publications([{ "lang": "en", "publisher": "ACM", "doi": "https://doi.org/10.1145/3379337.3415893", "title": "GyroSuite: General-Purpose Interactions for Handheld Perspective Corrected Displays", "url": "https://hal.archives-ouvertes.fr/hal-02985961", "abstract": "Handheld Perspective-Corrected Displays (HPCDs) are physical objects that have a notable volume and that display a virtual 3D scene on their entire surface. Being handheld, they create the illusion of holding the scene in a physical container (the display). This has strong benefits for the intuitiveness of 3D interaction: manipulating objects of the virtual scene amounts to physical manipulations of the display. HPCDs have been limited so far to technical demonstrators and experimental tools to assess their merits. However, they show great potential as interactive systems for actual 3D applications. This requires that novel interactions be created to go beyond object manipulation and to offer general-purpose services such as menu command selection and continuous parameter control. Working with a two-handed spherical HPCD, we report on the design and informal evaluations of various interaction techniques for distant object selection, scene scaling, menu interaction and continuous parameter control. In particular, our design leverages the efficient two-handed control of the rotations of the display. We demonstrate how some of these techniques can be assemble in a self-contained anatomy learning application. Novice participants used the application in a qualitative user experiment. Most participants used the application effortlessly without any training or explanations.", "authors": { "1": { "first_name": "Thibault", "last_name": "Louis" }, "2": { "first_name": "Jocelyne", "last_name": "Troccaz" }, "3": { "first_name": "Amélie", "last_name": "Rochet-Capellan" }, "4": { "first_name": "François", "last_name": "Bérard" } }, "year": 2020, "uri": "http://iihm.imag.fr/publication/LTR+20a/", "pages": "1248-1260", "bibtype": "inproceedings", "id": 921, "abbr": "LTR+20a", "address": "Minneapolis (Virtual Event), United States", "date": "2020-10-20", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "UIST 2020 - 33rd Annual ACM Symposium on User Interface Software and Technology", "type_publi": "icolcomlec" }, { "lang": "en", "publisher": "ACM", "doi": "https://doi.org/10.1145/3399715.3399815", "title": "When High Fidelity Matters: AR and VR Improve the Learning of a 3D Object", "url": "https://hal.archives-ouvertes.fr/hal-02985937", "abstract": "Virtual and Augmented Reality Environments have long been seen as having strong potential for educational applications. However, research showing actual evidences of their benefits is sparse. Indeed , some recent studies point to unnoticeable benefits, or even a detrimental effect due to an increase of cognitive demand for the students when using these environments. In this work, we question if a clear benefit of AR and VR can be robustly measured for a specific education-related task: learning a 3D object. We ran a controlled study in which we compared three interaction techniques. Two techniques are VR-and AR-based; they offer a High Fidelity (HF) virtual reproduction of observing and manipulating physical objects. The third technique is based on a multi-touch tablet and was used as a baseline. We selected a task of 3D object learning as one potentially benefitting from the HF reproduction of object manipulation. The experiment results indicate that VR and AR HF techniques can have a substantial benefit for education as the object was recognized more than 27% faster when learnt using the HF techniques than when using the tablet.", "authors": { "1": { "first_name": "Thibault", "last_name": "Louis" }, "2": { "first_name": "Jocelyne", "last_name": "Troccaz" }, "3": { "first_name": "Amélie", "last_name": "Rochet-Capellan" }, "4": { "first_name": "Nady", "last_name": "Hoyek" }, "5": { "first_name": "François", "last_name": "Bérard" } }, "year": 2020, "uri": "http://iihm.imag.fr/publication/LTR+20b/", "pages": "39:1-9", "bibtype": "inproceedings", "id": 922, "abbr": "LTR+20b", "address": "Salerno, Italy", "date": "2020-09-28", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "AVI 2020 -International Conference on Advanced Visual Interfaces", "type_publi": "icolcomlec" }, { "lang": "en", "publisher": "ACM", "doi": "http://dx.doi.org/10.1145/3343055.3359710", "title": "Is it Real? Measuring the Effect of Resolution, Latency, Frame rate and Jitter on the Presence of Virtual Entities", "abstract": "The feeling of presence of virtual entities is an important ob-\r\njective in virtual reality, teleconferencing, augmented reality,\r\nexposure therapy and video games. Presence creates emotional\r\ninvolvement and supports intuitive and efficient interactions.\r\nAs a feeling, presence is mostly measured via subjective ques-\r\ntionnaire, but its validity is disputed. We introduce a new\r\nmethod to measure the contribution of several technical pa-\r\nrameters toward presence. Its robustness stems from asking\r\nparticipant to rank contrasts rather than asking absolute val-\r\nues, and from the statistical analysis of repeated answers. We\r\nimplemented this method in a user study where virtual entities\r\nwere created with a handheld perspective corrected display.\r\nWe evaluated the impact on two virtual entities’ presence of\r\nfour important parameters of digital visual stimuli: resolu-\r\ntion, latency, frame rate and jitter. Results suggest that jitter\r\nand frame rate are critical for presence but not latency, and\r\nresolution depends on the explored entity.", "authors": { "1": { "first_name": "Thibault", "last_name": "Louis" }, "2": { "first_name": "J.", "last_name": "Troccaz" }, "3": { "first_name": "Amélie", "last_name": "Rochet-Capellan" }, "4": { "first_name": "François", "last_name": "Bérard" } }, "year": 2019, "uri": "http://iihm.imag.fr/publication/LTR+19a/", "id": 872, "bibtype": "inproceedings", "editor": "ACM", "address": "[Deajon,] Republic of Korea", "date": "2019-11-10", "document": "http://iihm.imag.fr/publs/2019/iss_2019_camera_ready_id_1062.pdf", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "ISS ’19", "type_publi": "icolcomlec", "abbr": "LTR+19a" }, { "lang": "en", "bibtype": "article", "doi": "https://doi.org/10.1007/s00221-018-5368-2", "uri": "http://iihm.imag.fr/publication/CPB+18a/", "title": "Adaptation to visual feedback delays on touchscreens with hand vision", "url": "http://iihm.imag.fr/publs/2018/EBR18_Cattan_AdaptDelay.pdf", "journal": "Experimental Brain Research", "year": 2018, "number": 12, "pages": "3191–3201", "volume": 236, "id": 826, "abbr": "CPB+18a", "authors": { "1": { "first_name": "Élie", "last_name": "Cattan" }, "2": { "first_name": "Pascal", "last_name": "Perrier" }, "3": { "first_name": "François", "last_name": "Bérard" }, "4": { "first_name": "Silvain", "last_name": "Gerber" }, "5": { "first_name": "Amélie", "last_name": "Rochet-Capellan" } }, "date": "2018-09-06", "type": "Revues internationales avec comité de lecture", "abstract": "Direct touch finger interaction on a smartphone or a tablet is now ubiquitous. However, the latency inherent in digital computation produces an average feedback delay of ~75 ms between the action of the hand and its visible effect on digital content. This delay has been shown to affect users’ performance but it is unclear whether users adapt to this delay or whether it influences skill learning. Previous work studied adaptation to feedback delays but only for longer delays, with hidden hand or indirect devices. This paper addresses adaptation to touchscreen delay in two empirical studies involving the tracking of a target moving along an elliptical path. Participants were trained for the task either at the minimal delay the system allows (~9 ms) or at a longer delay equivalent to commercialized touch devices latencies (75 ms). After 10 training sessions over a minimum of two weeks (Experiment 1), participants adapt to the delay. They also display long-term retention seven weeks after the last training session. This adaptation generalized to a similar tracking path (e.g. infinity symbol). We also observed generalization of learning from the longer delay to the minimal delay condition (Experiment 2). The delay thus does not prevent the learning of tracking skill, which suggests that delay adaptation and tracking skill could be two separate components of learning.", "type_publi": "irevcomlec" }, { "lang": "en", "type_publi": "icolcomlec", "doi": "http://dx.doi.org/10.1145/3025453.3025585", "title": "Does Practice Make Perfect? Learning to Deal with Latency in Direct-Touch Interaction", "abstract": "Touch latency has been shown to deteriorate users' performances at levels as low as 25 ms, but this was tested only in short experimental sessions. Real life usage of touchscreens covers much longer periods. It provides training which could lead to reduce the impact of latency.\r\n\r\nWe investigate users' ability to compensate for touch latency with training. Two groups of participants were trained on a tracking task during ten different days over two weeks with either high or low latency. The gap of performances between the two groups, observed at the beginning of the experiment, was reduced by 54 % after training. Users can thus compensate for latency, at least partially. These results nuance the negative effects of touch latency reported in previous work. They suggest that long-term studies could provide better insights on users' behaviors when dealing with touch latency.", "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": 2017, "uri": "http://iihm.imag.fr/publication/CRP+17a/", "pages": "5619-5629", "bibtype": "inproceedings", "id": 784, "abbr": "CRP+17a", "address": "Denver, USA", "date": "2017-05-30", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems" }, { "lang": "en", "type_publi": "icolcomlec", "doi": "https://doi.org/10.1145/2992154.2992160", "title": "Effect of Touch Latency on Elementary vs. Bimanual Composite Tasks", "abstract": "Touch latency has been shown to reduce users' performances but most studies focus on one-handed elementary tasks such as pointing or tracking a single object. The everyday use of touch devices is made, however, of more complex \"composite\" tasks combining several objects with potential bimanual interaction. Such a composite task may increase users' cognitive load which makes latency less perceivable. We thus expected that the impact of latency on users' performances should be smaller in composite tasks than in elementary tasks.\r\n\r\nWe tested this hypothesis by comparing the degradation effect of latency on users' performances in an elementary vs. a composite task. The elementary task consisted in positioning a single object. The composite task involved sorting and positioning objects with a two-handed interaction, inducing more complex planning and motor strategies that could be seen as an additional cognitive load. Contrary to expectations, the degradation effect was comparable in the two tasks. This study indicates that the substantial hindrance of latency, demonstrated on elementary tasks, also exists in more complex tasks that better represent the every day use of touch devices. This strengthens the motivation to question the interaction between the task properties and latency effect and to adapt commercial devices and applications accordingly.", "authors": { "1": { "first_name": "Élie", "last_name": "Cattan" }, "2": { "first_name": "Amélie", "last_name": "Rochet-Capellan" }, "3": { "first_name": "François", "last_name": "Bérard" } }, "year": 2016, "uri": "http://iihm.imag.fr/publication/CRB16a/", "pages": "103-108", "bibtype": "inproceedings", "id": 773, "abbr": "CRB16a", "address": "Niagara Falls, Canada", "date": "2016-11-07", "document": "http://iihm.imag.fr/publs/2016/iss115-cattan.pdf", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces" }, { "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": "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", "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": "ACM", "doi": "http://dx.doi.org/10.1145/2396636.2396664", "title": "Measuring the Linear and Rotational User Precision in Touch Pointing", "url": "http://brouet.imag.fr/fberard/Research/ITS12", "abstract": "This paper addresses the limit of user precision in pointing to a target when the finger is already in contact with a touch surface. User precision was measured for linear and rotational pointing. We developed a novel experimental protocol that improves the estimation of user's precision as compare to previous protocols. Our protocol depends on high-resolution measurements of finger motions. This was achieved by the means of two optical finger trackers specially developed for this study. The trackers provide stable and precise measurements of finger translations and rotations. We used them in two user experiments that revealed that (a) user's precision for linear pointing is about 150dpi or 0.17mm, and (b) user can reliably point at sectors as narrow as 2.76 degrees in 2s in rotational pointing. Our results provide new information for the optimization of interactions and sensing devices that involve finger pointing on a surface.", "authors": { "1": { "first_name": "François", "last_name": "Bérard" }, "2": { "first_name": "Amélie", "last_name": "Rochet-Capellan" } }, "year": 2012, "uri": "http://iihm.imag.fr/publication/BR12a/", "pages": "183-192", "bibtype": "inproceedings", "id": 605, "abbr": "BR12a", "address": "New York, NY, USA", "date": "2012-09-21", "document": "http://iihm.imag.fr/publs/2012/ITS12_Berard_TouchResolution.pdf", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "ACM Conference on Interactive Tabletops and Surfaces (ITS)", "type_publi": "icolcomlec" }]);