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Proceedings of the 34th Conference on l'Interaction Humain-Machine最新文献

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Influence de la cadence de production lors d'une situation collaborative humain-cobot sur les performances de travail et la santé de l'opérateur 在人机协作情况下,生产速度对工作绩效和操作人员健康的影响
Pub Date : 2023-04-03 DOI: 10.1145/3583961.3583963
Kévin Bouillet, Sophie Lemonnier, F. Clanche, G. Gauchard
Dans une tâche collaborative entre un opérateur et un robot collaboratif (cobot), la cadence pourrait influencer les performances de travail ainsi que les comportements de l'humain, avec de potentielles répercussions sur sa santé. Nous analysons l'impact de la cadence (trois vitesses imposées) et du meneur (cobot/humain) de la cadence, sur la productivité, leurs interactions, les sollicitations biomécaniques, les ressources attentionnelles et la charge de travail. Vingt participants ont fabriqué des produits en collaboration avec un cobot. Les résultats suggéraient que la cadence imposée la plus rapide améliorait la production et les interactions au détriment d'une augmentation des sollicitations biomécaniques et de la charge de travail perçue. De plus, le fait que l'humain menait la cadence semblait légèrement améliorer la production, sans autre différence. Cette étude souligne l'importance d'adapter la cadence de travail aux capacités de l'opérateur, et indique qu'une cadence menée par l'opérateur pourrait préserver son capital santé sans dégrader la production.
在操作员和协作机器人(cobot)之间的协作任务中,节奏可能会影响人类的工作表现和行为,并可能对其健康产生影响。我们分析了节奏(三种强加的速度)和节奏的领导者(cobot/ human)对生产力、它们的相互作用、生物力学应力、注意力资源和工作量的影响。20名参与者与一个合作机器人合作生产产品。结果表明,最快的施加节奏改善了生产和相互作用,而牺牲了增加的生物力学应力和感知工作量。此外,人类的领导似乎稍微提高了产量,没有其他区别。这项研究强调了根据操作者的能力调整工作节奏的重要性,并指出操作者驱动的节奏可以在不降低产量的情况下保持其健康的资本。
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引用次数: 0
Conception collaborative au travers de versions parallèles en Réalité Augmentée 通过增强现实中的并行版本进行协作设计
Pub Date : 2023-04-03 DOI: 10.1145/3583961.3583978
Arthur Fages, C. Fleury, Theophanis Tsandilas
La Réalité Augmentée permet de faciliter la conception collaborative en superposant du contenu virtuel sur un objet physique. Cependant, des conflits peuvent survenir dans le partage de l’espace 3D lorsque plusieurs concepteurs ajoutent ou modifient du contenu virtuel au même endroit pour développer des idées différentes. De plus, même si la visibilité du contenu créé par un concepteur peut renforcer la créativité de ses collaborateurs, elle peut également être source d’inhibition. Pour répondre à ces problèmes, nous introduisons un framework conceptuel permettant à plusieurs versions des augmentations d’un même objet physique de coexister dans des espaces virtuels parallèles. Les utilisateurs peuvent ainsi partiellement ou totalement désynchroniser leur espace virtuel afin de générer leur propre contenu, puis explorer les alternatives créées par leur collaborateur. Pour illustrer notre concept, nous présentons un scénario de conception collaborative d’un vêtement sur un mannequin de couture physique grâce à du dessin 3D en Réalité Augmentée.
增强现实通过在物理对象上叠加虚拟内容来促进协作设计。然而,在共享3D空间时,当多个设计师在同一个地方添加或修改虚拟内容以开发不同的想法时,可能会出现冲突。此外,虽然设计师创造的内容的可见性可以增强合作者的创造力,但它也可能是抑制的来源。为了解决这些问题,我们引入了一个概念框架,允许同一物理对象的多个增强版本在平行的虚拟空间中共存。用户可以部分或完全去同步他们的虚拟空间,以生成他们自己的内容,然后探索他们的合作者创建的替代方案。为了说明我们的概念,我们通过增强现实中的3D绘图,在物理缝纫人体模型上展示了一件衣服的协作设计场景。
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引用次数: 0
The Everyday Experience of Connectivity Limits – Insights from French Students during the Covid Pandemic 连接限制的日常体验——来自新冠疫情期间法国学生的见解
Pub Date : 2023-04-03 DOI: 10.1145/3583961.3583975
L. Vinet, Nolwenn Maudet, A. Tabard
From Ubiquitous Computing to the recent deployment of 5G technology, public discourses assume ever increasing levels of connectivity, whether in geographical availability, in reliability, or in speed. However slowdowns, breakdowns, and unavailability are an integral part of the experience of everyday connectivity. We conducted critical incident interviews with 10 students (aged 22-25) to understand how they dealt with the various connectivity limits they faced during the COVID19 pandemic, but also how they deliberately set limits at times. Our results show the complex relations that people develop with their internet connection. We outline the informants’ difficulties to identify and understand the nature of the connection’s problems they usually face, leading to a lack of control. We present how they react to such problems, the anticipation strategies and coping mechanisms they develop. We finally present situations in which informants deliberately set their own limits. Overall, we emphasize the shift from a shared and localized connection (WiFi) to a personal and mobile one (4G), combined to increased pressure for maintaining connectivity.
从普适计算(Ubiquitous Computing)到最近部署的5G技术,公共话语的连接水平不断提高,无论是在地理可用性、可靠性还是速度方面。然而,慢速、故障和不可用是日常连接体验中不可缺少的一部分。我们对10名学生(22-25岁)进行了重大事件访谈,以了解他们如何处理在covid - 19大流行期间面临的各种连接限制,以及他们有时如何故意设置限制。我们的研究结果显示了人们与互联网连接之间的复杂关系。我们概述了举报人在识别和理解他们通常面临的关系问题的性质方面的困难,这些问题导致他们缺乏控制。我们介绍了他们如何应对这些问题,他们发展的预期策略和应对机制。我们最后呈现的情况是,告密者故意设定自己的限制。总体而言,我们强调从共享和本地化连接(WiFi)到个人和移动连接(4G)的转变,同时保持连接的压力也在增加。
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引用次数: 0
Catalogue Visu: a Tool for Fast Visualization Prototyping 目录可视化:一个快速可视化原型的工具
Pub Date : 2023-04-03 DOI: 10.1145/3583961.3583969
Jérémy Wambecke, Ivan Logre, Amandine Murgue
Visualization is an essential tool for exploring, understanding and presenting data. However, its use is limited by knowledge and tools. Novice users in visualization do not always know which visualization to choose for their data. The realization of a visualization with specific tools is often long and complex. In this article we present Catalogue Visu, an application allowing the free and fast realization of visualizations. Our main contribution is the design of the choice of the visualization type, which allows any user to choose an appropriate visualization for his needs. This method, the heart of Catalogue Visu, is iteratively validated by three user studies. Catalog Visu is accessible online and in permanent evolution, and is already used internally as a prototyping tool.
可视化是探索、理解和呈现数据的重要工具。然而,它的使用受到知识和工具的限制。可视化新手并不总是知道为他们的数据选择哪种可视化。使用特定工具实现可视化通常是漫长而复杂的。在本文中,我们介绍了catalog Visu,一个允许自由和快速实现可视化的应用程序。我们的主要贡献是可视化类型选择的设计,它允许任何用户根据自己的需要选择适当的可视化。该方法是catalog Visu的核心,并通过三个用户研究进行了迭代验证。Catalog Visu可以在线访问,并且在不断发展,并且已经在内部用作原型工具。
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引用次数: 0
Collaborative Design to Support Mutual Awareness in Single-Pilot Operation and Remote Collaboration 在单先导操作和远程协作中支持相互意识的协同设计
Pub Date : 2023-04-03 DOI: 10.1145/3583961.3583983
Maxime Bardou, C. Letondal, M. Causse, J. Imbert, Mathieu Poirier
For economic reasons, manufacturers have been considering dedicating commercial flights to a single pilot for the last ten years. In order to ensure a certain redundancy, this pilot could be assisted by a ground pilot. In the absence of appropriate collaboration tools, the physical separation of these pilots will lead to a degradation of the mutual understanding of behaviors (observable fact on a person) and activities (i.e. mutual awareness). In order to restore mutual awareness, indicators of each pilot’s behavior (i.e. design element) need to be integrated into future flight tools. In this paper, we study the modalities of design elements in two new interfaces (ground and onboard) developed by iterations. These collaborative interfaces contain two types of elements: a remote display of the pilot’s eye movements, via an eye-tracking system, and an indicator of the activities performed in the tool (moving in the map, navigation in the tabs). Two remote collaboration scenarios were proposed to four professional pilots. They allowed to identify the cues to be transmitted, such as the availability of the pilots, and to test the transmission modalities: capture (eye-tracking, audio, interface inputs), temporality (continuous transmission) and representation (graphic, audio).
出于经济原因,制造商在过去十年中一直在考虑将商业航班专用于一名飞行员。为了保证一定的冗余,该飞行员可以由地面飞行员辅助。在缺乏适当的协作工具的情况下,这些试点的物理分离将导致对行为(一个人的可观察事实)和活动(即相互意识)的相互理解的退化。为了恢复相互意识,需要将每个飞行员的行为指标(即设计元素)整合到未来的飞行工具中。在本文中,我们研究了通过迭代开发的两个新接口(地面和机载)的设计元素的模态。这些协作界面包含两种元素:通过眼动追踪系统远程显示飞行员的眼球运动,以及在工具中执行的活动指示器(在地图中移动,在标签中导航)。向4名专业飞行员提出2个远程协作场景。他们允许识别要传输的线索,例如飞行员的可用性,并测试传输方式:捕获(眼球跟踪,音频,界面输入),时间性(连续传输)和表征(图像,音频)。
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引用次数: 0
Authoring Interactive and Immersive Experiences Using Programming by Demonstration 使用演示编程创作交互式和沉浸式体验
Pub Date : 2023-04-03 DOI: 10.1145/3583961.3583981
Edwige Chauvergne, M. Hachet, Arnaud Prouzeau
Immersive technologies, like virtual and augmented reality, allow engaging the general public in interactive experiences, which are particularly promising in educational and cultural activities (e.g. museums, exhibits). For now, the design of such interactive experiences requires extensive knowledge of expert programming tools, and thus they are not accessible to non-developers. A promising method to ease the prototyping of interactive scenes for non-expert users stands on the concept of programming-by-demonstration. With such an approach, novice users can simply demonstrate an interaction or the expected behavior of a virtual object to build their prototype, without knowing the underlying coding mechanisms. In this paper, we propose an immersive authoring system that bases on that approach. We prototyped two use cases based on this system, as well as a user study. Using our observations and the results of the study, we discuss challenges associated with the design of such systems and provide guidelines for the development of future immersive programming-by-demonstration tools.
虚拟现实和增强现实等沉浸式技术可以让公众参与互动体验,这在教育和文化活动(例如博物馆、展览)中尤其有前景。目前,这种交互体验的设计需要专业编程工具的广泛知识,因此非开发人员无法访问它们。为非专业用户简化交互场景原型的一种很有前途的方法是基于演示编程的概念。使用这种方法,新手用户可以简单地演示交互或虚拟对象的预期行为来构建他们的原型,而无需了解底层编码机制。在本文中,我们提出了一个基于该方法的沉浸式创作系统。我们基于这个系统创建了两个用例原型,以及一个用户研究。利用我们的观察和研究结果,我们讨论了与此类系统设计相关的挑战,并为未来沉浸式演示编程工具的开发提供了指导方针。
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引用次数: 0
WIM-Drone: Combining a World-In-Miniature and Micro-Gestures for Teleoperation in Augmented Reality wimdrone:结合微缩世界和微手势在增强现实中的远程操作
Pub Date : 2023-04-03 DOI: 10.1145/3583961.3583972
Charles Bailly, Julien Castet
Teleoperation in industrial contexts require operators to understand and visualize in real-time the remote workspace. It is nonetheless challenging to provide independent and mobile viewpoints to remote operators. This paper explores a new approach to tackle this challenge: Augmented Reality (AR) to control a drone used as aerial camera. More precisely, WIM-Drone combines a World-In-Miniature (WIM) in AR with (micro)gestures to control a drone. We present the conception and experimental evaluation of four interaction techniques based on this approach. Results from studies 1 and 2 suggest that WIM-Drone can be a promising approach for teleoperation scenario. Besides, Study 2 suggest that participants avoided collisions between the drone and humans or moving objects, but often ignored collisions with static objects.
工业环境中的远程操作要求操作员实时了解和可视化远程工作空间。然而,为远程操作人员提供独立的移动视点是一项挑战。本文探讨了一种解决这一挑战的新方法:增强现实(AR)来控制用作航空相机的无人机。更准确地说,wing - drone结合了AR中的微缩世界(WIM)和(微)手势来控制无人机。我们提出了基于这种方法的四种交互技术的概念和实验评价。研究1和研究2的结果表明,wimdrone是一种很有前途的远程操作方法。此外,研究2表明,参与者避免了无人机与人类或移动物体之间的碰撞,但往往忽略了与静态物体的碰撞。
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引用次数: 0
Contextualité des questions de privacy dans l'utilisation de services interactifs et conséquences pour la conception: The Contextuality of Privacy Issues in Interactive Services, and its Consequences for Design 交互服务使用中的隐私问题语境及其对设计的影响:交互服务中的隐私问题语境及其对设计的影响
Pub Date : 2023-04-03 DOI: 10.1145/3583961.3583970
M. Fréjus, J. Guibourdenche, D. Martini
We are interested in how issues relating to privacy and confidentiality are incorporated when using interactive services. Two smart home services based on the use of data from "smart" electricity meters have been evaluated to establish the guarantees and forms of interaction necessary for their appropriation. We show that, given the contextual, dynamic and social nature of privacy, normative responses such as those promoted by the regulator (predefinition of sensitive data, prior to use consent, privacy as the default setting) are insufficient. As mentioned in previous works, the design choices must promote as components of the systems the user control of data throughout the interaction, as well as transparency of the data, processing and actors. However, our results highlight an important dimension not previously addressed: the need to adopt a temporal and diachronic vision of privacy and to broaden the question of interaction beyond use by considering the life cycle of the service and of the relationship with its suppliers. Nous nous intéressons à la façon dont les questions de vie privée et de sa préservation s'instancient dans l'utilisation de services interactifs. Deux services relatifs à l'habitat et basés sur l'exploitation de données issues de compteurs électriques « intelligents » ont été évalués pour établir les garanties et formes d'interactions nécessaires à leur appropriation. Nous montrons que, compte tenu de la nature contextuelle, dynamique et sociale de la privacy, les réponses normatives telles que celles promues par le législateur (prédéfinition des données sensibles, consentement a priori, privacy intégrée seulement au stade de la conception du système) sont insuffisantes. Comme cela a pu être évoqué dans des travaux antérieurs, les choix de conception doivent favoriser la maîtrise des données dans l'interaction en proposant des moyens d'actions et une transparence des données, traitements et acteurs, en tant que composantes des systèmes. Toutefois, nos résultats mettent en exergue une dimension importante non traitée jusqu'alors : la nécessité d'adopter une vision temporelle et diachronique de la privacy, pour élargir la question de l'interaction au-delà de l'utilisation en considérant la durée de vie du service et de la relation avec ses fournisseurs.
我们感兴趣的是,在使用交互式服务时,如何将与隐私和机密性相关的问题纳入其中。基于使用“智能”电表数据的两种智能家居服务已经进行了评估,以建立其使用所需的保证和互动形式。我们表明,考虑到隐私的语境、动态和社会性质,监管机构推动的规范性回应(敏感数据的预定义、使用同意之前、隐私作为默认设置)是不够的。如前所述,设计选择必须作为系统的组成部分,促进用户在整个交互过程中对数据的控制,以及数据、处理和参与者的透明度。然而,我们的研究结果强调了一个以前没有解决的重要方面:需要采用时间和历时性的隐私视角,并通过考虑服务的生命周期和与供应商的关系来扩大使用之外的交互问题。在数据交换和数据交换过程中,数据交换和数据交换并不会导致数据交换和数据交换过程中的“即时数据交换”问题。两个服务relatifs l 'habitat等基地苏尔l 'exploitation数据问题de compteurs规程«智能»安大略省的高频安勤科技倒etablir les garanties等形式d有necessaires他们拨款。“自然环境”、“隐私的动态和社会”、“个人信息”、“个人信息”、“个人信息”、“个人信息”、“个人信息”、“个人信息”、“个人信息”、“个人信息”、“个人信息”、“个人信息”、“个人信息”等。就像cela pu可能揽胜在des减速anterieurs, les选择de概念doivent favoriser la maitrise des的互动在存在数据学家们des办法d 'actions et des数据一个透明,traitements et acteurs, en如此更形式系统。因此,没有任何一个与之相关的因素,例如:没有任何一个与之相关的因素:没有任何一个与之相关的因素:没有任何一个与之相关的因素;没有任何一个与之相关的因素;没有任何一个与之相关的因素;没有任何一个与之相关的因素;没有任何一个与之相关的因素;没有任何一个与之相关的因素;
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引用次数: 0
Validating Design Choices of a Bio-Inspired Histogram to Support a Shared Practice of Clean Energy at the Workplace 验证生物启发直方图的设计选择,以支持工作场所清洁能源的共享实践
Pub Date : 2023-04-03 DOI: 10.1145/3583961.3583965
Elodie Bouzekri, G. Rivière
Faced with the challenges presented by climate change, many interfaces presenting feedback on available, consumed or saved energy resources have been proposed to support a change of behavior towards a more environmental one in the field of sustainable HCI. If, for this purpose, bio-inspired systems have been proposed, few of them are presented in a tangible way or as histograms. This, despite encouraging results, as much in terms of awareness of energy consumption as in terms of emotional connection developed with the system, of artistic interfaces aiming at the commitment in an environmental behavior. With the aim of designing a system to support users in a shared practice of shifting energy demand, we present the results of the first steps of our approach. This paper focuses on design choice validation at an early stage of the design and development cycle, before spending time and money on physical prototyping; studying behavior change remains outside the scope of this work. Thus, the results presented concern the effectiveness and UX of static and animated mock-ups of eco-prediction and eco-feedback interfaces in the form of bio-inspired histograms. The results indicate that the efficacy of a bio-inspired histogram compared to a conventional histogram is lower. The second study shows that part of this loss of efficacy can be resolved by contextualizing the data. Also, without being significative, the leaf plant metaphor is found to be more effective and aesthetic than a metaphor closer to a classical histogram inspired by bamboo. We conclude that the leaf plant metaphor can be used for an eco-forecast and eco-feedback interface in the form of a histogram to shift the energy demand of battery-capable devices.
面对气候变化带来的挑战,人们提出了许多对可用、消耗或节省的能源资源进行反馈的接口,以支持在可持续人机交互领域向更环保的行为转变。如果出于这个目的,生物启发系统已经被提出,它们很少以有形的方式或直方图的形式呈现。尽管结果令人鼓舞,但就能源消耗的意识而言,就与系统发展的情感联系而言,针对环境行为承诺的艺术界面而言。为了设计一个系统来支持用户共享能源需求转移的实践,我们提出了我们方法的第一步的结果。本文关注的是在设计和开发周期的早期阶段,即在花费时间和金钱制作物理原型之前的设计选择验证;研究行为改变仍然不在这项工作的范围之内。因此,研究结果关注了以生物直方图形式呈现的生态预测和生态反馈界面的静态和动画模型的有效性和用户体验。结果表明,与传统直方图相比,生物启发直方图的功效较低。第二项研究表明,可以通过将数据背景化来解决部分疗效丧失问题。此外,虽然没有什么意义,但我们发现叶子植物的隐喻比更接近于竹子的经典直方图的隐喻更有效、更有美感。我们得出的结论是,叶片植物的比喻可以用于生态预测和生态反馈界面,以直方图的形式来改变电池设备的能量需求。
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引用次数: 0
Exploring the Untapped Potential of Text Fields in Creative Software 探索创造性软件中文本字段未开发的潜力
Pub Date : 2023-04-03 DOI: 10.1145/3583961.3583971
Maëva Calmettes, Jean-Baptiste Joatton, Nolwenn Maudet, J. Thollot
After the rise of direct manipulation, textual interactions have been progressively devalued in creative software. Text fields within creative software currently support limited use cases such as fine tuning of numerical values or layer naming. Following the increased popularity of programming in art and design, we believe that text field based interaction can be enhanced so as to combine the unique strengths of GUI with those of text. Based on the anatomy of the text field: both an interactive interface element and a writing space, we propose a design space that explores its interactive capabilities to facilitate both reading and comprehension as well as to support writing. To explore its potential, we apply this design space to VectorPattern, a pattern creation tool that focuses on complex pattern repetition based on explicit mathematical expressions written in text fields. With this work, we call for reevaluating the place of text fields within creative software.
在直接操作兴起之后,文本交互在创意软件中逐渐贬值。创意软件中的文本字段目前支持有限的用例,例如微调数值或层命名。随着编程在艺术和设计领域的日益普及,我们相信基于文本字段的交互可以得到增强,从而将GUI的独特优势与文本的优势结合起来。基于对文本域的剖析:既是交互界面元素又是书写空间,我们提出了一个探索其交互能力的设计空间,以促进阅读和理解,并支持书写。为了探索其潜力,我们将此设计空间应用于VectorPattern,这是一个模式创建工具,专注于基于文本字段中编写的显式数学表达式的复杂模式重复。通过这项工作,我们呼吁重新评估文本字段在创意软件中的位置。
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引用次数: 0
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Proceedings of the 34th Conference on l'Interaction Humain-Machine
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