[1]
Shared Interaction on a Wall-Sized Display in a Data Manipulation Task
Displays and Shared Interactions
/
Liu, Can
/
Chapuis, Olivier
/
Beaudouin-Lafon, Michel
/
Lecolinet, Eric
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.2075-2086
© Copyright 2016 ACM
Summary: Wall-sized displays support small groups of users working together on large
amounts of data. Observational studies of such settings have shown that users
adopt a range of collaboration styles, from loosely to closely coupled. Shared
interaction techniques, in which multiple users perform a command
collaboratively, have also been introduced to support co-located collaborative
work. In this paper, we operationalize five collaborative situations with
increasing levels of coupling, and test the effects of providing shared
interaction support for a data manipulation task in each situation. The results
show the benefits of shared interaction for close collaboration: it encourages
collaborative manipulation, it is more efficient and preferred by users, and it
reduces physical navigation and fatigue. We also identify the time costs caused
by disruption and communication in loose collaboration and analyze the
trade-offs between parallelization and close collaboration. These findings
inform the design of shared interaction techniques to support collaboration on
wall-sized displays.
[2]
Finding Objects Faster in Dense Environments Using a Projection Augmented
Robotic Arm
Human-Robot Interaction
/
Gacem, Hind
/
Bailly, Gilles
/
Eagan, James
/
Lecolinet, Eric
Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part III
2015-09-14
v.3
p.221-238
Keywords: Guidance techniques; Augmented arm; Steerable pico-projector
© Copyright 2015 Springer International Publishing Switzerland
Summary: Locating an object in an unfamiliar and dense physical environment, such as
a control room, supermarket, or warehouse, can be challenging. In this paper,
we present the Projection-Augmented Arm (PAA), a motorized robotic arm
augmented with a pico-projector to help users to localize targets in such
environments. The arm moves and displays a projected spotlight on the target.
We present the results of a study that shows that the PAA helps users to more
quickly locate target objects in a dense environment. We further study the
influence of the visibility of the projected spotlight while moving versus that
of the physical movement of the projection arm on user performance and search
strategy, finding that (1) information about the orientation of the arm has a
stronger impact on performance than moving spotlight projected on the search
space; (2) the orientation of the arm is useful (24% improvement) and
especially when the target is behind the user (26% improvement); and (3) users'
strategies relied mainly on the arm when it is visible.
[3]
Glass+Skin: An Empirical Evaluation of the Added Value of Finger
Identification to Basic Single-Touch Interaction on Touch Screens
Tangible and Tactile Interaction
/
Roy, Quentin
/
Guiard, Yves
/
Bailly, Gilles
/
Lecolinet, Éric
/
Rioul, Olivier
Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part IV
2015-09-14
v.4
p.55-71
Keywords: Input modality; Multitouch; Finger identification; Evaluation methodology;
Throughput; Information theory
© Copyright 2015 Springer International Publishing Switzerland
Summary: The usability of small devices such as smartphones or interactive watches is
often hampered by the limited size of command vocabularies. This paper is an
attempt at better understanding how finger identification may help users invoke
commands on touch screens, even without recourse to multi-touch input. We
describe how finger identification can increase the size of input vocabularies
under the constraint of limited real estate, and we discuss some visual cues to
communicate this novel modality to novice users. We report a controlled
experiment that evaluated, over a large range of input-vocabulary sizes, the
efficiency of single-touch command selections with vs. without finger
identification. We analyzed the data not only in terms of traditional time and
error metrics, but also in terms of a throughput measure based on Shannon's
theory, which we show offers a synthetic and parsimonious account of users'
performance. The results show that the larger the input vocabulary needed by
the designer, the more promising the identification of individual fingers.
[4]
Physical Loci: Leveraging Spatial, Object and Semantic Memory for Command
Selection
Interaction in 3D Space
/
Perrault, Simon T.
/
Lecolinet, Eric
/
Bourse, Yoann Pascal
/
Zhao, Shengdong
/
Guiard, Yves
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.299-308
© Copyright 2015 ACM
Summary: Physical Loci, a technique based on an ancient memory technique, allows
users to quickly learn a large command set by leveraging spatial, object and
verbal/semantic memory to create a cognitive link between individual commands
and nearby physical objects in a room (called loci). We first report on an
experiment that showed that for learning 25 items Physical Loci outperformed a
mid-air Marking Menu baseline. A long-term retention experiment with 48 items
then showed that recall was nearly perfect one week later and, surprisingly,
independent of whether the command/locus mapping was one's own choice or
somebody else's. A final study suggested that recall performance is robust to
alterations of the learned mapping, whether systematic or random.
[5]
SuperVision: Spatial Control of Connected Objects in a Smart Home
WIP Theme: Ubicomp, Robots and Wearables
/
Ghosh, Sarthak
/
Bailly, Gilles
/
Despouys, Robin
/
Lecolinet, Eric
/
Sharrock, Rémi
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.2079-2084
© Copyright 2015 ACM
Summary: In this paper, we propose SuperVision, a new interaction technique for
distant control of objects in a smart home. This technique aims at enabling
users to point towards an object, visualize its current state and select a
desired functionality as well. To achieve this: 1) we present a new remote
control that contains a pico-projector and a slider; 2) we introduce a
visualization technique that allows users to locate and control objects kept in
adjacent rooms, by using their spatial memories. We further present a few
example applications that convey the possibilities of this technique.
[6]
A design space of guidance techniques for large and dense physical
environments
Systèmes mixtes
/
Gacem, Hind
/
Bailly, Gilles
/
Eagan, James
/
Lecolinet, Eric
Proceedings of the 2014 Conference of the Association Francophone
d'Interaction Homme-Machine
2014-10-28
p.9-17
© Copyright 2014 ACM
Summary: Finding an object in a physical environment is difficult if the environment
contains many objects, especially if it is large and dense. We propose a design
space that describes and compares existing guidance techniques according to
four dimensions: output modality, physicality, granularity and spatial
information. Output modality can be visual, audio or tactile. Guidance
information can be displayed using physical objects or virtual artifacts.
Granularity indicates whether the technique serves to navigate towards the
vicinity of the target or to precisely localize the target. Finally, spatial
information is either exocentric or egocentric. This design space aims at
providing an overview of the domain and helping designers and researchers to
understand the key properties of these techniques. It also enables their
comparison and the generation of new techniques by highlighting unexplored
areas.
[7]
A design space for three-dimensional curve edition
Techniques d'interaction: dimensions > 2
/
Jacob, Thibaut
/
Bailly, Gilles
/
Lecolinet, Eric
/
Foulon, Raphael
/
Corteel, Etienne
Proceedings of the 2014 Conference of the Association Francophone
d'Interaction Homme-Machine
2014-10-28
p.105-112
© Copyright 2014 ACM
Summary: Designing and editing 3D curves is often involved in a wide array of
applications such as CAD, multimedia content edition or landscape and road
generation. This diversity resulted in a spread of 3D-related works across
different communities such as SIGCHI or SIGGRAPH. In this article, we introduce
a design space to gather existing techniques in the field of 3D curves creation
and edition. This design space is built around two axes: system and language,
in order to describe and compare existing techniques.
[8]
SuperVision: spatial control of connected objects in smart-home
Travaux en cours (TeC)
/
Ghosh, Sarthak
/
Bailly, Gilles
/
Despouys, Robin
/
Lecolinet, Eric
/
Sharrock, Rémi
Proceedings of the 2014 Conference of the Association Francophone
d'Interaction Homme-Machine
2014-10-28
p.201-206
© Copyright 2014 ACM
Summary: In this paper, we propose SuperVision, a novel interaction technique for
controlling distant connect objects in smart-home. Users point an object with
their remote control to visualize its state, and select its functionalities. To
achieve this goal, 1) we present a novel remote control augmented with a
video-projector and a slider; 2) we introduce a visualization allowing users to
see through the walls in order to control objects in the line of sight as well
as objects in another rooms; 3) we describe applications relying on this
interaction technique.
[9]
Belly gestures: body centric gestures on the abdomen
/
Vo, Dong-Bach
/
Lecolinet, Eric
/
Guiard, Yves
Proceedings of the 8th Nordic Conference on Human-Computer Interaction
2014-10-26
p.687-696
© Copyright 2014 ACM
Summary: Recent HCI research has shown that the body offers an interactive surface
particularly suitable to eyes-free interaction. While researchers have mainly
focused on the arms and the hands, we argue that the surface of the belly is
especially appropriate. The belly offers a fairly large surface that can be
easily reached with the two hands in any circumstance, including walking or
running. We report on a study that explored how users perform one-handed
gestures on their abdomen. Users use different mental spatial orientations
depending on the complexity of the gesture they have to draw (drawing a digit
vs. a simple directional stroke). When provided with no visual orientation cues
they often draw gestures following symmetries relative to a horizontal or
vertical axis. The more complex the gesture, the less stability in orientation.
Focusing on directional strokes, we found that users are able to draw almost
linear gestures, despite the fact that the abdomen is not perfectly planar, and
perform particularly well in cardinal directions. The paper ends up with some
guidelines that may inform the design of novel interaction techniques.
[10]
Multi-finger chords for hand-held tablets: recognizable and memorable
Multitouch interaction
/
Wagner, Julie
/
Lecolinet, Eric
/
Selker, Ted
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.2883-2892
© Copyright 2014 ACM
Summary: Despite the demonstrated benefits of multi-finger input, todays gesture
vocabularies offer a limited number of postures and gestures. Previous research
designed several posture sets, but does not address the limited human capacity
of retaining them. We present a multi-finger chord vocabulary, introduce a
novel hand-centric approach to detect the identity of fingers on off-the-shelf
hand-held tablets, and report on the detection accuracy. A between-subjects
experiment comparing "random" to a "categorized" chord-command mapping found
that users retained categorized mappings more accurately over one week than
random ones. In response to the logical posture-language structure, people
adapted to logical memorization strategies, such as 'exclusion', 'order', and
'category', to minimize the amount of information to retain. We conclude that
structured chord-command mappings support learning, short-, and long-term
retention of chord-command mappings.
[11]
Effects of display size and navigation type on a classification task
Interactive surfaces and pervasive displays
/
Liu, Can
/
Chapuis, Olivier
/
Beaudouin-Lafon, Michel
/
Lecolinet, Eric
/
Mackay, Wendy E.
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.4147-4156
© Copyright 2014 ACM
Summary: The advent of ultra-high resolution wall-size displays and their use for
complex tasks require a more systematic analysis and deeper understanding of
their advantages and drawbacks compared with desktop monitors. While previous
work has mostly addressed search, visualization and sense-making tasks, we have
designed an abstract classification task that involves explicit data
manipulation. Based on our observations of real uses of a wall display, this
task represents a large category of applications. We report on a controlled
experiment that uses this task to compare physical navigation in front of a
wall-size display with virtual navigation using pan-and-zoom on the desktop.
Our main finding is a robust interaction effect between display type and task
difficulty: while the desktop can be faster than the wall for simple tasks, the
wall gains a sizable advantage as the task becomes more difficult. A follow-up
study shows that other desktop techniques (overview+detail, lens) do not
perform better than pan-and-zoom and are therefore slower than the wall for
difficult tasks.
[12]
Watchit: simple gestures and eyes-free interaction for wristwatches and
bracelets
Papers: displays everywhere
/
Perrault, Simon T.
/
Lecolinet, Eric
/
Eagan, James
/
Guiard, Yves
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.1451-1460
© Copyright 2013 ACM
Summary: We present WatchIt, a prototype device that extends interaction beyond the
watch surface to the wristband, and two interaction techniques for command
selection and execution. Because the small screen of wristwatch computers
suffers from visual occlusion and the fat finger problem, we investigated the
use of the wristband as an available interaction resource. Not only does
WatchIt use a cheap, energy efficient and invisible technology, but it involves
simple, basic gestures that allow good performance after little training, as
suggested by the results of a pilot study. We propose a novel gesture technique
and an adaptation of an existing menu technique suitable for wristband
interaction. In a user study, we investigated their usage in eyes-free
contexts, finding that they perform well. Finally, we present techniques where
the bracelet is used in addition to the screen to provide precise continuous
control over list scrolling. We also report on a preliminary survey of
traditional and digital jewelry that points to the high frequency of watches
and bracelets in both genders and gives a sense of the tasks people feel like
performing on such devices.
[13]
Augmented letters: mnemonic gesture-based shortcuts
Papers: touch interaction
/
Roy, Quentin
/
Malacria, Sylvain
/
Guiard, Yves
/
Lecolinet, Eric
/
Eagan, James
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.2325-2328
© Copyright 2013 ACM
Summary: We propose Augmented Letters, a new technique aimed at augmenting
gesture-based techniques such as Marking Menus [9] by giving them natural,
mnemonic associations. Augmented Letters gestures consist of the initial of
command names, sketched by hand in the Unistroke style, and affixed with a
straight tail. We designed a tentative touch device interaction technique that
supports fast interactions with large sets of commands, is easily discoverable,
improves user's recall at no speed cost, and supports fluid transition from
novice to expert mode. An experiment suggests that Augmented Letters outperform
Marking Menu in terms of user recall.
[14]
Bezel-Tap gestures: quick activation of commands from sleep mode on tablets
Papers: mobile gestures
/
Serrano, Marcos
/
Lecolinet, Eric
/
Guiard, Yves
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.3027-3036
© Copyright 2013 ACM
Summary: We present Bezel-Tap Gestures, a novel family of interaction techniques for
immediate interaction on handheld tablets regardless of whether the device is
alive or in sleep mode. The technique rests on the close succession of two
input events: first a bezel tap, whose detection by accelerometers will awake
an idle tablet almost instantly, then a screen contact. Field studies confirmed
that the probability of this input sequence occurring by chance is very low,
excluding the accidental activation concern. One experiment examined the
optimal size of the vocabulary of commands for all four regions of the bezel
(top, bottom, left, right). Another experiment evaluated two variants of the
technique which both allow two-level selection in a hierarchy of commands, the
initial bezel tap being followed by either two screen taps or a screen slide.
The data suggests that Bezel-Tap Gestures may serve to design large
vocabularies of micro-interactions with a sleeping tablet.
[15]
Design and evaluation of finger-count interaction: Combining multitouch
gestures and menus
/
Bailly, Gilles
/
Müller, Jörg
/
Lecolinet, Eric
International Journal of Human-Computer Studies
2012-10
v.70
n.10
p.673-689
Keywords: Menu techniques
Keywords: Multi-touch
Keywords: Multi-finger interaction
Keywords: Two-handed interaction
© Copyright 2012 Elsevier Ltd.
Summary: Selecting commands on multi-touch displays is still a challenging problem.
While a number of gestural vocabularies have been proposed, these are generally
restricted to one or two fingers or can be difficult to learn. We introduce
Finger-Count gestures, a coherent set of multi-finger and two-handed gestures.
Finger-Count gestures are simple, robust, expressive and fast to perform. In
order to make these gestures self-revealing and easy to learn, we propose the
Finger-Count menu, a menu technique and teaching method for implicitly learning
Finger-Count gestures. We discuss the properties, advantages and limitations of
Finger-Count interaction from the gesture and menu technique perspectives as
well as its integration into three applications. We present alternative designs
to increase the number of commands and to enable multi-user scenarios.
Following a study which shows that Finger-Count is as easy to learn as radial
menus, we report the results of an evaluation investigating which gestures are
easier to learn and which finger chords people prefer. Finally, we present
Finger-Count for in-the-air gestures. Thereby, the same gesture set can be used
from a distance as well as when touching the surface.
[16]
S-Notebook: augmenting mobile devices with interactive paper for data
management
Interactive posters
/
Pietrzak, Thomas
/
Malacria, Sylvain
/
Lecolinet, Éric
Proceedings of the 2012 International Conference on Advanced Visual
Interfaces
2012-05-22
p.733-736
© Copyright 2012 ACM
Summary: This paper presents S-Notebook, a tool that makes it possible to "extend"
mobile devices with augmented paper. Paper is used to overcome the physical
limitations of mobile devices by offering additional space to annotate digital
files and to easily create relationships between them. S-Notebook allows users
to link paper annotations or drawings to anchors in digital files without
having to learn pre-defined pen gestures. The systems stores meta data such as
spatial or temporal location of anchors in the document as well as the zoom
level of the view. Tapping on notes with the digital pen make appear the
corresponding documents as displayed when the notes were taken. A given piece
of augmented paper can contain notes associated to several documents, possibly
at several locations. The annotation space can thus serve as a simple way to
relate various pieces of one or several digital documents between them. When
the user shares his notes, the piece of paper becomes a tangible token that
virtually contains digital information.
[17]
Watchit: simple gestures for interacting with a watchstrap
Video presentations
/
Perrault, Simon
/
Malacria, Sylvain
/
Guiard, Yves
/
Lecolinet, Eric
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.1467-1468
© Copyright 2012 ACM
Summary: We present WatchIt, a new interaction technique for wristwatch computers, a
category of devices that badly suffers from a scarcity of input surface area.
WatchIt considerably increases this surface by extending it from the touch
screen to the wristband. The video shows a mockup of how simple gestures on the
external and/or internal bands may allow the user to scroll a list (one-finger
slide), to select an item (tap), and to set a continuous parameter like the
volume of music playing (two-finger slide), avoiding the drawback of screen
occlusion by the finger. Also shown is the prototype we are currently using to
investigate the usability of our new interaction technique.
[18]
JerkTilts: using accelerometers for eight-choice selection on mobile devices
Poster session
/
Baglioni, Mathias
/
Lecolinet, Eric
/
Guiard, Yves
Proceedings of the 2011 International Conference on Multimodal Interfaces
2011-11-14
p.121-128
© Copyright 2011 ACM
Summary: This paper introduces JerkTilts, quick back-and-forth gestures that combine
device pitch and roll. JerkTilts may serve as gestural self-delimited shortcuts
for activating commands. Because they only depend on device acceleration and
rely on a parallel and independent input channel, these gestures do not
interfere with finger activity on the touch screen. Our experimental data
suggest that recognition rates in an eight-choice selection task are as high
with JerkTilts as with thumb slides on the touch screen. We also report data
confirming that JerkTilts can be combined successfully with simple touch-screen
operation. Data from a field study suggest that inadvertent JerkTilts are
unlikely to occur in real-life contexts. We describe three illustrative
implementations of JerkTilts, which show how the technique helps to simplify
and shorten the sequence of actions to reach frequently used commands.
[19]
Gesture-aware remote controls: guidelines and interaction technique
Oral session 3: gesture and touch
/
Bailly, Gilles
/
Vo, Dong-Bach
/
Lecolinet, Eric
/
Guiard, Yves
Proceedings of the 2011 International Conference on Multimodal Interfaces
2011-11-14
p.263-270
© Copyright 2011 ACM
Summary: Interaction with TV sets, set-top boxes or media centers strongly differs
from interaction with personal computers: not only does a typical remote
control suffer strong form factor limitations but the user may well be
slouching in a sofa. In the face of more and more data, features, and services
made available on interactive televisions, we propose to exploit the new
capabilities provided by gesture-aware remote controls. We report the data of
three user studies that suggest some guidelines for the design of a gestural
vocabulary and we propose five novel interaction techniques. Study 1 reports
that users spontaneously perform pitch and yaw gestures as the first modality
when interacting with a remote control. Study 2 indicates that users can
accurately select up to 5 items with eyes-free roll gestures. Capitalizing on
our findings, we designed five interaction techniques that use either device
motion, or button-based interaction, or both. They all favor the transition
from novice to expert usage for selecting favorites. Study 3 experimentally
compares these techniques. It reveals that motion of the device in 3D space,
associated with finger presses at the surface of the device, is achievable,
fast and accurate. Finally, we discuss the integration of these techniques into
a coherent multimedia menu system.
[20]
Promesses et contraintes de la joaillerie numérique interactive: un
aperçu de l'état de l'art
Interagir sans clavier ni souris
/
Perrault, Simon T.
/
Bailly, Gilles
/
Guiard, Yves
/
Lecolinet, Eric
Proceedings of the 2011 Conference of the Association Francophone
d'Interaction Homme-Machine
2011-10-24
p.14
© Copyright 2011 ACM
Summary: The miniaturization of electronic components paves the way for new
interaction techniques for wearable computing. We briefly review interactive
digital jewelry, an emerging subfield. We report the data of a limited poll
about the way people perceive the prospect of digital jewelry. We then consider
the constraints and the promise of digital jewelry, and finally classify the
current solutions, which generally resort to gestural interaction.
[21]
Un espace de caractérisation de la télécommande dans le
contexte de la télévision interactive
Interagir sans clavier ni souris
/
Vo, Dong-Bach
/
Bailly, Gilles
/
Lecolinet, Eric
/
Guiard, Yves
Proceedings of the 2011 Conference of the Association Francophone
d'Interaction Homme-Machine
2011-10-24
p.17
© Copyright 2011 ACM
Summary: Initially designed in the nineteen seventies as a mere zapping tool,
obviously the traditional device known as the TV remote control no longer
responds to the multifarious needs of today's interactive television. Designing
new remote-control devices is a challenge that the HCI community has started to
face. The paper indicates the various directions that are currently being
investigated by researchers. The paper starts with an attempt to characterize
the specific context of interactive TV. We then offer a tentative account of
the design and evaluation space of interest. There is little doubt that the
traditional remote control may still be improved and augmented. It is unlikely,
however, that it will survive for long the crisis it has been undergoing since
the beginning of the digital era, given the emerging plethora of alternative
interaction possibilities based on a variety of new interfacing logics, which
the paper reviews.
[22]
U-Note: Capture the Class and Access It Everywhere
HCI in the Classroom
/
Malacria, Sylvain
/
Pietrzak, Thomas
/
Tabard, Aurélien
/
Lecolinet, Eric
Proceedings of IFIP INTERACT'11: Human-Computer Interaction
2011-09-05
v.1
p.643-660
Keywords: Augmented classroom; digital pen; digital lecturing environment; capture and
access; digital classroom
© Copyright 2011 IFIP
Summary: We present U-Note, an augmented teaching and learning system leveraging the
advantages of paper while letting teachers and pupils benefit from the richness
that digital media can bring to a lecture. U-Note provides automatic linking
between the notes of the pupils' notebooks and various events that occurred
during the class (such as opening digital documents, changing slides, writing
text on an interactive whiteboard...). Pupils can thus explore their notes in
conjunction with the digital documents that were presented by the teacher
during the lesson. Additionally, they can also listen to what the teacher was
saying when a given note was written. Finally, they can add their own comments
and documents to their notebooks to extend their lecture notes. We interviewed
teachers and deployed questionnaires to identify both teachers and pupils'
habits: most of the teachers use (or would like to use) digital documents in
their lectures but have problems in sharing these resources with their pupils.
The results of this study also show that paper remains the primary medium used
for knowledge keeping, sharing and editing by the pupils. Based on these
observations, we designed U-Note, which is built on three modules. U-Teach
captures the context of the class: audio recordings, the whiteboard contents,
together with the web pages, videos and slideshows displayed during the lesson.
U-Study binds pupils' paper notes (taken with an Anoto digital pen) with the
data coming from U-Teach and lets pupils access the class materials at home,
through their notebooks. U-Move lets pupils browse lecture materials on their
smartphone when they are not in front of a computer.
[23]
Comparing Free Hand Menu Techniques for Distant Displays Using Linear,
Marking and Finger-Count Menus
Interacting with Displays
/
Bailly, Gilles
/
Walter, Robert
/
Müller, Jörg
/
Ning, Tongyan
/
Lecolinet, Eric
Proceedings of IFIP INTERACT'11: Human-Computer Interaction
2011-09-05
v.2
p.248-262
Keywords: Finger-Counting; Depth-Camera; Public display; ITV; Menus
© Copyright 2011 IFIP
Summary: Distant displays such as interactive public displays (IPD) or interactive
television (ITV) require new interaction techniques as traditional input
devices may be limited or missing in these contexts. Free hand interaction, as
sensed with computer vision techniques, presents a promising interaction
technique. This paper presents the adaptation of three menu techniques for free
hand interaction: Linear menu, Marking menu and Finger-Count menu. The first
study based on a Wizard-of-Oz protocol focuses on Finger-Counting postures in
front of interactive television and public displays. It reveals that
participants do not choose the most efficient gestures neither before nor after
the experiment. Results are used to develop a Finger-Count recognizer. The
second experiment shows that all techniques achieve satisfactory accuracy. It
also shows that Finger-Count requires more mental demand than other techniques.
[24]
Flick-and-brake: finger control over inertial/sustained scroll motion
Works-in-progress
/
Baglioni, Mathias
/
Malacria, Sylvain
/
Lecolinet, Eric
/
Guiard, Yves
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.2
p.2281-2286
© Copyright 2011 ACM
Summary: We present two variants of Flick-and-Brake, a technique that allows users to
not only trigger motion by touch-screen flicking but also to subsequently
modulate scrolling speed by varying pressure of a stationary finger. These
techniques, which further exploit the metaphor of a massive wheel, provide the
user with online friction control. We describe a finite-state machine that
models a variety of flicking interaction styles, with or without pressure
control. We report the results of a preliminary user study that suggests that
for medium to long distance scrolling the Flick-and-Brake techniques require
less gestural activity than does standard flicking. One of the two variants of
the technique is faster, but no less accurate, than state-of-the-art flicking.
Users also reported they preferred Flick-and-Brake over the standard flick and
judged it more efficient. We indicate some pending issues raised by the results
of this preliminary investigation.
[25]
Visualisation interactive de données temporelles: un aperçu de
l'état de l'art
Articles de recherche longs (Long Research Papers)
/
Adjanor, Kangnikoé
/
Lecolinet, Eric
/
Guiard, Yves
/
Ribière, Myriam
Proceedings of the 2010 Conference of the Association Francophone
d'Interaction Homme-Machine
2010-09-20
p.97-104
© Copyright 2010 ACM
Summary: Many visualization systems have been designed and developed to address the
ever-growing mass of temporal data. The multiple aspects of time (linear vs
cyclic, instant vs interval, different units etc.) have been represented in
different manners in existing visualization systems. A design space is thus
needed to analyse and compare different visual representations used in those
systems. In this article we propose a framework to describe and analyze
existing temporal visual representations with emphasis on three factors: time,
data and user task.