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Query: Nancel_M* Results: 10 Sorted by: Date  Comments?
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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.

Gunslinger: Subtle Arms-down Mid-air Interaction Session 1B: Large Displays, Large Movements / Liu, Mingyu / Nancel, Mathieu / Vogel, Daniel Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.63-71
ACM Digital Library Link
Summary: We describe Gunslinger, a mid-air interaction technique using barehand postures and gestures. Unlike past work, we explore a relaxed arms-down position with both hands interacting at the sides of the body. It features "hand-cursor" feedback to communicate recognized hand posture, command mode and tracking quality; and a simple, but flexible hand posture recognizer. Although Gunslinger is suitable for many usage contexts, we focus on integrating mid-air gestures with large display touch input. We show how the Gunslinger form factor enables an interaction language that is equivalent, coherent, and compatible with large display touch input. A four-part study evaluates Midas Touch, posture recognition feedback, pointing and clicking, and general usability.

Myopoint: Pointing and Clicking Using Forearm Mounted Electromyography and Inertial Motion Sensors Mid-Air Gestures and Interaction / Haque, Faizan / Nancel, Mathieu / Vogel, Daniel Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.3653-3656
ACM Digital Library Link
Summary: We describe a mid-air, barehand pointing and clicking interaction technique using electromyographic (EMG) and inertial measurement unit (IMU) input from a consumer armband device. The technique uses enhanced pointer feedback to convey state, a custom pointer acceleration function tuned for angular inertial motion, and correction and filtering techniques to minimize side-effects when combining EMG and IMU input. By replicating a previous large display study using a motion capture pointing technique, we show the EMG and IMU technique is only 430 to 790 ms slower and has acceptable error rates for targets greater than 48 mm. Our work demonstrates that consumer-level EMG and IMU sensing is practical for distant pointing and clicking on large displays.

Clutching Is Not (Necessarily) the Enemy Interacting with GUIs / Nancel, Mathieu / Vogel, Daniel / Lank, Edward Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.4199-4202
ACM Digital Library Link
Summary: Clutching is usually assumed to be triggered by a lack of physical space and detrimental to pointing performance. We conduct a controlled experiment using a laptop trackpad where the effect of clutching on pointing performance is dissociated from the effects of control-to-display transfer functions. Participants performed a series of target acquisition tasks using typical cursor acceleration functions with and without clutching. All pointing tasks were feasible without clutching, but clutch-less movements were harder to perform, caused more errors, required more preparation time, and were not faster than clutch-enabled movements.

Causality: a conceptual model of interaction history User models and prediction / Nancel, Mathieu / Cockburn, Andy Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.1777-1786
ACM Digital Library Link
Summary: Simple history systems such as Undo and Redo permit retrieval of earlier or later interaction states, but advanced systems allow powerful capabilities to reuse or reapply combinations of commands, states, or data across interaction contexts. Whether simple or powerful, designing interaction history mechanisms is challenging. We begin by reviewing existing history systems and models, observing a lack of tools to assist designers and researchers in specifying, contemplating, combining, and communicating the behaviour of history systems. To resolve this problem, we present CAUSALITY, a conceptual model of interaction history that clarifies the possibilities for temporal interactions. The model includes components for the work artifact (such as the text and formatting of a Word document), the system context (such as the settings and parameters of the user interface), the linear timeline (the commands executed in real time), and the branching chronology (a structure of executed commands and their impact on the artifact and/or context, which may be navigable by the user). We then describe and exemplify how this model can be used to encapsulate existing user interfaces and reveal limitations in their behaviour, and we also show in a conceptual evaluation how the model stimulates the design of new and innovative opportunities for interacting in time.

High-precision pointing on large wall displays using small handheld devices Papers: large and public displays / Nancel, Mathieu / Chapuis, Olivier / Pietriga, Emmanuel / Yang, Xing-Dong / Irani, Pourang P. / Beaudouin-Lafon, Michel Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.831-840
ACM Digital Library Link
Summary: Rich interaction with high-resolution wall displays is not limited to remotely pointing at targets. Other relevant types of interaction include virtual navigation, text entry, and direct manipulation of control widgets. However, most techniques for remotely acquiring targets with high precision have studied remote pointing in isolation, focusing on pointing efficiency and ignoring the need to support these other types of interaction. We investigate high-precision pointing techniques capable of acquiring targets as small as 4 millimeters on a 5.5 meters wide display while leaving up to 93% of a typical tablet device's screen space available for task-specific widgets. We compare these techniques to state-of-the-art distant pointing techniques and show that two of our techniques, a purely relative one and one that uses head orientation, perform as well or better than the best pointing-only input techniques while using a fraction of the interaction resources.

Body-centric design space for multi-surface interaction Papers: full-body interaction / Wagner, Julie / Nancel, Mathieu / Gustafson, Sean G. / Huot, Stephane / Mackay, Wendy E. Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.1299-1308
ACM Digital Library Link
Summary: We introduce BodyScape, a body-centric design space that allows us to describe, classify and systematically compare multi-surface interaction techniques, both individually and in combination. BodyScape reflects the relationship between users and their environment, specifically how different body parts enhance or restrict movement within particular interaction techniques and can be used to analyze existing techniques or suggest new ones. We illustrate the use of BodyScape by comparing two free-hand techniques, on-body touch and mid-air pointing, first separately, then combined. We found that touching the torso is faster than touching the lower legs, since it affects the user's balance; and touching targets on the dominant arm is slower than targets on the torso because the user must compensate for the applied force.

Rapid development of user interfaces on cluster-driven wall displays with jBricks Interaction with large screens / Pietriga, Emmanuel / Huot, Stéphane / Nancel, Mathieu / Primet, Romain ACM SIGCHI 2011 Symposium on Engineering Interactive Computing Systems 2011-06-13 p.185-190
ACM Digital Library Link
Summary: Research on cluster-driven wall displays has mostly focused on techniques for parallel rendering of complex 3D models. There has been comparatively little research effort dedicated to other types of graphics and to the software engineering issues that arise when prototyping novel interaction techniques or developing full-featured applications for such displays. We present jBricks, a Java toolkit that integrates a high-quality 2D graphics rendering engine and a versatile input configuration module into a coherent framework, enabling the exploratory prototyping of interaction techniques and rapid development of post-WIMP applications running on cluster-driven interactive visualization platforms.

Mid-air pan-and-zoom on wall-sized displays Mid-air pointing & gestures / Nancel, Mathieu / Wagner, Julie / Pietriga, Emmanuel / Chapuis, Olivier / Mackay, Wendy Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.1 p.177-186
ACM Digital Library Link
Summary: Very-high-resolution wall-sized displays offer new opportunities for interacting with large data sets. While pointing on this type of display has been studied extensively, higher-level, more complex tasks such as pan-zoom navigation have received little attention. It thus remains unclear which techniques are best suited to perform multiscale navigation in these environments. Building upon empirical data gathered from studies of pan-and-zoom on desktop computers and studies of remote pointing, we identified three key factors for the design of mid-air pan-and-zoom techniques: uni- vs. bimanual interaction, linear vs. circular movements, and level of guidance to accomplish the gestures in mid-air. After an extensive phase of iterative design and pilot testing, we ran a controlled experiment aimed at better understanding the influence of these factors on task performance. Significant effects were obtained for all three factors: bimanual interaction, linear gestures and a high level of guidance resulted in significantly improved performance. Moreover, the interaction effects among some of the dimensions suggest possible combinations for more complex, real-world tasks.

Un espace de conception fondé sur une analyse morphologique des techniques de menus Classons pour comprendre, comparer, trouver / Nancel, Mathieu / Huot, Stéphane / Beaudouin-Lafon, Michel Proceedings of the 2009 Conference of the Association Francophone d'Interaction Homme-Machine 2009-10-13 p.13-22
Keywords: design space, menus, morphological analysis
ACM Digital Library Link
Summary: This paper presents a design space based on a morphological analysis of menu techniques. The goal of this design space is to facilitate the exploration of novel menu designs, in particular to increase menu capacity without sacrificing performance. The paper demonstrates the generative aspect of this design space with four new menu designs based on poorly explored combinations of input dimensions. For two of these four designs, the paper presents controlled experiments that show that they perform on a par with other menus from the literature.