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

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Influence du type de représentation visuelle sur l'évaluation de l'ambiance d'un espace architectural 视觉表现类型对建筑空间氛围评价的影响
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941015
Anne Van de Vreken, Stéphane Safin
This paper describes the results of an experiment comparing the effectiveness and the impact of three kinds of usual architectural representation (plan, mock-up and virtual visit of a 3D model) for the perception of ambiances. We compare the judgments of people (inexperienced in the architecture domain) on 32 ambiance criteria, made on the basis of one of these representations. We compare these judgments on those made by the same participants on the basis of a visit of the real space. We conclude on propositions to enhance representation of ambiances in architecture.
本文描述了一项实验的结果,比较了三种常见的建筑表现形式(平面、模型和三维模型的虚拟参观)对氛围感知的有效性和影响。我们比较了人们(在建筑领域没有经验的)在32个环境标准上的判断,这些标准是基于这些表现之一做出的。我们将这些判断与同一参与者在参观真实空间的基础上做出的判断进行比较。最后,我们提出了加强建筑环境表现的建议。
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引用次数: 6
The Kulitta: innovative musical hearing improvement tool kulita:创新的音乐听力改善工具
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941053
D. Arens, F. Bodart, Marion Guillemette, Teh Amouh, Maher Chemseddine
The aim of the Kulitta research project is the creation of innovative software to develop the learning of the different characteristics of sounds in order to improve the musical hearing. This paper describes the principles of the Kulitta software.
Kulitta研究项目的目的是创造创新的软件来发展对声音不同特征的学习,以提高音乐听力。本文介绍了kulita软件的工作原理。
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引用次数: 0
Etude exploratoire des usages d'une application sociale mobile 移动社交应用使用的探索性研究
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941013
Moustapha Zouinar, P. Salembier, Sandrine Darcy
This paper investigates issues related to the use of mobile social applications which aim at supporting coordination and communication, and enhancing the feeling of connectedness and social presence. To explore these assumptions, we conducted an empirical study of an application that enables group of users to share awareness information about their status and location. We present the results of the study, focusing on three issues: patterns of usage of awareness information, evolution of the usage, and privacy.
本文研究了与使用移动社交应用程序相关的问题,这些应用程序旨在支持协调和沟通,并增强连通性和社会存在感。为了探索这些假设,我们对一个应用程序进行了实证研究,该应用程序使一组用户能够共享有关其状态和位置的感知信息。我们提出了研究结果,重点关注三个问题:意识信息的使用模式、使用演变和隐私。
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引用次数: 3
UniGuide: vers un guide dynamique pour Unistroke UniGuide:面向Unistroke的动态指南
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941036
Jérémy Thimont, B. Martin
UniGuide is a support system to use the Unistroke gesture keyboard. It is based on dynamic guides to help the user to perform the gesture associated with the character he wants. To enhance the visual feedback, the guides are spread over several pages through the use of a prediction module language. An initial experiment showed a good satisfaction rate. But the switch between pages is overused and the guides slow down the users who seem to perform more precise gestures indeed slower.
UniGuide是一个使用Unistroke手势键盘的支持系统。它基于动态指南来帮助用户执行与他想要的角色相关的手势。为了增强视觉反馈,通过使用预测模块语言,指南被分散在几个页面上。初步实验表明,该系统具有良好的满意率。但是页面之间的切换被过度使用了,而且导航减慢了用户的速度,而看起来更精确的手势实际上更慢。
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引用次数: 0
UniWise: LetterWise pour Unistroke, la prédiction de texte pour améliorer la reconnaissance de geste UniWise:字母为Unistroke,文本预测提高手势识别
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941020
Thomas Altenburger, Anthony Subasic, B. Martin, Poika Isokoski
Nowadays, linguistics and language processing represent an important part of the text entry domain. Prediction and/or automatic correction systems are often included in mobile devices with text entry capabilities. However, in gesture based text entry, few such systems are known. We propose UniWise, a system which combines Unistrokes, a gesture alphabet, and LetterWise, a disambiguation system. Our purpose was to study the fusion of the results from the gesture recognizer and results of the prediction system. Our system was tested with several fusion functions. The best function showed a theorical improvement of the recognition error rate of 17,23%. An experiment was conducted to measure the impact on user performance. The result was an improvement of 17,26% in the recognition error rate in the three last sessions and an improvement of 1,04 for the position of the correct character in the recognition result list. According to user feedback, the LetterWise component was transparent to the users.
目前,语言学和语言处理是文本输入领域的一个重要组成部分。预测和/或自动校正系统通常包含在具有文本输入功能的移动设备中。然而,在基于手势的文本输入中,很少有人知道这样的系统。我们提出了UniWise,一个结合了Unistrokes(一种手势字母)和LetterWise(一种消歧系统)的系统。我们的目的是研究手势识别结果和预测系统结果的融合。我们的系统用几个融合功能进行了测试。最优函数的理论识别错误率提高了17.23%。进行了一个实验来衡量对用户性能的影响。结果表明,最后三次的识别错误率提高了17.26%,正确字符在识别结果列表中的位置提高了1.04%。根据用户反馈,LetterWise组件对用户是透明的。
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引用次数: 0
Combien d'options dans les messages vocaux? 语音信息有多少选项?
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941011
Ludovic Le Bigot, Loic Caroux, C. Ros, A. Lacroix, Valérie Botherel
This research focus on the effect of number of options of message of Interactice Voice Response, or IVR, (recorded human voice) multiple option messages and on the effect of linguistic marker on memorization of options. Participants were told to pay attention to the quality of speech interactions between users and an IVR system with a natural voice. They asked to recall system messages which suffixes were added. The suffix was either experimental (pseudoword), natural ("It's your turn [to speak]") or control (beep). Results showed that option recall was impaired when messages were longer and contained a suffix. These results confirm and specify recommendations for IVR prompt design.
本研究的重点是交互式语音应答(interactive Voice Response,简称IVR)多选项信息的选项数的影响,以及语言标记对选项记忆的影响。参与者被告知要注意用户与自然语音的IVR系统之间的语音交互质量。他们要求召回添加了后缀的系统消息。后缀要么是实验性的(假词),要么是自然的(“轮到你说话了”),要么是控制的(哔哔声)。结果表明,当信息较长且包含后缀时,选项回忆能力受损。这些结果确认并指定了IVR提示设计的建议。
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引用次数: 0
Techniques d'interaction collaborative autour d'une table interactive 交互技术协同自动化表交互
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941052
Mohammed Belatar, F. Coldefy
This paper describes two tabletop interaction techniques for collocated collaborative work. These techniques aim to improve the transitions between individual and collective tasks to improve the collaborative interaction. The first technique is based on common document browsing techniques with the decomposition of the browser into independent components to desynchronize the interaction and to avoid interruptions in collocated users' work. The second technique gives a means to launch graphical objects on the interface without disturbing other users. This technique allows the user to implicitly give the desired orientation and dimensions of the new window before it is displayed on the interface.
本文描述了两种用于并行协同工作的桌面交互技术。这些技术旨在改善个人和集体任务之间的转换,以改善协作交互。第一种技术是基于常见的文档浏览技术,将浏览器分解为独立的组件,以使交互不同步,并避免对并发用户工作的中断。第二种技术提供了在不干扰其他用户的情况下在界面上启动图形对象的方法。这种技术允许用户在新窗口显示在界面上之前隐式地给出所需的方向和尺寸。
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引用次数: 1
Une approche à base de modèles pour l'ingénierie logicielle de techniques d'interaction 交互技术软件工程的基于模型的方法
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941019
Jean-François Ladry, Philippe A. Palanque, D. Navarre, Eric Barboni, Marco Winckler
While model-based approaches have been used for over 30 years in the field of behavioral description of interactive systems [27], the link between these approaches and user-centered design process remain insufficiently explained. This paper offers a contribution to this problem by presenting how a model-based approach can be exploited to facilitate the tasks of evaluation of usability that are often laborious and repetitive. The basic principle of this approach promotes the use of recording and analysis of log data in a model-based environment. The results described in this paper show that the log data at model level can be used not only to identify usability problems but also to identify changes to these models in order to correct the encountered problems. This approach is integrated in a process and is supported by a modelbased CASE tool for modeling, simulating and evaluating interactive systems. The case study illustrates the principles of the approach and operation of the tool on an interaction technique. It shows how the analysis of log data allows the designer to easily tune the interaction technique (as the results of the analysis of log data are presented at the same abstraction level than models). It proposes an alternative to user tests that are very difficult to configure and to interpret especially when advanced interaction techniques are concerned.
虽然基于模型的方法在交互系统的行为描述领域已经使用了30多年[27],但这些方法与以用户为中心的设计过程之间的联系仍然没有得到充分的解释。本文通过展示如何利用基于模型的方法来促进通常费力且重复的可用性评估任务,对这个问题做出了贡献。这种方法的基本原理促进了在基于模型的环境中记录和分析日志数据的使用。本文的研究结果表明,模型级别的日志数据不仅可以用于识别可用性问题,还可以用于识别这些模型的更改,以便纠正遇到的问题。该方法集成在一个过程中,并由基于模型的CASE工具支持,用于对交互系统进行建模、模拟和评估。案例研究说明了该工具在交互技术上的方法和操作原理。它展示了日志数据的分析如何允许设计人员轻松地调优交互技术(因为日志数据分析的结果在与模型相同的抽象级别上呈现)。它提出了一种替代用户测试的方法,这种方法很难配置和解释,特别是在涉及高级交互技术时。
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引用次数: 0
Pointage bi-manuel avec le CubTile dans un espace 2D de type focus+contexte 在焦点+上下文类型的2D空间中使用立方体进行双手指向
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941018
G. Rivière, Laurence Nigay
The CubTile is a cubic-shaped device with 5 tactile multi-touch faces. It was initially designed for 3D interaction. In this article we explore its use for navigation and pointing in a 2D space. In this way, we propose a bi-manual interaction technique, based on the manipulation of two faces of the CubTile, in a focus+context interface: The non-dominant hand pans the focus with one face of the CubTile while the dominant hand points in the focus area using another face of the CubTile. The results of a first user experiment indicate that an asymmetric tuning, with a low amplification for the non-dominant hand gestures and a high amplification for the dominant hand gestures, provides better performance in a pointing task. These results are a first step towards optimal tuning of the tactile faces for asymmetric bimanual interaction.
CubTile是一个立方体形状的设备,有5个触觉多点触控面。它最初是为3D交互设计的。在本文中,我们将探讨它在2D空间中的导航和指向功能。通过这种方式,我们提出了一种双手交互技术,基于对立方体的两个面的操作,在一个焦点+上下文界面中:非惯用手用立方体的一个面平移焦点,而惯用手用立方体的另一个面指向焦点区域。第一个用户实验的结果表明,非对称调谐,对非优势手势的低放大和对优势手势的高放大,在指向任务中提供了更好的性能。这些结果是对不对称双手交互的触觉面进行优化调整的第一步。
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引用次数: 0
Au-delà de l'utilisabilité: ordonner les composantes de la qualité de service en ligne 超越可用性:在线订购服务质量组件
Pub Date : 2010-09-20 DOI: 10.1145/1941007.1941010
Sandrine Prom Tep, A. Dufresne
Whether they buy online or not, people do shop on the Web and search for product or service-related information. This research extends a previous Web site evaluation study of twenty-one Web sites pertaining to four industrial sectors (i.e.; financial institutions, renovation, electronics and travel). The sites were evaluated for effectiveness, quality, and consumer satisfaction by a very large sample of consumers, asked to search for specific information. Analysing this data with various statistical techniques, we have confirmed the structure of the the Netqu@l grid to evaluate the quality of service, measured the relative contribution of each factors to influence the Web site effectiveness and the customer satisfaction and ordered them. The results show that usability is the dominant factor for site effectiveness, along with quality and quantity of information. Personnalization is most contributive to global satisfaction with the site, followed by ease of use. Paper limitations are adressed and promising future research venues are also proposed.
不管他们是否在网上购物,人们都会在网上购物并搜索产品或服务相关的信息。本研究扩展了先前对四个工业部门(即;金融机构、装修、电子和旅游)。这些网站的有效性、质量和消费者满意度是由一个非常大的消费者样本来评估的,他们被要求搜索特定的信息。利用各种统计技术对这些数据进行分析,确定了评价服务质量的Netqu@l网格结构,测量了影响网站有效性和客户满意度的各因素的相对贡献,并对其进行排序。结果表明,可用性是影响网站有效性的主要因素,此外还有信息的质量和数量。个性化对网站整体满意度的贡献最大,其次是易用性。论文的限制,并提出了有希望的未来的研究场所。
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Proceedings of the 22nd Conference on l'Interaction Homme-Machine
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