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Proceedings of the 22nd Conference on l'Interaction Homme-Machine最新文献

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Visualisation interactive de données temporelles: un aperçu de l'état de l'art 交互式时间数据可视化:最先进的概述
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941021
Kangnikoé Adjanor, Eric Lecolinet, Y. Guiard, M. Ribière
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.
许多可视化系统的设计和开发都是为了处理不断增长的海量时间数据。在现有的可视化系统中,时间的多个方面(线性与循环、瞬间与间隔、不同单位等)已经以不同的方式表现出来。因此,需要一个设计空间来分析和比较这些系统中使用的不同视觉表示。在本文中,我们提出了一个框架来描述和分析现有的时间可视化表示,重点是三个因素:时间、数据和用户任务。
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引用次数: 6
Effects of expertise, mapping and tutorial format on user experience when gesturing with the Nintendo Wii 专业知识、地图和教程格式对任天堂Wii手势用户体验的影响
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941026
Stéphanie Dabic, Kristine Lund, N. Nova
Based on a controlled experiment, we address understanding how users interact gesturally with the Nintendo Wiimote. Twenty-four participants, half novice and half expert, were filmed playing the game Wario Ware: Smooth Moves. We illustrate the gap between the supposed intuitiveness of the Wiimote and real Wiimote usage. Indeeed, unsurprisingly, experts perform better at making new gestures and become competent earlier than novices. Our study explains the mismatch between the Wiimote's reactions and novices' intuitions. We found that strong direct mapping from physical gesture to virtual gesture (using lexico-graphic primes) facilitates players' manipulation of the Wiimote. However, the player's level influenced their preference for particular games: novices prefer to be helped by lexical primes whereas experts do not.
基于一项对照实验,我们致力于理解用户如何与任天堂Wiimote进行手势交互。24名参与者,一半是新手,一半是专家,被拍摄了玩游戏《Wario Ware: Smooth Moves》的过程。我们举例说明了假设的Wiimote的直观性与实际使用之间的差距。事实上,毫不奇怪,专家在做出新手势方面表现得更好,而且比新手更早掌握技能。我们的研究解释了Wiimote的反应和新手的直觉之间的不匹配。我们发现从物理手势到虚拟手势的强烈直接映射(使用词典-图形质数)有助于玩家操纵Wiimote。然而,玩家的水平会影响他们对特定游戏的偏好:新手更喜欢词汇启动的帮助,而专家则不会。
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引用次数: 0
What, where and how are young people looking for in a search engine results page?: impact of typographical cues and prior domain knowledge 年轻人在搜索引擎结果页面上寻找什么,在哪里以及如何寻找?排版提示和先验领域知识的影响
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941022
J. Dinet, J. M. Christian Bastien, M. Kitajima
In this paper, we describe an experiment that uses the eye-tracking technique to help us understand how young people (recruited from Grade 5 to Grade 11) explore a search engine results page (SERP) to find information. In particular, we looked at how varying the typographical cuing in Web search results (With boldface versus No boldface) and the familiarity of the search topic (Familiar versus Unfamiliar) affected user visual strategies. Results have mainly showed that (1) typographical cuing and prior domain knowledge influence the visual exploration of a SERP, that (2) four different visual strategies can be identified for young people (F-shaped strategy, Exhaustive strategy, Cued visual jumps, and F-inverse strategy), and that (3) the distribution of these strategies depends on the grade level and on the degree of familiarity of the search topic (i.e., the level of prior domain knowledge).
在本文中,我们描述了一个实验,使用眼动追踪技术来帮助我们了解年轻人(从5年级到11年级招募)如何探索搜索引擎结果页面(SERP)来查找信息。特别地,我们研究了Web搜索结果中的不同排版提示(使用黑体字与不使用黑体字)和搜索主题的熟悉程度(熟悉与不熟悉)如何影响用户的视觉策略。研究结果主要表明:(1)排版提示和先验领域知识对SERP视觉探索的影响;(2)青少年可以识别出四种不同的视觉策略(f形策略、穷举策略、线索视觉跳跃策略和f逆策略);(3)这些策略的分布取决于年级水平和对搜索主题的熟悉程度(即先验领域知识水平)。
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引用次数: 21
WeGliss, clavier pour la télévision interactive WeGliss,互动电视键盘
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941047
Alexandre Oberst, Guillaume Laas, Isabelle Pecci
Television becomes interactive. The viewer is now fully-fledged user. He needs text entry, but the context in which he interacts is complex: he is often sitting down or lying on the sofa in darkness... Most of interactive TV services use virtual keyboards we think unsuitable. We propose a new one called WeGliss which seems to be better for interactive TV context. Preliminary tests with young and inexperienced users reinforce our hypothesis about WeGliss keyboard adaptation to this context.
电视变得具有互动性。查看器现在是完全成熟的用户。他需要输入文本,但他互动的环境很复杂:他经常在黑暗中坐着或躺在沙发上……大多数交互式电视服务使用我们认为不合适的虚拟键盘。我们提出了一种叫做WeGliss的新方法,它似乎更适合互动电视环境。针对年轻和没有经验的用户进行的初步测试强化了我们关于WeGliss键盘适应这种情况的假设。
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引用次数: 1
Repères pour la conception d'un terminal informatique nomade d'aide aux agents de terrain du nucléaire 为核现场工作人员设计移动计算机终端的参考资料
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941043
François Palaci
This study contributes to a design project aiming at implementing a new mobile computer device dedicated to field operators in nuclear power plants. It originates from a demand of the project manager who expects a comparative study of two field inspection computer programs in order to identify the most useful features and to integrate them. A first ethnographic kind of observation leads to move the focus of the study on the overall field operators' work practices and to consider field inspection as just a part of them. A detailed analysis of actual field operators' work practices, based upon systematic observations and self-confrontation interviews, is carried out. Eventually, information useful to the specifications of the future computer device is provided. This study thus shows the practical value, for design, of work practices ergonomic analysis.
这项研究有助于一个设计项目,旨在实施一种新的移动计算机设备,专用于核电站的现场操作员。它起源于项目经理的一个需求,他希望对两个现场检查计算机程序进行比较研究,以确定最有用的特征并将它们整合起来。第一个人种学的观察导致将研究的重点转移到整个现场操作员的工作实践上,并将现场检查视为其中的一部分。在系统观察和自我对抗访谈的基础上,对实际现场作业者的工作实践进行了详细分析。最后,提供了对未来计算机设备规格有用的信息。因此,本研究显示了工效学分析对设计的实用价值。
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引用次数: 0
Conception d'un outil de contrôle et de communication pour personnes tétraplégiques 为四肢瘫痪患者设计一种控制和沟通工具
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941025
Adil Boujard, C. Jouffrais, P. Truillet, P. Marque
In this paper, we present a support system for quadriplegics. To carry out this project, we conducted a participatory approach with patients and therapists. From various prototypes, we have defined a modular and highly reconfigurable architecture in order to accommodate the needs and abilities of patients to acquire usage data for the practitioners. This system is being deployed in the Physical Medicine and Rehabilitation service at CHU of Toulouse.
在本文中,我们提出了一个支持系统的四肢瘫痪。为了开展这个项目,我们采用了患者和治疗师参与的方式。从各种原型中,我们定义了一个模块化和高度可重构的架构,以适应患者的需求和能力,为医生获取使用数据。该系统正在图卢兹中央大学物理医学和康复处部署。
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引用次数: 2
Applications of user and context-aware recommendations using ontologies 使用本体的用户和上下文感知推荐的应用程序
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941038
Y. Naudet, Lou Schwartz, S. Mignon, M. Foulonneau
This paper presents the concepts of ontology-based personalisation for the recommendation of contents adapted to the user and his context. This approach is presented and illustrated through two use cases in the television and commerce domains, which have been prototyped in the framework of different European research projects.
本文提出了基于本体的个性化内容推荐的概念,以适应用户及其上下文。该方法通过电视和商业领域的两个用例进行展示和说明,这两个用例在不同的欧洲研究项目的框架中进行了原型化。
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引用次数: 9
Manifeste pour l'ergonomie prospective: anticiper de futures activités humaines en vue de concevoir de nouveaux artéfacts 前瞻性工效学宣言:预测未来的人类活动,以设计新的人工制品
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941016
E. Brangier, J. Robert
This article is at first a text of critical reflections, epistemological controversies and speculative positioning on the evolution of ergonomics. It aims at discussing about the future of the discipline, by considering a temporal evolution that sees the development of ergonomics through the past, present, and future of human activity. When ergonomics is applied for correcting (or improving) existing situations, it is corrective. When it is called for acting on current situations, it is ergonomics for design. And when it is considered for dealing with future needs, it becomes prospective. Thus, this article reconsiders the distinction between corrective ergonomics and ergonomics for design in order to propose a third avenue to the discipline: Prospective ergonomics. This can be defined as the part of ergonomics whose goal is to study, in collaboration with other disciplines, the technical, social, cultural and economic factors that shape the evolution of human activities, so as to define, design, and realise human-centered innovations, that are useful and beneficial to humans in terms of comfort, performance, pleasure and/or personal development.
本文首先是一篇关于人类工程学发展的批判性反思、认识论争议和思辨定位的文本。它旨在通过考虑人类活动的过去、现在和未来的人类工程学发展的时间演变来讨论该学科的未来。当人体工程学被用于纠正(或改善)现有情况时,它是纠正的。当它被要求对当前情况采取行动时,它是设计的人体工程学。当它被考虑用于处理未来需求时,它就变成了前瞻性的。因此,本文重新考虑了纠正人体工程学和设计人体工程学之间的区别,以提出第三条途径的学科:前瞻性人体工程学。这可以被定义为人体工程学的一部分,其目标是与其他学科合作,研究影响人类活动演变的技术、社会、文化和经济因素,从而定义、设计和实现以人为本的创新,这些创新在舒适、性能、快乐和/或个人发展方面对人类有用和有益。
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引用次数: 18
e-COMM, un éditeur pour spécifier l'interaction multimodale et multiutilisateur e-COMM,指定多模式和多用户交互的编辑器
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941048
Frédéric Jourde, Yann Laurillau, Laurence Nigay
Addressing this issue of lack of design tools for multi-user multimodal systems, we present the COMM (Collaborative and MultiModal) notation and its on-line editor for specifying multi-user multimodal interactive systems. Extending the CTT notation, the salient features of the COMM notation include the concepts of interactive role and modal task. The e-COMM graphical user interface emphasizes direct manipulation of the COMM concepts in order to avoid forms, menus or toolbars as much as possible. Such UI should encourage focus on the specification under development.
为了解决这个缺乏多用户多模态系统设计工具的问题,我们提出了COMM(协作和多模态)符号及其用于指定多用户多模态交互系统的在线编辑器。作为CTT表示法的扩展,COMM表示法的显著特点包括交互角色和模态任务的概念。e-COMM图形用户界面强调直接操作COMM概念,以尽可能避免表单、菜单或工具栏。这样的UI应该鼓励关注正在开发的规范。
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引用次数: 7
Proposition d'une grille de critères d'analyse ergonomiques des formes de persuasion interactive 提出了交互式说服形式的人机工程学分析标准网格
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941034
A. Némery, E. Brangier, Steve Kopp
This communication proposes a grid of ergonomic criteria to analyse persuasion in human-computer interaction systems. Based on a bibliographical revue about persuasive technologies, we have identified 8 ergonomic criteria: credibility, privacy, personalization, attractiveness, solicitation, priming, commitment and ascendency. After an introduction about technological persuasion, we will present and explain elements from this grid by underlying its interest for interface design and evaluation. To conclude, we will discuss the requirement to validate this grid, work in progress in an experiment which gathered 30 experts in software ergonomic and HCI.
本文提出了一个人体工程学标准网格来分析人机交互系统中的说服。基于对说服技术的文献回顾,我们确定了8个人体工程学标准:可信度、隐私性、个性化、吸引力、引诱性、启动性、承诺性和优势性。在介绍了技术说服之后,我们将通过对界面设计和评估的潜在兴趣来展示和解释这个网格中的元素。最后,我们将讨论验证这个网格的需求,这是一项正在进行的实验,该实验聚集了30位软件人体工程学和人机交互专家。
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引用次数: 10
期刊
Proceedings of the 22nd Conference on l'Interaction Homme-Machine
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