportunity in the dissemination of knowledge for all. However, information system users face a major difficulty in the quality or accuracy of information retrieved from multiple data sources. They want to work in a coherent environment and with reliable information despite the multiplicity of sources of information.

    In the context of the digital work environment for teaching, this thesis aims to propose a relevant architecture to define and implement an innovative concept of digital workbook allowing a learner to capitalize a set of consolidated educational resources ( within the meaning of our definition) and enriched by the knowledge that the system derives from the interactions and the course of the user.

    Publications: 1 international paper, 4 international conferences and 1 national conference.

    Funding: région Poitou – Charentes contract.

    D. Sawadogo is now working in Canada after being ATER at Bayonne IUT and Research Engineer as part of a LINUM projet d'investissement d'avenir for the L3i.

  4. O. Guy, Définition d'un système auteur pour le récit interactif, en préparation since 2010 (student with a disability, preparation of the thesis suspended).

    Aim: to study linguistic models and psychological for the construction of stories to propose software that allows an expert in a field to provide information templates for the Interactive Speech Driver. Special attention is put on the quality of non-player characters (consistency and complexity).

    Publications: 1 international paper and 4 international conferences.

  5. J. Leblay (co-supervisor 30 % with M. Rabah), Recommandation basée sur l'analyse de processus, en préparation since october 2015.

    Aim: in the context of executing business processes, we seek to establish a methodological framework for defining a companion to oversee the execution of a process. For this we rely on the Process Mining to extract knowledge about the used process and the recommendation. This thesis aims at setting up an architecture allowing, from the traces, to produce recommendations.

    Publications: 2 national conferences.

    Funding: région Poitou – Charentes contract.

  6. A. Amami (co-supervisor 40 % with M. Rabah and Y. Ghamri-Doudane), Système de protection des données personnelles issues d'objets connectés : approche basée sur les règles et les processus, since march 2018, interrupted in septembre 2018.

    Aim: to design and implement a semantic firewall based on a user-centered approach for the protection of personal data and the respect of privacy in the Internet of Things.

    Funding: Security and Privacy foR the Internet of Things project, CHIST-ERA.

  7. M. Hamdi (co-supervisor 40 % with J. Morcos), Modélisation des processus utilisateurs à partir des traces d'exécution, application aux systèmes d'information faiblement structurés, since september 2018.

    Aim: an information retrieval system is a collection of resources and tools that allow users to search for information in a given domain. In such systems, users can conduct their research in a variety of ways depending on their goals. In this context, the processes followed by the users are said to be self-defined. The meaning, structure and results vary depending on the agility of the person. The objective of this thesis is to study the behavior of users in the search for information by applying Process Mining algorithms on traces of a search engine in a digital library.

    Funding: Ministère Enseignement Supérieur et Recherche.

Research Project Involvements

European Network of Escellence Integrating Research in Interactive Storytelling (Janyary 2009 - december 2011), FP7

Partners :

Abstract: Interactive Storytelling is a major endeavour to develop new media which could offer a radically new user experience, with a potential to revolutionise digital entertainment.

European research in Interactive Storytelling has played a leading role in the development of the field, and this creates a unique opportunity to strengthen its position even further by structuring some of its best actors within a NoE.

IRIS (Integrating Research in Interactive Storytelling) aims at creating a virtual centre of excellence that will be able to achieve breakthroughs in the understanding of Interactive Storytelling and the development of corresponding technologies.

It is organised around four major objectives:

  1. To extend Interactive Storytelling technologies in terms of performance and scalability, so that they can support the production of actual Interactive Narratives
  2. To make the next generation of Interactive Storytelling technologies more accessible to authors and content creators of different media backgrounds (scriptwriters, storyboarders, game designers)
  3. To develop a more Integrated Approach to Interactive Storytelling Technologies, achieving a proper integration with cinematography
  4. To develop Methodologies to evaluate Interactive Storytelling systems as well as the media experience of Interactive Narrative

The Joint Programme of Activities integrates complementary skills which are necessary to address the above objectives (e.g. integration with cinematography, authoring, evaluation, user interaction techniques). It benefits from the integration of extensive partners’ background, but also plans to revisit existing research programs from the perspective of collaboration (e.g. revisiting Interactive Storytelling technologies from the perspective of authoring and cinematography).

Project Gestion Dynamique de Crise et de Risque Majeurs (june 2016 – septembre 2018), FEDER.

Goal: studies of standards, formalisms and data formats for the representation of information in the field of risk management to define a trace-based system for conducting process-based analysis to adapt the processes of decision-making in a crisis.

Crisis management can be summed up in two main phases that follow each other in a loop: risk analysis, taking into account, in particular, previous crises; control and planning when a new crisis occurs. A crisis can be seen as a sequence of blocks or brick of activities representing a set of specific and contextualized actions targeted towards a given local objective contributing to achieving one of the overall objectives of the current crisis management.

Project Personnal dAta pRotection FrAmework for IoT (march 2018 - february 2021), ITEA3 (FUI 23) with 15 european partners.

Objective: As part of this project, we are mainly involved in the design and implementation of user-centric solutions for the protection of personal data and privacy (data from IoT). More specifically, it will develop the following elements within the framework of the principles of the "Privacy by Design" approach: (1) a knowledge base grouping the rules expressing security and privacy protection policies, (2) a semantic reasoning mechanism for the detection of attacks on privacy as well as advocating a defense solution.

Project Security and Privacy foR the Internet of Things (octobre 2016 - septembre 2019), CHIST-ERA, with 4 european partners.

Objective: To demonstrate that the use of new security and privacy techniques can be applied in the context of the Internet of Things to improve user confidence. In particular, it involves designing and implementing a semantic firewall based on a user-centered approach for the protection of personal data and the preservation of privacy.

Project GRANGER (march 2017 – december 2017), Collaboration Contract.

Objectives: study of the use of process mining techniques to identify GLEEPH platform user process, and resource life cycles (representation of books) from activity traces. It is a question of characterizing the specificities of this type of information systems and of identifying the processes leading to particular acts.

Project FABER (october 2015 – january 2016), Collaboration Contract.

Objectives: Study of the feasibility of the transfer of concepts developed by the L3i as part of the environmental work of POLARIS blended learning about the consolidation and selection of resources for a teaching situation for the application Gleeph developed by the company F451 and study of the feasibility of the extension of a recommendation system for the "social network of the physical book".

Project AXU (december 2015 – march 2016), Collaboration Contract.

Objectives: study of work on trace analysis to identify the used processes (new or otherwise); study of the feasibility of extending a referral system for customize the user experience as part of the use an ERP.

Project FHANTASTIC (Flexibilité des Handicapés mentaux et des personnes présentant un Trouble Autistique - apport des STIC, may 2012 – october 2013), regional funding.

Partners : Laboratory CeRCA (CNRS – UMR 7295) and EA TECHNE (Equipe d'Accueil dans le champ des TECHnologies Numériques pour l'Education) of université de Poitiers.

Objectives: To provide a flexible and adaptable environment for user responses but also conversely to observe and analyze the user's ability to adapt to changes in logic implicit or explicit of the environment. The purpose being also to improve participants' cognitive flexibility.

Project VIABLUE ASQ (Analyse de traces - Séquençage adaptatif - Qualité d'apprentissage, 2012-2013) Collaboration Contract.

Objective: to create a service allowing a quality approach controlled and evaluated by exploiting adapted traces (contextual and interpreted) in interactions between learner and learners in the virtual class mode but also between the learner and the Learning Park Network.

Project DRUGCAM (march 2011 à février 2013), financement FEDER

Objectives: The objective of this research project is to design and develop the demonstrator of a platform controlling a device video acquisition and analysis, for assisting the definition, execution and control of tasks involving a protocol including a series of technical gestures in a confined environment. On the basis of these acquisitions, an interactive controlling computer environment accompanies the operator throughout the execution protocol and aids in control a posteriori.

ANR project RobAutiSTIC (Programme Système Interactifs et robotique, june 2007 - december 2010)


Abstract: The RobAutiSTIC project aims to define models, architectures and tools for implementing a configurable robotic environment, customizable and reconfigurable for the design and adaptive execution of interactive activities.

The exploitation of a dynamically produced execution trace makes it possible to analyze the activity a posteriori and provides elements to evaluate the relevance of the indices used and the behaviors chosen for the storyline. which will be used to reconfigure, configure and customize it.

CPER Projet Numeric, Axe A, thème 1 Filière du numérique pour l'éducation et la formation (e-education/e-formation)

The work addresses different dimensions of the problem of e-education (platforms, resources, services and uses) in a multidisciplinary way (computing, psychology, information and communication sciences, education sciences) in a new perspective digital sciences that understand technologies and their uses to generate new knowledge, provide answers to educational needs and contribute to the economic dynamics of the sector.

The project proposes to design, develop and implement a new generation digital learning environment for hybrid training for school education (primary and secondary). It offers innovative pedagogical approaches and technological solutions for training design and engineering. The contribution of the project concerns new functionalities ensuring a better flexibility and customization of the courses based on contextually exploitable browsing and interaction services, in the data of the information systems, to facilitate the adaptation of the documents to the users and the users. uses by contributing to the personalized context / resource / user / activity fit. The platform will exploit a system of traces and new logic of adaptation of treatments related to human-machine and human-content interactions, community management and recommendation systems. This makes it possible to establish the best possible compromise between the initial planning and the interpreted real-time behavior of the different users. The exploitation of traces of execution also makes possible the ex post analysis of the activity and provides elements allowing to evaluate the relevance of the scenarios and the resources and to make, if it is opportune, evolve the formation.

CPER Axe B sous-action SIMSYC

2007 - 2013 (CPER Axe B (Renforcer la cohésion sociale : Savoir, Sociétés et Image), projet 10 (Image et interactivité), action 10.1 ACSUM (Analyse et Simulation de Comportements hUMains), sous-action SIMSYC (SIMulation interactive pour les SYstèmes de Comportement complexe)).

Abstract: The work in this action focuses on runtime scenario editing and interactive simulation runtime.

The purpose of the execution scenario edition is to offer an expert in the application domain (doctor, author, etc.), a non-computer specialist, a set of applications for defining an interactive narrative and for validating it.

The execution of interactive simulation consists in the realization of a computer tool allowing to realize an interactive speech. Our main objective is to allow the user to play a decisive role in the unfolding of the story, allowing him by his actions to influence the unfolding of the story and its conclusion. If this objective indirectly affects the interactive storytelling, because it implies that the presentation of the events of the game will be dependent on the actions of the player, it is primarily the field of interactive speech. It is not a matter of defining the content of the scenario (which would be history), nor simply of adapting the presentation of events (which would be interactive narration), but of allowing the user to define, or at least influence, the content of the events taking place in the narrative, and their order.

Thesis juries member