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IHM Tables of Contents: 02030405060708091011121314

Proceedings of the 2008 Conference of the Association Francophone d'Interaction Homme-Machine

Fullname:Proceedings of the 20th International Conference of the Association Francophone d'Interaction Homme-Machine
Editors:Éric Brangier; Gabriel Michel; J. M. Christian Bastien; Noëlle Carbonell
Location:Metz, France
Dates:2008-Sep-02 to 2008-Sep-05
Publisher:ACM
Standard No:ISBN: 1-60558-285-9, 978-1-60558-285-6; ACM DL: Table of Contents hcibib: IHM08
Papers:37
Pages:215
Links:Conference Home Page | Association Francophone d'Interaction Homme-Machine
  1. Conférenciers invités (Invited Talks)
  2. Visualisation
  3. Réalités augmentée et virtuelle (Augmented and Virtual Reality)
  4. Populations à besoins spécifiques (Special Needs)
  5. Mobilité (Mobile Computing)
  6. Collaboration
  7. Conception (Design)
  8. Dispositifs d'interaction (Interaction Devices)
  9. L'utilisateur (The User)
  10. Démonstrations

Conférenciers invités (Invited Talks)

Vers la plénitude de l'expérience utilisateur BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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

Visualisation du parcours des fichiers attachés aux messages électroniques BIBAKFull-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 BIBAKFull-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 BIBAKFull-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

Réalités augmentée et virtuelle (Augmented and Virtual Reality)

Prévention des risques en maintenance industrielle: apports et limites des techniques de réalité augmentée BIBAKFull-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 BIBAKFull-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 BIBAKFull-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

Populations à besoins spécifiques (Special Needs)

Graphisme tactile appliqué aux illustrations de manuels scolaires à l'usage d'enfants ayant une déficience visuelle BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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

Mobilité (Mobile Computing)

Étude empirique de formulaires en vue de leur utilisation sur des assistants numériques personnels BIBAKFull-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 BIBAKFull-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 BIBAKFull-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

Collaboration

Conception de systèmes collaboratifs multimodaux: analyse comparative de notations BIBAKFull-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 BIBAKFull-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 BIBAKFull-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

Conception (Design)

Au-delà de l'utilisabilité: l'autotélie BIBAKFull-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 BIBAKFull-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 BIBAKFull-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

Dispositifs d'interaction (Interaction Devices)

MultiTouch menu (MTM) BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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

L'utilisateur (The User)

Quel(s) facteur(s) de différenciation interindividuelle dans l'utilisation d'un document hypermédia en contexte d'apprentissage? BIBAKFull-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 BIBAKFull-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? BIBAKFull-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 BIBAKFull-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

Démonstrations

Démonstration: advene, un outil pour la lecture active audiovisuelle BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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