| Loi de Fitts: prédiction du temps de pointage sous forme d'ensembles flous | | BIBAK | Full-Text | 3-10 | |
| Mathieu Raynal; Mathieu Serrurier | |||
| The Fitts' law is used in order to predict the time for pointing a target
with respect to its size and to the distance to cover. However, this law only
predict the average time for pointing the target with a given difficulty. In
this paper, we propose to use a fuzzy regression approach which allows us to
predict the general tendency (time with respect to the difficulty of the task),
together with the imprecision associated with this tendency.
In the first time we will present the fuzzy regression approach. Then, we will discuss and compare results obtained with linear regression and with fuzzy regression from data obtained with a mouse pointing experimentation. Keywords: Fitts' law, fuzzy regression, pointing task | |||
| Langage ordinaire et modélisation mathématique: quelle fonction d'échange dans la loi du mouvement canalisé d'Accot et Zhai? | | BIBAK | Full-Text | 11-18 | |
| Yves Guiard | |||
| The steering law, which Accot and Zhai (A&Z) introduced to HCI just ten
years ago, has been generally presented as a speed/accuracy tradeoff, but with
little explanation of what that phrase means. This paper puts forth various
wording inaccuracies that have become customary, since Fitts, in the study of
the basic laws of movement. A detailed definition of the tradeoff notion is
proposed. With the help of some new terminological distinctions, it is shown
that one can indeed express the steering law explicitly as a tradeoff. The
analysis, however, reveals that the conflicting quantities are not the speed
and the accuracy, but rather the duration and the relative inaccuracy of the
steering movement. More work is needed to express the steering law as a
speed/accuracy tradeoff. Keywords: Fitts' law, epistemology, modeling, steering law, tradeoff functions | |||
| De l'ambiguïté des écritures fractionnaires: comment interpréter l'expression D/W dans la loi de Fitts? | | BIBAK | Full-Text | 19-22 | |
| Yves Guiard | |||
| Fractional expression D/W in Fitts' law can be understood theoretically in
two mutually exclusive ways. In D/W one can view either a single theoretical
entity represented by the quotient of the division of D by W (assumed to have
been done), or two theoretical entities represented by D and W, the operands of
the doable (but undone) division. The paper discusses the theoretical and
empirical consequences of the usual failure to distinguish these two
understandings in Fitts' law research. Keywords: Fitts' law, epistemology, experimental method, theory | |||
| Effets des paramètres graphiques sur la perception visuelle: expérimentations sur la forme, la surface, l'orientation des objets et la définition des ecrans | | BIBAK | Full-Text | 23-30 | |
| Gilles Tabart; Sylvie Athènes; Stéphane Conversy; Jean-Luc Vinot | |||
| User interfaces of critical systems, such as air traffic control displays,
use graphical objects to code for an ever increasing amount of information.
This evolution brings forth concerns about the detection and identification of
the displayed objects, in particular for small size objects. First, graphic
properties of the interface should include some knowledge about the interplay
between colour, shape and size interactions, and the visual perception. Second,
the redesign of any interactive system should take into account the
particularities of the evolving software and hardware display technology (pixel
size and structure, for example) in order to preserve crucial aspects of the
initial visual display. The two experiments described in this paper are aiming
towards building a more systematic knowledge of graphic properties interactions
per se, and their changes as a function of display technologies. More
precisely, we examined the effect of the object size, shape and luminosity, as
well as its contrast with the background. Results show that object perception
is dependent upon its size, its contrast with the background and the overall
luminosity of the background. Furthermore, for small size objects, interactions
between pixel luminosities and pixel arrangement greatly influence their
perception by the human eye. Keywords: brightness, contrast, critical GUI, experimentation, perception, pixels,
size, verification | |||
| Stratégies de dialogue et de présentation multimodale: un composant logiciel dédié et son application à des expérimentations en magicien d'Oz | | BIBAK | Full-Text | 31-38 | |
| Meriam Horchani; Dominique Fréard; Benjamin Caron; Éric Jamet; Laurence Nigay; Franck Panaget | |||
| In the context of a multidisciplinary project involving researchers in the
areas of computer science and psychoergonomics, we study multimodal
human-computer dialogues with general public information systems. This paper
focuses on strategies used for dialogue management and output multimodal
presentation. An experimental Wizard of Oz study allows to confirm the impact
of presentation strategies on the user and on her/his interaction with the
system. This experiment is based on a characterization of output information
which is used to adapt a software component dedicated to dialogic and
presentation strategies in order to offer Wizards of Oz an experimental tool
which s/he can control using a graphical interface. Keywords: Wizard of Oz experiments, dialogic and presentation strategies,
human-computer dialog, multimodal outputs | |||
| Extension d'un modèle de visualisation pour la caractérisation d'interfaces graphiques dynamiques | | BIBAK | Full-Text | 39-42 | |
| Christophe Hurter; Stéphane Conversy | |||
| The air traffic control systems display information using multiple visual
variables. In this article, we characterize these systems using Card, Mackinlay
and Bertin model. The specificity of the visualizations we studied leads us to
extend this model by clarifying the role of time in the dynamics of the
interface, and by differentiating the forms coding information deliberately,
from the forms generated by the emergence process of the Gestalt. This work
helps characterize visualizations more precisely, refine our understanding of
the transformations that generate visualization, as well as the role of
perception in the interpretation of a visualization. Keywords: information visualization, semiology, taxonomy, visual variables | |||
| KUP: un modèle pour la présentation opportuniste et multimodale d'informations à des utilisateurs mobiles | | BIBAK | Full-Text | 43-50 | |
| Christophe Jacquet; Yacine Bellik; Yolaine Bourda | |||
| This paper deals with the design of a multimodal information system in
ambient intelligence. Its agent architecture is based on KUP, an alternative to
traditional human-computer interaction models. We propose an algorithm for
choosing an interaction modality. Then, we introduce PRIAM, a platform that
implements this theoretical framework. Finally, we present the results of
experiments carried out in pseudo-real scale. Keywords: multimodality, ubiquitous computing | |||
| Interagir avec un objet mixte: propriétés physique et numérique | | BIBAK | Full-Text | 51-58 | |
| Céline Coutrix; Laurence Nigay | |||
| Mixed systems aim at merging the physical and digital worlds. In this
context, the Mixed Interaction Model allows us to define a mixed object and the
interaction with such an object. In this paper we further define a mixed object
by identifying new characteristics and by reusing results from the literature.
Such characteristics of an object are useful for comparing existing mixed
systems at a fine-grain level. Our characterization space is made of two
complementary facets: we first define intrinsic characteristics of an object as
well as extrinsic characteristics of a mixed object by considering its role in
the interaction. These characteristics are discussed and illustrated in the
context of different mixed systems from the literature or developed in our
research team. Keywords: augmented interface, augmented reality-virtuality, interaction model,
linking modality, mixed system, multimodality, physical-digital coupling | |||
| Dimensions caractéristiques de l'interaction gestuelle sur table de collaboration | | BIBAK | Full-Text | 59-62 | |
| Franck Poirier | |||
| This paper concerns the tabletop interaction. We point out the principal
problems related to this type of device. Then, we propose a conceptual
framework for interaction gestures which extends the 2M design space proposed
for the two-handed interaction. Keywords: conceptual framework, gestural interaction, interactive table | |||
| Manipulation d'un zoom haptique continu via un dispo-sitif de substitution sensorielle | | BIBAK | Full-Text | 63-70 | |
| Mounia Ziat; Olivier Gapenne; John Stewart; Charles Lenay | |||
| In order to improve the interactivity of mobile interfaces several solutions
have been proposed, including the haptic modality and information
visualisation. For the latter, zooming proves to be a powerful tool to
compensate for the small size of the screen. Thus, in this study, the first
result underlines that the subjects don't have any difficulty to make the
distinction between a zoom-in and a zoom-out when they handle a haptic zoom
through a sensory substitution device. The second result underlines that the
subjects do not handle more than 25 levels and this, even if they have the
possibility of handling more (100 or 1000). Keywords: PDAs, haptic zoom, perception, sensory substitution | |||
| Plumage: design d'une interface 3D pour le parcours d'échantillons sonores granularisés | | BIBAK | Full-Text | 71-74 | |
| Christian Jacquemin; Rami Ajaj; Roland Cahen; Yoan Olivier; Diemo Schwarz | |||
| Plumage is an interface for interactive 3D audio/graphic scene browsing and
design. The interface relies on the notion of tape heads in a sonic and graphic
3D space made of feathers associated with sound micro-samples. The spatial
layout of the feathers is defined by sound parameters of the associated
samples. The musical play is the outcome of a continuous and interactive
navigation in the sound space controlled by direct manipulation of tape head
trajectories. This work is based on the design of interactions. A simple and
efficient audio graphic navigation is designed through the combination and
synchronization of elementer sound object triggerings. Keywords: audio-visual composition, multimodality | |||
| Principes pour une méthode de conception de systèmes mixtes | | BIBAK | Full-Text | 75-82 | |
| Sophie Dupuy-Chessa; Guillaume Godet-Bar; David Juras; Dominique Rieu | |||
| This paper presents the principles and the setup of a design method. This
method aims to unify interaction design and functional core design. We focus at
the moment on the method's functional branch (from business requirements to
analysis), which allows the design of traditional or mixed interactive systems,
depending on the requirements. The method is formalized and instrumented using
a pattern-based approach. Keywords: design method, mixed system, pattern | |||
| Instrumentation du modèle d'architecture logicielle AMF | | BIBAK | Full-Text | 83-90 | |
| Guillaume Masserey; Frank Tarpin-Bernard; Bertrand David; Kinan Samaan | |||
| We describe an instrumentation of the AMF (Agent with Multiple Facets)
software architecture, which allows its implementation through several tools.
After the introduction of the AMF model and its principles, we situate and
detail the tools carried out, mainly an AMF runtime engine and an editor. Then,
we give an implementation example showing the potential of this software
engineering solution. Keywords: MBA, software architecture, visual programming | |||
| Métamodèle de règles d'adaptation pour la plasticité des interfaces homme-machine | | BIBAK | Full-Text | 91-98 | |
| Vincent Ganneau; Gaëlle Calvary; Rachel Demumieux | |||
| In ubiquitous computing, platforms are no more limited to conventional
computers: users interact with interactive spaces made of various and dynamic
interaction resources (PC, PDA, phone, smartphone, etc.). In Human-Computer
Interaction, plasticity denotes the capacity of User Interfaces (UIs) to
withstand variations of context of use (user, platform, environment) while
preserving their value. This paper presents a functional decomposition of
plasticity. It focuses on the context of use, adaptation engine and user
modeling. According to a Model Driven Engineering (MDE) approach, it proposes a
metamodel of adaptation rules for both helping the designers in reasoning on
plasticity, and sustaining an automatic instrumentation of the UI for probing
the context of use, applying the reaction, and possibly revising the adaptation
rules through learning. Keywords: MDE, adaptation, adaptation rule, context of use, metamodel, model,
plasticity of user interfaces, transformation, value | |||
| Un espace de classification pour l'interaction sur dispositifs mobiles | | BIBAK | Full-Text | 99-106 | |
| Anne Roudaut; Eric Lecolinet | |||
| The multiplication and the diversity of mobile devices in everyday life
involve new challenges for the designer: the size of the screen, text input,
pointing, and the management of services in situation of mobility constitute
new constraints. Many interaction techniques have been proposed these last
years to answer theses problems. In this article, we describe a space for
classifying the existing interaction techniques that have been proposed for
mobile devices. Keywords: interaction language, interaction technique, mobile device, modality,
physical device | |||
| ArchMenu et ThumbMenu: contrôler son dispositif mobile « sur le pouce » | | BIBAK | Full-Text | 107-110 | |
| Stéphane Huot; Eric Lecolinet | |||
| We introduce in this paper a new kind of menus that are adapted to the
interaction with small handheld devices with a tactile screen (PDA,
smartphone...) in mobility conditions. With such devices, interaction is often
based on standard WIMP paradigms that have been designed for desktop PCs. This
approach does not take the specificities of mobility into account and thus
limits the capabilities of such devices. We propose two new menu techniques,
ArchMenu and ThumbMenu, that are specifically designed to fit the constraints
of handheld devices (size and input mode) in mobility conditions. Keywords: finger interactions, handheld devices, menu systems | |||
| UniGlyph: une méthode universelle pour la saisie de texte sur dispositifs mobiles | | BIBAK | Full-Text | 111-118 | |
| Mohammed Belatar; Franck Poirier | |||
| Previously, we developed a text input method called Glyph which we improved
later to make it possible to enter text on mobile devices with two keystrokes
per character, then with one simple gesture per character using seven keys. In
this paper, we announce a new method called "UniGlyph". It allows typing text
with one keystroke per character using only four keys. We present also a novice
level evaluation of UniGlyph compared to two similar methods. Keywords: evaluation, mobile devices, reduced keyboard, soft keyboard, text input | |||
| Quinze ans de recherche sur les menus: critères et propriétés des techniques de menus | | BIBAK | Full-Text | 119-126 | |
| Gilles Bailly; Eric Lecolinet; Laurence Nigay | |||
| Many different kinds of menu techniques have been proposed so far and their
number is continuously increasing. This paper proposes taxonomy to facilitate
understanding of their differences and similarities. The taxonomy provides
several criteria and properties for classifying menu systems and focuses in
particular on the differences in using menu techniques in expert versus novice
modes. Keywords: expert mode, interaction techniques, menu systems, novice mode | |||
| Trackmouse trackball in pie menu use: data on accuracy | | BIBAK | Full-Text | 127-130 | |
| Benoît Martin; Poika Isokoski | |||
| We conducted two experiments to guide the design of a pie menu to be used
with the trackball component of a device that combines a trackball and a mouse.
In the first experiment we measured the accuracy of pie menu specific target
selection (angular error). In the second experiment we measured the error rate
in menu item selection in a pie menu that was designed based on the findings of
the first experiment. The results show that a six item menu can be used at
about 3% error rate. Keywords: pie menu, trackball, trackmouse | |||
| Treemaps zoomables: techniques d'interaction multi-échelles pour les treemaps | | BIBAK | Full-Text | 131-138 | |
| Renaud Blanch; Éric Lecolinet | |||
| Some efficient visualizations (such as treemaps) have been proposed for
trees, but the interaction they provide to explore and acces data is often
poor, especially for very large trees. We have designed a consistent set of
navigation techniques that makes it possible to use treemaps as zoomable
interfaces. We introduce structure-aware navigation, the property of using the
structure of the displayed information to guide navigation, property that our
interaction techniques share. Keywords: information visualization, multi-scale interaction, structure-aware
navigation, zoomable treemaps | |||
| Naviguer dans des grands arbres avec ControlTree | | BIBAK | Full-Text | 139-142 | |
| Caroline Appert; Jean-Daniel Fekete | |||
| This article presents ControlTree, a relevant technique to select a node is
a very large node-link representation using a continuous interaction. The
node-link representation is dynamic and driven by the cursor location to
optimize screen space and to ease the selections. ControlTree uses a snapping
mechanism and adapts the OrthoZoom technique to offer an alternative to common
"point-and-click" techniques. We also present a preliminary theoretical
evaluation showing that ControlTree is a promising technique. Keywords: navigation, node-link, selection | |||
| Cognitive Walkthrough pour l'évaluation des IHM: synthèse des extensions et évolutions conceptuelles, méthodologiques et technologiques | | BIBAK | Full-Text | 143-150 | |
| Thomas Mahatody; Mouldi Sagar; Christophe Kolski | |||
| This synthesis paper concerns the evaluation of interactive systems using
usability inspection methods, especially the Cognitive Walkthrough (CW) method.
The background principles of CW followed by its evolution and variants are
described. A synthesis from conceptual, methodological and technological points
of views is proposed. Keywords: cognitive walkthrough, inspection method, interactive systems evaluation,
software ergonomics | |||
| Protocoles et métriques pour l'analyse de l'activité dans un environnement interactif d'apprentissage de l'algorithmique | | BIBAK | Full-Text | 151-158 | |
| Nicolas Guibert; Patrick Girard; Laurent Guittet | |||
| Assessing usability and analysing use cases in the domain of Computer-Aided
Learning (CAL) involves specific methods. The context of learning activities
implies to take great care that the protocol of evaluation does not interfere
with the learning process; for instance, it becomes impossible to evaluate the
same subject on the same task several times in a row.
Among the most popular methods, capturing the interactions between the learner and the system allow to analyse how he/she realised the prescribed exercise. However, this method cannot capture how the user interprets and evaluates of the information displayed by the environment. For this purpose, the eye-trackers, which measure the ocular movements and fixations, can be very useful. However, they show limitations when the evaluated environment is not static. In this paper, we explain how the combined usage of these two approaches has allowed us to evaluate in a dynamic context the usability of the different components of a software designed to aid the learning of programming [9], and to analyse how learners appropriate these different components. We detail the pros and cons of each method, and discuss their possible connections. Keywords: HCI, assessment protocols, cognitive ergonomics, eye-tracking, logs
analysis, psychology of programming | |||
| Navigation génétique dans une oeuvre musicale | | BIBAK | Full-Text | 159-166 | |
| Samuel Goldszmidt; Nicolas Donin; Jacques Theureau | |||
| This paper describes the design of a MMI for "the genetic exploration" of a
musical piece. This design was a part of an empirical and technological
research project on the compositional activity by Philippe Leroux of his piece
Voi(rex). This whole research project is itself related to the current
development of an integrated framework combining cognitive theory, cognitive
ethnography empirical studies and design rationale. This MMI allows the
researchers to add / modify / suppress / annotate composer's documents, to link
them to interviews of the composer about the compositional process of his work.
It allows also to make and propose elements of analysis, and to navigate
through documents, interviews and elements of analysis using the recording file
of the work and multiple hypermedia links. Other researchers may use the MMI to
challenge the analysis made and propose their own alternative analyses. The MMI
is also the benchmark of a future assistance software for active musical
listening by musical students and musical amateurs. Keywords: empirical musicology, hypermedia assistance, musical genetic exploration,
musical listening, participative design | |||
| Paperoles et musique | | BIBAK | Full-Text | 167-174 | |
| Catherine Letondal; Wendy E. Mackay; Nicolas Donin | |||
| Les compositeurs contemporains constituent un cas d'étude
particulièrement riche pour la problématique du papier
augmenté par l'ordinateur. Ils ont tout d'abord une utilisation
avancée des deux technologies. Ceux qui travaillent dans les studios de
l'IRCAM sont souvent des experts en informatique : il n'est pas rare que
certains programment en Lisp et connaissent les algorithmes des outils qu'ils
utilisent. Ils bénéficient d'un environnement informatique
très complet, doté de nombreux outils de calcul et de
modélisation sophistiqués, et travaillent la plupart du temps en
association avec des assistants musicaux, experts en informatique ou en
électro-acoustique. Quant à l'utilisation du papier, elle
résulte de plusieurs siècles de tradition, au cours desquels une
notation quasiment universelle a pu s'établir. Bien entendu, on observe
également une forte utilisation conjointe des deux technologies, parfois
concurrente, comme lorsqu'il s'agit d'éditer une partition soit `a la
main, soit avec un outil spécialisé, parfois
complémentaire, le papier et l'ordinateur correspondant à des
étapes différentes du travail de création. Keywords: augmented paper, mixed reality, participatory design, tangible interfaces | |||
| Production d'esquisses créatives en conception digitale | | BIBAK | Full-Text | 175-182 | |
| Pierre Leclercq; Anaïs Mayeur; Françoise Darses | |||
| With their tedious interfaces that impose an encoding sternness, the
existing computer aided architectural design tools (CAAD) too often restrict
users creativity. Paper and pencil are then privileged in the first design
stages. In response to this restriction, we have developed a sketch interface,
based on an electronic pen and a LCD tablet, which allows the designer to
develop ideas and manipulate drawings. This paper describes our observations of
five professional architects working with these software and hardware devices.
Our analyses are based on sessions temporal execution, on graphic production
types and on drawing area management. They conclude that the proposed digital
solution is compatible with the designers expectations and really support
creative exploration. Keywords: design process, human-computer interaction, sketch interface experimentation | |||
| Interface-croquis pour relevés architecturaux: vers la constitution d'une nouvelle activité | | BIBAK | Full-Text | 183-190 | |
| Stéphane Safin; Marie Pecceu; Pierre Leclercq | |||
| This article is the synthesis of the ICC research project, aiming at the
development of a multimodal and portable interface supporting in real time
scale setting of an architectural measurement sketch. Based on a participative
process, we first expose and make a model of the traditional activities of
measure taking and scale setting. We then describe the ICC software and show
how the retooled activity changes, taking into account the help functions it
brings. We describe the new structure of measurement activity with scale
setting, the new drawing modes it induces. We conclude proposing some tracks
for the software improvement. Keywords: activity modeling, natural interaction architectural scales drawing, sketch
based interface | |||
| Interface multi-layer et processus d'évolution des systèmes interactifs en activité critique | | BIBAK | Full-Text | 191-198 | |
| Bruno Merlin; Raïlane Benhacène; Vincent Kapp | |||
| The paradigm of multi-layer interface, suggested by Ben Shneiderman, deals
with universal usability. The multilayered interfaces are supposed to:
* Enable users with different objectives and different
backgrounds to use a same application.
* Enable users to progress in their use of the application.
In this article, our aim is to explain how this concept of multi-layer
interface could facilitate the transition toward a critical operational
interactive system. We will explain how the division in several layers could
increase the application acceptance and smooth out the learning phase. The goal
is to conduct a homogeneous population to change its working methods.
Furthermore, we will present how we implement this concept in the project ASTER
in order to facilitate the acceptance of the tool by the air traffic
controllers. Keywords: direct manipulation, multi-layer interface, working method evolution | |||
| Intégrer les émotions aux télécommunications | | BIBAK | Full-Text | 199-205 | |
| Henry Thomas; Sylvie Jumpertz; Bernard Marquet | |||
| Our research laboratory works on domestic appliances and communicating
objects for the home. We are currently focusing our research on emotional
communication. How to declare emotions? How to transmit emotion? How to deliver
and display emotions? Working with a user centric approach, we had interviews
and creativity sessions with users, and research experts. We ended up with
several applications and communicating devices that covers the spectrum of
suggestions. We have been able to test a first set of objects and with the
feedback from these users we developed another set of emotional communicating
devices. We present here both the process and the achievements of this work. Keywords: affective computing, communicating devices, emotions, pervasive | |||
| Des agents virtuels sociaux et émotionnels pour l'interaction humain-machine | | BIBAK | Full-Text | 207-214 | |
| Nicolas Ech Chafai; Magalie Ochs; Christopher Peters; Maurizio Mancini; Elisabetta Bevacqua; Catherine Pelachaud | |||
| To maintain the user's interest into a human-machine interaction using a
virtual agent, we endowed this agent with communicative and interactive
abilities, and allowed this agent to communicate socially and emotionally with
the user. To this end, we present different models from giving an agent the
ability to perceive its environment, to the ability display emotions. Keywords: emotional and social interactions, expressive conversational agents,
perception model | |||
| Techniques de menus: description, développement, evaluation | | BIBAK | Full-Text | 217-220 | |
| Gilles Bailly | |||
| Menu techniques are crucial in interactive systems especially since the
number of available commands is continuously increasing. As a consequence, many
different kinds of menu techniques have been proposed. It is nevertheless often
difficult to ascertain the similarities and differences between exiting menu
techniques. In this context, my doctoral studies focus on an examination and
development of menu techniques. In this paper we present a first set of
characteristics of menu techniques as well as two new menus, namely the Wave
and Flower menus. These results constitute the basis for defining a platform
dedicated to the design, prototyping and evalution of menu techniques. Keywords: characterization space, interaction technique, menu technique | |||
| IHM et IDM: un modèle statique d'IHM au service des processus métier | | BIBAK | Full-Text | 221-224 | |
| Arnaud Brossard | |||
| Model Driven Engineering will probably be the new paradigm of software
development in the near future. However, there is for the moment, no modelling
method in the field of Human Computer Interaction (HCI), usable by business
expert, making it possible to create HCI from conceptual models. Our approach,
through a global vision of HCI, proposes some replies to this lack opening the
way to new prospects in terms of HCI design. Keywords: human computer interaction, model driven engineering, modeling | |||
| Conception du dialogue d'une application interactive | | BIBAK | Full-Text | 225-228 | |
| Sybille Caffiau | |||
| The dialog is a crucial part of interactive software. Designing this part is
time-consuming and error-prone. As a consequence, the automation of the dialog
part design is of major interest for the software industry. However the
complete generation of the dialog can not be achieve with existing tools. The
aim of the study presented in this paper is to identify and analyze the
difficulties of such automation. Our results are first based on a study we have
conducted on different approaches proposed to generate user interfaces (and
thus the dialog). They are also based on case studies analysis aiming at
highlighting choices during the dialog design, which impose non-trivial
transformations. This paper exposes conclusions of these studies. Keywords: conception methods, models and formalisms, task models, user centered
design/software engineering | |||
| Modèle d'interaction pour les systèmes mixtes | | BIBAK | Full-Text | 229-232 | |
| Céline Coutrix | |||
| My doctoral research deals with the design of mixed interactive systems.
These systems seek to smoothly link the physical and data processing (digital)
environments. Facing a lack of capitalization and help when designing such
systems, my work address this problem and propose a model of interaction
focusing on objects interacting with users. This model allows description,
characterization and generation of interaction techniques. It aims at
capitalizing existing research results. Practical realisations in this doctoral
study allow to test this model on concrete situations. Keywords: HCI, augmented reality, linking modality, mixed systems, multimodality,
physical digital coupling | |||
| Taxinomie de représentations graphiques dynamiques | | BIBAK | Full-Text | 233-236 | |
| Christophe Hurter | |||
| The displays used by the air traffic controllers involve many animated
visual entities. They are constrained by precise rules of representation. The
richness of these representations highlights the lack of tools that may
characterize them. The increments of such an instrument are numerous, in terms
of validation, design and safety. The objective of the thesis is to study
representations, to find out methods of characterization that would allow
comparisons between representations, and eventually to check their interests. Keywords: conception, design, information visualization, taxonomy | |||
| DagMap: un outil d'exploration adapté aux relations d'héritages multiples | | BIBAK | Full-Text | 237-240 | |
| Pierre-Yves Koenig | |||
| This paper presents a novel technique for exploring hierarchical data set
including DAGs. With the aid of a node-link view, a TreeMap adapted to directed
acyclic graphs (DAGs) and a filtering mechanism, the user can navigate the data
at different level of details. Keywords: DAG, hierarchies, treemap | |||
| Une approche de l'instrument augmenté: le cas de la guitare électrique | | BIBAK | Full-Text | 241-244 | |
| Otso Lähdeoja | |||
| This paper describes an ongoing PhD research on augmented instruments,
focusing especially on a digital enhancement of the electric guitar. An
analysis of the gesture-object relationship as a series « contact points
» creates the theoretical frame where an experimentation with sensor and
signal analysis takes place, producing a prototype of an augmented guitar
described here. Keywords: augmented instrument, electric guitar, hyperinstrument, sound and gesture
relationship | |||
| Conception d'un middleware pour rendre interopérables des communication appliances | | BIBAK | Full-Text | 245-248 | |
| Nicolas Masson | |||
| This paper presents our thesis work on the interoperability of communication
devices called Communication Appliances. The goal of this interoperability is
to provide for more flexibility in the user's choice of communication device.
We suggest the consideration of several criteria of Communication Appliances
and their use to design a middleware. Keywords: communication appliances, interoperability, middleware | |||
| Validation directe de la conformité d'une application interactive à son modèle de tâches | | BIBAK | Full-Text | 249-252 | |
| Loé Sanou | |||
| This article presents a technique of development that allows to check the
conformity of user interactions on an interactive application interface by its
task model. By establishing a bond between the interface elementary actions and
the task model elementary tasks (K-MAD tasks model), one generates scenarii
according to the DTD of K-MADe scenarii. These scenarii, obtained during the
execution, can be transferred in the K-MADe simulation environment for checking
with the interactive application task model. Keywords: human computer interaction, human computer interface, interface testing,
programming by demonstration, swing events, task model, toolkit | |||
| Ingénierie dirigée par les modèles pour la plasticité des interfaces homme machine | | BIBAK | Full-Text | 253-256 | |
| Jean-Sébastien Sottet | |||
| In ubiquitous computing, context of use (user, platform, environment) may be
multiple, dynamic and unpredictable. As a result, it is necessary to make it
possible for the system to reason about its own design at run-time. My
hypothesis is that transferring human know-how in HCI into the system may solve
the problem. As models have been recognized as powerful for reasoning in HCI
for long, I promote a Model Driven Engineering Approach. A User Interface (UI)
is a graph of models alive at runtime. Models are compliant to explicit
metamodels. Adapting, the UI means transforming the graph. When properties are
preserved then the UI is said to be plastic. Keywords: metamodel, model, model driven engineering, plasticity of user interfaces,
transformation | |||
| Interfaces réflexives, faciliter la co-adaptation avec des historiques d'interaction | | BIBAK | Full-Text | 257-260 | |
| Aurélien Tabard | |||
| This article presents the notion of reflexive interface which allows users a
better appropriation of their activity and data they handle, thanks to the
capture and the visualisation of their interaction history. The article then
studies how to validate this concept with field studies, prototypes
(PageLinker, Reactive Notebook) and a history management toolkit. Keywords: WWW, evaluation, history, mixed reality, participatory design, reflexivity | |||
| Méthodes et outils pour la conception et la vérification du rendu des IHM | | BIBAK | Full-Text | 261-264 | |
| Gilles Tabart | |||
| Critical user interfaces systems, such as aeronautics, use manifold
graphical objects to code for an ever increasing amount of information. This
set of graphical representation builds the rendering of user interface. Because
there are many graphical properties interactions, it's difficult for designer
to check if the final rendering corresponds with the eager functionalities. My
thesis work focuses on providing tools and methods to help software designers
in the user interface rendering design and validation process. Keywords: critical GUI, design, graphical rendering, methods, tools, validation | |||
| Un bureau basé sur les instruments et des graphes | | BIBAK | Full-Text | 265-267 | |
| Johann Vandromme | |||
| Current graphical interfaces offer more and more functionalities. These
functinalities are symbolized by tools which are grouped and ordered in menus
or toolboxes without any convention. In order to simplify these interfaces, we
propose to use a generic toolbox. This box will be made of tool that can be
used on any kind of document. To make it possible, we will use a generic
structure for documents, by using graphs. Keywords: GUI architectures, graphs, interfaces, tools | |||
| Redirection d'applications existantes et nouvelles interactions pour des usages collaboratifs co-localisés sur une table interactive | | BIBAK | Full-Text | 271-274 | |
| Guillaume Besacier; Frédéric Vernier; Olivier Chapuis; Nicolas Roussel | |||
| This paper describes a software component and several interaction techniques
enabling existing non-modified desktop applications to be used by several users
on a tabletop system. We describe our software implementation, design to
redirect X Window applications to tabletop using the Metisse server and the
DiamondSpin toolkit. We then present some co-located collaborative work
problems, and suggest several interaction techniques that can be used to allow
collaborative use of these single-user single-pointer applications. Keywords: X window, tabletop, toolkit | |||
| ENIGMES: la partition navigable | | BIBAK | Full-Text | 275-278 | |
| Roland Cahen | |||
| This paper describes the main ideas developed in the ENIGMES
(Experimentation of New Gestual Interfaces for Electroacoustic Music and Sound.
It took place in 2006 at the ENSCi (National Superior School of Industrial
Creation) and gathered students, teachers, artists and researchers on the theme
of "navigable scores". Keywords: auditory feedback, design, ergonomics, graphical user interfaces (GUI),
haptic input devices and mapping strategies, interaction modes and methaphors,
interaction styles direct manipulation, multimodality, music performance,
prototyping, sound navigation experimentation, theory and methods, user
interface management systems, user-centered design | |||
| LScanner: une interface de type « peephole » pour le contrôle de la spatialisation | | BIBAK | Full-Text | 279-281 | |
| Olivier Delerue; Etienne Corteel | |||
| This note describes the prototype named "LScanner", a "peephole" type
graphical user interface to control sound sources localization in an augmented
reality environment. We put here the focus on technical aspects of the
implementation. The corresponding demo will illustrate its use while
controlling a wave fiel synthesis spatialization system. Keywords: audio augmented realities, audio mixing, mobile devices, spatialization | |||
| Pogany: une interface céphalomorphe pour la communication sensible en entrée | | BIBAK | Full-Text | 283-285 | |
| Christian Jacquemin | |||
| The design of a tangible interface for expressive interactions is presented.
It is based on a head shaped resin with several holes and equipped with a
camera inside the shape. Interaction recognition is based on image analysis and
is preceded by a geometry and video calibration procedure. Three experiments of
using the interface for facial expression synthsis are described: they rely on
a mapping between face zones and expressions. Keywords: expressive communication, facial animation, tangible interfaces | |||
| IRIS: identification d'utilisateurs par badges infrarouges | | BIBAK | Full-Text | 287-290 | |
| Christophe Jacquet | |||
| The purpose of the IRIS system is to be a simple and cheap solution for
detecting and identifying users through infrared beacons. The system is
designed for HCI researchers who want to carry out experiments in which the
proximity of given users has to be detected. Keywords: experimentation devices | |||
| Un logiciel d'exploration de schémas de circuits électriques basé sur l'API MICOLE | | BIBAK | Full-Text | 291-294 | |
| Thomas Pietrzak; Isabelle Pecci; Benoît Martin | |||
| New technologies allow to propose new interactions, in particular for
disabled people. For example, thanks to new technologies, sighted users can
collaborate with visually impaired ones, like in classroom situation. The goal
of the european project MICOLE is to provide a development API for multimodal
and multi-users applications intended for visually impaired users. The choosen
architecture is built around a multi-agent system that communicates with a
software bus. The API supports several haptic devices: PHANToM, VTPlayer mouse,
input devices like keyboard, mouse or SpaceMouse and manages sound rendering.
We show here an electric circuit schematic exploration software that is built
with this API. Keywords: electric circuits schematic, force feedback, haptique rendering, multi-agent
system, visually impaired users | |||
| Une horloge communicante pour les séniors | | BIBAK | Full-Text | 295-298 | |
| Yann Riche; Wendy Mackay | |||
| This paper presents markerClock, an augmented clock for seniors (60 y.o. and
over) designed to serve as a simple and intuitive communication device.
MarkerClock is designed to allow seniors to be more connected with their peer
care networks. It aims at leveraging the need for institutionalized care in non
critical situations. We first present the results of our preliminary user study
that guided the design of markerClock. We then describe markerClock and its
expected benefits. MarkerClock is designed particularly to facilitate the
creation and maintenance of a shared-awareness between seniors. Keywords: ambient communication, clock, communication appliance, elderly, home,
seniors, ubiquitous | |||
| Etude d'interacteurs pour la sélection d'une ligne de coupe depuis une carte | | BIBAK | Full-Text | 299-302 | |
| Nadine Couture; Guillaume Rivière | |||
| In this paper, we discuss a choice of props for a dedicated task: selecting
a cutting line from a top map. We present GeoTUI, a tabletop and a Tangible
User Interface intended to geosciences. Several props have been evaluated for
both usability and task performance. We begin with an analysis of the
advantages of addressing a specific domain in this kind of study. Keywords: geosciences, tabletop, tangible user interface (TUI) | |||