KeyGliss is an ambiguous soft keyboard that can be operated by one finger or a stylus. It combines a selection of a key with an explicit disambiguation by sliding. The prediction system maps letters on keys after each taping and the navigation through pages limits the use to four keys. A first experiment done with a stylus shows that this solution is usable. With a stylus, it provides good performance but that remains far below the performance of an AZERTY soft keyboard. Users expressed good satisfaction.
{"title":"KeyGliss: un clavier ambigu prédictif basé sur un appui-glissé","authors":"Charles Gilbertz, Alexandre Bucci, B. Martin","doi":"10.1145/1941007.1941029","DOIUrl":"https://doi.org/10.1145/1941007.1941029","url":null,"abstract":"KeyGliss is an ambiguous soft keyboard that can be operated by one finger or a stylus. It combines a selection of a key with an explicit disambiguation by sliding. The prediction system maps letters on keys after each taping and the navigation through pages limits the use to four keys. A first experiment done with a stylus shows that this solution is usable. With a stylus, it provides good performance but that remains far below the performance of an AZERTY soft keyboard. Users expressed good satisfaction.","PeriodicalId":416251,"journal":{"name":"Proceedings of the 22nd Conference on l'Interaction Homme-Machine","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130171597","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
ChewingWord is a cross-platform on-screen keyboard for people with motor impairments and/or speech disorders, their care assistants, dyslexics and beginning readers. We focus on its interface, which aims to minimize the cognitive overload inherent to dynamic virtual keyboards, while preserving their main benefits: speed, power and fluidity.
{"title":"L'interface du clavier virtuel Chewing Word","authors":"A. Grange","doi":"10.1145/1941007.1941051","DOIUrl":"https://doi.org/10.1145/1941007.1941051","url":null,"abstract":"ChewingWord is a cross-platform on-screen keyboard for people with motor impairments and/or speech disorders, their care assistants, dyslexics and beginning readers. We focus on its interface, which aims to minimize the cognitive overload inherent to dynamic virtual keyboards, while preserving their main benefits: speed, power and fluidity.","PeriodicalId":416251,"journal":{"name":"Proceedings of the 22nd Conference on l'Interaction Homme-Machine","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121301199","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Analysis of emotion recognition is a young but maturing research field, for which there is an emerging need for engineering models and in particular design models. Addressing these engineering challenges of emotion recognition, we reuse and adapt results from the research field of multimodal interaction, since the expression of an emotion is intrinsically multimodal. In this paper, we refine the definition of an interaction modality for the case of passive emotion recognition. We also study the combination of modalities by applying the CARE properties. We highlight the benefits of our design model for emotion recognition.
{"title":"Reconnaissance d'Emotions: un point de vue interaction multimodale","authors":"A. Clay, Nadine Couture, L. Nigay","doi":"10.1145/1941007.1941035","DOIUrl":"https://doi.org/10.1145/1941007.1941035","url":null,"abstract":"Analysis of emotion recognition is a young but maturing research field, for which there is an emerging need for engineering models and in particular design models. Addressing these engineering challenges of emotion recognition, we reuse and adapt results from the research field of multimodal interaction, since the expression of an emotion is intrinsically multimodal. In this paper, we refine the definition of an interaction modality for the case of passive emotion recognition. We also study the combination of modalities by applying the CARE properties. We highlight the benefits of our design model for emotion recognition.","PeriodicalId":416251,"journal":{"name":"Proceedings of the 22nd Conference on l'Interaction Homme-Machine","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122841503","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The integration of Internet-based services in interactive TV (iTV) has been a focus of research in human-computer interaction for the last 15 years. With new services like Twitter or Facebook there is again the trend to combine Internet and TV -- either directly on the TV or via a settop box (STB) supporting the Internet Protocol (IP). This demonstration shows an interaction concept, which allows users to easily access Internet services. The demonstration is based on a flash prototype in combination with a fully functional two-way infrared remote control including fingerprint recognition.
{"title":"Integrating internet-based services in IPTV: an interaction concept","authors":"R. Bernhaupt, N. Linard, T. Mirlacher","doi":"10.1145/1941007.1941050","DOIUrl":"https://doi.org/10.1145/1941007.1941050","url":null,"abstract":"The integration of Internet-based services in interactive TV (iTV) has been a focus of research in human-computer interaction for the last 15 years. With new services like Twitter or Facebook there is again the trend to combine Internet and TV -- either directly on the TV or via a settop box (STB) supporting the Internet Protocol (IP). This demonstration shows an interaction concept, which allows users to easily access Internet services. The demonstration is based on a flash prototype in combination with a fully functional two-way infrared remote control including fingerprint recognition.","PeriodicalId":416251,"journal":{"name":"Proceedings of the 22nd Conference on l'Interaction Homme-Machine","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129913490","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Interactive tabletop displays are appropriate for collaborative tasks involving several users sitting around the table. Most of the menu systems existing on tabletops have been designed for individual activities, which may not be suitable for group activities where menu items should be shared among users. Orientation of graphical elements (texts and images) is problematic when users have opposed viewpoint. In this paper, we focus on a menu adapted for group activity and we present the CentralMenu, a multiuser widget facilitating group dynamics. We conducted an experiment on 10 participants to collect feedback on our design.
{"title":"CentralMenu: menu partagé sur table interactive","authors":"Jonathan Chaboissier, F. Vernier","doi":"10.1145/1941007.1941045","DOIUrl":"https://doi.org/10.1145/1941007.1941045","url":null,"abstract":"Interactive tabletop displays are appropriate for collaborative tasks involving several users sitting around the table. Most of the menu systems existing on tabletops have been designed for individual activities, which may not be suitable for group activities where menu items should be shared among users. Orientation of graphical elements (texts and images) is problematic when users have opposed viewpoint. In this paper, we focus on a menu adapted for group activity and we present the CentralMenu, a multiuser widget facilitating group dynamics. We conducted an experiment on 10 participants to collect feedback on our design.","PeriodicalId":416251,"journal":{"name":"Proceedings of the 22nd Conference on l'Interaction Homme-Machine","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121037419","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
With the introduction of mobile devices that allow to watch films and movies on the move, in cars or even during school or work, the connection of Internet Protocol Television (IPTV) with the home network and the access to the Internet via game consoles, new possibilities of media consumption were introduced for the consumer. The goal of this demonstration is to show a new user interaction concept that allows users to consume media on different devices in an easy way.
{"title":"Cross-device continuous media consumption: a demonstration","authors":"R. Bernhaupt, Mahmoud Abdellatif, T. Mirlacher","doi":"10.1145/1941007.1941046","DOIUrl":"https://doi.org/10.1145/1941007.1941046","url":null,"abstract":"With the introduction of mobile devices that allow to watch films and movies on the move, in cars or even during school or work, the connection of Internet Protocol Television (IPTV) with the home network and the access to the Internet via game consoles, new possibilities of media consumption were introduced for the consumer. The goal of this demonstration is to show a new user interaction concept that allows users to consume media on different devices in an easy way.","PeriodicalId":416251,"journal":{"name":"Proceedings of the 22nd Conference on l'Interaction Homme-Machine","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124100371","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The objective of this paper is to show the ergonomics of voting machines currently used in France and their problems they involve for older voters. Initially we do a quick assessment of problems that have posed so far the various voting systems and the problem of access to technology by older people. We compared the interface of one of these voting computers with a multimodal interface that we have created with some usability guidelines. This comparison was made with users tests carried out on 20 elderly users. The results show a significant exclusion of older people with the voting machine used in France and open a track to develop a computer to vote for those who could not vote under normal conditions.
{"title":"IHM et démocratie quand une machine à voter n'est pas utilisable par les seniors","authors":"Steve Matyja, Yannick Dupire, G. Michel","doi":"10.1145/1941007.1941040","DOIUrl":"https://doi.org/10.1145/1941007.1941040","url":null,"abstract":"The objective of this paper is to show the ergonomics of voting machines currently used in France and their problems they involve for older voters. Initially we do a quick assessment of problems that have posed so far the various voting systems and the problem of access to technology by older people. We compared the interface of one of these voting computers with a multimodal interface that we have created with some usability guidelines. This comparison was made with users tests carried out on 20 elderly users. The results show a significant exclusion of older people with the voting machine used in France and open a track to develop a computer to vote for those who could not vote under normal conditions.","PeriodicalId":416251,"journal":{"name":"Proceedings of the 22nd Conference on l'Interaction Homme-Machine","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115643882","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Services on which we are working are more and more complex and require a high level of simplicity. In R&D projects, an ergonomist often acts at the beginning of the project, during the design phase. Or he acts after the development phase by applying a user test to validate the service. The method that we have set up is a solution to integrate user-centered design and the agile developments to one another. It is based on short user tests which enable users to intervene during the development phase. The ergonomist realises user tests in cycles that match agile development ones. Results gained at the end of a cycle suggest ergonomics adjustements for the same reasons that technical validations can induce fonctionnal adjustments. This method was applied and validated on a project. Following the description of the method, this paper introduces project members experience feedbacks.
{"title":"Méthode centrée utilisateurs et développement agile: une perspective « gagnant-gagnant » au service des projets de R&D","authors":"Dominique Deuff, M. Cosquer, B. Foucault","doi":"10.1145/1941007.1941041","DOIUrl":"https://doi.org/10.1145/1941007.1941041","url":null,"abstract":"Services on which we are working are more and more complex and require a high level of simplicity. In R&D projects, an ergonomist often acts at the beginning of the project, during the design phase. Or he acts after the development phase by applying a user test to validate the service. The method that we have set up is a solution to integrate user-centered design and the agile developments to one another. It is based on short user tests which enable users to intervene during the development phase. The ergonomist realises user tests in cycles that match agile development ones. Results gained at the end of a cycle suggest ergonomics adjustements for the same reasons that technical validations can induce fonctionnal adjustments. This method was applied and validated on a project. Following the description of the method, this paper introduces project members experience feedbacks.","PeriodicalId":416251,"journal":{"name":"Proceedings of the 22nd Conference on l'Interaction Homme-Machine","volume":"164 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123395658","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sabine Langlois, S. Loiseau, J. Tardieu, Andrea Cera, N. Misdariis
An automotive multimedia system that would be sonified should offer to the driver the possibility to interact with this system without his eyes, having thus a better visual focus on the road. The sonification should indeed facilitate the discovery of the system and the navigation within the menu tree. We have prepared a prototype to test with users the efficiency and acceptability of the sonification, made by hierarchical sounds, vocal synthesis, spearcons (compressed vocal synthesis), musical samples and feeback sounds. Our results confirm that sonification is interesting. Even if it doesn't allow to navigate and to reach the data faster, the participants want to keep it as they find their driving safer. Vocal synthesis and hierarchical sounds used on the first menu levels are the most helpful sounds with the alphabetical letters used in the long list of data. Hybrid sounds, composed of earcons and auditory icons, are prefered to orchestra sounds (musems) because the link to the fonction is more intuitive. Spearcons are not appreciated because they are not understood and do not help the positioning in the lists of data. Feedback sounds are appreciated all along the navigation, in particular the sound of scrolling and the sound « end of the list / empty list ».
{"title":"Evaluation de la sonifcation d'un système multimédia automobile","authors":"Sabine Langlois, S. Loiseau, J. Tardieu, Andrea Cera, N. Misdariis","doi":"10.1145/1941007.1941039","DOIUrl":"https://doi.org/10.1145/1941007.1941039","url":null,"abstract":"An automotive multimedia system that would be sonified should offer to the driver the possibility to interact with this system without his eyes, having thus a better visual focus on the road. The sonification should indeed facilitate the discovery of the system and the navigation within the menu tree. We have prepared a prototype to test with users the efficiency and acceptability of the sonification, made by hierarchical sounds, vocal synthesis, spearcons (compressed vocal synthesis), musical samples and feeback sounds. Our results confirm that sonification is interesting. Even if it doesn't allow to navigate and to reach the data faster, the participants want to keep it as they find their driving safer. Vocal synthesis and hierarchical sounds used on the first menu levels are the most helpful sounds with the alphabetical letters used in the long list of data. Hybrid sounds, composed of earcons and auditory icons, are prefered to orchestra sounds (musems) because the link to the fonction is more intuitive. Spearcons are not appreciated because they are not understood and do not help the positioning in the lists of data. Feedback sounds are appreciated all along the navigation, in particular the sound of scrolling and the sound « end of the list / empty list ».","PeriodicalId":416251,"journal":{"name":"Proceedings of the 22nd Conference on l'Interaction Homme-Machine","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126501394","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Géry Casiez, N. Roussel, Romuald Vanbelleghem, F. Giraud
Surfpad is a pointing facilitation technique that operates in the tactile domain by taking advantage of the ability to alter a touchpad's coefficient of friction. We report on two experiments comparing it to the semantic pointing technique and constant control-display gain with and without distractor targets. Our results clearly show the limits of traditional target-aware gain adaptation in the latter case, and the benefits of our tactile approach in both cases. Surfpad can lead to a performance improvement of up to 21% compared to unassisted pointing at small targets with no distractor. It is also robust to high distractor densities, keeping an average performance improvement of nearly 10% while semantic pointing can degrade up to 100%.
{"title":"Efficacité et robustesse aux distracteurs d'un retour tactile pour faciliter le pointage","authors":"Géry Casiez, N. Roussel, Romuald Vanbelleghem, F. Giraud","doi":"10.1145/1941007.1941012","DOIUrl":"https://doi.org/10.1145/1941007.1941012","url":null,"abstract":"Surfpad is a pointing facilitation technique that operates in the tactile domain by taking advantage of the ability to alter a touchpad's coefficient of friction. We report on two experiments comparing it to the semantic pointing technique and constant control-display gain with and without distractor targets. Our results clearly show the limits of traditional target-aware gain adaptation in the latter case, and the benefits of our tactile approach in both cases. Surfpad can lead to a performance improvement of up to 21% compared to unassisted pointing at small targets with no distractor. It is also robust to high distractor densities, keeping an average performance improvement of nearly 10% while semantic pointing can degrade up to 100%.","PeriodicalId":416251,"journal":{"name":"Proceedings of the 22nd Conference on l'Interaction Homme-Machine","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115458242","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}