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

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KeyGliss: un clavier ambigu prédictif basé sur un appui-glissé KeyGliss:基于滑动支撑的预测性模糊键盘
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941029
Charles Gilbertz, Alexandre Bucci, B. Martin
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.
KeyGliss是一种模糊的软键盘,可以用一根手指或一支触控笔操作。它通过滑动将键的选择与显式消歧结合起来。预测系统在每次录音后将字母映射到键上,通过页面的导航限制了四个键的使用。用手写笔做的第一次实验表明,这种解决方案是可用的。有了触控笔,它提供了良好的性能,但仍然远远低于AZERTY软键盘的性能。用户表示很满意。
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引用次数: 0
L'interface du clavier virtuel Chewing Word 是我
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941051
A. Grange
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.
ChewingWord是一个跨平台的屏幕键盘,适用于有运动障碍和/或语言障碍的人,他们的护理助理,阅读障碍患者和初级读者。我们关注的是它的界面,它旨在最大限度地减少动态虚拟键盘固有的认知过载,同时保留其主要优点:速度,功率和流动性。
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引用次数: 4
Reconnaissance d'Emotions: un point de vue interaction multimodale 情感识别:多模态交互的观点
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941035
A. Clay, Nadine Couture, L. Nigay
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.
情感识别分析是一个年轻而成熟的研究领域,它对工程模型特别是设计模型的需求正在显现。为了解决情感识别的这些工程挑战,我们重用和调整了多模态交互研究领域的结果,因为情感的表达本质上是多模态的。在本文中,我们完善了被动情感识别案例中交互模式的定义。我们还通过应用CARE特性研究了模态的组合。我们强调了我们的设计模型在情感识别方面的好处。
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引用次数: 0
Integrating internet-based services in IPTV: an interaction concept 在IPTV中集成基于internet的业务:一个交互概念
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941050
R. Bernhaupt, N. Linard, T. Mirlacher
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.
在交互式电视(iTV)中集成基于互联网的服务是近15年来人机交互领域的一个研究热点。随着Twitter或Facebook等新服务的出现,又出现了将互联网和电视结合起来的趋势——要么直接在电视上,要么通过支持互联网协议(IP)的机顶盒(STB)。这个演示展示了一个交互概念,它允许用户轻松地访问Internet服务。该演示是基于flash原型结合全功能双向红外遥控器,包括指纹识别。
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引用次数: 0
CentralMenu: menu partagé sur table interactive CentralMenu:交互式表上的共享菜单
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941045
Jonathan Chaboissier, F. Vernier
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.
交互式桌面显示适用于涉及坐在桌子周围的几个用户的协作任务。桌面上现有的大多数菜单系统都是为个人活动设计的,这可能不适合应该在用户之间共享菜单项的群组活动。当用户有相反的观点时,图形元素(文本和图像)的方向是有问题的。在本文中,我们专注于一个适合群体活动的菜单,我们提出了CentralMenu,一个促进群体动态的多用户小部件。我们对10名参与者进行了一项实验,以收集对我们设计的反馈。
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引用次数: 1
Cross-device continuous media consumption: a demonstration 跨设备连续媒体消耗:演示
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941046
R. Bernhaupt, Mahmoud Abdellatif, T. Mirlacher
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.
随着移动设备的引入,人们可以在移动中、在汽车中甚至在学校或工作期间观看电影和电影,互联网协议电视(IPTV)与家庭网络的连接以及通过游戏机访问互联网,为消费者提供了新的媒体消费可能性。这个演示的目的是展示一个新的用户交互概念,允许用户以一种简单的方式在不同的设备上使用媒体。
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引用次数: 2
IHM et démocratie quand une machine à voter n'est pas utilisable par les seniors 当老年人不能使用投票机时,hmi和民主
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941040
Steve Matyja, Yannick Dupire, G. Michel
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.
本文的目的是展示目前在法国使用的投票机的人体工程学及其涉及老年选民的问题。首先,我们对目前出现的问题做一个快速评估各种投票系统和老年人使用技术的问题。我们将其中一台投票计算机的界面与我们根据一些可用性指南创建的多模式界面进行了比较。这与对20名老年用户进行的用户测试进行了比较。结果显示,在法国使用的投票机中,老年人明显被排除在外,这为开发计算机为那些在正常情况下不能投票的人投票开辟了道路。
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引用次数: 0
Méthode centrée utilisateurs et développement agile: une perspective « gagnant-gagnant » au service des projets de R&D 以用户为中心的方法和敏捷开发:研发项目的“双赢”视角
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941041
Dominique Deuff, M. Cosquer, B. Foucault
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.
我们正在处理的服务越来越复杂,需要高度的简单性。在研发项目中,人体工程学专家通常在项目的开始,在设计阶段。或者他在开发阶段之后通过应用用户测试来验证服务。我们建立的方法是将以用户为中心的设计和敏捷开发相互集成的解决方案。它基于简短的用户测试,使用户能够在开发阶段进行干预。人体工程学专家以与敏捷开发相匹配的周期来实现用户测试。在周期结束时获得的结果表明,由于技术验证可以引起功能调整的相同原因,需要进行人体工程学调整。该方法在一个工程中得到了应用和验证。在对方法进行描述之后,介绍了项目成员的经验反馈。
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引用次数: 5
Evaluation de la sonifcation d'un système multimédia automobile 汽车多媒体系统的声音评估
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941039
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 ».
汽车多媒体系统的声音应该提供给司机的可能性与该系统互动,而不是他的眼睛,因此有一个更好的视觉集中在道路上。声音确实应该促进系统的发现和菜单树中的导航。我们已经准备了一个原型来测试用户的效率和可接受的声音,由层次声音,声音合成,spearcons(压缩声音合成),音乐样本和反馈声音。我们的研究结果证实了超声是有趣的。即使它不允许导航和更快地获取数据,参与者也希望保留它,因为他们发现自己的驾驶更安全。在第一个菜单级别中使用的声音合成和分层声音是对长列表中使用的字母排序最有帮助的声音。混合声音,由耳塞和听觉图标组成,比管弦乐队的声音(博物馆)更受欢迎,因为与功能的链接更直观。长矛队不受欢迎,因为他们不被理解,也无助于数据列表中的定位。反馈声音在整个导航过程中都很受欢迎,特别是滚动的声音和“列表结束/空列表”的声音。
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引用次数: 3
Efficacité et robustesse aux distracteurs d'un retour tactile pour faciliter le pointage 有效和坚固的干扰触觉反馈,以方便指向
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941012
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%.
Surfpad是一种指向促进技术,通过利用改变触摸板摩擦系数的能力,在触觉领域进行操作。我们报告了两个实验,将其与语义指向技术和有和没有干扰目标的恒定控制显示增益进行比较。我们的研究结果清楚地显示了传统的目标感知增益适应在后一种情况下的局限性,以及我们的触觉方法在这两种情况下的好处。与无干扰的无辅助瞄准小目标相比,Surfpad可以使性能提高21%。它对高干扰物密度也很稳健,保持了近10%的平均性能提升,而语义指向可能会下降到100%。
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引用次数: 5
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Proceedings of the 22nd Conference on l'Interaction Homme-Machine
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