publications([{ "lang": "en", "publisher": "Springer", "doi": "http://doi.org/10.1007/978-3-319-22723-8_10", "title": "Worth-Centered Design in Practice: Lessons from Experience and Research agenda", "abstract": "Worth-Centered Design (WCD) provides designers with six principles, five “D”s, a framework, and a set of tools, techniques, and methods for designing interactive systems that deliver worth. Despite its potential, WCD has not received much attention: the related literature is not intensive and the design methodology has not been investigated in many actual design settings. The community lacks of experience with WCD.\r\n\r\nThis paper first compiles the state-of-the-art on WCD and then relates the worth-centered design of Cocoon, a mobile and context-aware application. It presents further insights about the notion of worth and provides the community with nine lessons from experience for informing future worth-centered designs. Worth maps appear as a treasure also for worth assessment over time, giving rise to the ARROW (Appreciations, Requirements and Rationale Of Worth) framework and research perspectives.", "authors": { "1": { "first_name": "Fatoumata", "last_name": "Camara" }, "2": { "first_name": "Gaëlle", "last_name": "Calvary" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/CC15b/", "pages": "123-139", "bibtype": "inproceedings", "id": 727, "abbr": "CC15b", "address": "Bamberg, Germany", "date": "2015-09-14", "document": "http://iihm.imag.fr/publs/2015/interact15-camara.pdf", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "Proc. INTERACT 2015", "type_publi": "icolcomlec" }, { "lang": "en", "publisher": "ACM", "doi": "http://dx.doi.org/10.1145/2807442.2807496", "title": "SHOCam: A 3D Orbiting Algorithm", "url": "http://dl.acm.org/citation.cfm?id=2807496", "abstract": "In this paper we describe a new orbiting algorithm, called SHOCam, which enables simple, safe and visually attractive control of a camera moving around 3D objects. Compared with existing methods, SHOCam provides a more consistent mapping between the user’s interaction and the path of the camera by substantially reducing variability in both camera motion and look direction. Also, we present a new orbiting method that prevents the camera from penetrating object(s), making the visual feedback – and with it the user experience – more pleasing and also less error prone. Finally, we present new solutions for orbiting around multiple objects and multi-scale environments.", "authors": { "1": { "first_name": "Michael", "last_name": "Ortega" }, "2": { "first_name": "Wolfgang", "last_name": "Stuerzlinger" }, "3": { "first_name": "Doug", "last_name": "Scheurich" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/OSS15a/", "pages": "119-128 ", "bibtype": "inproceedings", "id": 735, "editor": "ACM", "address": "Charlotte, USA", "date": "2015-07-03", "document": "http://iihm.imag.fr/publs/2015/2015_UIST.pdf", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "Proceedings of the 28th Annual ACM Symposium on User Interface Software and Technology, UIST", "type_publi": "icolcomlec", "abbr": "OSS15a" }, { "lang": "en", "type_publi": "icolcomlec", "doi": "http://doi.org/10.1007/978-3-319-26005-1_17", "title": "Persuasion through an ambient device: proof of concept and early evaluation of CRegrette, a smoking cessation system", "abstract": "Smoking cessation has become a real social challenge in healthcare domain and persuasive technologies combined with ambient intelligence figure as a possible approaches against this addiction. Choosing an effective persuasive design relies on different models and principles coming from several scientific contexts. We evaluate the triggers defined by the B.J.Fogg’s model in different design strategies implementing three experiments: the first using smoking tools, the second with an Android application and a third one using the same application coupled with an Arduino-based ambient device. The CRegrette system’s proof of concept suggests that statistics combined with an ambient device are more effective than notifications, mirroring and self-monitoring approaches. This article furthermore proposes some design strategies and research perspectives to support further research in the field of persuasion and ambient device design.", "authors": { "1": { "first_name": "Alessandro", "last_name": "Fenicio" }, "2": { "first_name": "Gaëlle", "last_name": "Calvary" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/FC15a/", "pages": "252-267", "bibtype": "inproceedings", "id": 739, "abbr": "FC15a", "address": "Athens, Greece", "date": "2015-10-30", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "Proceedings of the European Conference on Ambient Intelligence (AmI 2015)" }, { "lang": "en", "type_publi": "icolcomlec", "doi": "https://doi.org/10.1145/2783446.2783614", "title": "I++: Interactive Galleries for Promoting Interactive Curiosities in Web Designs", "abstract": "Web design galleries are important sources of inspiration in early phases of web design. However they showcase graphical elements without any promotion of interactive features. This paper presents I++, a web design gallery, centered on interaction: it pinpoints the key innovative interactive features of web sites through three levels of presentation of interactivity.", "authors": { "1": { "first_name": "Sergio", "last_name": "Peña-Arrázola" }, "2": { "first_name": "Dimitri", "last_name": "Masson" }, "3": { "first_name": "Alexandre", "last_name": "Demeure" }, "4": { "first_name": "Gaëlle", "last_name": "Calvary" }, "5": { "first_name": "Yann", "last_name": "Laurillau" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/PMD+15a/", "pages": "287-288", "bibtype": "inproceedings", "id": 730, "abbr": "PMD+15a", "address": "Lincoln, United Kingdom", "date": "2015-06-07", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "Proceedings of British Human Computer Interaction conference" }, { "lang": "en", "type_publi": "icolcomlec", "doi": "https://doi.org/10.1109/EUSIPCO.2015.7362880", "title": "Operationalization of Conceptual Imagery for BCIs", "abstract": "We present a Brain Computer Interface (BCI) system in an asynchronous setting that allows classifying objects in their semantic categories (e.g. a hammer is a tool). For training, we use visual cues that are representative of the concepts (e.g. a hammer image for the concept of hammer). We evaluate the system in an offline synchronous setting and in an online asynchronous setting. We consider two scenarios: the first one, where concepts are in close semantic families (10 subjects) and the second where concepts are from distinctly different categories (10 subjects). We find that both have classification accuracies of 70% and above, although more distant conceptual categories lead to 5% more in classification accuracy.", "authors": { "1": { "first_name": "Nataliya", "last_name": "Kos'myna" }, "2": { "first_name": "Franck", "last_name": "Tarpin-Bernard" }, "3": { "first_name": "Bertrand", "last_name": "Rivet" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/KTR15c/", "pages": "2726-2730", "bibtype": "inproceedings", "id": 733, "abbr": "KTR15c", "address": "Nice, France", "date": "2015-08-30", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "European Signal Processing Conference (EUSIPCO'2015)" }, { "lang": "en", "publisher": "ACM", "doi": "https://doi.org/10.1145/2818346.2820731", "title": "Multimodal Interaction with a Bifocal View on Mobile Devices", "url": "http://dl.acm.org/citation.cfm?id=2820731&CFID=573279174&CFTOKEN=12003277", "abstract": "On a mobile device, the intuitive Focus+Context layout of a detailed view (focus) and perspective/distorted panels on either side (context) is particularly suitable for maximizing the utilization of the limited available display area. Interacting with such a bifocal view requires both fast access to data in the context view and high precision interaction with data in the detailed focus view. We introduce combined modalities that solve this problem by combining the well-known flick-drag gesture-based precise modality with modalities for fast access to data in the context view. The modalities for fast access to data in the context view include direct touch in the context view as well as navigation based on drag gestures, on tilting the device, on side-pressure inputs or by spatially moving the device (dynamic peephole). Results of a comparison experiment of the combined modalities show that the performance can be analyzed according to a 3-phase model of the task: a focus-targeting phase, a transition phase (modality switch) and a cursor-pointing phase. Moreover modalities of the focus-targeting phase based on a discrete mode of navigation control (direct access, pressure sensors as discrete navigation controller) require a long transition phase: this is mainly due to disorientation induced by the loss of control in movements. This effect is significantly more pronounced than the articulatory time for changing the position of the fingers between the two modalities (“homing” time).", "authors": { "1": { "first_name": "Sébastien", "last_name": "Pelurson" }, "2": { "first_name": "Laurence", "last_name": "Nigay" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/PN15b/", "pages": "191-198", "bibtype": "inproceedings", "id": 747, "abbr": "PN15b", "address": "Seattle, USA", "date": "2015-11-09", "document": "http://iihm.imag.fr/publs/2015/ICMI2015Pelurson&NigayBifocal.pdf", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "Conference ACM ICMI 2015, 17th ACM International Conference on Multimodal Interaction, Seattle, November 9-13, 2015 (ICMI 2015)", "type_publi": "icolcomlec" }, { "lang": "en", "publisher": "ACM", "doi": "http://dx.doi.org/10.1145/2702123.2702359", "title": "The Transfer of Learning as HCI Similarity: Towards an Objective Assessment of the Sensory-Motor Basis of Naturalness", "url": "http://brouet.imag.fr/fberard/Research/CHI15", "abstract": "Human-computer interaction should be natural. However, the notion of natural is questioned due to a lack of theoretical background and methods to objectively measure the naturalness of a HCI. A frequently cited aspect of natural HCIs is their ability to benefit from knowledge and skills that users develop in their interaction with the real (non-digital) world. Among these skills, sensory-motor abilities are essential to operate many HCIs. This suggests that the transfer of these abilities between physical and digital interactions could be used as an experimental tool to assess the sensory-motor similarity between interactions, and could be considered as an objective measurement of the sensory-motor grounding of naturalness.\r\nIn this framework, we introduce a new experimental paradigm inspired by motor learning research to assess sensory-motor similarity, as revealed by the transfer of learning. We tested this paradigm in an empirical study to question the naturalness of three HCIs: direct-touch, mouse pointing and absolute indirect-touch. The study revealed how skill learning transfers from these three digital interactions towards an equivalent physical interaction. We observed strong transfer of skill between direct-touch and physical interaction, but no transfer from the other two interactions. This work provides a first objective assessment of the sensory-motor basis of direct-touch naturalness, and a new empirical path to question HCI similarity and naturalness.", "authors": { "1": { "first_name": "François", "last_name": "Bérard" }, "2": { "first_name": "Amélie", "last_name": "Rochet-Capellan" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/BR15a/", "pages": "1315-1324", "bibtype": "inproceedings", "id": 715, "abbr": "BR15a", "address": "Seoul, Republic of Korea", "date": "2015-02-06", "document": "http://iihm.imag.fr/publs/2015/CHI15_Berard_Transfer_Learning.pdf", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "Proceedings of the international conference on Human factors in computing systems (CHI 2015)", "type_publi": "icolcomlec" }, { "lang": "en", "type_publi": "icolcomlec", "doi": "http://dx.doi.org/10.1145/2702123.2702375", "title": "Investigating Visual Feedforward for Target Expansion Techniques", "abstract": "Target expansion techniques facilitate the pointing task by enlarging the effective sizes of targets. When the target expansion is applied to both the motor and visual spaces, the visual feedforward mechanism is key: Indeed it provides a visual aid to the user on the effective expanded targets prior to the execution or completion of the pointing task, enabling the user to take full advantage of the target expansion technique. Focusing on feedforward mechanisms, we introduce a design space that allows us to describe, classify and design target expansion techniques. To do so we first introduce and characterize the concept of atomic feedforward mechanism along three design axes. We then describe a target expansion technique as a combination of atomic feedforward mechanisms using a matrix-based notation. We provide an analytical exploration of the design space by classifying existing techniques and by designing six new techniques. We also provide a first experimental exploration of the design space in the context of distant pointing. The experimental protocol includes an innovative target layout for handling non-centroidal target expansion. The results show that feedforward dynamicity increases movement time and decreases subjective usability, while explicit expansion observability efficiently supports error prevention for distant pointing.", "authors": { "1": { "first_name": "Maxime", "last_name": "Guillon" }, "2": { "first_name": "François", "last_name": "Leitner" }, "3": { "first_name": "Laurence", "last_name": "Nigay" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/GLN15a/", "pages": "2777-2786", "bibtype": "inproceedings", "id": 716, "abbr": "GLN15a", "address": "Seoul, Republic of Korea", "date": "2015-02-12", "document": "http://iihm.imag.fr/publs/2015/GuillonNigay2015.pdf", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "Proceedings of the 33th international conference on Human factors in computing systems (CHI 2015)" }, { "lang": "en", "type_publi": "icolcomlec", "doi": "https://doi.org/10.1145/2838739.2838749", "title": "Evanescent Adaptation on Small Screens", "abstract": "This paper addresses the problem of mastering the complexity of interacting with a large set of applications on smartphones. In one hand, number of applications increases. In the other hand, screen size reduces. To tackle this paradoxical evolution, we investigate adaptive user interfaces. We assume that it is possible to predict the applications of interest for a user in a given situation. Based on this hypothesis, our challenge is to accelerate user interaction when prediction is correct, without penalizing it when prediction is wrong. The paper proposes the concept of Evanescent Adaptation. The principle is a two-layer based representation: the predicted items (first layer) are displayed above the full list of items (second layer). The first layer is said to be evanescent in the sense that it automatically disappears progressively. The paper claims for putting this disappearing process under the control of the end-user. Thereby the user can close the first-layer as soon as s/he perceives prediction as irrelevant.", "authors": { "1": { "first_name": "Sarah", "last_name": "Bouzit" }, "2": { "first_name": "Denis", "last_name": "Chene" }, "3": { "first_name": "Gaëlle", "last_name": "Calvary" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/BCC15a/", "pages": "62-68", "bibtype": "inproceedings", "id": 740, "abbr": "BCC15a", "address": "Melbourne, Australia", "date": "2015-12-07", "document": "http://iihm.imag.fr/publs/2015/ozchi15-bouzit.pdf", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "Proc. of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction (OzCHI)" }, { "lang": "en", "bibtype": "inproceedings", "doi": "http://dx.doi.org/10.1109/PACIFICVIS.2015.7156353", "title": "Dendrogramix: a Hybrid Tree-Matrix Visualization Technique to Support Interactive Exploration of Dendrograms", "url": "http://iihm.imag.fr/blanch/projects/dendrogramix/", "abstract": "Clustering is often a first step when trying to make sense of a large data set. A wide family of cluster analysis algorithms, namely hierarchical clustering algorithms, does not provide a partition of the data set but a hierarchy of clusters organized in a binary tree, known as a dendrogram. The dendrogram has a classical node-link representation used by experts for various tasks like: to decide which subtrees are actual clusters (e.g., by cutting the dendrogram at a given depth); to give those clusters a name by inspecting their content; etc.\r\nWe present Dendrogramix, a hybrid tree-matrix interactive visualization of dendrograms that superimposes the relationship between individual objects on to the hierarchy of clusters. Dendrogramix enables users to do tasks which involve both clusters and individual objects that are impracticable with the classical representation, like: to explain why a particular objects belongs to a particular cluster; to elicit and understand uncommon patterns (e.g., objects that could have been classified in a totally different cluster); etc. Those sensemaking tasks are supported by a consistent set of interaction techniques that facilitates the exploration of large clustering results.\r\n", "authors": { "1": { "first_name": "Renaud", "last_name": "Blanch" }, "2": { "first_name": "Rémy", "last_name": "Dautriche" }, "3": { "first_name": "Gilles", "last_name": "Bisson" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/BDB15a/", "pages": "31-38", "note": "Best Paper award.", "id": 714, "editor": "IEEE", "address": "Hangzhou, China", "date": "2015-04-14", "document": "http://iihm.imag.fr/publs/2015/PacificVis15_Blanch_Dendrogramix.pdf", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "Proceedings of the 8th IEEE Pacific Visualization Symposium (PacificVis 2015)", "type_publi": "icolcomlec", "abbr": "BDB15a" }, { "lang": "en", "type_publi": "icolcomlec", "doi": "https://doi.org/10.1145/2817721.2817747", "title": "A Predictive Approach for an End-to-End Touch-Latency Measurement", "abstract": "With direct-touch interaction, users are sensitive to very low levels of latency, in the order of a few milliseconds. Assessing the end-to-end latency of a system is thus becoming an important part of touch-devices evaluation, and this must be precise and accurate. However, current latency estimation techniques are either imprecise, or they require complex setups involving external devices such as high-speed cameras.\r\n\r\nIn this paper, we introduce and evaluate a novel method that does not require any external equipment and can be implemented with minimal efforts. The method is based on short-term prediction of the finger movement. The latency estimation is obtained on the basis of user calibration of the prediction to fully compensate the lag. In a user study, we show that the technique is more precise than a similar \"low overhead'' approach that was recently presented.", "authors": { "1": { "first_name": "Élie", "last_name": "Cattan" }, "2": { "first_name": "Amélie", "last_name": "Rochet-Capellan" }, "3": { "first_name": "François", "last_name": "Bérard" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/CRB15a/", "pages": "215-218", "bibtype": "inproceedings", "id": 743, "abbr": "CRB15a", "address": "Madeira, Portugal", "date": "2015-11-16", "document": "http://iihm.imag.fr/publs/2015/ITS15_pred.pdf", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "Proceedings of the 2015 ACM International Conference on Interactive Tabletops and Surfaces" }, { "lang": "en", "publisher": "Springer, Lecture Notes in Computer Science book series (LNCS, volume 9425)", "type_publi": "icolcomlec", "title": "An Ecological View of Smart Home Technologies", "url": "http://www.ami-conferences.org/2015/", "abstract": "In this paper we propose an ecological view in which a smart home is seen as an interconnected collection of smart objects that work together to provide services to inhabitants. We review home technologies in a historical context in which the home is a personal habitat that provides services to inhabitants, and draw lessons from the profusion of new services that were made possible by the introduction of electricity in the home during the 20th century. We examine possible metaphors for smart homes, including the smart home as an inside-out autonomous robot, and the smart home as an ecosystem of smart objects providing services. We propose a taxonomy for smart home services and discuss examples for each class of service. We conclude with a discussion of required system qualities and potential show-stoppers.", "authors": { "1": { "first_name": "James", "last_name": "Crowley" }, "2": { "first_name": "Joëlle", "last_name": "Coutaz" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/CC15c/", "pages": "1-16", "bibtype": "inproceedings", "id": 800, "abbr": "CC15c", "address": "Athens, Greece", "date": "2015-11-24", "document": "http://iihm.imag.fr/publs/2015/SmartHome-Crowley-Coutaz-Ami2015.pdf", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "AMI 2015 - European Conference on Ambient Intelligence, 2015" }, { "lang": "en", "type_publi": "icolcomlec", "doi": "https://doi.org/10.1145/2817721.2817736", "title": "Reducing Latency with a Continuous Prediction: Effects on Users' Performance in Direct-Touch Target Acquisitions", "abstract": "Latency in direct-touch systems creates a spatial gap between the finger and the digital object when dragging. This breaks the illusion of presence, and has a negative effect on users' performances in common tasks such as target acquisitions. Latency can be reduced with faster hardware, but reaching imperceptible levels of latency with a hardware-only approach is a difficult challenge and an energy inefficient solution.\r\n\r\nWe studied the use of a continuous prediction of the touch location as an alternative to the hardware only approach to reduce the latency gap. We implemented a low latency touch surface and experimented with a constant speed linear prediction with various system latencies in the range [25ms-75ms]. We ran a user experiment to objectively assess the benefits of the prediction on users' performances in target acquisition tasks. Our study reveals that the prediction length is strongly constrained by the nature of target acquisition tasks, but that the approach can be successfully applied to counteract a large part of the negative effect of latency on users' performances.", "authors": { "1": { "first_name": "Élie", "last_name": "Cattan" }, "2": { "first_name": "Amélie", "last_name": "Rochet-Capellan" }, "3": { "first_name": "Pascal", "last_name": "Perrier" }, "4": { "first_name": "François", "last_name": "Bérard" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/CRP+15a/", "pages": "205-214", "bibtype": "inproceedings", "id": 742, "abbr": "CRP+15a", "address": "Madeira, Portugal", "date": "2015-11-16", "document": "http://iihm.imag.fr/publs/2015/ITS15_prediction.pdf", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "Proceedings of the 2015 ACM International Conference on Interactive Tabletops and Surfaces" }, { "lang": "en", "publisher": "Springer", "doi": "http://doi.org/10.1007/978-3-319-25554-5_28", "title": "Non-verbal Signals in HRI: Interference in Human Perception", "url": "http://link.springer.com/chapter/10.1007%2F978-3-319-25554-5_28", "abstract": "Non-verbal cues of communication can influence the human understanding of verbal signals in human-human communication. We present two illustrative experimental studies showing how non-verbal cues can both interfere and facilitate communication when passing a message to a user in HRI. In the first study, participants found that the cues enabling them to discriminate between two conditions : permissive or authoritative robots were mainly verbal. The verbal message was however unchanged between these two conditions and in this case, non-verbal cues of communication (gestures, posture, voice tone and gaze) substituted the neutral verbal message. The second study highlights the fact that verbal and non-verbal communication can facilitate the understanding of messages when combined appropriately. This study is based on a Stroop task of identifying the colour of the LEDs of a robot while the robot says words that are either facilitating, neutral or disturbing for the participant. These two studies put into perspective the importa", "authors": { "1": { "first_name": "Wafa", "last_name": "Johal" }, "2": { "first_name": "Gaëlle", "last_name": "Calvary" }, "3": { "first_name": "Sylvie", "last_name": "Pesty" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/JCP15a/", "pages": "275-284", "bibtype": "inproceedings", "id": 738, "abbr": "JCP15a", "address": "Paris, France", "date": "2015-10-26", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "Proceedings of The International Conference on Social Robotics 2015 (ICSR'15)", "type_publi": "icolcomlec" }, { "lang": "en", "publisher": "ACM", "doi": "http://doi.acm.org/10.1145/2774225.2774844", "title": "Equivalence Checking for Comparing User Interfaces", "abstract": "Plastic User Interfaces (UIs) have the capacity to adapt to changes in their context of use while preserving usability. This exposes users to different versions of UIs that can diverge from each other at several levels, which may cause loss of consistency. This raises the question of similarity between UIs. This paper proposes an approach to comparing UIs by measuring to what extent UIs have the same interaction capabilities and appearance. We use the equivalence checking formal method. The approach verifies whether two UI models are equivalent or not. When they are not equivalent, the UI divergences are listed, thus providing the possibility of leaving them out of the analysis. In this case, the two UIs are said equivalent modulo such divergences. Furthermore, the approach shows that one UI can contain at least all interaction capabilities of another. We apply the approach to a case study in the nuclear power plant domain in which several UI versions are analyzed, and the equivalence and inclusion relations are demonstrated.", "authors": { "1": { "first_name": "Raquel", "last_name": "Oliveira" }, "2": { "first_name": "Sophie", "last_name": "Dupuy-Chessa" }, "3": { "first_name": "Gaëlle", "last_name": "Calvary" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/ODC15a/", "pages": "266-275", "bibtype": "inproceedings", "id": 721, "editor": "Jürgen Ziegler", "address": "Duisburg, Germany", "date": "2015-06-23", "document": "http://iihm.imag.fr/publs/2015/oliveiraEICS15.pdf", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "Proceedings of the 7th ACM SIGCHI Symposium on Engineering Interactive Computing Systems (EICS 2015)", "type_publi": "icolcomlec", "abbr": "ODC15a" }, { "lang": "en", "publisher": "Springer", "doi": "http://doi.org/10.1007/978-3-319-22701-6_27", "title": "Shape-Change for Zoomable TUIs: Opportunities and Limits of a Resizable Slider", "abstract": "Tangible sliders are successfully used as they do not need visual attention. However, users need to balance between opposite concerns: size and precision of the slider. We propose a resizable tangible slider to balance between these concerns. Users can resize the on-screen representation of the slider by resizing the tangible slider. Our aim is to benefit from both tangibility and flexible control, and balance between precision and minimum size. We measured the pointing performance of our prototype. We also assess the potential drawback (additional articulatory task for deformation) by evaluating the impact on precision of the additional articulatory task for deformation: for pursuing a target, we show that our resizable prototype supports better precision than its small counterpart as long as users do not need to resize it more often than around every 9 seconds.", "authors": { "1": { "first_name": "Céline", "last_name": "Coutrix" }, "2": { "first_name": "Cédric", "last_name": "Masclet" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/CM15a/", "pages": "349-366", "bibtype": "inproceedings", "id": 718, "abbr": "CM15a", "address": "Bamberg, Germany", "date": "2015-09-14", "document": "http://iihm.imag.fr/publs/2015/Interact2015-ShapeChangeZoomableTUI-Coutrix.pdf", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "Proceedings of the 15th IFIP TC13 Conference on Human-Computer Interaction (INTERACT'15)", "type_publi": "icolcomlec" }, { "lang": "en", "publisher": "Springer", "doi": "http://doi.org/10.1007/978-3-319-22701-6_37", "title": "Towards Brain Computer Interfaces for Recreational Activities: Piloting a Drone", "abstract": "Active Brain Computer Interfaces (BCIs) allow people to exert voluntary control over a computer system: brain signals are captured and imagined actions (movements, concepts) are recognized after a training phase (from 10 minutes to 2 months). BCIs are confined in labs, with only a few dozen people using them outside regularly (e.g. assistance for impairments). We propose a “Co-learning BCI” (CLBCI) that reduces the amount of training and makes BCIs more suitable for recreational applications. We replicate an existing experiment where the BCI controls a drone and compare CLBCI to their Operant Conditioning (OC) protocol over three durations of practice (1 day, 1 week, 1 month). We find that OC works at 80% after a month practice, but the performance is between 60 and 70% any earlier. In a week of practice, CLBCI reaches a performance of around 75%. We conclude that CLBCI is better suited for recreational use. OC should be reserved for users for whom performance is the main concern.", "authors": { "1": { "first_name": "Nataliya", "last_name": "Kos'myna" }, "2": { "first_name": "Franck", "last_name": "Tarpin-Bernard" }, "3": { "first_name": "Bertrand", "last_name": "Rivet" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/KTR15b/", "pages": "506-522", "bibtype": "inproceedings", "id": 726, "abbr": "KTR15b", "address": "Bamberg, Germany", "date": "2015-09-15", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "Proceedings of the 15th IFIP TC13 Conference on Human-Computer Interaction (INTERACT'15)", "type_publi": "icolcomlec" }, { "lang": "en", "publisher": "Springer", "doi": "http://doi.org/10.1007/978-3-319-18425-8_9", "title": "Building and using home automation systems: a field study", "abstract": "These last years, several new home automation boxes appeared on the market, the new radio-based protocols facilitating their deployment with respect to previously wired solutions. Coupled with the wider availability of connected objects, these protocols have allowed new users to set up home automation sys-tems by themselves. In this paper, we relate an in situ observational study of these builders in order to understand why and how the smart habitats were developed and used. We led 10 semi-structured interviews in households composed of at least 2 adults and equipped for at least 1 year, and 47 home automation builders answered an online questionnaire at the end of the study. Our study confirms, specifies and exhibits additional insights about usages and means of end-user development in the context of home automation.", "authors": { "1": { "first_name": "Alexandre", "last_name": "Demeure" }, "2": { "first_name": "Sybille", "last_name": "Caffiau" }, "3": { "first_name": "Eléna", "last_name": "Elias" }, "4": { "first_name": "Camille", "last_name": "Roux" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/DCE+15a/", "pages": "125-140", "bibtype": "inproceedings", "id": 724, "abbr": "DCE+15a", "address": "Madrid, Espagne", "date": "2015-05-30", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "Fifth International Symposium on End-User Development (IS-EUD 2015)", "type_publi": "icolcomlec" }, { "lang": "en", "type_publi": "icolcomlec", "doi": "http://dx.doi.org/10.1145/2774225.2774847", "title": "Designing Guiding Systems for Gesture-Based Interaction", "abstract": "2D or 3D gesture commands are still not routinely adopted, despite the technological advances for tracking gestures. The fact that gesture commands are not self-revealing is a bottleneck for this adoption. Guiding novice users is therefore crucial in order to reveal what commands are available and how to trigger them. However guiding systems are mainly designed in an ad hoc manner. Even if isolated design characteristics exist, they concentrate on a limited number of guidance aspects. We hence present a design space that unifies and completes these studies by providing a coherent set of issues for designing the behavior of a guiding system. We distinguish Feedback and Feedforward and consider four questions: When, What, How and Where. In order to leverage efficient use of our design space, we provide an online tool and illustrate with scenarios how practitioners can use it.", "authors": { "1": { "first_name": "William", "last_name": "Delamare" }, "2": { "first_name": "Céline", "last_name": "Coutrix" }, "3": { "first_name": "Laurence", "last_name": "Nigay" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/DCN15a/", "pages": "44-53 ", "bibtype": "inproceedings", "id": 725, "abbr": "DCN15a", "address": "Duisburg, Germany", "date": "2015-04-09", "document": "http://iihm.imag.fr/publs/2015/taxoguide_finalDOI2.pdf", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "Proceedings of the 7th ACM SIGCHI Symposium on Engineering Interactive Computing Systems (EICS 2015)" }, { "chapter": 26, "publisher": "ACM", "doi": "https://doi.org/10.1145/2808228", "lang": "en", "uri": "http://iihm.imag.fr/publication/KTR15e/", "title": "Conceptual Priming for In-game BCI Training", "bibtype": "article", "journal": "ACM Trans. Comput.-Hum. Interact.", "year": 2015, "number": 5, "pages": "1-25", "volume": 22, "id": 737, "abbr": "KTR15e", "authors": { "1": { "first_name": "Nataliya", "last_name": "Kos'myna" }, "2": { "first_name": "Franck", "last_name": "Tarpin-Bernard" }, "3": { "first_name": "Bertrand", "last_name": "Rivet" } }, "date": "2015-10-01", "type": "Revues internationales avec comité de lecture", "abstract": "Using Brain Computer Interfaces (BCIs) as a control modality for games is popular. However BCIs require prior training before playing, which is hurtful to immersion and player experience in the game. For this reason, we propose an explicit integration of the training protocol in game by a modification of the game environment to enforce the synchronicity with the BCI system and to provide appropriate instructions to user. We then dissimulate the synchronicity in the game mechanics by using priming to mask the training instruction (implicit stimuli). We conduct an evaluation of the effects on game experience compared to standard BCI training on 36 subjects. We use the game experience questionnaire (GEQ) coupled with reliability analysis (Cronbach's alpha). The integration does not change the feeling of competence (3/4). However, flow and immersion increase sizably with explicit training integration (2.78 and 2.67/4 from 1.79/4 and 1.52/4) and even more with the implicit training integration (3.27/4 and 3.12/4).", "type_publi": "irevcomlec" }, { "chapter": 12, "publisher": "ACM", "doi": "http://doi.acm.org/10.1145/2723162", "lang": "en", "uri": "http://iihm.imag.fr/publication/KTR15a/", "title": "Adding Human Learning in Brain Computer Interfaces (BCIs): Towards a Practical Control Modality", "bibtype": "article", "journal": "ACM Trans. Comput.-Hum. Interact. (TOCHI) 22, 3, Article 12 (May 2015), 37 pages. ", "year": 2015, "number": 3, "pages": "1-37", "volume": 22, "id": 717, "abbr": "KTR15a", "authors": { "1": { "first_name": "Nataliya", "last_name": "Kos'myna" }, "2": { "first_name": "Franck", "last_name": "Tarpin-Bernard" }, "3": { "first_name": "Bertrand", "last_name": "Rivet" } }, "date": "2015-03-23", "type": "Revues internationales avec comité de lecture", "abstract": "In this article we introduce CLBCI (Co-Learning for Brain Computer Interfaces), a BCI architecture based on co-learning, where users can give explicit feedback to the system rather than just receiving feedback. CLBCI is based on minimum distance classification with Independent Component Analysis (ICA) and allows for shorter training times compared to classical BCIs, as well as a faster learning in users and a good performance progression. We further propose a new scheme for real-time two-dimensional visualization of classification outcomes using Wachspress coordinate interpolation. It allows us to represent classification outcomes for n classes in simple regular polygons. Our objective is to devise a BCI system that constitutes a practical interaction modality that can be deployed rapidly and used on a regular basis. We apply our system to an event-based control task in the form of a simple shooter game where we evaluate the learning effect induced by our architecture compared to a classical approach. We also evaluate how much user feedback and our visualization method contribute to the performance of the system.", "type_publi": "irevcomlec" }, { "lang": "en", "publisher": "De Gruyter publication", "type_publi": "irevcomlec", "title": "Verification of Plastic Interactive Systems", "bibtype": "article", "journal": "Journal of Interactive Media (i-com)", "year": 2015, "uri": "http://iihm.imag.fr/publication/ODC15c/", "pages": "192-204", "volume": 3, "id": 753, "abbr": "ODC15c", "authors": { "1": { "first_name": "Raquel", "last_name": "Oliveira" }, "2": { "first_name": "Sophie", "last_name": "Dupuy-Chessa" }, "3": { "first_name": "Gaëlle", "last_name": "Calvary" } }, "date": "2015-10-15", "document": "http://iihm.imag.fr/publs/2015/icom-2015-0036.pdf", "type": "Revues internationales avec comité de lecture", "abstract": "Interactive systems have largely evolved over the past years. Nowadays, different users can interact with systems on different devices and in different environments. The user interfaces (UIs) are expected to cope with such variety. Plastic UIs have the capacity to adapt to changes in their context of use while preserving usability. Such capability enhances UIs, however, it adds complexity on them. We propose an approach to verifying interactive systems considering this adaptation capability of the UIs. The approach applies two formal techniques: model checking, to the verification of properties over the system model, and equivalence checking, to compare different versions of a UI, thereby identifying different levels of UI equivalence. We apply the approach to a case study in the nuclear power plant domain in which several UI are analyzed, properties are verified, and the level of equivalence between them is demonstrated." }, { "chapter": 5, "publisher": "ACM", "doi": "https://doi.org/10.1145/2738047", "lang": "en", "uri": "http://iihm.imag.fr/publication/VCP+15a/", "title": "Evaluation of a context-aware voice interface for Ambient Assisted Living: qualitative user study vs. quantitative system evaluation", "bibtype": "article", "journal": "ACM Transactions on Accessible Computing", "year": 2015, "number": 2, "pages": "1-36", "volume": 7, "id": 722, "abbr": "VCP+15a", "authors": { "1": { "first_name": "Michel", "last_name": "Vacher" }, "2": { "first_name": "Sybille", "last_name": "Caffiau" }, "3": { "first_name": "François", "last_name": "Portet" }, "4": { "first_name": "Brigitte", "last_name": "Meillon" }, "5": { "first_name": "Camille", "last_name": "Roux" }, "6": { "first_name": "Eléna", "last_name": "Elias" }, "7": { "first_name": "Benjamin", "last_name": "Lecouteux" }, "8": { "first_name": "Pedro", "last_name": "Chahuara" } }, "date": "2015-07-01", "type": "Revues internationales avec comité de lecture", "abstract": "This paper presents an experiment with seniors and people with visual impairment in a voice-controlled\r\nsmart home using the SWEET-HOME system. The experiment shows some weaknesses in automatic speech\r\nrecognition which must be addressed, as well as the need of better adaptation to the user and the environment.\r\nIndeed, users were disturbed by the rigid structure of the grammar and were eager to adapt it\r\nto their own preferences. Surprisingly, while no humanoid aspect was introduced in the system, the senior\r\nparticipants were inclined to embody the system. Despite these aspects to improve, the system has been\r\nfavourably assessed as diminishing most participant fears related to the loss of autonomy.", "type_publi": "irevcomlec" }, { "lang": "fr", "publisher": "ACM", "doi": "http://dx.doi.org/10.1145/2820619.2820639", "title": "Visualisation bifocale sur supports mobiles : une étude empirique / Bifocal Display on Mobile Devices: Empirical Investigation", "url": "http://dl.acm.org/citation.cfm?id=2820639&CFID=573279174&CFTOKEN=12003277", "abstract": "Interactive visualization on mobile devices addresses the problem of large information spaces and small displays. Focusing on 1D/temporal information structures, the paper empirically investigates bifocal display on mobile devices by considering the output visualization and the input modalities for one-dimensional navigation. The intuitive layout of a detailed view in the center (focus) and perspective/distorted panels on either side (context) is particularly suitable for maximizing the utilization of the available display area in landscape mode. We provide a first experiment of a bifocal display on a mobile device. The results of a first qualitative experiment confirm the users’ preference for a coherent display where two levels of details are concurrently visible on the phone’s screen for tasks that involve exploration of the entire set. The second quantitative experiment focuses on navigational tasks with the bifocal display and compares the traditional touch-based flick and two variants of it, namely tilt+flick and dynamic-peephole+flick. The results show that the combined modality dynamic-peephole+flick outperforms the combined modality tilt+flick when the target is very far from the focus area.\r\n\r\nLa visualisation interactive sur supports mobiles traite du problème d’une grande quantité d’informations sur un écran par définition de taille réduite pour sa mobilité. En considérant des données 1D ou temporelles, l’article décrit une exploration empirique d’une visualisation bifocale sur un téléphone mobile (iPhone 4). La vue bifocale est obtenue en appliquant une fonction de transformation à la dimension horizontale de l’espace des données : la vue détaillée au centre (le focus) et les deux vues non détaillées de chaque côté (le contexte) sont particulièrement adaptées pour optimiser la taille occupée à l’écran en mode paysage. Une première étude qualitative concerne l’interface en sortie. Elle confirme l’apport d’une visualisation bifocale (affichant l’espace d’informations en utilisant deux niveaux de détail) sur téléphone mobile pour un ensemble de tâches nécessitant l’exploration de l’ensemble des données. Dans une deuxième étude quantitative, nous étudions deux modalités combinées qui visent à améliorer la technique de défilement classique gestuelle par flick : (interaction physique dans l’espace + flick) et (tilt + flick). Les performances de la modalité combinée (interaction physique + flick) sont meilleures que celles de la modalité combinée (tilt + flick) pour des tâches nécessitant un grand déplacement dans l’espace des données. ", "authors": { "1": { "first_name": "Sébastien", "last_name": "Pelurson" }, "2": { "first_name": "Laurence", "last_name": "Nigay" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/PN15a/", "pages": "No 20", "bibtype": "inproceedings", "id": 746, "abbr": "PN15a", "address": "Toulouse, France", "date": "2015-10-27", "document": "http://iihm.imag.fr/publs/2015/IHM2015Pelurson&NigayVueBifocale.pdf", "type": "Conférences nationales avec comité de lecture sur texte complet", "booktitle": "Actes 27e conférence francophone sur l'Interaction Homme-Machine (IHM 2015)", "type_publi": "colcomlec" }, { "lang": "en", "type_publi": "colcomlec", "doi": "https://doi.org/10.1145/2820619.2820633", "title": "Study of the Effect of the Directness of the Interaction on Novice Users When Drawing Straight Lines", "abstract": "Pen-enabled devices are widely used in computer graphics.\r\nSome artists use direct devices (interactive pen displays) whereas others use indirect devices (graphics tablets) and this applies to both professionals and hobbyists.\r\nIn this paper we studied how indirect pen-enabled devices affect drawing performance compared to their direct counter-parts for novice users. We also studied the influence of gain for indirect pen-enabled devices. We considered no gain (i.e. C/D=1), a homogenous gain (gain=2 on both the x and y axes) and a heterogenous gain (gain=2 on the x axis and gain=1 on the y axis).\r\nResults indicate that drawing performance and quality decreased with indirectness and with both homogeneous and heterogeneous gains. In addition, we conducted a qualitative study showing that participants preferred direct devices.", "authors": { "1": { "first_name": "Élisabeth", "last_name": "Rousset" }, "2": { "first_name": "François", "last_name": "Bérard" }, "3": { "first_name": "Michael", "last_name": "Ortega" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/RBO15a/", "pages": "14:1--14:7", "bibtype": "inproceedings", "id": 745, "abbr": "RBO15a", "address": "Toulouse, France", "date": "2015-10-22", "document": "http://iihm.imag.fr/publs/2015/drawinglines.pdf", "type": "Conférences nationales avec comité de lecture sur texte complet", "booktitle": "IHM'15" }, { "bibtype": "article", "publisher": "Episciences", "type_publi": "revcomlec", "lang": "fr", "uri": "http://iihm.imag.fr/publication/JLN15a/", "title": "Description des tâches avec un système interactif multiutilisateur et multimodal : Etude comparative de notations", "url": "http://jips.episciences.org/658", "journal": "Journal d'Interaction Personne-Système (JIPS)", "authors": { "1": { "first_name": "Frédéric", "last_name": "Jourde" }, "2": { "first_name": "Yann", "last_name": "Laurillau" }, "3": { "first_name": "Laurence", "last_name": "Nigay" } }, "year": 2015, "number": 3, "pages": "1:1-1:33", "volume": 3, "id": 732, "editor": "C. Martinie & S. Caffiau", "address": "France", "date": "2015-07-22", "document": "http://iihm.imag.fr/publs/2015/jips-JourdeLaurillauNigay_.pdf", "type": "Revues nationales avec comité de lecture", "abstract": "Multi-user multimodal interactive systems involve multiple users who can use multiple interaction modalities. Multi-user multimodal systems are becoming more prevalent, especially systems based on large shared multi-touch surfaces or video game centers such as Wii or Xbox. In this article we address the description of the tasks with such interactive systems. We review existing notations for the description of tasks with a multi-user multimodal interactive system and focus particularly on tree-based notations. For elementary tasks (e.g. actions), we also consider the notations that describe multimodal interaction. The contribution is then a comparison of existing notations based on a set of organized concepts. While some concepts are general to any notation, other concepts are specific to human-computer interaction, or to multi-user interaction and finally to multimodal interaction.", "abbr": "JLN15a" }, { "chapter": 3, "publisher": "Episciences", "type_publi": "revcomlec", "lang": "fr", "uri": "http://iihm.imag.fr/publication/CLC15a/", "title": "Persuasion technologique et Energie : revue critique de l’état de l’art", "url": "https://jips.episciences.org/1292", "journal": "Journal d’Interaction Personne-Système (JIPS) - Numéro spécial Technologies persuasives", "year": 2015, "number": 1, "pages": "48-68", "volume": 4, "id": 751, "abbr": "CLC15a", "bibtype": "article", "authors": { "1": { "first_name": "Grégory", "last_name": "Cano" }, "2": { "first_name": "Yann", "last_name": "Laurillau" }, "3": { "first_name": "Gaëlle", "last_name": "Calvary" } }, "date": "2015-06-01", "document": "http://iihm.imag.fr/publs/2015/3-Cano&co-48-68.pdf", "type": "Revues nationales avec comité de lecture", "abstract": "Cet article dresse un état de l’art et une analyse critique des travaux menés sur la persuasion technologique dans le cadre de la consommation énergétique. De cette analyse systématique est extrait un panel des concepts de persuasion ensuite organisé au sein d’un espace de classification comportant six dimensions dont le concept de fonction de persuasion. En particulier, six fonctions de persuasion sont identifiées et caractérisées : Mirror, Explain, Recommend, What-if, What-for, Suggest-and-Adjust. Cet espace de classification permet de caractériser les travaux de l’art." }, { "lang": "fr", "publisher": "Lavoisier", "doi": "http://doi.org/10.3166/ria.29.11-46", "uri": "http://iihm.imag.fr/publication/MFC15a/", "title": "Planification flexible. Un besoin en intelligence ambiante. Un défi en planification automatique", "bibtype": "article", "journal": "Revue d'Intelligence Artificielle (RIA)", "year": 2015, "number": 1, "pages": "11-46", "volume": 29, "id": 720, "abbr": "MFC15a", "authors": { "1": { "first_name": "Cyrille", "last_name": "Martin" }, "2": { "first_name": "Humbert", "last_name": "Fiorino" }, "3": { "first_name": "Gaëlle", "last_name": "Calvary" } }, "date": "2015-03-30", "type": "Revues nationales avec comité de lecture", "abstract": "In order to be used in Ambiant Intelligence, automated planning has to generate highlevel\r\naction plans involving control structures for execution controlers, which role is to play\r\nthese plans with respect to events perceived in the environment. In our approach of \"flexible\"\r\nplanning, environment non determinism is managed by plan control structures. In this paper,\r\nwe explore how to express and to generate high-level plans for deterministic planning problems\r\nby defining the operational and denotational semantics of new operators for plan composition.\r\nOur Lambda GraphPlan (LGP) planner incorporates into plans iterations representing nondeterministic\r\nchoices among a set of resources subject to the same abstract treatment. LGP is a planning-graph based algorithm that extracts patterns of actions whose scheduling is indifferent\r\nwith respect to goal reachability and aggregates them into iterative structures. We show\r\nthat LGP can be highly efficient when the solution plans incorporate iterative structures.", "type_publi": "revcomlec" }, { "chapter": 2, "publisher": "Episciences", "type_publi": "revcomlec", "lang": "fr", "uri": "http://iihm.imag.fr/publication/FCV15a/", "title": "Etat de l’art en conception de systèmes persuasifs", "url": "https://jips.episciences.org/1296/", "journal": "Journal d’Interaction Personne-Système (JIPS) - Numéro spécial Technologies persuasives", "year": 2015, "number": 1, "pages": "19-47", "volume": 4, "id": 750, "abbr": "FCV15a", "bibtype": "article", "authors": { "1": { "first_name": "Anthony", "last_name": "Foulonneau" }, "2": { "first_name": "Gaëlle", "last_name": "Calvary" }, "3": { "first_name": "Eric", "last_name": "Villain" } }, "date": "2015-06-01", "document": "http://iihm.imag.fr/publs/2015/2-Foulonneau&co-19-47.pdf", "type": "Revues nationales avec comité de lecture", "abstract": "Les technologies persuasives, par leur capacité à agir sur le comportement et les attitudes des individus, sont une piste prometteuse dans de nombreux domaines, comme pour le traitement des grands défis sociétaux (ex : santé, environnement, …) ou le marketing (ex : inciter l’adoption d’un service, …) qui se présentent à nous. Elles s’appuient sur des résultats obtenus en psychologie cognitive et sociale lors des dernières décennies. Les travaux sur la persuasion technologique, initiés par Fogg à la fin des années 90, ont permis d’identifier de nombreux principes de persuasion sur lesquels les nouvelles technologies peuvent s’appuyer pour influencer le comportement de leurs utilisateurs. Ces travaux ont aussi permis de mettre en œuvre des méthodes de conception, des interfaces persuasives et d’expérimenter la persuasion technologique dans des domaines variés. Le plus grand défi reste maintenant d’adapter la persuasion à la complexité et à la variabilité intra-individuelle et interindividuelle, à la versatilité de chaque individu pour optimiser l’efficacité persuasive. Il nous reste à construire des technologies persuasives plastiques." }, { "lang": "en", "type_publi": "these", "doi": "https://tel.archives-ouvertes.fr/tel-01253619", "title": "Formal Specification and Verification of Interactive Systems with Plasticity: Applications to Nuclear-Plant Supervision", "url": "https://tel.archives-ouvertes.fr/tel-01253619", "abstract": "Plasticity provides users with different versions of a UI. Although it enhances UI capabilities, plasticity adds complexity to the development of user interfaces: the consistency between multiple versions of a given UI should be ensured. This complexity is further increased when it comes to UIs of safety-critical systems. Safety-critical systems are systems in which a failure has severe consequences. Given the large number of possible versions of a UI, it is time-consuming and error prone to check these requirements by hand. Some automation must be provided to verify plasticity. Formal verification provides a rigorous way to perform verification, which is suitable for safety-critical systems. Our main contribution is an approach to verifying safety critical interactive systems provided with plastic UIs using formal methods. Using a powerful tool support, our approach permits: (1) the verification of sets of properties over a model of the system. Using model checking, our approach permits the verification of properties over the system formal specification. Usability properties verify whether the system follows ergonomic properties to ensure a good usability. Validity properties verify whether the system follows the requirements that specify its expected behavior; (2) the comparison of different versions of UIs. Using equivalence checking, our approach verifies to which extent UIs present the same interaction capabilities and appearance. We can show whether two UI models are equivalent or not. When they are not equivalent, the UI divergences are listed, thus providing the possibility of leaving them out of the analysis. We also present three industrial case studies in the nuclear power plant domain to which the approach was applied.", "year": 2015, "uri": "http://iihm.imag.fr/publication/O15a/", "id": 754, "bibtype": "phdthesis", "abbr": "O15a", "authors": { "1": { "first_name": "Raquel", "last_name": "Oliveira" } }, "date": "2015-12-03", "type": "Thèses et habilitations", "pages": "250" }, { "lang": "en", "type_publi": "these", "title": "Co-learning in Brain-Computer Interfaces", "url": "https://thares.univ-grenoble-alpes.fr/2015GREAM081.pdf", "year": 2015, "uri": "http://iihm.imag.fr/publication/K15a/", "id": 849, "bibtype": "phdthesis", "abbr": "K15a", "authors": { "1": { "first_name": "Nataliya", "last_name": "Kos'myna" } }, "date": "2015-10-23", "type": "Thèses et habilitations", "pages": "148" }, { "lang": "fr", "type_publi": "these", "doi": "https://tel.archives-ouvertes.fr/tel-01270557", "title": "Interaction à distance en environnement physique augmenté", "abstract": "Nous nous intéressons à l’interaction dans le contexte d’environnements physiques augmentés, plus précisément avec les objets physiques qui les composent. Bien que l’augmentation de ces objets offre de nouvelles possibilités d’interaction, notamment celle d’interagir à distance, le monde physique possède des caractéristiques propres rendant difficile l’adaptation de techniques d’interaction existantes en environnements virtuels. Il convient alors d’identifier ces caractéristiques afin de concevoir des techniques d’interaction à la fois efficaces et plaisantes dédiées à ces environnements physiques augmentés. Dans nos travaux, nous décomposons cette interaction à distance avec des objets physiques augmentés en deux étapes complémentaires : la sélection et le contrôle. Nous apportons deux contributions à chacun de ces champs de recherche. Ces contributions sont à la fois conceptuelles, avec la création d’espaces de conception, et pratiques, avec la conception, la réalisation logicielle et l’évaluation expérimentale de techniques d’interaction :\r\n\r\n- Pour l’étape de sélection, nous explorons la désambiguïsation potentielle après un geste de pointage à distance définissant un volume de sélection comme avec une télécommande infrarouge par exemple. En effet, bien que ce type de pointage sollicite moins de précision de la part de l’utilisateur, il peut néanmoins impliquer la sélection de plusieurs objets dans le volume de sélection et donc nécessiter une phase de désambiguïsation. Nous définissons et utilisons un espace de conception afin de concevoir et évaluer expérimentalement deux techniques de désambiguïsation visant à maintenir l’attention visuelle de l’utilisateur sur les objets physiques.\r\n- Pour l’étape de contrôle, nous explorons le guidage de gestes 3D lors d’une interaction gestuelle afin de spécifier des commandes à distance. Ce guidage est nécessaire afin d’indiquer à l’utilisateur les commandes disponibles ainsi que les gestes associés. Nous définissons un espace de conception capturant les caractéristiques comportementales d’un large ensemble de guides ainsi qu’un outil en ligne facilitant son utilisation. Nous explorons ensuite plusieurs options de conception afin d’étudier expérimentalement leurs impacts sur la qualité du guidage de gestes 3D.", "year": 2015, "uri": "http://iihm.imag.fr/publication/D15a/", "id": 752, "bibtype": "phdthesis", "abbr": "D15a", "authors": { "1": { "first_name": "William", "last_name": "Delamare" } }, "date": "2015-12-10", "document": "http://iihm.imag.fr/publs/2015/thesis-delamare-valid.pdf", "type": "Thèses et habilitations", "pages": "189" }, { "lang": "en", "type_publi": "these", "doi": "https://tel.archives-ouvertes.fr/tel-01677433", "title": "Multi-touch gesture interactions and deformable geometry for 3D edition on touch screen ", "abstract": "Multi-touch gesture interactions and deformable geometry for 3D edition on touch screen: Despite the advances made in the fields of existing objects capture and of procedural generation, creation of content for virtual worlds can not be perform without human interaction. This thesis suggests to exploit new touch devices (\"multi-touch\" screens) to obtain an easy, intuitive 2D interaction in order to navigate inside a virtual environment, to manipulate, position and deform 3D objects. First, we study the possibilities and limitations of the hand and finger gestures while interacting on a touch screen in order to discover which gestures are the most adapted to edit 3D scene and environment. In particular, we evaluate the effective number of degrees of freedom of the human hand when constrained on a planar surface. Meanwhile, we develop a new gesture analysis method using phases to identify key motion of the hand and fingers in real time. These results, combined to several specific user-studies, lead to a gestural design pattern which handle not only navigation (camera positioning), but also object positioning, rotation and global scaling. Then, this pattern is extended to complex deformation (such as adding and deleting material, bending or twisting part of objects, using local control). Using these results, we are able to propose and evaluate a 3D world editing interface that handle a natural touch interaction, in which mode selection (i.e. navigation, object positioning or object deformation) and task selections is automatically processed by the system, relying on the gesture and the interaction context (without any menu or button). Finally, we extend this interface to integrate more complex deformations, adapting the garment transfer from a character to any other in order to process interactive deformation of the garment while the wearing character is deformed. ", "year": 2015, "uri": "http://iihm.imag.fr/publication/B15a/", "id": 846, "bibtype": "phdthesis", "abbr": "B15a", "authors": { "1": { "first_name": "Rémi", "last_name": "Brouet" } }, "date": "2015-03-15", "type": "Thèses et habilitations", "pages": "118" }, { "bibtype": "proceedings", "publisher": "Episciences", "type_publi": "editeur", "lang": "fr", "uri": "http://iihm.imag.fr/publication/BC15a/", "title": "Technologies persuasives", "url": "http://jips.episciences.org/", "journal": " Journal d’Interaction Personne-Système", "year": 2015, "number": 1, "pages": "1-200", "volume": 4, "id": 749, "editor": "Bastien C., Calvary G.", "authors": { "1": { "first_name": "Christian", "last_name": "Bastien" }, "2": { "first_name": "Gaëlle", "last_name": "Calvary" } }, "date": "2015-06-01", "booktitle": "Numéro spécial du Journal d’Interaction Personne-Système (JIPS)", "type": "Direction d'ouvrages", "abstract": "Les recherches menées sur ce que nous appelons maintenant les technologies persuasives (ou systèmes interactifs persuasifs) s’appuient, pour la plupart, sur les travaux de Fogg (Fogg, 1999, 2003 ; Fogg, Cuellar & Danielson, 2009 ; Fogg & Eckles, 2007). Pour Fogg, la persuasion par le biais des technologies de la communication prend place à deux niveaux : un niveau micro (la micro-persuasion) et un niveau macro (la macro-persuasion). Les systèmes de micro-persuasion sont des systèmes dont l’objectif premier n’est pas la persuasion, mais dont certaines de leurs composantes peuvent avoir de tels objectifs ou effets. La micro-persuasion est alors incorporée à certaines boîtes ou séquences de dialogue. C’est le cas par exemple lorsque Word vous indique des erreurs de frappe et vous propose des solutions. Pour Fogg, tout système qui vous rappelle ce que vous avez à faire, qui vous permet de visualiser votre activité ou encore vous encourage ou vous louange est un système de micro-persuasion, car il change votre façon de penser, d’agir. Toujours selon Fogg, des sites Web comme Amazon.com ou ebay.com dont l’objectif principal est de persuader les utilisateurs à acheter sont des exemples de macro-persuasion. Pour ces sites, la persuasion constitue leur seule raison d’être. Mais le commerce n’est pas le seul enjeu des technologies de macro-persuasion. Tous les aspects de la vie sont concernés (éducation, économie d’énergie, activité sportive, alimentation, conduite automobile écologique et durable, arrêt de la cigarette, développement durable, etc.). \r\nLes recherches menées sur les technologies persuasives sont nombreuses. Une conférence internationale annuelle (Persuasive Technology) leur est même consacrée depuis plus de 10 ans. Mais en dépit de ce foisonnement et de la créativité des développeurs, de nombreuses critiques sont adressées à ces technologies. Les critiques et questions concernent par exemple les mécanismes persuasifs effectivement mis en œuvre dans ces technologies et les méthodologies mises en place pour évaluer leur impact.\r\nSous l’égide de l’AFIHM et du GDR I3 un groupe de travail (PISTIL : Persuasive Interaction for SusTainabILity, http://pistil.imag.fr/) a été créé en 2011 pour (1) identifier dans la communauté francophone, les chercheurs intéressés par les enjeux du Développement Durable en Interaction Homme-Machine, et en particulier l'étude des Techniques d'Interaction Persuasives, (2) élaborer un état de l'art dans le domaine et (3) définir un agenda de recherche pour les années à venir. \r\n\r\nCe numéro spécial est le fruit des rencontres et travaux réalisés depuis la création du Groupe de Travail. Ce numéro spécial est composé de 8 articles de chercheurs francophones. \r\nLe premier article (Fointiat & Barbier) fait le point sur les connaissances acquises depuis de nombreuses années en psychologie sociale sur les mécanismes de persuasion et sur la relation attitudes et comportements. Cet article rappelle les définitions de ces deux derniers termes et présente les différents modèles théoriques du changement de comportement. Cet article devrait permettre aux chercheurs dans le domaine des technologies persuasives de mieux expliciter les mécanismes mis en jeu et de mieux évaluer leur impact.\r\nLe deuxième article (Foulonneau, Calvary & Villain) aborde la conception des systèmes persuasifs. Après avoir présenté, en complément de l’article de Fointiat et Barbier, les « fondements » théoriques sur les comportements, les attitudes et leurs relations, la dissonance cognitive, les habiletés et les motivations et le traitement de l’information, les auteurs présentent les « modèles » du comportement humain appliqués aux technologies persuasives. Puis des « principes » de persuasion sont décrits. Ces principes sont ensuite illustrés d’exemples de conception et une méthode de conception de systèmes persuasifs est décrite. Les auteurs présentent ensuite des architectures de systèmes persuasifs et des exemples. \r\nQuatre articles de ce numéro portent sur un domaine d’application d’actualité, la consommation énergétique. L’article de Cano, Laurillau et Calvary présente un état de l’art critique sur les technologies persuasives destinées à induire une réduction de la consommation énergétique. Ces auteurs s’appuient aussi sur les systèmes persuasifs pour le sport et la santé. Leur état de l’art leur permet de proposer un espace de classification de ces systèmes autour de six « fonctions » de persuasion, un espace qui ouvre par ailleurs de nouvelles perspectives de recherche. Les trois autres articles portant sur la consommation énergétique sont de Senach et Negri. Dans leur premier article, ces auteurs proposent d’associer le plaisir du jeu aux technologies persuasives et proposent une « boîte à outils » ludo-persuasive pour la conception et l’évaluation de ce type de systèmes. Cette proposition est accompagnée de deux autres études. Dans leur deuxième étude, Senach et Negri intègrent plusieurs principes ludo-persuasifs qui peuvent être utiles lors de la conception de ce type de systèmes. Ces principes sont ensuite appliqués dans le cadre d’un projet de réduction énergétique en entreprise.\r\nDans une perspective d’évaluation de systèmes interactifs par des méthodes d’inspection, Brangier, Desmarais, Nemery et Prom Tep proposent une grille qui intègre aux notions plus « traditionnelles » d’utilité et d’utilisabilité, les dimensions motivationnelles et persuasives. Une étude sur l’utilisation de cette grille est réalisée dans le but d’identifier les éléments persuasifs dans des interfaces par Brangier, Nemery et Schmitt.\r\n\r\nLe lecteur trouvera donc dans ces articles une revue des concepts (psychologiques) du domaine des technologies persuasives, des informations sur les architectures logicielles à la base de certains systèmes dit persuasifs, un aperçu de certains domaines d’application et de nombreuses pistes méthodologiques à la fois pour la conception et pour l’évaluation de ces dispositifs.", "abbr": "BC15a" }, { "lang": "en", "publisher": "Institute Fraunhofer ", "type_publi": "colloque", "title": "Toward testing multiple User Interface versions", "abstract": "More and more software systems are susceptible to be used in different contexts. Specific user interfaces are thus developed to take into ac-count the execution platform, the environment and the user. The multi-plication of user interfaces increases the testing task, although the core application remains the same. In this article, we explore a solution to automate testing in presence of multiple user interfaces designed for the same application (e.g. web-based, mobile, …). It consists of expressing abstract test scenarios in a high-level language, and then to apply con-cretization rules specific to each UI version to generate executable tests.", "authors": { "1": { "first_name": "Nelson Mariano ", "last_name": "Leite Neto" }, "2": { "first_name": "Julien", "last_name": "Lenormand" }, "3": { "first_name": "Lydie", "last_name": "du Bousquet" }, "4": { "first_name": "Sophie", "last_name": "Dupuy-Chessa" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/LLd+15a/", "pages": "61-72", "bibtype": "inproceedings", "id": 755, "editor": "Aho, Pekka; Vos, Tanja; Garbajosa, Juan; Bøegh, Jørgen; Rennoch, Axel", "address": "Sophia-Antipolis, France", "date": "2015-10-19", "document": "http://iihm.imag.fr/publs/2015/Intuitest2015-dupuy.pdf", "type": "Autres conférences et colloques avec actes", "booktitle": "Joint Research Workshop 10th Systems Testing and Validation (STV15) and 1st International Workshop on User Interface Test Automation (INTUITEST 2015)", "abbr": "LLd+15a" }, { "bibtype": "inproceedings", "publisher": "ACM", "type_publi": "colloque", "lang": "en", "uri": "http://iihm.imag.fr/publication/CC15a/", "title": "Learning about End-User Development for Smart Homes by “Eating Our Own Dog Food”", "url": "https://hal.archives-ouvertes.fr/hal-01211259", "journal": "International Reports on Socio-Informatics (IRSI)", "authors": { "1": { "first_name": "Joëlle", "last_name": "Coutaz" }, "2": { "first_name": "James", "last_name": "Crowley" } }, "year": 2015, "number": 2, "pages": "67-74", "volume": 12, "id": 719, "abbr": "CC15a", "address": "Seoul, Republic of Korea", "date": "2015-03-26", "booktitle": " Workshop on End User Development in the Internet of Things Era, in conjunction with CHI2015", "type": "Autres conférences et colloques avec actes", "abstract": "SPOK is an End-User Development Environment that permits people to monitor, control, and configure smart home services and devices. SPOK has been deployed for more than 4 months in the homes of 5 project team members for testing and refinement, prior to longitudinal experiments in the homes of families not involved in the project. This article reports on the lessons learned in this initial deployment.", "document": "http://iihm.imag.fr/publs/2015/EUDIoTCHI15-dogfood-coutaz.pdf" }, { "lang": "en", "publisher": "ACM", "doi": "http://doi.acm.org/10.1145/2820619.2825024", "title": "Exploratory Experimentation of Three Techniques for Rotating a 3D Scene by Primary School Students", "url": "https://hal.inria.fr/IHM-2015/hal-01219135", "abstract": "Multi-touch mobile devices are now commonly used in any area, including education. In this context we focus on applications for 3D geometry learning in primary schools.\r\nManipulating a 3D scene based on a 2D input touch space is one key challenge of such applications for pupils. In this paper we present the results of an exploratory experimentation with pupils. We compare three different\r\ninteraction techniques for rotating a 3D scene based on different interaction metaphors by using: multi-touch input, movements of the tablet captured with a gyroscope sensor and movements of the head captured by a camera-based head tracking. We ran the exploratory experiment with 28 pupils in a primary school to compare these three techniques by considering the performance and the subjective preferences. Results indicate worst performance for head-tracking and similar performance for multi-touch input and gyroscope-based movement. Qualitative results indicate participant preference for multi-touch interaction.", "authors": { "1": { "first_name": "David", "last_name": "Bertolo" }, "2": { "first_name": "Laurence", "last_name": "Nigay" }, "3": { "first_name": "Sébastien", "last_name": "Pelurson" }, "4": { "first_name": "Robin", "last_name": "Vivian" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/BNP+15a/", "pages": "6", "bibtype": "inproceedings", "id": 748, "abbr": "BNP+15a", "address": "Toulouse, France", "date": "2015-10-27", "document": "http://iihm.imag.fr/publs/2015/IHM2015TECBertoloPELURSON&NIgay.pdf", "type": "Autres conférences et colloques avec actes", "booktitle": "Actes de la 27ème conférence francophone sur l'Interaction Homme-Machine, Travaux en Cours (TeC IHM 2015)", "type_publi": "colloque" }, { "lang": "en", "publisher": "ACM", "doi": "http://doi.acm.org/10.1145/2782758", "uri": "http://iihm.imag.fr/publication/KTR15d/", "title": "Brains, computers, and drones: think and control!", "bibtype": "misc", "journal": "ACM Interactions", "year": 2015, "number": 4, "pages": "44-47", "volume": 22, "id": 734, "abbr": "KTR15d", "authors": { "1": { "first_name": "Nataliya", "last_name": "Kos'myna" }, "2": { "first_name": "Franck", "last_name": "Tarpin-Bernard" }, "3": { "first_name": "Bertrand", "last_name": "Rivet" } }, "date": "2015-06-30", "type": "Diffusion de la connaissance, vulgarisation scientifique", "abstract": "Imagine you could control the world with your thoughts. Sounds appealing, doesn’t it? There is a technology that can capture your brain activity and issue commands to computer systems, such as robots, prosthetics, and games. Indeed, brain-computer interfaces (BCIs) have been around since the 1970s, and have improved with each passing decade. You might wonder: “Wait! If this technology has been around all this time, how come we’re not all using it? I mean, we hear about great applications sometimes in the press—controlling a drone, for instance—but then nothing seems to come of it. Why is that?”", "type_publi": "diffusion" }, { "lang": "en", "type_publi": "autre", "doi": "http://dx.doi.org/10.1145/2774225.2775440", "title": "A Tool for Optimizing the Use of a Large Design Space for Gesture Guiding Systems", "abstract": "We present a tool to help practitioners to characterize, compare and design gesture guiding systems. The tool can be used to find an example system meeting specific requirements or to start exploring an original research area based on unexplored design options. The motivation for the online tool is the large underlying design space including 35 design axes: the tool therefore helps explore and combine the various design options. Moreover the tool currently includes the description of 46 gesture guiding systems: the tool is thus also a repository of existing gesture guiding systems.", "authors": { "1": { "first_name": "William", "last_name": "Delamare" }, "2": { "first_name": "Céline", "last_name": "Coutrix" }, "3": { "first_name": "Laurence", "last_name": "Nigay" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/DCN15b/", "pages": "238-241", "bibtype": "unpublished", "id": 728, "abbr": "DCN15b", "address": "Duisburg, Germany", "date": "2015-05-18", "document": "http://iihm.imag.fr/publs/2015/DemoEICS2015-delamare.pdf", "type": "Autres publications", "booktitle": "Proceedings of the 7th ACM SIGCHI Symposium on Engineering Interactive Computing Systems (EICS 2015)" }, { "lang": "en", "publisher": "ACM", "doi": "http://doi.acm.org/10.1145/2774225.2775078", "title": "Plasticity of user interfaces: formal verification of consistency", "bibtype": "unpublished", "abstract": "Plastic user interfaces have the capacity of adapting themselves to their context of use while preserving usability. This property gives rise to several versions of the same UI. This paper addresses the problem of verifying UI adaptation by means of formal methods. It proposes three approaches, all of them supported by the CADP toolbox and LNT formal language. The first approach permits the reasoning over the adaptation output, i.e. the UI versions: some properties are verified over the UI models thanks to model checking. The second solution proposes to verify the plasticity engine. The last approach compares UI versions thanks to equivalence checking. These approaches are discussed and compared on an example of a system in the nuclear power plant domain.", "authors": { "1": { "first_name": "Raquel", "last_name": "Oliveira" }, "2": { "first_name": "Sophie", "last_name": "Dupuy-Chessa" }, "3": { "first_name": "Gaëlle", "last_name": "Calvary" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/ODC15b/", "pages": "260-265", "note": "Late Breaking Results", "id": 741, "editor": "Jürgen Ziegler", "address": "Duisburg, Germany", "date": "2015-06-23", "document": "http://iihm.imag.fr/publs/2015/oliveiraEICS15short.pdf", "type": "Autres publications", "booktitle": "Proceedings of the 7th ACM SIGCHI Symposium on Engineering Interactive Computing Systems (EICS 2015)", "type_publi": "autre", "abbr": "ODC15b" }, { "lang": "en", "publisher": "ACM", "doi": "https://doi.org/10.1145/2783446.2783611", "title": "MoVi: Models Visualization for Mastering Complexity in Model Driven Engineering", "bibtype": "unpublished", "abstract": "Model Driven Engineering (MDE) is a good candidate for scaling up complex systems thanks to the principle of separation of concerns. In HCI, models describe the UI at different levels of abstraction and are matched to each other with a variety of relationships. However, MDE puts HCI designers in front of a new problem which is mastering the complexity of many and possibly huge models. Parallel to this evolution, \"Big Data\" is an important research trend. It brings new perspectives to deal with \"Big Models\". The paper presents MoVi (Model Visualization), an interactive environment that bridges the gap between these two trends by processing models as data.", "authors": { "1": { "first_name": "Mufida", "last_name": "Miratul-Khusna" }, "2": { "first_name": "Gaëlle", "last_name": "Calvary" }, "3": { "first_name": "Sophie", "last_name": "Dupuy-Chessa" }, "4": { "first_name": "Yann", "last_name": "Laurillau" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/MCD+15a/", "pages": "281-282", "note": "Late breaking results", "id": 729, "abbr": "MCD+15a", "address": "Lincoln, United Kingdom", "date": "2015-06-07", "document": "http://iihm.imag.fr/publs/2015/MoVi.pdf", "type": "Autres publications", "booktitle": "Proceedings of British Human Computer Interaction conference", "type_publi": "autre" }, { "lang": "en", "type_publi": "autre", "title": "Towards a computational generation of récit: evaluating the perception of the récit plan", "url": "http://www.macs.hw.ac.uk/InteractionLab/d2t/papers/d2t_BaezEtAl", "abstract": "The aim for this PhD project is to generate stories about human activities from real ambient data.\r\nComputational Narratology (CN) is the study of narratives from the point of view of computation and information processing (Mani, 2012). \r\nMost of the current researches in CN are related to creativity, where the stories emerge from a set of predefined parameters, trying to imitate literary genres like fairy tales (Riedl and Young, 2010). \r\nIn this paper we are interested in stories emerging from real ambient data for which we have no control.\r\nWe name these stories ”activity récits”.\r\nOne challenge addressed is the coherence between a story plan (i.e. a sequence of events) rendered as text read by humans and real activity performed by actors and gathered through sensors.\r\nThis paper aims to present an evaluation of the perception of the story plan from a tool employed to express human activities: a task model sequence.", "year": 2015, "uri": "http://iihm.imag.fr/publication/BCG+15a/", "pages": "3", "bibtype": "unpublished", "id": 723, "abbr": "BCG+15a", "authors": { "1": { "first_name": "Belén A.", "last_name": "Baez Miranda" }, "2": { "first_name": "Sybille", "last_name": "Caffiau" }, "3": { "first_name": "Catherine", "last_name": "Garbay" }, "4": { "first_name": "François", "last_name": "Portet" } }, "date": "2015-03-06", "type": "Autres publications", "booktitle": "1st International Workshop on Data-to-Text Generation" }, { "lang": "en", "publisher": "ACM", "doi": "https://doi.org/10.1145/2774225.2775439", "title": "Innovative Key Features for Mastering Model Complexity in Practice : a Multimodel Editor Illustrated on Task Modeling ", "bibtype": "unpublished", "abstract": "Modeling Human Computer Interaction (HCI) is nowadays practiced by IT companies. However, it remains a straightforward task that requires some advanced User Interface (UI) modeling tools to ease the design of large-scale models. This includes tackling massive UI models, multiplicity of models, multiplicity of stakeholders and collaborative editing.\r\n\r\nThis paper presents a UI multimodel editor for HCI, illustrated on task modeling. We present innovative key features (genericity, creativity, model conformity, reusability, etc.) to facilitate UI model design and to ease interaction.", "authors": { "1": { "first_name": "Nicolas", "last_name": "Hili" }, "2": { "first_name": "Yann", "last_name": "Laurillau" }, "3": { "first_name": "Sophie", "last_name": "Dupuy-Chessa" }, "4": { "first_name": "Gaëlle", "last_name": "Calvary" } }, "year": 2015, "uri": "http://iihm.imag.fr/publication/HLD+15a/", "pages": "234-237", "note": "Demonstration paper", "id": 731, "abbr": "HLD+15a", "address": "Germany", "date": "2015-06-07", "document": "http://iihm.imag.fr/publs/2015/HiliEICSS2015.pdf", "type": "Autres publications", "booktitle": "Proceedings of the 7th ACM SIGCHI Symposium on Engineering Interactive Computing Systems (EICS 2015)", "type_publi": "autre" }]);