publications([{ "lang": "en", "type_publi": "autre", "doi": "https://doi.org/None", "title": "Examining word writing in handwriting and smartphone-writing: orthographic processing affects movement production in different ways", "url": "https://hal.science/hal-04292356", "abstract": "New technological devices are changing the way we communicate. With the popularization of smartphones, some people spend more time writing on a phone than handwriting or typing on a keyboard. Does phone-writing change the way we process orthographic information? Does this affect movement production? In the present study, French participants had to write words in a spelling to dictation task. They wrote orthographically consistent and inconsistent short and long words. First, they had to write the words by hand in upper-case letters on a digitizer. One month later, they had to write the words on a smartphone. The results revealed that orthographic consistency affects the spelling processes in both handwriting and phone-writing. We observe more spelling errors for inconsistent words than consistent ones. When analyzing the movement production of the words that were spelled correctly, the data revealed that the timing of orthographic processing differs between the two ways of writing. Orthographic consistency seems to affect the time before movement initiation (latency data) in handwriting, especially in short words. In addition, once the participant starts to write, it also mediates movement production throughout the whole word, affecting the timing of the initial and final letters of the word. In phone-writing, orthographic consistency tends to modulate movement production at the end of the word. Inconsistent words require more processing time than consistent words, especially when they are long. These timing differences are not surprising, since the whole word writing process is much longer in handwriting than in phone-writing. We are preparing another phone-writing experiment in which we examine the implementation of word suggestions. With word suggestions, the spelling processes are no longer a mere recall of information on the letter components of a word. While writing the first letters, smartphones suggest words on top of the virtual keyboard to complete the target word before we write the last letters. This back and forth mechanism of writing letters, reading word suggestions and selecting one of them, radically changes the way we process orthographic information during word writing.", "authors": { "1": { "first_name": "Anna", "last_name": "Anastaseni" }, "2": { "first_name": "Quentin", "last_name": "Roy" }, "3": { "first_name": "Cyril", "last_name": "Perret" }, "4": { "first_name": "Antonio", "last_name": "Romano" }, "5": { "first_name": "Sonia", "last_name": "Kandel" } }, "year": 2023, "uri": "http://iihm.imag.fr/publication/ARP+23a/", "id": 956, "bibtype": "unpublished", "abbr": "ARP+23a", "address": "Potsdam, Germany", "date": "2023-07-12", "type": "Autres publications", "booktitle": "Writing Word(s) Workshop" }, { "lang": "en", "type_publi": "autre", "title": "Writing words by hand and by phone: Differences in the timing of orthographic processing", "url": "https://hal.science/hal-04310488", "abstract": "Texting and email writing with smartphones are activities that are done regularly by a very importantproportion of the population. Phonewriting (PW) differs from handwriting (HW) in many ways.Previous HW research revealed that the orthographic processes modulate movement production(see APOMI, Kandel, 2023). Do spelling processes also affect hand movements in PW? To answer thisquestion, we focused on orthographic processing in HW and PW in a spelling-to-dictation task inFrench. We manipulated orthographic consistency and length. First, the participant had to write thewords by hand in upper-case letters on a digitizer. One month later, they had to write the words on asmartphone. We collected data on latency, letter movement duration, errors and online corrections.The data revealed that the timing of orthographic processing differs between handwriting andphonewriting. Latencies -i.e., the time before starting to write- were longer in PW than HW. Incontrast, once we start writing the word, the hand movements took longer in HW than PW. AlthoughPW takes less writing time, errors and online corrections are far more frequent than in HW. Latenciesfor orthographically inconsistent words were longer than for consistent words, both in HW and PW.However, the mean letter duration of orthographically inconsistent words was longer than forconsistent words only in HW but not for PW. Also, inconsistent words elicited a higher number ofphonologically plausible errors than consistent words, in HW and PW.The impact of the technological progress due to the telephone is to decrease the time we spendwriting but the cognitive cost is that we produce more errors and online corrections. Regardingorthographic processing, HW and PW are very different. In PW most of the central processing is donebefore starting to write. In HW, spelling processes start before movement initiation but are stillactive while we write. This modulates movement production.", "year": 2023, "uri": "http://iihm.imag.fr/publication/ARP+23b/", "bibtype": "unpublished", "abbr": "ARP+23b", "authors": { "1": { "first_name": "Anna", "last_name": "Anastaseni" }, "2": { "first_name": "Quentin", "last_name": "Roy" }, "3": { "first_name": "Cyril", "last_name": "Perret" }, "4": { "first_name": "Antonio", "last_name": "Romano" }, "5": { "first_name": "Sonia", "last_name": "Kandel" } }, "date": "2023-10-18", "type": "Autres publications", "id": 957 }, { "lang": "en", "type_publi": "icolcomlec", "doi": "https://doi.org/10.1145/3411764.3445725", "title": "Typing Efficiency and Suggestion Accuracy Influence the Benefits and Adoption of Word Suggestions", "url": "https://hal.archives-ouvertes.fr/hal-03172202", "abstract": "Suggesting words to complete a given sequence of characters isa common feature of typing interfaces. Yet, previous studies havenot found a clear benefit, some even finding it detrimental. Wereport on the first study to control for two important factors, wordsuggestion accuracy and typing efficiency. Our accuracy factor isenabled by a new methodology that builds on standard metrics ofword suggestions. Typing efficiency is based on device type. Resultsshow word suggestions are used less often in a desktop condition,with little difference between tablet and phone conditions. Veryaccurate suggestions do not improve entry speed on desktop, but doon tablet and phone. Based on our findings, we discuss implicationsfor the design of automation features in typing systems.", "authors": { "1": { "first_name": "Quentin", "last_name": "Roy" }, "2": { "first_name": "Sébastien", "last_name": "Berlioux" }, "3": { "first_name": "Géry", "last_name": "Casiez" }, "4": { "first_name": "Daniel", "last_name": "Vogel" } }, "year": 2021, "uri": "http://iihm.imag.fr/publication/RBC+21a/", "id": 935, "bibtype": "inproceedings", "abbr": "RBC+21a", "address": "Yokohama / Virtual, Japan", "date": "2021-05-08", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "CHI 2021 - Conference on Human Factors in Computing Systems" }, { "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" }]);