publications([{ "lang": "en", "type_publi": "icolcomlec", "doi": "https://doi.org/10.1145/3379503.3403533", "title": "Exploring 3D Objects with Non-Linear Perspectives in Real-Time, a First User Study", "url": "https://hal.archives-ouvertes.fr/hal-02959371", "abstract": "Non-linear perspectives have the potential to improve 3D scene perception by increasing the information bandwidth of 3D contents. As with the example of the Mercator projection of earth, they can reduce occlusions by showing more of the shape of an object than classical perspectives. However, an ill-advised construction of such \"usually static\" perspectives could make the original shape difficult to understand, drastically reducing the scene comprehension. Yet, despite of their potential, these perspectives are rarely used. In this paper we aim at making non-linear perspectives more widely usable on mobile devices. We propose to solve the understanding issue by allowing the user to control the transition between linear and non-linear perspectives in real-time with bending gestures. Using this approach, we present the first user study that investigates real-time manipulation of non-linear perspectives in an exploration task. Results show significant benefits of the approach, and give insights on the best bending gestures and configurations.", "authors": { "1": { "first_name": "Michael", "last_name": "Ortega" }, "2": { "first_name": "David", "last_name": "Furió" } }, "year": 2020, "uri": "http://iihm.imag.fr/publication/OF20a/", "pages": "7", "bibtype": "inproceedings", "id": 892, "abbr": "OF20a", "address": "Oldenburg, Germany", "date": "2020-10-05", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "proc. MobileHCI - International Conference on Human-Computer Interaction with Mobile Devices and Services" }, { "lang": "en", "type_publi": "icolcomlec", "doi": "https://doi.org/None", "title": "Learning Multiple Mappings: an Evaluation of Interference, Transfer, and Retention with Chorded Shortcut Buttons", "url": "https://hal.archives-ouvertes.fr/hal-02961784", "abstract": "Touch interactions with current mobile devices have limited expressiveness. Augmenting devices with additional degrees of freedom can add power to the interaction, and several augmentations have been proposed and tested. However, there is still little known about the effects of learning multiple sets of augmented interactions that are mapped to different applications. To better understand whether multiple command mappings can interfere with one another, or affect transfer and retention, we developed a prototype with three pushbuttons on a smartphone case that can be used to provide augmented input to the system. The buttons can be chorded to provide seven possible shortcuts or transient mode switches. We mapped these buttons to three different sets of actions, and carried out a study to see if multiple mappings affect learning and performance, transfer, and retention. Our results show that all of the mappings were quickly learned and there was no reduction in performance with multiple mappings. Transfer to a more realistic task was successful, although with a slight reduction in accuracy. Retention after one week was initially poor, but expert performance was quickly restored. Our work provides new information about the design and use of chorded buttons for augmenting input in mobile interactions.", "authors": { "1": { "first_name": "Carl", "last_name": "Gutwin" }, "2": { "first_name": "Carl", "last_name": "Hofmeister" }, "3": { "first_name": "David", "last_name": "Ledo" }, "4": { "first_name": "Alix", "last_name": "Goguey" } }, "year": 2020, "uri": "http://iihm.imag.fr/publication/GHL+20a/", "id": 891, "bibtype": "inproceedings", "abbr": "GHL+20a", "address": "Paris, France", "date": "2020-01-01", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "GI 2020" }, { "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": "https://doi.org/10.1145/3399715.3399851", "title": "Target Expansion in Context: the Case of Menu in Handheld Augmented Reality", "url": "https://hal.archives-ouvertes.fr/hal-02960631", "abstract": "Target expansion techniques facilitate pointing by enlarging the effective sizes of targets. As opposed to the numerous studies on target expansion solely focusing on optimizing pointing, we study the compound task of pointing at a Point of Interest (POI) and then interacting with the POI menu in handheld Augmented Reality (AR). A POI menu in AR has a fixed position because it contains relevant information about its location in the real world. We present two techniques that make the cursor jump to the closest opened POI menu after pointing at a POI. Our experimental results show that 1) for selecting a POI the expansion techniques are 31 % faster than the baseline screen-centered crosshair pointing technique, 2) the expansion techniques with/without a jumping cursor to the closest opened POI menu offer similar performances and 3) Touch relative pointing is preferred by participants because it minimizes physical movements.", "authors": { "1": { "first_name": "Patrick", "last_name": "Perea" }, "2": { "first_name": "Denis", "last_name": "Morand" }, "3": { "first_name": "Laurence", "last_name": "Nigay" } }, "year": 2020, "uri": "http://iihm.imag.fr/publication/PMN20e/", "pages": "1-9", "bibtype": "inproceedings", "id": 884, "abbr": "PMN20e", "address": "Ischia Island, Italy", "date": "2020-09-28", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "AVI '20: International Conference on Advanced Visual Interfaces", "type_publi": "icolcomlec" }, { "lang": "en", "publisher": "ACM", "doi": "https://doi.org/10.1145/3423423.3423438", "title": "Disaster Mitigation Using Interface Adaptation to Emotions: a Targeted Literature Review", "url": "https://hal.archives-ouvertes.fr/hal-03283639", "booktitle": "IoT '20 Companion: 10th International Conference on the Internet of Things Companion", "authors": { "1": { "first_name": "Mina", "last_name": "Alipour" }, "2": { "first_name": "Sophie", "last_name": "Dupuy-Chessa" }, "3": { "first_name": "Eline", "last_name": "Jongmans" } }, "year": 2020, "uri": "http://iihm.imag.fr/publication/ADJ20a/", "id": 920, "bibtype": "inproceedings", "abbr": "ADJ20a", "address": "Malmö, Sweden", "date": "2020-10-06", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "pages": "1-15", "type_publi": "icolcomlec" }, { "lang": "en", "publisher": "ACM", "doi": "https://doi.org/10.1145/3399715.3399842", "title": "Bring2Me: Bringing Virtual Widgets Back to the User's Field of View in Mixed Reality", "url": "https://hal.archives-ouvertes.fr/hal-02960599", "abstract": "Current Mixed Reality (MR) Head-Mounted Displays (HMDs) offer a limited Field Of View (FOV) of the mixed environment. Turning the head is thus necessary to visually perceive the virtual objects that are placed within the real world. However, turning the head also means loosing the initial visual context. This limitation is critical in contexts like augmented surgery where surgeons need to visually focus on the operative field. To address this limitation we propose to bring virtual objects/widgets back to the users' FOV instead of forcing the users to turn their head. We carry an initial investigation to demonstrate the approach by designing and evaluating three new menu techniques to first bring the menu back to the users' FOV before selecting an item. Results show that our three menu techniques are 1.5s faster on average than the baseline head-motion menu technique and are largely preferred by participants.", "authors": { "1": { "first_name": "Charles", "last_name": "Bailly" }, "2": { "first_name": "François", "last_name": "Leitner" }, "3": { "first_name": "Laurence", "last_name": "Nigay" } }, "year": 2020, "uri": "http://iihm.imag.fr/publication/BLN20a/", "pages": "1-9", "bibtype": "inproceedings", "id": 885, "abbr": "BLN20a", "address": "Ischia Island, Italy", "date": "2020-09-28", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "AVI '20: International Conference on Advanced Visual Interfaces", "type_publi": "icolcomlec" }, { "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/10.1145/3399715.3399836", "title": "3D Tabletop AR: A Comparison of Mid-Air, Touch and Touch+Mid-Air Interaction", "url": "https://hal.archives-ouvertes.fr/hal-02960637", "abstract": "This paper contributes a first comparative study of three techniques for selecting 3D objects anchored to the table in tabletop Augmented Reality (AR). The impetus for this study is that touch interaction makes more sense when the targeted objects are anchored to the table. We experimentally compare touch and a mixed (touch+mid-air) techniques with the common direct mid-air technique. The touch and mixed techniques involve a decomposition of the 3D task into a 2D task by touch on the table followed by a 1D task by touch or mid-air interaction. Results show that: (1) The touch and mixed techniques present completion times similar to the mid-air technique and are more accurate than the mid-air technique; (2) The mixed technique defines a good compromise between accuracy of touch interaction and speed of mid-air interaction.", "authors": { "1": { "first_name": "Carole", "last_name": "Plasson" }, "2": { "first_name": "Dominique", "last_name": "Cunin" }, "3": { "first_name": "Yann", "last_name": "Laurillau" }, "4": { "first_name": "Laurence", "last_name": "Nigay" } }, "year": 2020, "uri": "http://iihm.imag.fr/publication/PCL+20a/", "pages": "1-5", "bibtype": "inproceedings", "id": 886, "abbr": "PCL+20a", "address": "Ischia Island, Italy", "date": "2020-09-28", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "AVI '20: International Conference on Advanced Visual Interfaces", "type_publi": "icolcomlec" }, { "lang": "en", "publisher": "ACM", "doi": "https://doi.org/10.1145/3357236.3395453", "title": "Morphino: A Nature-Inspired Tool for the Design of Shape-Changing Interfaces", "url": "https://hal.archives-ouvertes.fr/hal-02937726", "abstract": "The HCI community has a strong and growing interest in shape-changing interfaces (SCIs) that can offer dynamic af-fordance. In this context, there is an increasing need for HCI researchers and designers to form close relationships with disciplines such as robotics and material science in order to be able to truly harness the state-of-the-art in morphing technologies. To help these synergies arise, we present Morphino: a card-based toolkit to inspire shape-changing interface designs. Our cards bring together a collection of morphing mechanisms already established in the multidisciplinary literature and illustrate them through familiar examples from nature. We begin by detailing the design of the cards, based on a review of shape-change in nature; then, report on a series of design sessions conducted to demonstrate their usefulness in generating new ideas and in helping end-users gain a better understanding of the possibilities for shape-changing materials.", "authors": { "1": { "first_name": "Isabel", "last_name": "Qamar" }, "2": { "first_name": "Katarzyna", "last_name": "Stawarz" }, "3": { "first_name": "Simon", "last_name": "Robinson" }, "4": { "first_name": "Alix", "last_name": "Goguey" }, "5": { "first_name": "Céline", "last_name": "Coutrix" }, "6": { "first_name": "Anne", "last_name": "Roudaut" } }, "year": 2020, "uri": "http://iihm.imag.fr/publication/QSR+20a/", "pages": "1943-1958", "bibtype": "inproceedings", "id": 887, "abbr": "QSR+20a", "address": "Eindhoven, Netherlands", "date": "2020-07-06", "type": "Conférences internationales de large diffusion avec comité de lecture sur texte complet", "booktitle": "DIS '20: Designing Interactive Systems Conference 2020", "type_publi": "icolcomlec" }, { "lang": "en", "volume": 4, "doi": "https://dx.doi.org/10.1145/3427316", "bibtype": "article", "title": "Impact of Hand Used on One-Handed Back-of-Device Performance", "url": "https://hal.archives-ouvertes.fr/hal-02995376", "abstract": "One-handed Back-of-Device (BoD) interaction proved to be desired and sometimes unavoidable with a mobile touchscreen device, for both preferred and non-preferred hands. Although users' two hands are asymmetric, the impact of this asymmetry on the performance of mobile interaction has been little studied so far. Research on one-handed BoD interaction mostly focused on the preferred hand, even though users cannot avoid in real life to handle their phone with their non-preferred hand. To better design one-handed BoD interaction tailored for each hand, the identification and measure of the impact of their asymmetry are critical. In this paper, we study the impact on the performance of the asymmetry between the preferred and the non-preferred hands when interacting with one hand in the back of a mobile touch surface. Empirical data indicates that users' preferred hand performs better than the non-preferred hand in target acquisition tasks, for both time (+10%) and accuracy (+20%). In contrast, for steering tasks, we found little difference in performance between users' preferred and non-preferred hands. These results are useful for the HCI community to design mobile interaction techniques tailored for each hand only when it is necessary. We present implications for research and design directly based on the findings of the study, in particular, to reduce the impact of the asymmetry between hands and improve the performance of both hands for target acquisition.", "publisher": "ACM", "year": 2020, "uri": "http://iihm.imag.fr/publication/FC20a/", "pages": "19", "note": "Proc. ACM ISS 2020", "authors": { "1": { "first_name": "Zhuzhi", "last_name": "Fan" }, "2": { "first_name": "Céline", "last_name": "Coutrix" } }, "id": 901, "abbr": "FC20a", "address": "Lisbon, Portugal", "date": "2020-11-04", "type": "Revues internationales avec comité de lecture", "journal": "Proceedings of the ACM on Human-Computer Interaction", "type_publi": "irevcomlec" }, { "bibtype": "article", "publisher": "Association Francophone d'Interaction Homme-Machine (AFIHM)", "type_publi": "revcomlec", "lang": "fr", "uri": "http://iihm.imag.fr/publication/FCV20b/", "title": "Adaptation for sustainable persuasion", "url": "https://hal.archives-ouvertes.fr/hal-02429288", "journal": " Journal d'Interaction Personne-Système", "year": 2020, "number": 1, "pages": "83-103", "volume": 9, "id": 900, "abbr": "FCV20b", "authors": { "1": { "first_name": "Anthony", "last_name": "Foulonneau" }, "2": { "first_name": "Gaëlle", "last_name": "Calvary" }, "3": { "first_name": "Eric", "last_name": "Villain" } }, "date": "2020-01-01", "type": "Revues nationales avec comité de lecture", "abstract": "Making people change is difficult; making them change for ever is all the more challenging. We explore adaptation as a means for bringing diversity and thereby for killing the annoying effect of persuasive messages. The case study is TILT, a persuasive application dedicated to smartphone usage regulation. We show that adapting persuasion increases efficiency." }, { "lang": "en", "bibtype": "article", "type_publi": "revcomlec", "uri": "http://iihm.imag.fr/publication/FLC20a/", "title": "Process of change: states, transitions, and determinants", "url": "https://hal.archives-ouvertes.fr/hal-03123607", "journal": "Journal d'Interaction Personne-Système", "year": 2020, "number": 1, "pages": "11-37", "volume": 9, "id": 897, "abbr": "FLC20a", "authors": { "1": { "first_name": "Alessandro", "last_name": "Fenicio" }, "2": { "first_name": "Yann", "last_name": "Laurillau" }, "3": { "first_name": "Gaëlle", "last_name": "Calvary" } }, "date": "2020-01-01", "type": "Revues nationales avec comité de lecture", "abstract": "The goal of persuasion is to change the behaviour or the attitude of a person without using any form of coercion (Oinas et al. 2010). In the last ten years, several models, approaches and theories have been developed in the research field of persuasion, producing a copious scientific literature. Different reviews of the state-of-the-art focusing on specific aspects have been proposed. Pindel et al. (Pinder et al. 2018) for example analyse the state of the art under the perspective of the mechanisms that lead to the habit forming. In this work, we report a state-of-the-art review on the key elements of the process of change using the concepts of states, transitions, and determinants to propose a common generic paradigm. We conclude with a discussion about the operationalization of persuasive processes and with a comparative analysis on the reviewed theories." }, { "lang": "fr", "bibtype": "article", "type_publi": "revcomlec", "uri": "http://iihm.imag.fr/publication/FCV20a/", "title": "Persuasive Context", "url": "https://hal.archives-ouvertes.fr/hal-02428822", "journal": "Journal d'Interaction Personne-Système", "year": 2020, "number": 1, "pages": "38-57", "volume": 9, "id": 898, "abbr": "FCV20a", "authors": { "1": { "first_name": "Anthony", "last_name": "Foulonneau" }, "2": { "first_name": "Gaëlle", "last_name": "Calvary" }, "3": { "first_name": "Eric", "last_name": "Villain" } }, "date": "2020-01-01", "type": "Revues nationales avec comité de lecture", "abstract": "The background of persuasive technologies is the traditional interpersonal persuasion, studied for over two thousand years in rethoric, philosophy, and more recently in psychology. This last discipline offers many theories and models to understand more precisely the processes that influence human behaviors. These theories show in particular that persuasive situations are complex, varied, with many influence factors. Therefore, we propose the notion of adaptive persuasive technologies, i.e. technologies able to adapt their persuasive strategies to the user context. To design such products and services, we propose a model of the persuasive context, i.e. of all the constraints that influence a user’s targeted behavior at a given time. Each constraint in the persuasive context is at the same time an adaptation criterion and an action leverage for the adaptive persuasive technology." }, { "lang": "en", "bibtype": "article", "type_publi": "revcomlec", "uri": "http://iihm.imag.fr/publication/NLC+20a/", "title": "Persuasive Systems for Energy: Cartography of Design Spaces and Proposition of the UP+ Framework", "url": "https://hal.archives-ouvertes.fr/hal-03112850", "journal": "Journal d'Interaction Personne-Système", "year": 2020, "number": 1, "pages": "58-82", "volume": 9, "id": 899, "abbr": "NLC+20a", "authors": { "1": { "first_name": "Van", "last_name": "Nguyen" }, "2": { "first_name": "Yann", "last_name": "Laurillau" }, "3": { "first_name": "Gaëlle", "last_name": "Calvary" }, "4": { "first_name": "Joëlle", "last_name": "Coutaz" } }, "date": "2020-01-01", "type": "Revues nationales avec comité de lecture", "abstract": "This article reviews surveys, design spaces, and frameworks related to the design of persuasive interactive systems, with a particular focus on energy. We first propose a cartography of these conceptual tools. Most previous work focuses on persuasion principles but is difficult to apply for the software design and engineering of persuasive interactive systems. As a result, we propose UP+, a new framework that synthetizes and revisits existing surveys, design spaces, and frameworks from the software engineering perspective of persuasive interactive systems." }, { "lang": "fr", "type_publi": "these", "title": "Fuzzy4U : a Human-Computer Interfaces adaptation system in fuzzy logic for accessibility", "url": "https://tel.archives-ouvertes.fr/tel-03173323", "abstract": "With the massive spread of the use of the Internet and the computer tool in general, the accessibility of user interfaces is an increasingly pressing need. Ease of use of computing devices is indeed a critical point in fostering adoption. Thus, the difficulties experienced by certain users, such as the elderly or in a situation of neurocognitive difficulties, require more acutely the question of accessibility. Much work has focused on this subject in order to define generic or situational accessibility recommendations. One possible approach is to adapt the interfaces to the context of use. However, difficulties remain, particularly linked to the complexity of the possible contexts of use, leading to a multiplicity of characteristics to be taken into account, an imprecision of the values assigned to these characteristics and the combination of multiple adaptation rules. We address these three obstacles through the following research question: how to improve the accessibility of UIs through adaptive interfaces by taking into account the multiplicity of context characteristics, the imprecision of context values ; as well as the complexity and the combination of rules?By relying on a generic adaptation architecture, we propose a dynamic adaptation engine based on fuzzy logic, used to implement accessibility recommendations. We show how fuzzy logic manages the three obstacles identified through a prototype. We will highlight these advantages compared to a classical approach in Boolean logic. In order to validate these advantages, we carried out a comparative analysis between the 2 types of rules (fuzzy and binary logic) in a theoretical way and with an evaluation by experts. The results validate the interest of fuzzy logic for adapting interfaces for accessibility purposes.", "year": 2020, "uri": "http://iihm.imag.fr/publication/G20a/", "id": 894, "bibtype": "phdthesis", "abbr": "G20a", "authors": { "1": { "first_name": "Tanguy", "last_name": "Giuffrida" } }, "date": "2020-12-08", "type": "Thèses et habilitations", "pages": "162" }, { "lang": "fr", "type_publi": "these", "title": "Interacting in Mixed Reality with a Head-Mounted Display : Application to Augmented Surgery", "url": "https://tel.archives-ouvertes.fr/tel-03185064", "abstract": "This thesis is in the field of Human-Computer Interaction (HCI) and specifically focuses on user interaction with Mixed Reality systems that rely on Head-Mounted Displays. Mixed Reality (MR) enables us to create mixed environments that combine virtual content with physical content. The entire workspace, including both physical and virtual objects, can then be used to interact with the system. Unlike traditional graphical interfaces, MR combines the advantages of the physical environment while providing the flexibility of virtual elements. The fields of application are many and varied, ranging from industrial manufacturing to medicine.Surgery is an application context in which MR is particularly promising. The ability to view medical data directly on the patient's body and around the operating table is a crucial benefit for surgeons. However, the existing techniques for interacting with this virtual information are not suited to the many constraints of the operating room. New approaches are needed to enable surgeons to view, manipulate and edit virtual content during an operation.Our research is driven by this need for MR interaction techniques for augmented surgery. Thanks to our partnership with the company Aesculap for this CIFRE thesis, our work is dedicated to knee prosthesis operations. We focus on the use of Head-Mounted Displays (HMDs), through which the augmented field of view is directly related to the position of the head.We start by providing a design space for MR head-based interaction. We explore this design space by devising new interaction techniques with menus. These techniques involve the entire reality-virtuality continuum by considering different physicalities for targets and implementing transitions between mixed reality and virtual reality. Our goal is to fulfill the surgery constraints by taking advantage of the objects already present in the operating room.After exploring head-based techniques, we broaden our area of research by considering surgical stages where surgeons have at least one hand available to interact with the system. Our contributions on this aspect are twofold. We first continue our study of menu techniques by considering a key aspect of the surgeon's work: visual attention to the operating field. We thus propose three new techniques allowing the surgeon to bring virtual widgets back into his field of vision without having to look away from the operating field. We then study the exploration of MR 3D scenes with multiple views. For instance, multiple views of the knee are displayed during the surgical planning step. The originality of the work lies in the different nature of the multiple views: virtual views and mixed views. We propose two new complementary interaction techniques that allow users to control the level of coupling between these different views and implement transitions between virtual reality and mixed reality.", "year": 2020, "uri": "http://iihm.imag.fr/publication/B20a/", "id": 893, "bibtype": "phdthesis", "abbr": "B20a", "authors": { "1": { "first_name": "Charles", "last_name": "Bailly" } }, "date": "2020-12-16", "type": "Thèses et habilitations", "pages": "186" }, { "lang": "fr", "type_publi": "these", "title": "Mobile augmented reality interaction : digital objects exploration and pointing", "url": "https://tel.archives-ouvertes.fr/tel-03012809", "abstract": "This thesis contributes to the research field of Human-Computer Interaction (HCI). The focus of the research is on user interaction with handheld Augmented Reality (AR) systems.AR allows the addition of digital content, primarily graphics, to the user's physical environment. The resulting mixed environment includes digital objects registered in the physical world. This mixed environment, partially visible on the mobile device’s screen, defines several constraints for interaction. Our work is dedicated to the selection of a digital target in this mixed environment and we address two questions: (1) how to improve the perception of the mixed environment beyond what is perceived by the camera’s field of view of the mobile device, for finding off-screen digital targets (2) how to enhance pointing at a digital target registered in the physical environment. Our contributions answer these two questions.We first propose three interactive off-screen guidance techniques, which we evaluate by conducting two laboratory experiments. These techniques are based on Halo, a visualization technique of off-screen objects based on circles, and differ in the way the aggregation of the off-screen objects is displayed on screen. The results of the two experiments show that our three techniques effectively extend users’ knowledge of the mixed environment, and limit the visual intrusion on the mobile device’s screen in comparison with the traditional arrow-based visualization technique.We then define two interaction techniques enhancing the selection of digital targets. These techniques are based on (1) target expansion techniques, which facilitate target selection by allocating a larger active area to each target and (2) a cursor jump, which shortens the distance between the cursor and the content of the digital target. The two techniques differ in the way users manipulate the cursor once it has jumped to the digital target. We propose two possibilities: physical pointing by moving the mobile device to the desired content, or relative pointing using thumb strokes on the screen. The result of a laboratory experiment confirms that target expansion techniques improve the pointing performance, while relative pointing is preferred by participants.Our contributions are applied to the field of industrial maintenance, in charge of repairing or preventing failures on production machines. As part of a Schneider Electric-CIFRE thesis, the Schneider Electric’s Augmented Operator Advisor product (AR maintenance assistance application) includes one of the proposed targeting assistance techniques.", "year": 2020, "uri": "http://iihm.imag.fr/publication/P20a/", "id": 896, "bibtype": "phdthesis", "abbr": "P20a", "authors": { "1": { "first_name": "Patrick", "last_name": "Perea" } }, "date": "2020-07-06", "type": "Thèses et habilitations", "pages": "174" }, { "lang": "fr", "type_publi": "these", "title": "Implementation and benefits of high fidelity interactive systems : from a more performant control to faster 3D objects learning.", "url": "https://tel.archives-ouvertes.fr/tel-03117757", "abstract": "Interacting with 3D virtual scenes is essential for numerous applications. Among others: 3D data visualization, computer assisted design, training simulators and video games. Performing this task through 2D systems like desktop computers or multi-touch tablets can be tedious. To interact more efficiently with 3D contents, high fidelity interactive systems such as virtual reality head-mounted displays try to reproduce the interactive modalities available in real life. Such systems offer a stereoscopic head-coupled rendering and an isomorphic control of 3D objects. However, there is a lack of rigorous studies that showed their benefits in the literature. This thesis has two purposes. We want to enrich the literature through controlled user studies that bring robust results on high fidelity systems' benefits. We also seek to provide the means to implement the most efficient high fidelity experiences.In this manuscript, we start by presenting a state of the art of existing high fidelity devices and their potential benefits. We especially introduce a promising approach called handheld perspective corrected displays (HPCD), that we particularly studied through this thesis.We then present two contributions that allowed us to quantify high fidelity systems benefits. We studied two tasks involving very different cognitive processes in order to attest the variety of applications that could benefit from those systems. The first study concerns a 6D docking task. The two high fidelity systems that we tested, an HPCD and a virtual reality head mounted display, performed respectively 43% and 29% more efficiently than the status quo (an articulated arm used alongside a flat screen). The second study focuses on the task of learning the shape of an unknown 3D object. Regarding this task, the two previously studied high fidelity systems allowed to enhance by 27% the object's recognition performances when compared to the use of a multi-touch tablet.We then present two other contributions that bring solutions to ease both hardware and software implementation of high fidelity systems. We provide a method to evaluate the impact of several technical parameters on the presence felt during an interactive experience, which is a feeling that testifies to the experience’s fidelity with regard to the simulated reality. Using this method in a user study allowed us to identify the fact that, with the tested HPCD, the tracking stability and the rendering frame rate were the most critical parameters concerning presence. We finally suggest a suit of interacting techniques that enable the implementation of applications well suited for spherical HPCD, and any other devices that provide a manipulable screen held with both hands. The proposed interactions take advantage of the efficient control of the device rotations and appeared to be both intuitive and efficient during a qualitative test in an anatomy learning application.", "year": 2020, "uri": "http://iihm.imag.fr/publication/L20a/", "id": 895, "bibtype": "phdthesis", "abbr": "L20a", "authors": { "1": { "first_name": "Thibault", "last_name": "Louis" } }, "date": "2020-10-22", "type": "Thèses et habilitations", "pages": "201" }, { "lang": "en", "type_publi": "colloque", "title": "The Benefits of Combining Paper- and Video- Based Prototypes for User Interface Evaluation", "url": "https://hal.archives-ouvertes.fr/hal-02554507", "booktitle": "proc. of the Thirteenth International Conference on Advances in Computer-Human Interactions (ACHI 2020)", "authors": { "1": { "first_name": "Hayet", "last_name": "Hammami" }, "2": { "first_name": "Fatoumata", "last_name": "Camara" }, "3": { "first_name": "Gaëlle", "last_name": "Calvary" }, "4": { "first_name": "Meriem", "last_name": "Riahi" }, "5": { "first_name": "Faouzi", "last_name": "Moussa" } }, "year": 2020, "uri": "http://iihm.imag.fr/publication/HCC+20a/", "id": 902, "bibtype": "inproceedings", "editor": "IARIA", "address": "Valencia, Spain", "date": "2020-03-22", "type": "Autres conférences et colloques avec actes", "pages": "324-329", "abbr": "HCC+20a" }, { "lang": "fr", "type_publi": "autre", "title": "Note sur la Réforme de l'Élection Législative – Analyse du Degré de Proportionnalité de la Proposition 2020", "url": "https://hal.archives-ouvertes.fr/hal-03230759", "abstract": "Dans cette note, nous nous intéressons à la proposition de réforme de l'élection législative, formulée par le Modem et qui a été présentée partiellement dans le numéro du 22 juillet 2020 du Canard Enchaîné.\r\nNous présentons les grandes lignes des modalités de vote proposées, et nous en proposons un modèle simplifié permettant de réaliser des simulations sur les données de l'élection législative de 2017.\r\nCes simulations nous permettent une première analyse du degré de proportionnalité obtenu avec une telle procédure de vote, en fonction de plusieurs paramètres.", "year": 2020, "uri": "http://iihm.imag.fr/publication/BB20a/", "id": 905, "bibtype": "unpublished", "abbr": "BB20a", "authors": { "1": { "first_name": "Renaud", "last_name": "Blanch" }, "2": { "first_name": "Sylvain", "last_name": "Bouveret" } }, "date": "2020-09-01", "type": "Autres publications", "pages": "7" }]);