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[1] The Roly-Poly Mouse: Designing a Rolling Input Device Unifying 2D and 3D Interaction Interaction in 3D Space / Perelman, Gary / Serrano, Marcos / Raynal, Mathieu / Picard, Celia / Derras, Mustapha / Dubois, Emmanuel Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.327-336
ACM Digital Library Link
Summary: We present the design and evaluation of the Roly-Poly Mouse (RPM), a rolling input device that combines the advantages of the mouse (position displacement) and of 3D devices (roll and rotation) to unify 2D and 3D interaction. Our first study explores RPM gesture amplitude and stability for different upper shapes (Hemispherical, Convex) and hand postures. 8 roll directions can be performed precisely and their amplitude is larger on Hemispherical RPM. As minor rolls affect translation, we propose a roll correction algorithm to support stable 2D pointing with RPM. We propose the use of compound gestures for 3D pointing and docking, and evaluate them against a commercial 3D device, the SpaceMouse. Our studies reveal that RPM performs 31% faster than the SpaceMouse for 3D pointing and equivalently for 3D rotation. Finally, we present a proof-of-concept integrated RPM prototype along with discussion on the various technical challenges to overcome to build a final integrated version of RPM.

[2] Designing an input device to interact with multidimensional data: disco Techniques d'interaction: dimensions > 2 / Perelman, Gary / Serrano, Marcos / Raynal, Mathieu / Dubois, Emmanuel / Picard, Célia / Derras, Mustapha Proceedings of the 2014 Conference of the Association Francophone d'Interaction Homme-Machine 2014-10-28 p.91-100
ACM Digital Library Link
Summary: This paper presents the design of a new device, DISCO. In addition to the traditional mouse capabilities, DISCO offers multiple degrees of freedom suitable for multidimensional data manipulation. We present various usage scenarios and explore the handling of this device through two studies. First we observe the user's hand posture on three versions of Disco with different form factors. Then we study the capabilities and limitations related to physical translations, rotations (yaw) and tilt (pitch, roll) on two versions of Disco according to three hand postures. Based on the results, we propose design guidelines to create interaction techniques that take benefit of the degrees of freedom of the device to interact with multidimensional data.

[3] Exploring smartphone-based interaction with overview+detail interfaces on 3D public displays 3D / Bergé, Louis-Pierre / Serrano, Marcos / Perelman, Gary / Dubois, Emmanuel Proceedings of 2014 Conference on Human-Computer Interaction with Mobile Devices and Services 2014-09-23 p.125-134
ACM Digital Library Link
Summary: As public displays integrate 3D content, Overview+Detail (O+D) interfaces on mobile devices will allow for a personal 3D exploration of the public display. In this paper we study the properties of mobile-based interaction with O+D interfaces on 3D public displays. We evaluate three types of existing interaction techniques for the 3D translation of the Detail view: touchscreen input, mid-air movement of the mobile device (Mid-Air Phone) and mid-air movement of the hand around the device (Mid-Air Hand). In a first experiment, we compare the performance and user preference of these three types of techniques with previous training. In a second experiment, we study how well the two mid-air techniques perform with no training or human help to imitate usual conditions in public context. Results reveal that Mid-Air Phone and Hand perform best with training. However, without training or human help Mid-Air Phone is more intuitive and performs better on the first trial. Interestingly, on both experiments users preferred Mid-Air Hand. We conclude with a discussion on the use of mobile devices to interact with public O+D interfaces.

[4] Classification of Interaction Techniques in the 3D Virtual Environment on Mobile Devices Interaction Devices, Displays and Techniques in VAMR / Balaa, Eliane / Raynal, Mathieu / Issa, Youssef Bou / Dubois, Emmanuel VAMR 2013: 6th International Conference on Virtual, Augmented and Mixed Reality, Part I: Designing and Developing Virtual and Augmented Environments 2014-06-22 v.1 p.3-13
Keywords: Interaction techniques; 3D Virtual environment; mobile devices; environment density; depth of targets; occlusion; Augmented Reality
Link to Digital Content at Springer
Summary: 3D Virtual Environments (3DVE) are more and more used in different applications such as CAD, games, or teleoperation. Due to the improvement of smartphones hardware performance, 3D applications were also introduced to mobile devices. In addition, smartphones provide new computing capabilities far beyond the traditional voice communication. They are permitted by the variety of built-in sensors and the internet connectivity. In consequence, interesting 3D applications can be designed by enabling the device capabilities to interact in a 3DVE. Due to the fact that smartphones have small and flat screens and that a 3DVE is wide and dense, mobile devices present some constraints: the environment density, the depth of targets and the occlusion. The pointing task faces these three problems to select a target. We propose a new classification of the existing interaction techniques, according to three axis of classification: a) the three discussed problems (density, depth and occlusion); b) the first two subtasks of the pointing task (navigation, selection); and c) the number of targets selected by the pointing technique (1 or N). In this paper we will begin by presenting a state of the art of the different pointing techniques in existing 3DVE, structured around three selection techniques: a) Ray casting, b) Curve and c) Point cursor. Then we will present our classification, and we will illustrate the classification of the main pointing techniques for 3DVE. From this classification, we will discuss the type of interaction that seems the most appropriate to perform this subtask optimally.

[5] Smartphone-Based 3D Navigation Technique for Use in a Museum Exhibit Interfaces II / Bergé, Louis-Pierre / Perelman, Gary / Raynal, Mathieu / Sanza, Cédric / Serrano, Marcos / Houry-Panchetti, Minica / Cabanac, Rémi / Dubois, Emmanuel Proceedings of the 2014 International Conference on Advances in Computer-Human Interactions 2014-03-23 p.252-257
Keywords: interaction with smarpthone, 3D navigation, museum exhibit, experiment
www.thinkmind.org/index.php
Summary: 3D Virtual Environment (3DVE) comes up as a good solution for transmitting knowledge in a museum exhibit. However, interaction techniques involved in such settings are mostly based on traditional devices such as keyboard and mouse. Recently, the popular use of smartphone as a personal handled computer lets us envision the use of mobile device as an interaction support with these 3DVE. In this paper, we focus on the navigation task inside a 3DVE and we propose to use the smartphone as a tangible object. Physical actions on the smartphone trigger translations and rotations in the 3DVE. In order to prove the interest in the use of the smartphone, we compare our solution with available solutions: keyboard-mouse and 3D mouse. User experiments confirmed our hypothesis and particularly emphasizes that visitors find our solution more attractive and stimulating.

[6] Model Assisted Creativity Sessions for the Design of Mixed Interactive Systems: A Protocol Analysis Model-Based User Interface Design / Bortolaso, Christophe / Dubois, Emmanuel Proceedings of IFIP INTERACT'13: Human-Computer Interaction-3 2013 v.3 p.126-143
Keywords: Design; Method; Mixed Interaction; Model; Creativity
Link to Digital Content at Springer
Summary: To help designers face the complexity of mixed interaction and identifying original and adapted solutions, we developed and evaluated an original approach to interaction design. This approach, called Model Assisted Creativity Sessions (MACS), aims to combine the best elements of both a model of mixed interaction, and a collaborative and creative session. The objective is twofold: to support the exploration of the design space, and to establish a common language between participants. To assess the viability of this approach, we relied on a protocol analysis of the verbal recordings of two existing design situations. Results show that the model impacts the generation of ideas and that participants use the model concepts to share their thoughts during the session.

[7] Modeless Pointing with Low-Precision Wrist Movements Physical Ergonomics / Tsandilas, Theophanis / Dubois, Emmanuel / Raynal, Mathieu Proceedings of IFIP INTERACT'13: Human-Computer Interaction-3 2013 v.3 p.494-511
Keywords: Pointing techniques; constrained wrist movement; elastic devices; rate control; clutching
Link to Digital Content at Springer
Summary: Wrist movements are physically constrained and take place within a small range around the hand's rest position. We explore pointing techniques that deal with the physical constraints of the wrist and extend the range of its input without making use of explicit mode-switching mechanisms. Taking into account elastic properties of the human joints, we investigate designs based on rate control. In addition to pure rate control, we examine a hybrid technique that combines position and rate-control and a technique that applies non-uniform position-control mappings. Our experimental results suggest that rate control is particularly effective under low-precision input and long target distances. Hybrid and non-uniform position-control mappings, on the other hand, result in higher precision and become more effective as input precision increases.

[8] Metaphor modelling for tangible interfaces evaluation Interface design / Celentano, Augusto / Dubois, Emmanuel Proceedings of the 2012 International Conference on Advanced Visual Interfaces 2012-05-22 p.78-81
ACM Digital Library Link
Summary: In this paper we discuss metaphor modeling and interpretation in human computer interaction. We aim at evaluating metaphors in Tangible User Interfaces by matching entities and operations between the two domains of the metaphor: the physical interaction domain and the digital domain. A case study in tangible interaction is analyzed and a structured definition of interaction metaphor is derived and evaluated.

[9] Extension de la norme ISO 9241-9 au pointage en 3D Pointer et editer / Schmitt, Bénédicte / Raynal, Mathieu / Dubois, Emmanuel / Bach, Cédric Proceedings of the 2011 Conference of the Association Francophone d'Interaction Homme-Machine 2011-10-24 p.20
ACM Digital Library Link
Summary: Nowadays, more applications use the visualization of three-dimensional data to represent complex data. But interaction tasks for this kind of environment do not take benefits from formal evaluation methods. We propose to extend the 9241-9 ISO standard, which gives recommendations for pointing task in 1D or 2D, to a 3D pointing task. We describe our protocol used to evaluate the performance and the satisfaction of users.

[10] Scenarchitectures: The Use of Domain-Specific Architectures to Bridge Design and Implementation Interface Design / Graham, T. C. Nicholas / Dubois, Emmanuel / Bortolaso, Christophe / Wolfe, Christopher Proceedings of IFIP INTERACT'11: Human-Computer Interaction 2011-09-05 v.2 p.341-358
Keywords: User interface design methods; software architecture; scenarchitecture; adaptive groupware; mixed interactive systems
Link to Digital Content at Springer
Summary: In this paper, we present scenarchitectures, a means of raising the level of design of advanced interactive systems. Scenarchitectures combine elements of scenarios and system architectures, and can be used during the user interface design process as an adjunct to other design tools such as textual scenarios and story boards. Meanwhile, scenarchitectures can be automatically transformed to system architectures, providing a link between design and implementation. Using two existing scenarchitectural notations, we investigate the role of scenarchitectures in the design process. We then show how model-transformation techniques can be used to automatically derive system architectures from scenarchitectures, and conclude with concrete examples of the application of the scenarchitectural approach to the design of a mixed-reality system.

[11] MACS: combination of a formal mixed interaction model with an informal creative session Formal methods and their applications / Bortolaso, Christophe / Bach, Cédric / Dubois, Emmanuel ACM SIGCHI 2011 Symposium on Engineering Interactive Computing Systems 2011-06-13 p.63-72
ACM Digital Library Link
Summary: In this paper, we propose a collaborative design method combining the informal power of creative session and the formal generative power of a mixed interaction model called MACS (Model Assisted Creativity Session). By using a formal notation during creative sessions, interdisciplinary teams systematically explore combinations between the physical and digital spaces and remain focused on the design problem to address. In this paper, we introduce the MACS method principles and illustrate its application on two case studies.

[12] Evaluation d'une technique d'interaction ubiquitaire pour le pointage de données complexes et spatialisées / Schmitt, Bénédicte / Dubois, Emmanuel / Raynal, Mathieu / Bach, Cédric / Croenne, David Proceedings of the 2011 French-speaking Conference on Mobility and Ubiquity Computing 2011-06-06 p.1-8
[13] Conception d'une interaction avancée pour stimuler les visiteurs d'un musée / Schmitt, Bénédicte / Bergé, Louis-Pierre / Dubois, Emmanuel Proceedings of the 2011 French-speaking Conference on Mobility and Ubiquity Computing 2011-06-06 p.42-44
[14] Technique d'Interaction Tactilo-Tangible en Environnement Virtuel 3D / Bergé, Louis-Pierre / Dubois, Emmanuel / Houry-Panchetti, Minica / Mojahid, Mustapha Proceedings of the 2011 French-speaking Conference on Mobility and Ubiquity Computing 2011-06-06 p.109-116
[15] Tactile camera vs. tangible camera: taking advantage of small physical artefacts to navigate into large data collection Full papers / Raynal, Mathieu / Gauffre, Guillaume / Bach, Cédric / Schmitt, Bénédicte / Dubois, Emmanuel Proceedings of the Sixth Nordic Conference on Human-Computer Interaction 2010-10-16 p.373-382
Keywords: interaction technique, mixed interactive systems, pointing task, usability study
ACM Digital Library Link
Summary: This paper presents the design and evaluation of two interaction techniques used to navigate into large data collection displayed on a large output space while based on manipulations of a small physical artefact. The first technique exploits the spatial position of a digital camera and the second one uses its tactile screen. User experiments have been conducted to study and compare the both techniques, with regards to users' performance and satisfaction. Results establish that Tactile technique is more efficient than Tangible technique for easy pointing tasks while Tangible technique is better for hardest pointing tasks. In addition, users' feedback shows that they prefer to use the tangible camera, which requires fewer skills.

[16] Free-space pointing with constrained hand movements Work-in-progress, April 12-13 / Tsandilas, Theophanis / Dubois, Emmanuel / Raynal, Mathieu Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010-04-10 v.2 p.3451-3456
Keywords: elastic devices, free-space pointing, hand movements, low-resolution input, position control, rate control
ACM Digital Library Link
Summary: Research on pointing devices has shown that rate control is appropriate for isometric and elastic devices but not effective when input control is purely isotonic. Human hand has been generally considered as an isotonic device. Therefore, pointing devices that are directly controlled by hand movements (e.g., the mouse) are based on position rather than rate control. In this work, we study the relevance of rate control in low-resolution input. Taking into account elastic properties of the human wrist, this work explores designs that mix position and rate control when input is handled by constrained hand movements.

[17] Designing and evaluating advanced interactive experiences to increase visitor's stimulation in a museum / Schmitt, Bénédicte / Bach, Cedric / Dubois, Emmanuel / Duranthon, Francis Proceedings of the 2010 Augmented Human International Conference 2010-04-02 p.15
Keywords: advanced interactive experience, co-design, eutrophication, mixed interactive systems, museology
ACM Digital Library Link
Summary: In this paper, we describe the design and a pilot study of two Mixed Interactive Systems (MIS), interactive systems combining digital and physical artifacts. These MIS aim at stimulating visitors of a Museum of Natural History about a complex phenomenon. This phenomenon is the pond eutrophication that is a breakdown of a dynamical equilibrium caused by human activities: this breakdown results in a pond unfit for life. This paper discusses the differences between these two MIS prototypes, the design process that lead to their implementation and the dimensions used to evaluate these prototypes: user experience (UX), usability of the MIS and the users' understanding of the eutrophication phenomenon.

[18] EDITED BOOK The Engineering of Mixed Reality Systems Human-Computer Interaction Series / Dubois, Emmanuel / Gray, Philip / Nigay, Laurence 2010 n.21 p.445 Springer London
DOI: 10.1007/978-1-84882-733-2
ISBN: 978-1-84882-732-5 (print), 978-1-84882-733-2 (online)
Link to Digital Content at Springer
Introduction (1-6)
	+ Dubois, Emmanuel
	+ Gray, Phil
	+ Nigay, Laurence
== Interaction Design ==
An Integrating Framework for Mixed Systems (9-31)
	+ Coutrix, Céline
	+ Nigay, Laurence
A Holistic Approach to Design and Evaluation of Mixed Reality Systems (33-55)
	+ Nilsson, Susanna
	+ Johansson, Björn
	+ Jönsson, Arne
Embedded Mixed Reality Environments (57-78)
	+ Schnädelbach, Holger
	+ Galani, Areti
	+ Flintham, Martin
The Semantic Environment: Heuristics for a Cross-Context Human-Information Interaction Model (79-99)
	+ Resmini, Andrea
	+ Rosati, Luca
Tangible Interaction in Mixed Reality Systems (101-120)
	+ Couture, Nadine
	+ Rivière, Guillaume
	+ Reuter, Patrick
Designing a Mixed Reality Intergenerational Entertainment System (121-141)
	+ Khoo, Eng Tat
	+ Merritt, Tim
	+ Cheok, Adrian David
Auditory-Induced Presence in Mixed Reality Environments and Related Technology (143-163)
	+ Larsson, Pontus
	+ Väljamäe, Aleksander
	+ Västfjäll, Daniel
	+ Tajadura-Jiménez, Ana
	+ Kleiner, Mendel
An Exploration of Exertion in Mixed Reality Systems via the "Table Tennis for Three" Game (165-182)
	+ Mueller, Florian 'Floyd'
	+ Gibbs, Martin R.
	+ Vetere, Frank
Developing Mixed Interactive Systems: A Model-Based Process for Generating and Managing Design Solutions (183-208)
	+ Gauffre, Guillaume
	+ Charfi, Syrine
	+ Bortolaso, Christophe
	+ Bach, Cédric
	+ Dubois, Emmanuel
== Software Design and Implementation ==
Designing Outdoor Mixed Reality Hardware Systems (211-231)
	+ Avery, Benjamin
	+ Smith, Ross T.
	+ Piekarski, Wayne
	+ Thomas, Bruce H.
Multimodal Excitatory Interfaces with Automatic Content Classification (233-250)
	+ Williamson, John
	+ Murray-Smith, Roderick
Management of Tracking for Mixed and Augmented Reality Systems (251-273)
	+ Keitler, Peter
	+ Pustka, Daniel
	+ Huber, Manuel
	+ Echtler, Florian
	+ Klinker, Gudrun
Authoring Immersive Mixed Reality Experiences (275-291)
	+ Misker, Jan M. V.
	+ van der Ster, Jelle
Fiia: A Model-Based Approach to Engineering Collaborative Augmented Reality (293-312)
	+ Wolfe, Christopher
	+ Smith, J. David
	+ Phillips, W. Greg
	+ Graham, T. C. Nicholas
A Software Engineering Method for the Design of Mixed Reality Systems (313-334)
	+ Dupuy-Chessa, S.
	+ Godet-Bar, G.
	+ Pérez-Medina, J.-L.
	+ Rieu, D.
	+ Juras, D.
== Applications of Mixed Reality ==
Enhancing Health-Care Services with Mixed Reality Systems (337-356)
	+ Stantchev, Vladimir
The eXperience Induction Machine: A New Paradigm for Mixed-Reality Interaction Design and Psychological Experimentation (357-379)
	+ Bernardet, Ulysses
	+ Badia, Sergi Bermúdez i
	+ Duff, Armin
	+ Inderbitzin, Martin
	+ Groux, Sylvain Le
	+ Manzolli, Jônatas
	+ Mathews, Zenon
	+ Mura, Anna
	+ Väljamäe, Aleksander
	+ Verschure, Paul F. M. J
MyCoach: In Situ User Evaluation of a Virtual and Physical Coach for Running (381-397)
	+ Biemans, Margit
	+ Haaker, Timber
	+ Szwajcer, Ellen
The RoboCup Mixed Reality League -- A Case Study (399-418)
	+ Gerndt, Reinhard
	+ Bohnen, Matthias
	+ Guerra, Rodrigo da Silva
	+ Asada, Minoru
== Applications of Mixed Reality ==
Mixed-Reality Prototypes to Support Early Creative Design (419-445)
	+ Safin, Stéphane
	+ Delfosse, Vincent
	+ Leclercq, Pierre

[19] 3D multitouch advanced interaction techniques and applications Interactive demos / Bortolaso, Christophe / Dubois, Emmanuel / Dittlo, Nicolas / de la Rivière, Jean-Baptiste Proceedings of the 2009 ACM International Conference on Interactive Tabletops and Surfaces 2009-11-23 p.D10
ACM Digital Library Link
Summary: The Cubtile is a 3D multitouch device composed of 5 multitouch surfaces. It allows the use of classical multitouch gestures in 3D, and therefore to ease the manipulation of 3D scenes: it provides more direct ways to handle complex 3D operations such as applying arbitrary rotations. The video illustrates several of those advanced gestures that the cubtile supports, and demonstrates the integration of this device in an actual museal application: it allows visitors, even non experts, to manipulate with great efficiency a 3D environment used to teach the basics of species classifications.

[20] Conception de systèmes interactifs mixtes: articulation d'une méthode informelle et d'un modèle d'interaction La conception en action (I) / Bortolaso, Christophe / Dubois, Emmanuel / Bach, Cédric / Nigay, Laurence / Coutrix, Céline Proceedings of the 2009 Conference of the Association Francophone d'Interaction Homme-Machine 2009-10-13 p.293-302
Keywords: creativity, interaction models, mixed interactive systems, user centered design
ACM Digital Library Link
Summary: To face the difficulties encountered by the mixed interactive systems designers during the design step, we propose a new approach for the design phase. This article introduces the articulation of an informal method, which is the focus-group, with a formal mixed interaction model. The articulation allows a better integration of the design step into the process and a more systematic exploration of the mixed interactive system domain. We illustrate this articulation by considering two mixed interaction models: ASUR and Mixed Interaction Model. Based on these two implementations of our approach, we carry out a comparative analysis in order to identify the strengths and weaknesses of our approach.

[21] Usability recommendations in the design of mixed interactive systems Improving interaction engineering / Charfi, Syrine / Dubois, Emmanuel / Scapin, Dominique L. ACM SIGCHI 2009 Symposium on Engineering Interactive Computing Systems 2009-07-15 p.231-236
Keywords: interaction design, interaction modeling, mixed interactive systems, task modeling, usability recommendations, user-centered design
ACM Digital Library Link
Summary: Mixed Interactive Systems (MIS) are systems allowing several interaction forms resulting from the fusion between physical and digital worlds. Such systems being relatively new, the underlying design process leading to their design is not entirely defined, particularly in terms of user-centered design. The goal of this paper is to present an approach that attempts to identify, model and integrate available usability knowledge into a user-centered approach for the design of MIS. The approach consisted of: systematic review of the literature on MIS; selection and deciphering of usability recommendations under a common format; classification of the 141 usability recommendations obtained; and application of the recommendations to the design of a MIS case study (museum application).

[22] Identification et prise en compte de propriétés ergonomiques pour la modélisation et la conception de SIM Réalités augmentée et virtuelle (Augmented and Virtual Reality) / Charfi, Syrine / Scapin, Dominique L. / Dubois, Emmanuel Proceedings of the 2008 Conference of the Association Francophone d'Interaction Homme-Machine 2008-09-02 p.55-62
Keywords: design process, ergonomic recommendations, mixed interactive systems, models, tasks
ACM Digital Library Link
Summary: 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.

[23] SIMBA: méthodologie et plateforme de prototypage moyenne fidélité pour les systèmes interactifs mixtes Modèles et planification (Models and Planning) / Moussa, Wafaa Abou / Dubois, Emmanuel / Bortolaso, Christophe / Salembier, Pascal / Jessel, Jean-Pierre / Bach, Cédric Proceedings of the 2008 French-speaking conference on Mobility and ubiquity computing 2008-05-28 p.21-28
Keywords: développement incrémental, prototypage par simulation, systèmes interactifs mixtes
ACM Digital Library Link
Summary: In this paper, we present SIMBA, a prototyping approach dedicated to Mixed Interactive Systems (MIS). This approach supports the use of an existing co-design process of MIS. SIMBA combines a «medium fidelity» prototyping platform based on simulation, and a model-driven development process. Simulation-based prototyping allows for a fast and inexpensive generation of mixed interactive prototypes. A model-driven development process enables such prototypes to be tightly coupled with design choices established in earlier design phases. It also supports an incremental evolution into the final, not simulated, MIS. The prototyping approach that we present is based on the identification of the roles of the different actors involved in a MIS development process and the collaboration between them. An augmented museum application is used throughout this paper to illustrate the proposed prototyping approach.

[24] Evaluating Advanced Interaction Techniques for Navigating Google Earth Short Papers / Dubois, Emmanuel / Truillet, Philippe / Bach, Cédric Proceedings of the HCI'07 Conference on People and Computers XXI 2007-09-03 v.2 p.8
www.bcs.org/upload/pdf/ewic_hc07_sppaper8.pdf
www.bcs.org/server.php
Summary: This paper presents the design and comparison of a mouse-based interaction technique (hereafter IT) and two advanced IT, used in public spaces to support navigation in a 3D space. The comparison is based on a composite evaluation, including performance and satisfaction aspects. These preliminary results demonstrate that the use of mixed IT in a public space do not result in more differences among user than a mouse-based IT. It also highlights the fact that performance and satisfaction have to be considered simultaneously since they appear to be two complementary aspects of an evaluation, especially in public space environment, where the performance is no longer the only dimension to consider.

[25] A Design-Oriented Information-Flow Refinement of the ASUR Interaction Model / Dubois, Emmanuel / Gray, Philip 2007 Engineering for Human-Computer Interaction 2007-03-22 p.465-482
Keywords: Mixed Interactive Systems; User's Interaction Modelling; Requirements Capture; Information flow characterisation; Design Analysis; Interaction Path
Link to Digital Content at Springer
Summary: The last few years have seen an explosion of interaction possibilities opened up by ubiquitous computing, mobile devices, and tangible interaction. Our methods of modelling interaction, however, have not kept up. As is to be expected with such a rich situation, there are many ways in which interaction might be modelled, focussing, for example, on user tasks, physical location(s) and mobility, data flows or software elements. In this paper, we present a model and modelling technique intended to capture key aspects of user's interaction of interest to interactive system designers, at the stage of requirements capture and early design. In particular, we characterise the interaction as a physically mediated information exchange, emphasizing the physical entities involved and their relationships with the user and with one another. We apply the model to two examples in order to illustrate its expressive power.
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