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Proceedings of the 2010 Conference of the Association Francophone d'Interaction Homme-Machine

Fullname:Proceedings of the 22nd International Conference of the Association Francophone d'Interaction Homme-Machine
Editors:Bertrand David; Monique Noirhomme-Fraiture; André Tricot
Location:Luxembourg
Dates:2010-Sep-20 to 2010-Sep-23
Publisher:ACM
Standard No:ISBN:; ACM DL: Table of Contents hcibib: IHM10
Papers:42
Pages:354
Links:Conference Home Page | Association Francophone d'Interaction Homme-Machine
  1. Articles de recherche longs (Long Research Papers)
  2. Articles de recherche courts (Short Research Papers)
  3. Articles industriels (Industry Papers)
  4. Demonstrations

Articles de recherche longs (Long Research Papers)

Analyse des interactions en utilisant le suivi oculaire, le suivi physiologique et les structures d'actions BIBAFull-Text 1-8
  Aude Dufresne; François Courtemanche; Sandrine Prom Tep
In order to improve human-computer interaction, eye-tracking measures and physiological reactions are combined to the context of navigation and the structure of actions to analyze emotional state of users. Understanding affective reactions is essential to improve the human-computer interaction and the design of systems. In the domain of e-commerce those techniques are being used informally to observe interactions during the design of systems or for research, more systematic methods are necessary to efficiently highlight important aspects of the interaction and the emotional reactions. More so to help interpret measures it is necessary to complete measures with the recognition of structures of actions, so that reactions could be interpreted in context.
Au-delà de l'utilisabilité: ordonner les composantes de la qualité de service en ligne BIBAFull-Text 9-16
  Sandrine Prom Tep; Aude Dufresne
Whether they buy online or not, people do shop on the Web and search for product or service-related information. This research extends a previous Web site evaluation study of twenty-one Web sites pertaining to four industrial sectors (i.e.; financial institutions, renovation, electronics and travel). The sites were evaluated for effectiveness, quality, and consumer satisfaction by a very large sample of consumers, asked to search for specific information. Analysing this data with various statistical techniques, we have confirmed the structure of the the Netqu@l grid to evaluate the quality of service, measured the relative contribution of each factors to influence the Web site effectiveness and the customer satisfaction and ordered them. The results show that usability is the dominant factor for site effectiveness, along with quality and quantity of information. Personnalization is most contributive to global satisfaction with the site, followed by ease of use. Paper limitations are addressed and promising future research venues are also proposed.
Combien d'options dans les messages vocaux? BIBAFull-Text 17-24
  Ludovic Le Bigot; Loïc Caroux; Christine Ros; Agnès Lacroix; Valérie Botherel
This research focus on the effect of number of options of message of Interactice Voice Response, or IVR, (recorded human voice) multiple option messages and on the effect of linguistic marker on memorization of options. Participants were told to pay attention to the quality of speech interactions between users and an IVR system with a natural voice. They asked to recall system messages which suffixes were added. The suffix was either experimental (pseudoword), natural ("It's your turn [to speak]") or control (beep). Results showed that option recall was impaired when messages were longer and contained a suffix. These results confirm and specify recommendations for IVR prompt design.
Efficacité et robustesse aux distracteurs d'un retour tactile pour faciliter le pointage BIBAFull-Text 25-32
  Géry Casiez; Nicolas Roussel; Romuald Vanbelleghem; Frédéric Giraud
Surfpad is a pointing facilitation technique that operates in the tactile domain by taking advantage of the ability to alter a touchpad's coefficient of friction. We report on two experiments comparing it to the semantic pointing technique and constant control-display gain with and without distractor targets. Our results clearly show the limits of traditional target-aware gain adaptation in the latter case, and the benefits of our tactile approach in both cases. Surfpad can lead to a performance improvement of up to 21% compared to unassisted pointing at small targets with no distractor. It is also robust to high distractor densities, keeping an average performance improvement of nearly 10% while semantic pointing can degrade up to 100%.
Etude exploratoire des usages d'une application sociale mobile BIBAFull-Text 33-40
  Moustafa Zouinar; Pascal Salembier; Sandrine Darcy
This paper investigates issues related to the use of mobile social applications which aim at supporting coordination and communication, and enhancing the feeling of connectedness and social presence. To explore these assumptions, we conducted an empirical study of an application that enables group of users to share awareness information about their status and location. We present the results of the study, focusing on three issues: patterns of usage of awareness information, evolution of the usage, and privacy.
Gérer son information personnelle au moyen de la navigation par facettes BIBAFull-Text 41-48
  Florian Evéquoz; Julien Thomet; Denis Lalanne
This article introduces Weena, a personal information management (PIM) system enabling faceted navigation in a personal collection. Re-finding information items can be achieved in particular through the related people (social facet) and temporal period (temporal facets) in addition to traditional hierarchical browsing and text search. Participants in the evaluation effectively used those facets and expressed an interest for the approach. Faceted navigation is therefore a viable and promising alternative to hierarchical browsing and text search, the two more traditional re-finding means in PIM.
Influence du type de représentation visuelle sur l'évaluation de l'ambiance d'un espace architectural BIBAFull-Text 49-56
  Anne Van de Vreken; Stéphane Safin
This paper describes the results of an experiment comparing the effectiveness and the impact of three kinds of usual architectural representation (plan, mock-up and virtual visit of a 3D model) for the perception of ambiances. We compare the judgments of people (inexperienced in the architecture domain) on 32 ambiance criteria, made on the basis of one of these representations. We compare these judgments on those made by the same participants on the basis of a visit of the real space. We conclude on propositions to enhance representation of ambiances in architecture.
Manifeste pour l'ergonomie prospective: anticiper de futures activités humaines en vue de concevoir de nouveaux artéfacts BIBAFull-Text 57-64
  Eric Brangier; Jean-Marc Robert
This article is at first a text of critical reflections, epistemological controversies and speculative positioning on the evolution of ergonomics. It aims at discussing about the future of the discipline, by considering a temporal evolution that sees the development of ergonomics through the past, present, and future of human activity. When ergonomics is applied for correcting (or improving) existing situations, it is corrective. When it is called for acting on current situations, it is ergonomics for design. And when it is considered for dealing with future needs, it becomes prospective. Thus, this article reconsiders the distinction between corrective ergonomics and ergonomics for design in order to propose a third avenue to the discipline: Prospective ergonomics. This can be defined as the part of ergonomics whose goal is to study, in collaboration with other disciplines, the technical, social, cultural and economic factors that shape the evolution of human activities, so as to define, design, and realise human-centered innovations, that are useful and beneficial to humans in terms of comfort, performance, pleasure and/or personal development.
Méthodes et outils de conception participative avec des utilisateurs non-voyants BIBAFull-Text 65-72
  Anke Brock; Jean-Luc Vinot; Bernard Oriola; Slim Kammoun; Philippe Truillet; Christophe Jouffrais
Participatory Design is a process for the design of interactive systems integrating the user in all design phases. However it is based on the assumption that users are in possess of their full physical capabilities, in particular the visual sense, and thus is for the most part not adapted for working with visually impaired people. In this article we present an approach for using participatory design when working with blind people. We start with an analysis of the existing methods, in which we discuss their limits concerning accessibility for the blind, and the peculiarities of blind users. Afterwards we present how we have adapted the classical design methods during our design process and we show the results of our project. We conclude with some recommendations and future working propositions.
Pointage bi-manuel avec le CubTile dans un espace 2D de type focus+contexte BIBAFull-Text 73-80
  Guillaume Rivière; Laurence Nigay
The CubTile is a cubic-shaped device with 5 tactile multi-touch faces. It was initially designed for 3D interaction. In this article we explore its use for navigation and pointing in a 2D space. In this way, we propose a bi-manual interaction technique, based on the manipulation of two faces of the CubTile, in a focus+context interface: The non-dominant hand pans the focus with one face of the CubTile while the dominant hand points in the focus area using another face of the CubTile. The results of a first user experiment indicate that an asymmetric tuning, with a low amplification for the non-dominant hand gestures and a high amplification for the dominant hand gestures, provides better performance in a pointing task. These results are a first step towards optimal tuning of the tactile faces for asymmetric bimanual interaction.
Une approche à base de modèles pour l'ingénierie logicielle de techniques d'interaction BIBAFull-Text 81-88
  Jean François Ladry; Philippe Palanque; David Navarre; Eric Barboni; Marco Winckler
While model-based approaches have been used for over 30 years in the field of behavioral description of interactive systems [27], the link between these approaches and user-centered design process remain insufficiently explained. This paper offers a contribution to this problem by presenting how a model-based approach can be exploited to facilitate the tasks of evaluation of usability that are often laborious and repetitive. The basic principle of this approach promotes the use of recording and analysis of log data in a model-based environment. The results described in this paper show that the log data at model level can be used not only to identify usability problems but also to identify changes to these models in order to correct the encountered problems. This approach is integrated in a process and is supported by a modelbased CASE tool for modeling, simulating and evaluating interactive systems. The case study illustrates the principles of the approach and operation of the tool on an interaction technique. It shows how the analysis of log data allows the designer to easily tune the interaction technique (as the results of the analysis of log data are presented at the same abstraction level than models). It proposes an alternative to user tests that are very difficult to configure and to interpret especially when advanced interaction techniques are concerned.
UniWise: LetterWise pour Unistroke, la prédiction de texte pour améliorer la reconnaissance de geste BIBAFull-Text 89-96
  Thomas Altenburger; Anthony Subasic; Benoît Martin; Poika Isokoski
Nowadays, linguistics and language processing represent an important part of the text entry domain. Prediction and/or automatic correction systems are often included in mobile devices with text entry capabilities. However, in gesture based text entry, few such systems are known. We propose UniWise, a system which combines Unistrokes, a gesture alphabet, and LetterWise, a disambiguation system. Our purpose was to study the fusion of the results from the gesture recognizer and results of the prediction system. Our system was tested with several fusion functions. The best function showed a theorical improvement of the recognition error rate of 17,23%. An experiment was conducted to measure the impact on user performance. The result was an improvement of 17,26% in the recognition error rate in the three last sessions and an improvement of 1,04 for the position of the correct character in the recognition result list. According to user feedback, the LetterWise component was transparent to the users.
Visualisation interactive de données temporelles: un aperçu de l'état de l'art BIBAFull-Text 97-104
  Kangnikoé Adjanor; Eric Lecolinet; Yves Guiard; Myriam Ribière
Many visualization systems have been designed and developed to address the ever-growing mass of temporal data. The multiple aspects of time (linear vs cyclic, instant vs interval, different units etc.) have been represented in different manners in existing visualization systems. A design space is thus needed to analyse and compare different visual representations used in those systems. In this article we propose a framework to describe and analyze existing temporal visual representations with emphasis on three factors: time, data and user task.
What, where and how are young people looking for in a search engine results page?: impact of typographical cues and prior domain knowledge BIBAFull-Text 105-112
  Jérôme Dinet; J. M. Christian Bastien; Muneo Kitajima
In this paper, we describe an experiment that uses the eye-tracking technique to help us understand how young people (recruited from Grade 5 to Grade 11) explore a search engine results page (SERP) to find information. In particular, we looked at how varying the typographical cuing in Web search results (With boldface versus No boldface) and the familiarity of the search topic (Familiar versus Unfamiliar) affected user visual strategies. Results have mainly showed that (1) typographical cuing and prior domain knowledge influence the visual exploration of a SERP, that (2) four different visual strategies can be identified for young people (F-shaped strategy, Exhaustive strategy, Cued visual jumps, and F-inverse strategy), and that (3) the distribution of these strategies depends on the grade level and on the degree of familiarity of the search topic (i.e., the level of prior domain knowledge).

Articles de recherche courts (Short Research Papers)

Adaptation of user views to business requirements: towards adaptive views models BIBAFull-Text 113-116
  Conrad Boton; Sylvain Kubicki; Gilles Halin
This article describes an approach to model user views in service-oriented groupware systems in order to support the adaptation of views in collaborative projects environments. The issue is to adapt the visualization to the users' business requirements according to their usages. We rely on research works in Human-Computer Interaction, Information Visualization (InfoVis) and Model Driven Engineering fields to propose a user view meta-model. We worked on a case study that allows us to characterize a user view in order to model it. This case study is based on the use of 4D CAD to solve a recurrent and important issue in construction projects: the management of actors' interventions sequencing and reservations.
Conception d'un outil de contrôle et de communication pour personnes tétraplégiques BIBAFull-Text 117-120
  Adil Boujard; Christophe Jouffrais; Philippe Truillet; Philippe Marque
In this paper, we present a support system for quadriplegics. To carry out this project, we conducted a participatory approach with patients and therapists. From various prototypes, we have defined a modular and highly reconfigurable architecture in order to accommodate the needs and abilities of patients to acquire usage data for the practitioners.
Effects of expertise, mapping and tutorial format on user experience when gesturing with the Nintendo Wii BIBAFull-Text 121-124
  Stéphanie Dabic; Kristine Lund; Nicolas Nova
Based on a controlled experiment, we address understanding how users interact gesturally with the Nintendo Wiimote. Twenty-four participants, half novice and half expert, were filmed playing the game Wario Ware: Smooth Moves. We illustrate the gap between the supposed intuitiveness of the Wiimote and real Wiimote usage. Indeed, unsurprisingly, experts perform better at making new gestures and become competent earlier than novices. Our study explains the mismatch between the Wiimote's reactions and novices' intuitions. We found that strong direct mapping from physical gesture to virtual gesture (using lexico-graphic primes) facilitates players' manipulation of the Wiimote. However, the player's level influenced their preference for particular games: novices prefer to be helped by lexical primes whereas experts do not.
Intégrer une approche de conception centrée utilisateur à une approche agile de développement logiciel BIBAFull-Text 125-128
  Jean-François Proulx; Jean-Marc Robert
This article is about integrating a user centered design (UCD) approach into an agile software development approach. It starts with key elements of each approach and proposes a practical way to link them together so that integration is easy to implement by software development teams. The article proposes a work guide which includes 18 distinct activities. Validation of the guide is done in two stages: firstly, 5 UCD specialists and 6 agile software development specialists read the guide and propose improvements. The article presents the results of this validation. Secondly, for a 6 month period we follow up with agile teams who received the guide. Adjustments to the guide will be made at the end of each stage of validation, if required. In conclusion, we propose tracks to be explored to facilitate the application of the guide by specialists of the two disciplines.
Interaction avec un picoprojecteur: état de l'art et analyse des attentes des utilisateurs BIBAFull-Text 129-132
  Franck Poirier; Jérôme Ah-Leung; Jean-Yves Antoine
A pico-projector is a miniaturized handheld video projector. A projector phone is a smartphone incorporating such device. Very few broadcasted for the moment, this new interactive mobile device is marketed since 2 years. This article presents a state of the art on actual studies conducted on the subject, and then it presents an analysis of the needs conducted on a panel of 50 potentials users.
KeyGliss: un clavier ambigu prédictif basé sur un appui-glissé BIBAFull-Text 133-136
  Charles Gilbertz; Alexandre Bucci; Benoît Martin
KeyGliss is an ambiguous soft keyboard that can be operated by one finger or a stylus. It combines a selection of a key with an explicit disambiguation by sliding. The prediction system maps letters on keys after each taping and the navigation through pages limits the use to four keys. A first experiment done with a stylus shows that this solution is usable. With a stylus, it provides good performance but that remains far below the performance of an AZERTY soft keyboard. Users expressed good satisfaction.
KeyTilt: un clavier logiciel par inclinaison BIBAFull-Text 137-140
  Guillaume Homberg; Alassane Sangott; Benoît Martin
This paper describes KeyTilt a complete soft keyboard usable with one hand on mobile devices. It combines a selection with a finger and an explicit disambiguation through the use of tilt in pronation / supination. A first experiment shows that this solution is usable and provides good performance but far below the performance of an AZERTY soft keyboard operated with a stylus. Users have only used their non dominant hand and expressed good satisfaction.
Méthode de déterminationdes fonctions de gains BIBAFull-Text 141-144
  Jean-Philippe Deblonde; Géry Casieze; Laurent Grisoni
This article presents an apparatus and a method to retrieve the gain functions from different operating systems. First, we present a method for measuring the gain function used on an arbitrary system, based on some specific hardware. Using this hardware, we describe the gain functions used by current operating systems. We then analyze the differences between those functions. The results show important differences between the curves retrieved.
New research challenges for user interface quality evaluation BIBAFull-Text 145-148
  Kathia Marçal de Oliveira
Quality assessment of user interface (UI) has been largely studied in the last years. Several methods, tools and quality models have been proposed. On the other hand, with the diversity of computing platforms, interaction devices and styles, the automatic generation of UI with Model Driven Architecture (MDA) paradigm has also gained space. In this context, some questions come out: How to fit the traditional effort of UI quality assessment to this new paradigm? Can we use the existing quality models? Can we monitor the quality produced throughout the UI design in MDA infrastructure? Can we improve this quality? With those questions in mind we start to analyze some quality models and we propose some ideas of how to integrate quality evaluation in MDA structure.
Perception de la profondeur en gestion de fenêtres BIBAFull-Text 149-152
  Guillaume Faure; Olivier Chapuis; Michel BeaudouinLafon
Current window managers are based on the use of overlapping windows, which implies the notion of a window's depth. In order to facilitate the management of windows in desktop environments, recent work has explored their grouping into layers of non-overlapping windows. In this note, we investigate the effect of three visual depth cues on the perception of the depth of such layers: luminosity, blurring and shadow. The paper reports on a controlled experiment that indicates that luminosity helps users to assess the number of layers while blurring and shadow have no effect.
Proposition d'une grille de critères d'analyse ergonomiques des formes de persuasion interactive BIBAFull-Text 153-156
  Alexandra Nemery; Eric Brangier; Steve Kopp
This communication proposes a grid of ergonomic criteria to analyse persuasion in human-computer interaction systems. Based on a bibliographical revue about persuasive technologies, we have identified 8 ergonomic criteria: credibility, privacy, personalization, attractiveness, solicitation, priming, commitment and ascendency. After an introduction about technological persuasion, we will present and explain elements from this grid by underlying its interest for interface design and evaluation. To conclude, we will discuss the requirement to validate this grid, work in progress in an experiment which gathered 30 experts in software ergonomic and HCI.
Reconnaissance d'Emotions: un point de vue interaction multimodale BIBAFull-Text 157-160
  Alexis Clay; Nadine Couture; Laurence Nigay
Analysis of emotion recognition is a young but maturing research field, for which there is an emerging need for engineering models and in particular design models. Addressing these engineering challenges of emotion recognition, we reuse and adapt results from the research field of multimodal interaction, since the expression of an emotion is intrinsically multimodal. In this paper, we refine the definition of an interaction modality for the case of passive emotion recognition. We also study the combination of modalities by applying the CARE properties. We highlight the benefits of our design model for emotion recognition.
UniGuide: vers un guide dynamique pour Unistroke BIBAFull-Text 161-164
  Jérémy Thimont; Benoît Martin
UniGuide is a support system to use the Unistroke gesture keyboard. It is based on dynamic guides to help the user to perform the gesture associated with the character he wants. To enhance the visual feedback, the guides are spread over several pages through the use of a prediction module language. An initial experiment showed a good satisfaction rate. But the switch between pages is overused and the guides slow down the users who seem to perform more precise gestures indeed slower.

Articles industriels (Industry Papers)

Applications of user and context-aware recommendations using ontologies BIBAFull-Text 165-172
  Yannick Naudet; Lou Schwartz; Sabrina Mignon; Muriel Foulonneau
This paper presents the concepts of ontology-based personalisation for the recommendation of contents adapted to the user and his context. This approach is presented and illustrated through two use cases in the television and commerce domains, which have been prototyped in the framework of different European research projects.
Evaluation de la sonifcation d'un système multimédia automobile BIBAFull-Text 173-180
  Sabine Langlois; Séverine Loiseau; Julien Tardieu; Andrea Cera; Nicolas Misdariis
An automotive multimedia system that would be sonified should offer to the driver the possibility to interact with this system without his eyes, having thus a better visual focus on the road. The sonification should indeed facilitate the discovery of the system and the navigation within the menu tree.
   We have prepared a prototype to test with users the efficiency and acceptability of the sonification, made by hierarchical sounds, vocal synthesis, spearcons (compressed vocal synthesis), musical samples and feedback sounds. Our results confirm that sonification is interesting. Even if it doesn't allow to navigate and to reach the data faster, the participants want to keep it as they find their driving safer.
   Vocal synthesis and hierarchical sounds used on the first menu levels are the most helpful sounds with the alphabetical letters used in the long list of data. Hybrid sounds, composed of earcons and auditory icons, are prefered to orchestra sounds (musems) because the link to the fonction is more intuitive. Spearcons are not appreciated because they are not understood and do not help the positioning in the lists of data. Feedback sounds are appreciated all along the navigation, in particular the sound of scrolling and the sound « end of the list / empty list ».
IHM et démocratie quand une machine à voter n'est pas utilisable par les seniors BIBAFull-Text 181-188
  Steve Matyja; Yannick Dupire; Gabriel Michel
The objective of this paper is to show the ergonomics of voting machines currently used in France and their problems they involve for older voters. Initially we do a quick assessment of problems that have posed so far the various voting systems and the problem of access to technology by older people. We compared the interface of one of these voting computers with a multimodal interface that we have created with some usability guidelines. This comparison was made with users tests carried out on 20 elderly users. The results show a significant exclusion of older people with the voting machine used in France and open a track to develop a computer to vote for those who could not vote under normal conditions.
Méthode centrée utilisateurs et développement agile: une perspective « gagnant-gagnant » au service des projets de R&D BIBAFull-Text 189-196
  Dominique Deuff; Mathilde Cosquer; Béatrice Foucault
Services on which we are working are more and more complex and require a high level of simplicity. In R&D projects, an ergonomist often acts at the beginning of the project, during the design phase. Or he acts after the development phase by applying a user test to validate the service. The method that we have set up is a solution to integrate user-centered design and the agile developments to one another. It is based on short user tests which enable users to intervene during the development phase. The ergonomist realises user tests in cycles that match agile development ones. Results gained at the end of a cycle suggest ergonomics adjustements for the same reasons that technical validations can induce fonctionnal adjustments.
   This method was applied and validated on a project. Following the description of the method, this paper introduces project members experience feedbacks.
Navigation multi-vues dans les résultats d'une recherche multi-critères BIBAFull-Text 197-204
  Yassin Aziz Rekik; Aïcha Rizzotti; Jean-Daniel Schlaeppy
The eParticipation project, carried out jointly by the institute of information and communication systems (ISIC) at haute école Arc Ingénierie in Switzerland and BEDAG Informatik AG company, aims at developing an eDemocracy integrated platform covering a large range of electronic participative processes.
   In addition to its functional objectives, the project attaches a major importance to the ergonomics and the attractivity of the platform. Thus, various innovative mechanisms of notification, visualization, navigation and connection to social software were implemented in order to increase the acceptability of the platform by the various targeted users (citizens, authorities, organizations, political parties).
   This article presents an experiment of designing a graphical user interface providing multiple synchronized views for the visualization of a broad list of results of a multi-criteria search. The objective was to test various possible complementary solutions, making it possible to the user to grant more weight to certain criteria compared to others and to adapt their navigation and their visualization consequently.
Repères pour la conception d'un terminal informatique nomade d'aide aux agents de terrain du nucléaire BIBAFull-Text 205-212
  François Palaci
This study contributes to a design project aiming at implementing a new mobile computer device dedicated to field operators in nuclear power plants. It originates from a demand of the project manager who expects a comparative study of two field inspection computer programs in order to identify the most useful features and to integrate them. A first ethnographic kind of observation leads to move the focus of the study on the overall field operators' work practices and to consider field inspection as just a part of them. A detailed analysis of actual field operators' work practices, based upon systematic observations and self-confrontation interviews, is carried out. Eventually, information useful to the specifications of the future computer device is provided. This study thus shows the practical value, for design, of work practices ergonomic analysis.

Demonstrations

CentralMenu: menu partagé sur table interactive BIBAFull-Text 213-216
  Jonathan Chaboissier; Frédéric Vernier
Interactive tabletop displays are appropriate for collaborative tasks involving several users sitting around the table. Most of the menu systems existing on tabletops have been designed for individual activities, which may not be suitable for group activities where menu items should be shared among users. Orientation of graphical elements (texts and images) is problematic when users have opposed viewpoint. In this paper, we focus on a menu adapted for group activity and we present the CentralMenu, a multiuser widget facilitating group dynamics. We conducted an experiment on 10 participants to collect feedback on our design.
Cross-device continuous media consumption: a demonstration BIBAFull-Text 217-220
  Regina Bernhaupt; Mahmoud Abdellatif; Thomas Mirlacher
With the introduction of mobile devices that allow to watch films and movies on the move, in cars or even during school or work, the connection of Internet Protocol Television (IPTV) with the home network and the access to the Internet via game consoles, new possibilities of media consumption were introduced for the consumer. The goal of this demonstration is to show a new user interaction concept that allows users to consume media on different devices in an easy way.
WeGliss, clavier pour la télévision interactive BIBAFull-Text 221-224
  Alexandre Oberst; Guillaume Laas; Isabelle Pecci
Television becomes interactive. The viewer is now fully-fledged user. He needs text entry, but the context in which he interacts is complex: he is often sitting down or lying on the sofa in darkness... Most of interactive TV services use virtual keyboards we think unsuitable. We propose a new one called WeGliss which seems to be better for interactive TV context. Preliminary tests with young and inexperienced users reinforce our hypothesis about WeGliss keyboard adaptation to this context.
e-COMM, un éditeur pour spécifier l'interaction multimodale et multiutilisateur BIBAFull-Text 225-228
  Frédéric Jourde; Yann Laurillau; Laurence Nigay
Addressing this issue of lack of design tools for multi-user multimodal systems, we present the COMM (Collaborative and MultiModal) notation and its on-line editor for specifying multi-user multimodal interactive systems. Extending the CTT notation, the salient features of the COMM notation include the concepts of interactive role and modal task. The e-COMM graphical user interface emphasizes direct manipulation of the COMM concepts in order to avoid forms, menus or toolbars as much as possible. Such UI should encourage focus on the specification under development.
Ecran virtuel multifonction: outil pour le concepteur mécanicien BIBAFull-Text 229-232
  Gaël Guerlesquin; Florence Bazzaro; Morad Mahdjoub; Jean-Claude Sagot
Nowadays firms need to use concurrent design to survive. A multidisciplinary approach of product design process has become essential. Immersive Virtual Reality is a tool permitting cooperation between various trades, of remote natures (from engineering to the humanities). This study presents a tool dedicated to mechanical designers to enable them to integrate human factor and to converge more quickly and efficiently to an acceptable product.
Integrating internet-based services in IPTV: an interaction concept BIBAFull-Text 233-236
  Regina Bernhaupt; Nicolas Linard; Thomas Mirlacher
The integration of Internet-based services in interactive TV (iTV) has been a focus of research in human-computer interaction for the last 15 years. With new services like Twitter or Facebook there is again the trend to combine Internet and TV -- either directly on the TV or via a set-top box (STB) supporting the Internet Protocol (IP). This demonstration shows an interaction concept, which allows users to easily access Internet services. The demonstration is based on a flash prototype in combination with a fully functional two-way infrared remote control including fingerprint recognition.
L'interface du clavier virtuel Chewing Word BIBAFull-Text 237-240
  Aristide Grange
ChewingWord is a cross-platform on-screen keyboard for people with motor impairments and/or speech disorders, their care assistants, dyslexics and beginning readers. We focus on its interface, which aims to minimize the cognitive overload inherent to dynamic virtual keyboards, while preserving their main benefits: speed, power and fluidity.
Techniques d'interaction collaborative autour d'une table interactive BIBAFull-Text 241-244
  Mohammed Belatar; François Coldefy
This paper describes two tabletop interaction techniques for collocated collaborative work. These techniques aim to improve the transitions between individual and collective tasks to improve the collaborative interaction. The first technique is based on common document browsing techniques with the decomposition of the browser into independent components to desynchronize the interaction and to avoid interruptions in collocated users' work. The second technique gives a means to launch graphical objects on the interface without disturbing other users. This technique allows the user to implicitly give the desired orientation and dimensions of the new window before it is displayed on the interface.
The Kulitta: innovative musical hearing improvement tool BIBAFull-Text 245-246
  David Arens; François Bodart; Marion Guillemette; Teh Amouh; Maher Chemseddine
The aim of the Kulitta research project is the creation of innovative software to develop the learning of the different characteristics of sounds in order to improve the musical hearing. This paper describes the principles of the Kulitta software.