[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
© Copyright 2015 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 Springer International Publishing
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
© Copyright 2014 IARIA
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
© Copyright 2013 IFIP
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
© Copyright 2013 IFIP
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
© Copyright 2012 ACM
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
© Copyright 2011 ACM
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
© Copyright 2011 IFIP
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
© Copyright 2011 ACM
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
© Copyright 2011 ACM
[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
© Copyright 2011 ACM
[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
© Copyright 2011 ACM
[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
© Copyright 2010 ACM
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
© Copyright 2010 ACM
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
© Copyright 2010 ACM
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
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
© Copyright 2009 ACM
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
© Copyright 2009 ACM
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
© Copyright 2009 ACM
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
© Copyright 2008 ACM
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
© Copyright 2008 ACM
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
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
© Copyright 2008 IFIP
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.