publications([{ "lang": "en", "publisher": "ACM", "doi": "https://doi.org/10.1145/3447526.3472038", "title": "Understanding User Strategies When Touching Arbitrary Shaped Objects", "url": "https://hal.inria.fr/hal-03272566", "abstract": "We investigate how users touch arbitrary shapes. First, we performed semi-structured interviews with a fifteen-shape set as prop to identify touch strategies. Results reveal four main potential touch strategies, from which we devised nine mathematical candidate models. We investigate the ability of these models to predict human behaviour in a controlled experiment. We found that the center of a shape's bounding box best approximates a user's target location when touching arbitrary shapes. Our findings not only invite designers to use a larger variety of shapes, but can also be used to design touch interaction adapted to user behaviour using our model. As an example, they are likely to be valuable for the creation of applications exposing shapes of various complexities, like drawing applications.", "authors": { "1": { "first_name": "Quentin", "last_name": "Roy" }, "2": { "first_name": "Simon", "last_name": "Perrault" }, "3": { "first_name": "Katherine", "last_name": "Fennedy" }, "4": { "first_name": "Thomas", "last_name": "Pietrzak" }, "5": { "first_name": "Anne", "last_name": "Roudaut" } }, "year": 2021, "uri": "http://iihm.imag.fr/publication/RPF+21a/", "pages": "9:11", "bibtype": "inproceedings", "id": 937, "abbr": "RPF+21a", "address": "Toulouse, France", "date": "2021-09-27", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "Proceedings of the ACM International Conference on Mobile Human-Computer Interaction (MobileHCI 2021)", "type_publi": "icolcomlec" }, { "lang": "en", "publisher": "Institute of Electrical and Electronics Engineers", "type_publi": "irevcomlec", "title": "OctoPocus in VR: Using a Dynamic Guide for 3D Mid-Air Gestures in Virtual Reality", "url": "https://hal.archives-ouvertes.fr/hal-03317991", "abstract": "Bau and Mackay's OctoPocus dynamic guide helps novices learn, execute, and remember 2D surface gestures. We adapt OctoPocus to 3D mid-air gestures in Virtual Reality (VR) using an optimization-based recognizer, and by introducing an optional exploration mode to help visualize the spatial complexity of guides in a 3D gesture set. A replication of the original experiment protocol is used to compare OctoPocus in VR with a VR implementation of a crib-sheet. Results show that despite requiring 0.9s more reaction time than crib-sheet, OctoPocus enables participants to execute gestures 1.8s faster with 13.8% more accuracy during training, while remembering a comparable number of gestures. Subjective ratings support these results, 75% of participants found OctoPocus easier to learn and 83% found it more accurate. We contribute an implementation and empirical evidence demonstrating that an adaptation of the OctoPocus guide to VR is feasible and beneficial.", "year": 2021, "uri": "http://iihm.imag.fr/publication/FHR+21a/", "id": 936, "bibtype": "article", "abbr": "FHR+21a", "authors": { "1": { "first_name": "Katherine", "last_name": "Fennedy" }, "2": { "first_name": "Jeremy", "last_name": "Hartmann" }, "3": { "first_name": "Quentin", "last_name": "Roy" }, "4": { "first_name": "Simon", "last_name": "Perrault" }, "5": { "first_name": "Daniel", "last_name": "Vogel" } }, "date": "2021-01-01", "type": "Revues internationales avec comité de lecture", "journal": "IEEE Transactions on Visualization and Computer Graphics" }]);