| Vers la plénitude de l'expérience utilisateur | | BIBAK | Full-Text | 3-10 | |
| Jean-Marc Robert | |||
| The HCI domain has registered a rapid growth since its inception
(1978-1983). The result is that one can take advantage of a body of knowledge,
methods, and tools to design high quality interfaces which can meet the
requirements of activities to be carried out and satisfy the users' needs and
expectations. Nonetheless, the challenges to take up are numerous to continue
to innovate and develop our domain. The goal is not only to realize useful and
usable interfaces that can stand out thanks to the intelligence of their
interactivity, but also to create interactive objects that are remarkable by
the values they carry out (e.g., hedonism) and by the capacity to generate a
good user experience. In this paper, we analyze the transition occurring in the
HCI, where one moves from a focus on interface usability on the more including
concept of user experience with the interactive object. The idea from now on is
to make room to the pleasure of interacting with technology, to intellectual
stimulation, to the strength of the flow experience with the activity, to the
pride of being successful, to the enrichment due to exchanges with others, to
the attachment for the object, and to aesthetics. Keywords: digital user, human computer interaction, interaction, technological
convergence, user experience, user-centered design | |||
| User experience (UX): towards an experiential perspective on product quality | | BIBAK | Full-Text | 11-15 | |
| Marc Hassenzahl | |||
| User Experience (UX) is not just "old wine in new bottles". It is a truly
extended and distinct perspective on the quality of interactive technology:
away from products and problems to humans and the drivers of positive
experience. This paper will present my particular perspective on UX and will
discuss its implications for the field of Human-Computer Interaction. Keywords: hedonic quality, user experience (UX), user-centred design, well-being | |||
| La réalité fusion | | BIBAK | Full-Text | 17-23 | |
| Philippe Quéau | |||
| The immersive power of virtual reality, the realism of simulation imagery,
the variety of man-machine interaction tools, the pervasiveness of bionic
prosthesis, the ubiquity of networking, the abundance of RFID and IPv6-based
tagging and the precision of geolocalisation, are as many signals of the
growing convergence between virtual worlds and reality. This convergence raises
numerous technical, but also societal, economic and ethical challenges. It
announces the emergence of a « fusion reality », with new and acute
issues of governance and regulation. Keywords: IPv6, RFID, bionics, ethics, fusion reality, geolocalisation, governance,
interaction, policies, simulation, social networks, virtual reality | |||
| Haptic interaction becomes mainstream | | BIBAK | Full-Text | 25-26 | |
| Roope Raisamo | |||
| Already for more than 20 years the research community in the field of
human-technology interaction has identified multimodal interaction as a
potential next mainstream interaction paradigm to replace graphical user
interfaces. During this time, both personal computers and mobile devices have
developed rapidly allowing more computing power, more accurate output through
different channels such as display and audio, and more ways of interaction to
be used in everyday tasks. Within the past few years, haptic interaction has
been under rapid research and development. In this short paper I will give an
introduction to my invited talk on the development of haptic interaction
technology and its promises in mainstream information and communication
technology. Keywords: haptic, mobile devices, multimodal interaction, tactile, virtual
environments | |||
| Visualisation du parcours des fichiers attachés aux messages électroniques | | BIBAK | Full-Text | 29-32 | |
| Faryel Allouti; Mohamed Nadif; Benoî Otjacques; Le Thi Hoai An | |||
| This paper dsescribes a prototype tool which visualizes files attached to
emails. It is a graphic representation materialized in the form of directed
graph. The vertex represents a participant in the conversation and the edge
embodies the email. As the files may belong to the same project, we propose to
use the clustering based on the mixture approach to determin different classes.
A color is associated to each class. The files of the same class are
represented by different geometric shapes with degraded color. The geometric
shapes are displayed on the edges. Keywords: attached files, email, visualization | |||
| Extension de DataTube pour la fouille visuelle de données temporelles | | BIBAK | Full-Text | 33-40 | |
| Florian Sureau; Fatma Bouali; Gilles Venturini | |||
| We deal in this paper with visual mining of temporal data, where data are
represented by n time-dependent attributes (or series). We describe the state
of the art in temporal data visualization, and we concentrate on a specific
visualization (DataTube) which has received yet little attention. DataTube uses
a tubular shape to represent the data. The axis of the tube represents the
time. We perform several extensions to this visualization: we define several
visualizations (color, shapes, etc) and we add a temporal axis. We introduce
several interactions with the possibility to select attributes and time steps,
or to add annotation on the visualization. We add a clustering algorithm in
order to cluster together the attributes with similar behavior. We integrate
this visualization in our data mining virtual reality platform VRMiner (with
stereoscopic display and interactive navigation). We apply this visualization
to several real-world data sets and we show that it can deal with 1, 5 million
values. Keywords: 3D, DataTube, data mining, interactions, rearrangement clustering, temporal
data, virtual reality, visualization | |||
| Presentation of uncertain information in user interfaces to support decision making in complex military systems | | BIBAK | Full-Text | 41-48 | |
| Hasmik Atoyan; Jean-Marc Robert; Jean-Rémi Duquet | |||
| Utilization of Decision Support Systems (DSSs) in complex dynamic
environments can create several types of uncertainties. A comprehensive
understanding of uncertainties in data and their adequate presentation to the
operator becomes very important, particularly when the information is used in a
dynamic environment where high-risk decisions should be made. Based on a review
of the literature, in this paper we explain the concept of uncertain
information, classify different types of uncertainties and different reasoning
strategies applied to uncertain information, and propose guidelines on how to
best present uncertainties on human computer interfaces. Keywords: guidelines, information presentation, reasoning strategies, uncertainties | |||
| Prévention des risques en maintenance industrielle: apports et limites des techniques de réalité augmentée | | BIBAK | Full-Text | 51-54 | |
| Jacques Marsot; Virginie Govaere | |||
| After defining what Augmented Reality (AR) is, this article goes on to show
the main interests and limits in relation to occupational risk prevention in
industrial maintenance. From the assessment of the application of an AR
prototype, we were able to verify the hypothesis put forward in the literature,
namely that, compared to a paper document, the use of AR allows a reduction in
execution errors in intervention procedures. However, despite the considerable
technical progress made in recent years, AR techniques are not sufficiently
mature to be used in real industrial conditions. The other results highlight
questions regarding the impact of these new technologies on working conditions. Keywords: augmented reality, instructions for use, risk, working equipment maintenance | |||
| Identification et prise en compte de propriétés ergonomiques pour la modélisation et la conception de SIM | | BIBAK | Full-Text | 55-62 | |
| Syrine Charfi; Dominique L. Scapin; Emmanuel Dubois | |||
| Mixed Interactive Systems (MIS) integrate both physical and digital worlds.
Therefore, they need specific techniques and devices allowing the incorporation
of real world objects. These elements have a definite impact on users
interaction habits which are different from classical interactive systems.
There are also new ergonomic issues. One of the goals in this study is to
incorporate these new issues. One contribution has been to identify, extract
and decipher ergonomic recommendations from the MIS literature, as well as from
existing recommendations published for virtual environments that could be
applied to MIS. This paper describes the method followed, then the
identification of targets on which to be applied, either within the MIS design
process, or through specializations within models and tools used in the
process. Keywords: design process, ergonomic recommendations, mixed interactive systems,
models, tasks | |||
| Influence des systèmes de référence sur les profils de collaboration dans un environnement virtuel | | BIBAK | Full-Text | 63-70 | |
| Amine Chellali; Isabelle Milleville-Pennel; Cedric Dumas | |||
| Virtual collaborative environment are 3D shared spaces in which people can
work together. To collaborate through these systems users must have a shared
comprehension of the environment. In this study we manipulated contents of a
virtual environment to understand how people construct compatible
comprehensions of this shared environment. Results show that the use of stable
visual landmarks leads to different collaboration profiles. Keywords: 3D, collaboration, common frame of reference, common ground, virtual
environments | |||
| Graphisme tactile appliqué aux illustrations de manuels scolaires à l'usage d'enfants ayant une déficience visuelle | | BIBAK | Full-Text | 73-80 | |
| Grégory Petit; Aude Dufresne; Vincent Levesque; Vincent Hayward; Nicole Trudeau | |||
| This article presents research on making schoolbook illustrations accessible
for students with visual impairment. The MaskGen system was developed to
interactively transpose illustrations of schoolbooks into tactile graphics. A
methodology was designed to transpose the graphics and prepare them to be
displayed on the STReSS, a refreshable tactile device. We experimented
different associations of tactile rendering and audio feedbacks to find a model
that children with visual impairment could use. We experimented with three
scientific graphics (diagram, bar chart and map) with forty participants:
twenty sighted adults, ten adults with visual impairment, and ten children with
visual impairment. Results show that the participants with visual impairment
liked the tactile graphics and could use them to explore illustrations and to
answer questions about their content. Keywords: accessibility, multimodal device, tactile graphics, user with visual
impairment | |||
| HandiGlyph: une méthode de saisie de texte sur dispositifs mobiles pour personnes handicapées | | BIBAK | Full-Text | 81-84 | |
| Mohammed Belatar; Franck Poirier | |||
| In this paper we describe a new mobile text input method called "HandiGlyph"
for severe disabled people based on the universal UniGlyph character set. It
uses the same principles as UniGlyph in addition to some well-known techniques
used in Augmentative and Alternative Communication (AAC). The new solution was
evaluated with a disabled user suffering of the Locked-In Syndrom and the
results are promising. Keywords: accessibility, handheld computers, input text, motor impairment, onscreen
keyboard | |||
| Utilisabilité et discrimination: étude préliminaire des machines à voter françaises | | BIBAK | Full-Text | 85-92 | |
| Gabriel Michel; Mathieu Klein | |||
| The purpose of this article is to provide an update on the ergonomics of
voting machines currently being used in the world. In fact, these technologies
are an obstacle for certain vulnerable populations: the elderly, people with
disabilities, people who are illiterate and more generally those who are
socially and culturally excluded. As a first step we take stock of the
usability problems of different voting systems. Then we describe the ergonomic
assessment that we have carried out on one of the voting machines currently
being used in France. It concerns assessing the compliance with the guidelines
and user tests carried out on people who are blind and who are aging. This
study shows that the lack of usability of the voting machines is an important
factor of discrimination and we offer some ideas to think about. Keywords: HCI and society, accessibility, blind people, disabled people, ergonomics,
exclusion, seniors, technological discrimination, voting machines | |||
| IHM de suppléance sensorielle visuo-tactile pour aveugles et autistes | | BIBAK | Full-Text | 93-100 | |
| Hervé Segond; Stéphane Maris | |||
| Our research focuses on perceptual and cognitive mechanisms involved in
learning procedures in order to develop and validate innovating technologies in
the field of health for blind people through the implementation of an embarked
version of a Tactile Vision Sensory Substitution device (TVSS) with wireless
connections between the three TVSS components (micro camera, coupling system
and matrix of tactile stimulators), aesthetically acceptable and allowing an
ecological use. Such a device could allow prevention of developmental disorders
in blind infants, autonomy for blind people in everyday life (thanks to the
implementation of a Human Machine Interface allowing connections between the
embarked TVSS device and a Personal Computer with a software development
presenting a 3D numerization of the subject's urban environment). A new
perspective is proposed in favour of innovating taking care programs for
autistic people. The main goal of this project is to allow disabled people to
benefit from the scientifically demonstrated efficacy of TVSS devices. Keywords: augmented reality, autism, blindness, sensory substitution, technology for
heath and autonomy | |||
| Étude empirique de formulaires en vue de leur utilisation sur des assistants numériques personnels | | BIBAK | Full-Text | 103-106 | |
| Sami Baffoun; Jean-Marc Robert | |||
| This article presents two empirical studies on the use of paper and digital
forms, one about 17 inspectors in a mobility situation, working in five
application domains and using a total of 38 different forms (mainly paper), and
the other about 54 forms used in a university of Quebec. The goal of the
project is to know the characteristics of forms in use in order to identify the
requirements to satisfy for their usage on PDAs whose small size is a challenge
for forms. Results of the two studies, based on 89 paper and digital forms,
provide several statistics on the numerous elements of a form, namely the
format, number of pages, number of sections and components per section,
presence of initials and logos, tables, signature section, reserved section,
assistance to the user, etc. These results are a solid base of reference for
the development of a tool to help in the creation of forms for PDAs. Keywords: form-fill-in, inspection, mobility, personal digital assistant | |||
| Seven-segment input 7SI: evaluation expérimentale dans des situations dégradées de mobilité | | BIBAK | Full-Text | 107-110 | |
| Khaldoun Al Faraj; Nadine Vigouroux; Mustapha Mojahid | |||
| This article briefly presents our new gestural system for mobile text entry,
called Seven-Segment Input 7SI. It is based on crossing character glyphs, and
giving an intuitive representation of letters and numbers through a basic
configuration of seven segments. We describe an experimental evaluation of 7SI
system, conducted in two different contexts: desktop and mobility. The first
results show that user achieved an input rate of 20.09 WPM. Moreover, 7SI
system is natural and easy to learn, subject accomplished all of the testing
sessions without needing the character chart. Keywords: PDA, gestural alphabet, mobile conditions, mobility, seven-segment, text
entry | |||
| Quelle place dans la vie quotidienne pour la télévision mobile? résultats d'une étude de terrain longitudinale | | BIBAK | Full-Text | 111-118 | |
| Thilo von Pape; Veronika Karnowski | |||
| With the introduction of the mobile TV format « DVB-H » (Digital
Video Broadcasting -- Handheld) in Europe -- and notably in France this year
--, the combination between mobile telephony and television promises to turn
into a success story soon. With enormous investments, access providers and
audiovisual media are betting on the new technology to override technical
barriers which still seem to retard the evolution. The study presented
contributes to a reflection on future uses of mobile TV by considering the
appropriation of an existing service. Over a three months period, users were
accompanied through interviews and an experience sampling method. Keywords: MobileTV, appropriation, experience sampling method, panel study | |||
| Conception de systèmes collaboratifs multimodaux: analyse comparative de notations | | BIBAK | Full-Text | 121-128 | |
| Frédéric Jourde; Yann Laurillau; Laurence Nigay; Alberto Moran | |||
| Interactive systems including multiple interaction devices and surfaces for
supporting the collaboration of a group of co-located users are increasingly
common in real applications. These include collaborative and multimodal
military command posts, the latter of which is one of our application domains.
Nevertheless few collaborative and multimodal interface specification notations
are proposed. As a first step towards a notation for specifying a design
solution prior to its software design and development, we adopt an empirical
approach. In this paper we apply and compare four existing notations for
collaborative systems by considering a case study, namely, a system for
supporting informal co-located collaboration in hospital work. Since the
selected notations differ in their descriptive qualities, with some focusing on
collaborative tasks while others focus on the users' roles and on collaborative
situations, our goal is not to empirically evaluate the notations. Our goal is
rather to assess their complementary aspects and their projected ability to
specify a multimodal collaborative user interface. Keywords: CSCW, multi-devices, multimodality, specification notation | |||
| Point and sketch: collaboration in the hybrid ideation space | | BIBAK | Full-Text | 129-136 | |
| Tomás Dorta; Annemarie Lesage; Edgar Pérez | |||
| This paper documents a study on collaborative ideation in the Hybrid
Ideation Space. Our observations focused on the collaborative nature of
conceptual design, as a social process through gestures, graphical and verbal
representations, allowing negotiation and decision-making. Two different groups
of users participated in this study: a short-term experiment (20 minutes)
involving design students working in pairs and a long-term experiment (6 hours)
with a team of design practitioners. We have observed that team members
participated equally in the reflective conversation while inside immersive
sketches, one using the digital pen, the other, the laser pointer. Keywords: collaborative conceptual design tools, design as a social process, design
conversation, hybrid ideation space | |||
| La recherche collaborative d'information sur internet: impact du lien affectif entre les jeunes collaborateurs | | BIBAK | Full-Text | 137-144 | |
| Jérôme Dinet; Brigitte Simonnot; Robin Vivian | |||
| Two experimental studies aim at describing the impacts of pair interaction
and affective factors during the process of collaborative search for
information on the World Wide Web when end-users are young learner recruited
from Grade 3. In three successive sessions, students were asked to find answers
to questions related to medieval on the Internet. In these three sessions, a
student was asked to find these answers alone (condition "Alone"), or with a
friend (condition "Affinity +"), or with an other pupil who was not a friend
(condition "Affinity -"). Several significant results have been obtained: (1)
pairs retrieved effectively more answers, more correct answers, and were more
efficient than singles; (2) pairs composed of children without social retrieved
more answers, more correct answers and were more efficient than pairs composed
of friends; (3) pairs composed of friends produced significantly more
irrelevant queries than pairs composed of children without social affinity; (4)
pairs composed of children without social affinity are engaged in a great deal
of consensus seeking, compared with the pairs composed of friends. Keywords: affective factors, collaborative information behaviour, interaction | |||
| Au-delà de l'utilisabilité: l'autotélie | | BIBAK | Full-Text | 147-150 | |
| Annemarie Lesage; Tomás Dorta | |||
| This theoretical proposition is set in the context of user experience as a
new paradigm in HCI. Staying away from the work-leisure dichotomy, usability
can be understood as supporting extrinsically motivated experiences, therefore
identifying its complementary as a principle supporting intrinsically motivated
experiences: the autotelic principle (autotelic: that which is its own goal).
This principle helps us look at human experience through goals, needs and
motivation. Keywords: autotelic principle, design, flow, theory, user experience | |||
| Mise en oeuvre d'un système d'aide aux choix des méthodes et modèles du GL et de I'IHM dans le cadre de projets visant I'informatisation de processus complexes en milieu hospitalier | | BIBAK | Full-Text | 151-158 | |
| Stéphanie Bernonville; Marie-Catherine Beuscart-Zéphir | |||
| In complex organisation (safety issues, risk of important organisational
changes), interactive system design or re-engineering projects involve the
participation of project partners from different domains, using different
methods, models and vocabularies. This diversity engenders communication
problems, particularly for the information transmitted between the project
partners. When information is not complete and/or not relevant, they can be the
cause of interactive applications not corresponding to the future users' needs.
It is why we propose the creation of common work supports between the different
project partners to improve the transmission of information. These supports can
be created or proposed thanks to a support system based on the use of software
engineering and human-computer interaction methods and models. The principles
of the first version of this support system are described. Case studies in
healthcare domain are explained. Keywords: design or re-engineering project, healthcare domain, human computer
interaction, modeling, software engineering | |||
| Tester la conformité d'une IHM à son modèle de tâches | | BIBAK | Full-Text | 159-162 | |
| Loé Sanou; Patrick Girard; Laurent Guittet; Sybille Caffiau | |||
| This paper presents an approach verifying the conformity of an interactive
application developed with the associated task model. This technique links the
HCI to the task model by inserting specific code in the HCI code. With this
code, based on a toolkit allowing the registration of user actions on the HCI
and their translation into task names, it is possible to produce data that can
be confront to the task model of this application. Keywords: human computer interaction, interface testing, programming by demonstration,
task model | |||
| MultiTouch menu (MTM) | | BIBAK | Full-Text | 165-168 | |
| Gilles Bailly; Alexandre Demeure; Eric Lecolinet; Laurence Nigay | |||
| This paper describes a new menu technique called MultiTouch Menu, that is
especially well suited for multitouch interactive surfaces. In contrast with
traditional menu techniques, the MultiTouch menu makes the most of the new
capabilities provided by these new interactive devices: instead of only using
two degrees of freedom, it makes it possible to use the five fingers of the
hand simultaneously for interacting with applications. By providing several
interesting properties, such as eyes-free selection or the ability to navigate
seamlessly in the hierarchy of commands, MultiTouch menus make it possible to
enrich and facilitate interaction on multitouch devices. Keywords: menu techniques, multi-touch, tabletop | |||
| Menus leaf: enrichir les menus linéaires par des gestes | | BIBAK | Full-Text | 169-172 | |
| Gilles Bailly; Anne Roudaut; Eric Lecolinet; Laurence Nigay | |||
| We present a new kind of linear menu based on gesture, called Leaf menu. The
Leaf menu is adapted to the selection of commands for the cases of small
handheld touchscreen devices (PDA, smartphone): Indeed it supports finger-based
interaction, minimizes the required screen space, manages occlusion and can be
used close to the screen borders. Moreover the Leaf menu supports eyes-free
selection. It can also be used in the context of a tabletop and of a personal
computer by providing an alternative to keyboard shortcuts. Keywords: menu techniques, mobile devices | |||
| Palettes satellitaires: faciliter les changements d'outils avec la rotation de la souris | | BIBAK | Full-Text | 173-176 | |
| Rodrigo A. B. Almeida | |||
| The "Satellite Palette" is a novel interaction technique that aims to reduce
the roundtrips between the graphic palettes and the objects of interest. This
technique, based on a rotation-sensing mouse, provides tool selection through
device rotation. A first example of application is discussed. Keywords: angular activation, graphic palettes, input devices, rotary manipulation,
spatial activation, toolglass | |||
| Espace de caractérisation du stylo numérique | | BIBAK | Full-Text | 177-184 | |
| Sylvain Malacria; Eric Lecolinet | |||
| Despite computers and PDAs are now so common, the pen / paper couple is
still widely used in practice. However, as it belongs to the "physical world",
it is strongly separated from "digital world" applications. In this paper, we
focus on digital pen technology and explore the bridges it can provide between
tangible and digital objects. We propose a framework that relies on the
properties of digital pen and interactive paper and on how users can interact
with these tools. Keywords: digital pen, interaction techniques, interactive paper, tangible user
interfaces | |||
| Quel(s) facteur(s) de différenciation interindividuelle dans l'utilisation d'un document hypermédia en contexte d'apprentissage? | | BIBAK | Full-Text | 187-190 | |
| Dorothée Fillet; Eric Jamet | |||
| A high level of learner control characterizes hypermedia learning
environments. Hypermedia environments allow learners to build their own
strategies by controlling the information sequencing and pace. However this
degree of freedom doesn't benefit to all learners depending on interindividual
differences such as level of prior knowledge. The study aims at examining the
factors influencing the use of control functions in a hypermedia learning
environment. In addition, we are interested in how using control functions has
an impact on learning outcomes. Results indicate that controlling the
environment increases the comprehension level for learners with a high prior
knowledge level. Conversely, using control functions hinders the level of
comprehension for learners with no or little prior knowledges. These findings
suggest a need for further research concerning the development of adaptative
hypermedia learning environments based on users prior knowledge level. Keywords: hypermedia learning, interindividual differences, strategy of consultation | |||
| Du crayon au stylo numérique: influences des interprétations numériques sur l'activité graphique en tâches de conception | | BIBAK | Full-Text | 191-198 | |
| Stéphane Safin; Roland Juchmes; Pierre Leclercq | |||
| Our research take place in the framework of the development of free-hand
sketches softwares in architectural domain. In this paper, we study, in the
preliminary stage of design, the activity of « neatening »
drawings, i.e. transforming « rough » sketches in « clean
» sketches. We try to identify modifications of this activity induced by
a software environment. We observe four design activities and define
operational conclusions for the development of architectural sketches
softwares. Keywords: architectural design, drawing interpretation, sketches | |||
| Quel outil d'évaluation de l'acceptabilité des nouvelles technologies pour des études francophones? | | BIBAK | Full-Text | 199-204 | |
| Florence Février; Eric Jamet; Géraldine Rouxel | |||
| This paper describes the first step of a larger research concerning the
establishment of a new technology acceptance model. Our final purpose aims at
creating a French-speaking tool to evaluate intentions to use new systems. We
wanted this tool to be constructed on the basis of an existing model, wherein
we planed to incorporate an emotional dimension. Referring to the literature,
we considered the TAM (Technology Acceptance Model, [3, 4]) as a reliable
groundwork. We translated items into French and checked we recovered the
factorial structure of TAM. We did this by assessing the intentions to use the
digital work environment of the university. 192 students, registered for the
first time in the university, constituted our sample. We ran the statistical
analysis and then noted that we did not recover the original factorial
structure of TAM. This result is surprising at first sight and is discussed in
the last part. We conclude this paper by presenting the next steps of our
research. Keywords: acceptance, evaluation tool, intentions to use, model | |||
| Etude des métaphores temporelles sur la perception du temps d'attente | | BIBAK | Full-Text | 205-208 | |
| Guillaume Gronier; Salim Gomri | |||
| During the Human-Computer Interactions (HCI), the user is sometimes faced
with waiting periods. Presentations of metaphors like icons or progress bars
often improve these waiting periods. This current research will examine the
influence of time's metaphors on user satisfaction and their perception of
waiting periods. The hypothesis supported in this article consists of some
metaphors giving the user an impression of a shorter waiting period than
others, displaying an equally long period. Based on collected data through
experimentation, it is then possible to differentiate between interfaces with
high or low "waiting period improvement" for the design of human-computer
interfaces. Keywords: ergonomic, feeling of waiting, time metaphor, time perception, user
satisfaction | |||
| Démonstration: advene, un outil pour la lecture active audiovisuelle | | BIBAK | Full-Text | 211-212 | |
| Yannick Prié; Olivier Aubert; Bertrand Richard | |||
| The Advene project aims at providing a framework to practice active reading
on audiovisual documents, through the annotation of the document and the
visualisation of the annotations along user-defined modalities. It involves
conceptual, technical and ergonomical issues, especially due to the dynamic
nature of the annotated documents. Keywords: annotation, attention, temporality | |||
| Démonstration: EMMA pour la plasticité en mobilité | | BIBAK | Full-Text | 213-214 | |
| Vincent Ganneau; Rachel Demumieux; Gaëlle Calvary | |||
| This paper describes EMMA, a context-aware system that investigates
plasticity in mobility. EMMA gathers data on a mobile phone, learns key
contexts of use, and provides the end-user with User Interface (UI) adaptation
when context changes. Keywords: adaptation, context, mobility, plasticity | |||
| Démonstration: HephaisTK, une boîte à outils pour le prototypage d'interfaces multimodales | | BIBAK | Full-Text | 215-216 | |
| Bruno Dumas; Denis Lalanne; Rolf Ingold | |||
| This article describes HephaisTK, a toolkit for prototyping multimodal
interfaces. The article briefly presents the state of the art and the
challenges before describing the architecture of the HephaisTK toolkit, along
its description language. Finally, the article explains future works. Keywords: human-machine interaction, multimodal fusion, multimodal interfaces,
multimodal toolkit | |||
| Démonstration: autonomie et plaisir d'usage d'un EIAH | | BIBAK | Full-Text | 217-218 | |
| Magali Jobert; Gabriel Michel | |||
| Taking into account the affects in Intelligent Tutoring Systems for a
children with cognitive handicapped, includes concepts such as autonomy,
pleasure to use and reducing the frustration of learners. Keywords: HCI, autonomy, cognitive handicapped, learning softwares, pleasure to use | |||
| Démonstration: transcordanse # 1 espaceTemps performatif interactif | | BIBAK | Full-Text | 219-220 | |
| Helmuth Reiter | |||
| transcordanse # 1 is designed both as a performative scenic space for a
dance performance and as an independent interactive installation. This artistic
project is an interactive timeSpace in dialogue with the public, a kinesthetic,
sonorous and visual environment.
To interact with this timeSpace, visitors and performers are invited to move within interactive cords, where looking and hearing are linked to movement. Thus, relationships will be established between the body and its environment: visual and sonorous superpostions and juxtapositions of the bodies, the bodies of the spectateurs and the bodies of the performers. Generated by multilinear experiences and possible transitory trajectories, a choreography of bodies and information/data will emerge, an «info-choreography» between projected bodies, real bodies and virtual bodies in this setting [dispositif]. Keywords: human-machine relationships in arts, interactive arts, interactive devices,
tangible user interface (TUI) | |||
| Démonstration: ArcheoTUI | | BIBAK | Full-Text | 221-222 | |
| Patrick Reuter; Nadine Couture; Guillaume Rivière | |||
| We designed ArcheoTUI on the demand of archeaologists and in a direct
collaboration with them. Cultural objects of archeological findings are often
broken and fractured into a large amount of fragments, and the archeologists
are confronted by 3D puzzles when reassembling the fractured objects. We
revealed that the tangible interface was accepted, and that all the users
managed to solve simple assembly tasks. Keywords: input device, interaction techniques, tangible user interface | |||