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The Performance and Preference of Different Fingers and Chords for Pointing, Dragging, and Object Transformation Fingers and Technology / Goguey, Alix / Nancel, Mathieu / Casiez, Géry / Vogel, Daniel Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4250-4261
ACM Digital Library Link
Summary: The development of robust methods to identify which finger is causing each touch point, called "finger identification," will open up a new input space where interaction designers can associate system actions to different fingers. However, relatively little is known about the performance of specific fingers as single touch points or when used together in a "chord." We present empirical results for accuracy, throughput, and subjective preference gathered in five experiments with 48 participants exploring all 10 fingers and 7 two-finger chords. Based on these results, we develop design guidelines for reasonable target sizes for specific fingers and two-finger chords, and a relative ranking of the suitability of fingers and two-finger chords for common multi-touch tasks. Our work contributes new knowledge regarding specific finger and chord performance and can inform the design of future interaction techniques and interfaces utilizing finger identification.

Looking through the Eye of the Mouse: A Simple Method for Measuring End-to-end Latency using an Optical Mouse Session 9B: Pens, Mice and Sensor Strips / Casiez, Géry / Conversy, Stéphane / Falce, Matthieu / Huot, Stéphane / Roussel, Nicolas Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.629-636
ACM Digital Library Link
Summary: We present a simple method for measuring end-to-end latency in graphical user interfaces. The method works with most optical mice and allows accurate and real time latency measures up to 5 times per second. In addition, the technique allows easy insertion of probes at different places in the system I.e. mouse events listeners -- to investigate the sources of latency. After presenting the measurement method and our methodology, we detail the measures we performed on different systems, toolkits and applications. Results show that latency is affected by the operating system and system load. Substantial differences are found between C++/GLUT and C++/Qt or Java/Swing implementations, as well as between web browsers.

Quantifying Object- and Command-Oriented Interaction User and Task Modelling / Goguey, Alix / Wagner, Julie / Casiez, Géry Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part IV 2015-09-14 v.4 p.231-239
Keywords: Interaction sequence; Task strategy; Metric; Theory; Finger identification; Finger specific
Link to Digital Content at Springer
Summary: In spite of previous work showing the importance of understanding users' strategies when performing tasks, i.e. the order in which users perform actions on objects using commands, HCI researchers evaluating and comparing interaction techniques remain mainly focused on performance (e.g. time, error rate). This can be explained to some extent by the difficulty to characterize such strategies. We propose metrics to quantify if an interaction technique introduces a rather object- or command-oriented task strategy, depending if users favor completing the actions on an object before moving to the next one or in contrast if they are reluctant to switch between commands. On an interactive surface, we compared Fixed Palette and Toolglass with two novel techniques that take advantage of finger identification technology, Fixed Palette using Finger Identification and Finger Palette. We evaluated our metrics with previous results on both existing techniques. With the novel techniques we found that (1) minimizing the required physical movement to switch tools does not necessarily lead to more object-oriented strategies and (2) increased cognitive load to access commands can lead to command-oriented strategies.

THING: Introducing a Tablet-based Interaction Technique for Controlling 3D Hand Models Interaction in 3D Space / Achibet, Merwan / Casiez, Géry / Lécuyer, Anatole / Marchal, Maud Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.317-326
ACM Digital Library Link
Summary: The hands of virtual characters are highly complex 3D models that can be tedious and time-consuming to animate with current methods. This paper introduces THING, a novel tablet-based approach that leverages multi-touch interaction for a quick and precise control of a 3D hand's pose. The flexion/extension and abduction/adduction of the virtual fingers can be controlled for each finger individually or for several fingers in parallel through sliding motions on the tablet's surface. We designed two variants of THING: (1) MobileTHING, which maps the spatial location and orientation of the tablet to that of the virtual hand, and (2) DesktopTHING, which combines multi-touch controls of fingers with traditional mouse controls for the hand's global position and orientation. We compared the usability of THING against mouse-only controls and a data glove in two controlled experiments. Results show that DesktopTHING was significantly preferred by users while providing performance similar to data gloves. Together, these results could pave the way to the introduction of novel hybrid user interfaces based on tablets and mice in future animation pipelines.

Push-Edge and Slide-Edge: Scrolling by Pushing Against the Viewport Edge GUI Size, Resolution & Layout / Malacria, Sylvain / Aceituno, Jonathan / Quinn, Philip / Casiez, Géry / Cockburn, Andy / Roussel, Nicolas Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.2773-2776
ACM Digital Library Link
Summary: Edge-scrolling allows users to scroll a viewport while simultaneously dragging near or beyond a window's edge. Common implementations rely on rate control, mapping the distance between the pointer and the edge of the viewport to the scrolling velocity. While ubiquitous in operating systems, edge-scrolling has received little attention, even though previous works suggest that (1) rate control may be suboptimal for isotonic pointing devices like mice and trackpads and (2) space beyond the window's edge might be scarce, limiting scrolling control. To address these problems, we developed Push-edge scrolling (and Slide-edge scrolling, its inertial variant), two novel position-based techniques that allow scrolling by "pushing" against the viewport edge. A controlled experiment shows that our techniques reduce overshoots and offer performance improvements by up to 13% over traditional edge-scrolling.

Adoiraccourcix: multi-touch command selection using finger identification Techniques d'interaction: Commandes et Gestes / Goguey, Alix / Casiez, Géry / Pietrzak, Thomas / Vogel, Daniel / Roussel, Nicolas Proceedings of the 2014 Conference of the Association Francophone d'Interaction Homme-Machine 2014-10-28 p.28-37
ACM Digital Library Link
Summary: Hotkeys are a critical factor of performance for expert users in WIMP interfaces. Multi-touch interfaces, by contrast, do not provide such efficient command shortcuts. We propose Adoiraccourcix, which leverage finger identification to introduce quick command invocation integrated with direct manipulation in this context. After presenting the concept behind, we illustrated Adoiraccourcix in a vectorial drawing application and ran preliminary user studies comparing Adoiraccourcix to classical user interfaces. Results suggest that once mastered, Adoiraccourcix provides very powerful means of interaction.

Direct and indirect multi-touch interaction on a wall display Interactions en situation spécifique / Gilliot, Jérémie / Casiez, Géry / Roussel, Nicolas Proceedings of the 2014 Conference of the Association Francophone d'Interaction Homme-Machine 2014-10-28 p.147-152
ACM Digital Library Link
Summary: Multi-touch wall displays allow to take advantage of co-located interaction (direct interaction) on very large surfaces. However interacting with content beyond arms' reach requires body movements, introducing fatigue and impacting performance. Interacting with distant content using a pointer can alleviate these problems but introduces legibility issues and loses the benefits of multi-touch interaction. We introduce WallPad, a widget designed to quickly access remote content on wall displays while addressing legibility issues and supporting direct multi-touch interaction. After briefly describing how we supported multi-touch interaction on a wall display, we present the WallPad widget and explain how it supports direct, indirect and de-localized direct interaction.

A three-step interaction pattern for improving discoverability in finger identification techniques Demonstrations / Goguey, Alix / Casiez, Géry / Vogel, Daniel / Chevalier, Fanny / Pietrzak, Thomas / Roussel, Nicolas Adjunct Proceedings of the 2014 ACM Symposium on User Interface Software and Technology 2014-10-05 v.2 p.33-34
ACM Digital Library Link
Summary: Identifying which fingers are in contact with a multi-touch surface provides a very large input space that can be leveraged for command selection. However, the numerous possibilities enabled by such vast space come at the cost of discoverability. To alleviate this problem, we introduce a three-step interaction pattern inspired by hotkeys that also supports feed-forward. We illustrate this interaction with three applications allowing us to explore and adapt it in different contexts.

Impact of form factors and input conditions on absolute indirect-touch pointing tasks Pointing and cursors / Gilliot, Jérémie / Casiez, Géry / Roussel, Nicolas Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.723-732
ACM Digital Library Link
Summary: Absolute indirect interaction maps the absolute position of a device's end-effector to the absolute position of a remote on-screen object. Despite its long-time use with graphics tablets and growing use in research prototypes, little is known on the influence of form factors and input conditions on pointing performance with such a mapping. The input and display can have different sizes and aspect ratios, for example. The on-screen targets can vary in size. Users can look solely at the display or at the input device as well. They can also hold the input device in certain cases, or let it rest on a table. This paper reports on two experiments designed to investigate the influence of all these factors on absolute indirect-touch pointing performance. We also provide design guidelines for interaction in these situations based on the observed impacting factors.

Small, medium, or large?: estimating the user-perceived scale of stroke gestures Papers: multitouch and gesture / Vatavu, Radu-Daniel / Casiez, Géry / Grisoni, Laurent Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.277-280
ACM Digital Library Link
Summary: We show that large consensus exists among users in the way they articulate stroke gestures at various scales (i.e., small, medium, and large), and formulate a simple rule that estimates the user-intended scale of input gestures with 87% accuracy. Our estimator can enhance current gestural interfaces by leveraging scale as a natural parameter for gesture input, reflective of user perception (i.e., no training required). Gesture scale can simplify gesture set design, improve gesture-to-function mappings, and reduce the need for users to learn and for recognizers to discriminate unnecessary symbols.

How low can you go?: human limits in small unidirectional mouse movements Papers: pointing and Fitts Law / Aceituno, Jonathan / Casiez, Géry / Roussel, Nicolas Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.1383-1386
ACM Digital Library Link
Summary: Computer mouse sensors keep increasing in resolution. The smallest displacement they can detect gets smaller, but little is known on our ability to control such small movements. Small target acquisition has been previously tackled, but the findings do not apply to the problem of finding the useful resolution of a user with a mouse, which corresponds to the smallest displacement (s)he can reliably produce with that device. We detail this definition and provide an associated experimental protocol to measure it. We then report on the results of a study suggesting that high-end mice are not likely to be used to their full potential. We further comment on the different strategies used by participants to achieve best performance, and derive implications for user interfaces.

Designing Intuitive Multi-touch 3D Navigation Techniques 3D Navigation / Marchal, Damien / Moerman, Clément / Casiez, Géry / Roussel, Nicolas Proceedings of IFIP INTERACT'13: Human-Computer Interaction-1 2013 v.1 p.19-36
Keywords: 3D navigation; multi-touch; interaction technique; design rationale
Link to Digital Content at Springer
Summary: Multi-touch displays have become commonplace over recent years. Numerous applications take advantage of this to support interactions that build on users' knowledge and correspond to daily practices within the real world. 3D applications are also becoming more common on these platforms, but the multi-touch techniques for 3D operations often lag behind 2D ones in terms of intuitiveness and ease of use. Intuitive navigation techniques are particularly needed to make multi-touch 3D applications more useful, and systematic approaches are direly needed to inform their design: existing techniques are still too often designed in ad-hoc ways. In this paper, we propose a methodology based on cognitive principles to address this problem. The methodology combines standard user-centered design practices with optical flow analysis to determine the mappings between navigation controls and multi-touch input. It was used to design the navigation technique of a specific application. This technique proved to be more efficient and preferred by users when compared to existing ones, which provides a first validation of the approach.

Méthodologie de conception de textures pour les interfaces tactiles à frottement programmable Interactions gestuelles, tactiles, tangibles, multimodales / Potier, Ludovic / Pietrzak, Thomas / Casiez, Géry / Roussel, Nicolas Proceedings of the 2012 Conference on Ergonomie et Interaction Homme-Machine 2012-10-16 p.121
ACM Digital Library Link
hal.inria.fr/hal-00719789
Summary: The design of textures for so-called variable friction technologies requires multiple perspectives, which this paper aims to outline and discuss. We first propose a definition of texture and describe the current state of knowledge on their perception. After presenting two technologies for variable friction and comparing them to other tactile interfaces, we describe several particular uses for these devices. We then discuss psychophysical methods for signal perception evaluation and finally discuss methodologies for creating multidimensional tactile content.

Technique multi-points indirecte relative pour l'interaction avec des écrans de grandes dimensions Nouvelles techniques d'interaction / Gilliot, Jérémie / Casiez, Géry / Roussel, Nicolas Proceedings of the 2012 Conference on Ergonomie et Interaction Homme-Machine 2012-10-16 p.229
ACM Digital Library Link
hal.inria.fr/hal-00719788
Summary: Multitouch interaction shows its limits with large display surfaces. Indirect interaction allows to use control surfaces that are much smaller than display surfaces. Absolute indirect interaction raises accuracy problems and relative indirect interaction only allows to interact with a single cursor. We present a relative indirect multitouch interaction technique allowing to create, control, delete several cursors without sacrificing precision for interacting with small objects.

Exposing and understanding scrolling transfer functions Interactions II / Quinn, Philip / Cockburn, Andy / Casiez, Géry / Roussel, Nicolas / Gutwin, Carl Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012-10-07 v.1 p.341-350
ACM Digital Library Link
Summary: Scrolling is controlled through many forms of input devices, such as mouse wheels, trackpad gestures, arrow keys, and joysticks. Performance with these devices can be adjusted by introducing variable transfer functions to alter the range of expressible speed, precision, and sensitivity. However, existing transfer functions are typically "black boxes" bundled into proprietary operating systems and drivers. This presents three problems for researchers: (1) a lack of knowledge about the current state of the field; (2) a difficulty in replicating research that uses scrolling devices; and (3) a potential experimental confound when evaluating scrolling devices and techniques. These three problems are caused by gaps in researchers' knowledge about what device and movement factors are important for scrolling transfer functions, and about how existing devices and drivers use these factors. We fill these knowledge gaps with a framework of transfer function factors for scrolling, and a method for analysing proprietary transfer functions -- demonstrating how state of the art commercial devices accommodate some of the human control phenomena observed in prior studies.

Giving a hand to the eyes: leveraging input accuracy for subpixel interaction Interactions II / Roussel, Nicolas / Casiez, Géry / Aceituno, Jonathan / Vogel, Daniel Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012-10-07 v.1 p.351-358
ACM Digital Library Link
Summary: We argue that the current practice of using integer positions for pointing events artificially constrains human precision capabilities. The high sensitivity of current input devices can be harnessed to enable precise direct manipulation ""in between"" pixels, called subpixel interaction. We provide detailed analysis of subpixel theory and implementation, including the critical component of revised control-display gain transfer functions. A prototype implementation is described with several illustrative examples. Guidelines for subpixel domain applicability are provided and an overview of required changes to operating systems and graphical user interface frameworks are discussed.

Mockup builder: direct 3D modeling on and above the surface in a continuous interaction space 3D manipulation / De Araùjo, Bruno R. / Casiez, Géry / Jorge, Joaquim A. Proceedings of the 2012 Conference on Graphics Interface 2012-05-28 p.173-180
ACM Digital Library Citation
Summary: Our work introduces a semi-immersive environment for conceptual design where virtual mockups are obtained from gestures we aim to get closer to the way people conceive, create and manipulate three-dimensional shapes. We present on-and-above-the-surface interaction techniques following Guiard's asymmetric bimanual model to take advantage of the continuous interaction space for creating and editing 3D models in a stereoscopic environment. To allow for more expressive interactions, our approach continuously combines hand and finger tracking in the space above the table with multi-touch on its surface. This combination brings forth an alternative design environment where users can seamlessly switch between interacting on the surface or in the space above it depending on the task. Our approach integrates continuous space usage with bimanual interaction to provide an expressive set of 3D modeling operations. Preliminary trials with our experimental setup show this as a very promising avenue for further work.

Hand occlusion on a multi-touch tabletop Triple t: touch, tables, tablets / Vogel, Daniel / Casiez, Géry Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.2307-2316
ACM Digital Library Link
Summary: We examine the shape of hand and forearm occlusion on a multi-touch table for different touch contact types and tasks. Individuals have characteristic occlusion shapes, but with commonalities across tasks, postures, and handedness. Based on this, we create templates for designers to justify occlusion-related decisions and we propose geometric models capturing the shape of occlusion. A model using diffused illumination captures performed well when augmented with a forearm rectangle, as did a modified circle and rectangle model with ellipse "fingers" suitable when only X-Y contact positions are available. Finally, we describe the corpus of detailed multi-touch input data we generated which is available to the community.

1 € filter: a simple speed-based low-pass filter for noisy input in interactive systems Interactions beyond the desktop / Casiez, Géry / Roussel, Nicolas / Vogel, Daniel Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.2527-2530
ACM Digital Library Link
Summary: The 1 € filter ("one Euro filter") is a simple algorithm to filter noisy signals for high precision and responsiveness. It uses a first order low-pass filter with an adaptive cutoff frequency: at low speeds, a low cutoff stabilizes the signal by reducing jitter, but as speed increases, the cutoff is increased to reduce lag. The algorithm is easy to implement, uses very few resources, and with two easily understood parameters, it is easy to tune. In a comparison with other filters, the 1 € filter has less lag using a reference amount of jitter reduction.

Conté: multimodal input inspired by an artist's crayon Tangible / Vogel, Daniel / Casiez, Géry Proceedings of the 201 ACM Symposium on User Interface Software and Technology1 2011-10-16 v.1 p.357-366
ACM Digital Library Link
Summary: Conté is a small input device inspired by the way artists manipulate a real Conté crayon. By changing which corner, edge, end, or side is contacting the display, the operator can switch interaction modes using a single hand. Conté's rectangular prism shape enables both precise pen-like input and tangible handle interaction. Conté also has a natural compatibility with multi-touch input: it can be tucked in the palm to interleave same-hand touch input, or used to expand the vocabulary of bimanual touch. Inspired by informal interviews with artists, we catalogue Conté's characteristics, and use these to outline a design space. We describe a prototype device using common materials and simple electronics. With this device, we demonstrate interaction techniques in a test-bed drawing application. Finally, we discuss alternate hardware designs and future human factors research to study this new class of input.

No more bricolage!: methods and tools to characterize, replicate and compare pointing transfer functions Pointing / Casiez, Géry / Roussel, Nicolas Proceedings of the 201 ACM Symposium on User Interface Software and Technology1 2011-10-16 v.1 p.603-614
ACM Digital Library Link
Summary: Transfer functions are the only pointing facilitation technique actually used in modern graphical interfaces involving the indirect control of an on-screen cursor. But despite their general use, very little is known about them. We present EchoMouse, a device we created to characterize the transfer functions of any system, and libpointing, a toolkit that we developed to replicate and compare the ones used by Windows, OS X and Xorg. We describe these functions and report on an experiment that compared the default one of the three systems. Our results show that these default functions improve performance up to 24% compared to a unitless constant CD gain. We also found significant differences between them, with the one from OS X improving performance for small target widths but reducing its performance up to 9% for larger ones compared to Windows and Xorg. These results notably suggest replacing the constant CD gain function commonly used by HCI researchers by the default function of the considered systems.

STIMTAC: a tactile input device with programmable friction Demonstration / Amberg, Michel / Giraud, Frédéric / Semail, Betty / Olivo, Paolo / Casiez, Géry / Roussel, Nicolas Proceedings of the 2011 ACM Symposium on User Interface Software and Technology 2011-10-16 v.2 p.7-8
ACM Digital Library Link
Summary: We present the STIMTAC, a touchpad device that supports friction reduction. Contrary to traditional vibrotactile approaches, the STIMTAC provides information passively, acting as a texture display. It does not transfer energy to the user but modifies how energy is dissipated within the contact area by a user-initiated friction process. We report on the iterative process that led to the current hardware design and briefly describe the software framework that we are developing to illustrate its potential.

Estimating the Perceived Difficulty of Pen Gestures Human Factors I / Vatavu, Radu-Daniel / Vogel, Daniel / Casiez, Géry / Grisoni, Laurent Proceedings of IFIP INTERACT'11: Human-Computer Interaction 2011-09-05 v.2 p.89-106
Keywords: gesture-based interfaces; pen input; gesture descriptors
Link to Digital Content at Springer
Summary: Our empirical results show that users perceive the execution difficulty of single stroke gestures consistently, and execution difficulty is highly correlated with gesture production time. We use these results to design two simple rules for estimating execution difficulty: establishing the relative ranking of difficulty among multiple gestures; and classifying a single gesture into five levels of difficulty. We confirm that the CLC model does not provide an accurate prediction of production time magnitude, and instead show that a reasonably accurate estimate can be calculated using only a few gesture execution samples from a few people. Using this estimated production time, our rules, on average, rank gesture difficulty with 90% accuracy and rate gesture difficulty with 75% accuracy. Designers can use our results to choose application gestures, and researchers can build on our analysis in other gesture domains and for modeling gesture performance.

Surfpad: riding towards targets on a squeeze film effect Touch 2: tactile & targets / Casiez, Géry / Roussel, Nicolas / Vanbelleghem, Romuald / Giraud, Frédéric Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.1 p.2491-2500
ACM Digital Library Link
Summary: We present Surfpad, a pointing facilitation technique that does not decrease target distance or increase target width in either control or display space. This new technique operates instead in the tactile domain by taking advantage of the ability to alter a touchpad's coefficient of friction by means of a squeeze film effect. We report on three experiments comparing Surfpad 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 control-display gain adaptation in the latter case, and the benefits of our tactile approach in both cases. Surfpad leads to a performance improvement close to 9% 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%. Our results also suggest the performance improvement is caused by tactile information feedback rather than mechanical causes, and that the feedback is more effective when friction is increased on targets using a simple step function.

The effect of DOF separation in 3D manipulation tasks with multi-touch displays Interactions / Martinet, Anthony / Casiez, Géry / Grisoni, Laurent Proceedings of the 2010 ACM Symposium on Virtual Reality Software and Technology 2010-11-22 p.111-118
ACM Digital Library Link
Summary: Multi-touch displays represent a promising technology for the display and manipulation of data. While the manipulation of 2D data has been widely explored, 3D manipulation with multi-touch displays remains largely uncovered. Based on an analysis of the integration and separation of degrees of freedom, we propose a taxonomy for 3D manipulation techniques with multi-touch displays. Using that taxonomy, we introduce DS3 (Depth-Separated Screen Space), a new 3D manipulation technique based on the separation of translation and rotation. In a controlled experiment, we compare DS3 with Sticky Tools and Screen-Space. Results show that separating the control of translation and rotation significantly affects performance for 3D manipulation, with DS3 being at least 22% faster.
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