Hélène Gaspard-Boulinc, S. Conversy, Daniel Prun, C. Letondal, Stéphane Chatty
{"title":"Former les futurs concepteurs de systèmes homme-machine complexes","authors":"Hélène Gaspard-Boulinc, S. Conversy, Daniel Prun, C. Letondal, Stéphane Chatty","doi":"10.1145/2534903.2534910","DOIUrl":"https://doi.org/10.1145/2534903.2534910","url":null,"abstract":"L'ingénierie des systèmes homme-machine implique la définition des besoins des utilisateurs en tant qu'éléments de l'architecture du système. Or l'analyse des pratiques industrielles dans la conception des systèmes complexes met en évidence des problèmes dans la prise en compte de l'utilisateur. Ces problèmes semblent insuffisamment traités par l'apport de cours d'analyse du besoin ou de conception d'IHM. En tant que formateurs de futurs concepteurs de systèmes homme-machine complexes, nous proposons une réponse à ces problèmes par la définition d'un nouvel enseignement en ingénierie des systèmes homme-machine complexes. Cet article présente la conception de cet enseignement, issue d'une réflexion sur les disciplines de l'analyse fonctionnelle, la conception participative et l'approche orientée objet, et menée à la lumière de quatre exigences : définir l'usage, susciter la co-évolution besoin-solution, définir de façon exhaustive les caractéristiques techniques, formaliser les besoins.","PeriodicalId":131420,"journal":{"name":"Interaction Homme-Machine","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123201843","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Handheld Augmented Reality: Effect of registration jitter on cursor-based pointing techniques","authors":"Thomas Vincent, L. Nigay, T. Kurata","doi":"10.1145/2534903.2534905","DOIUrl":"https://doi.org/10.1145/2534903.2534905","url":null,"abstract":"Handheld Augmented Reality relies on the registration of digital content on physical objects. Yet, the accuracy of this registration depends on environmental conditions. It is therefore important to study the impact of registration jitter on interaction and in particular on pointing at augmented objects where precision may be required. We present an experiment that compares the effect of registration jitter on the following two pointing techniques: (1) screen-centered crosshair pointing; and (2) relative pointing with a cursor bound to the physical object's frame of reference and controlled by indirect relative touch strokes on the screen. The experiment considered both tablet and smartphone form factors. Results indicate that relative pointing in the frame of the physical object is less error prone and is less subject to registration jitter than screen-centered crosshair pointing.","PeriodicalId":131420,"journal":{"name":"Interaction Homme-Machine","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116558598","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Flexibility in MDE for scaling up from simple applications to real case studies: illustration on a Nuclear Power Plant","authors":"Éric Céret, Gaëlle Calvary, Sophie Dupuy-Chessa","doi":"10.1145/2534903.2534909","DOIUrl":"https://doi.org/10.1145/2534903.2534909","url":null,"abstract":"Model Driven Engineering provides powerful solutions for the development of User Interfaces. However, concepts and techniques are difficult to master and to apply: the threshold of use is said to be high, making designers and developers reluctant to use it. This paper investigates process model flexibility as a solution. We present three kinds of flexibility for improving design and development process models: (1) variability for equivalent choices, (2) granularability for several levels of details, (3) completeness for possibly optional and pre-defined reusable components. Flexibility decreases the threshold of use by reusability of knowledge, know-how and pieces of code. We illustrate these forms of flexibility on an industrial case study from the nuclear power plant domain. We explain how they are implemented in FlexiLab, a running prototype based on OSGi. The innovation is twofold: on one hand, the operationalization of flexibility; on the other hand, the jump from simple applications to real case studies thanks to flexibility.","PeriodicalId":131420,"journal":{"name":"Interaction Homme-Machine","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121992284","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Quelle marge de manoeuvre faut-il laisser aux utilisateurs d’animations 3D techniques en maintenance aéronautique?","authors":"David Robin, A. Tricot, P. Hugues","doi":"10.1145/2534903.2534912","DOIUrl":"https://doi.org/10.1145/2534903.2534912","url":null,"abstract":"En maintenance aéronautique, l'amélioration de la sécurité passe par une parfaite compréhension d'informations visuelles nécessaires à la réalisation des différentes tâches. Notre étude vise à mesurer de quelles manières des modifications de ces présentations iconographiques affectent leurs utilisations par des techniciens novices. Plus précisément ici, nous avons analysé les effets apportés par une graduation du contrôle du dynamisme sur des documents 3D. Contrairement à notre attente, la version du matériel visuel censée être la plus adaptée à ces tâches de maintenance, produit les moins bonnes performances, sans obtenir en contrepartie d'évaluations favorables de charge cognitive par les utilisateurs.","PeriodicalId":131420,"journal":{"name":"Interaction Homme-Machine","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122835437","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An Augmented Reality Environment for Astronomy Learning in Elementary Grades: An Exploratory Study","authors":"Stéphanie Fleck, Gilles Simon","doi":"10.1145/2534903.2534907","DOIUrl":"https://doi.org/10.1145/2534903.2534907","url":null,"abstract":"This paper describes an ongoing research comparing two 3D astronomical tangible models: an Augmented Reality model versus a physical model. According to IBSE principles, learners should investigate and manipulate in order to become conscious of the origin of astronomical phenomena, construct scientific knowledge and change their misconceptions. In primary French schools, physical models are usually used. However, children do not take advantage of these models and form new synthetic models instead of scientific ones. We aim at providing an adapted pedagogical environment support. An Augmented Reality environment was designed for inquiry-based learning. This tangible AR model shows augmented views of the celestial bodies and supports the pupils' investigations using spatial visual guides and views from a terrestrial observer. The AR model not only exposes the phenomena as in several Virtual Environments, but also allows pupils to virtually move the celestial bodies and test \"as for real\" their hypotheses. Our results show that the AR environment is particularly suitable for astronomy learning compared to the physical one. Only AR users have developed scientific conceptions of the explored astronomical phenomena and learnings have been significantly improved. Furthermore, we present some arguments in order to support the assumption that the AR model assists the process of scaffolding and motivation dynamic by enhancing task controllability and by promoting collaborative learning.","PeriodicalId":131420,"journal":{"name":"Interaction Homme-Machine","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117024620","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"MenuInspector: Outil pour l'analyse des menus et cas d'étude","authors":"G. Bailly, Sylvain Malacria","doi":"10.1145/2534903.2534917","DOIUrl":"https://doi.org/10.1145/2534903.2534917","url":null,"abstract":"Les menus sont utilisés dans la plupart de nos applications pour présenter, organiser et sélectionner des commandes. Un grand nombre de techniques d'interaction a été proposé et de nombreuses évaluations expérimentales ont été conduites. Pourtant, peu d'études ont visé à analyser les menus existants. Dans cet article, nous proposons et mettons à disposition MenuInspector, un outil pour analyser les menus des applications existantes sous MacOSX. MenuInspector permet de récupérer de nombreuses informations comme la hiérarchie de commandes, les libellés des commandes, les raccourcis clavier, les tooltips, etc. Nous illustrons les avantages de MenuInspector à travers quatre cas d'étude : étude du recouvrement, des collisions, de la consistance entre applications ainsi que la mise en évidence d'éléments cachés.","PeriodicalId":131420,"journal":{"name":"Interaction Homme-Machine","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129220640","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Charles Perin, M. Christie, F. Vernier, Christophe Lino
{"title":"CollaStar: Interaction collaborative avec des données multidimensionnelles et temporelles","authors":"Charles Perin, M. Christie, F. Vernier, Christophe Lino","doi":"10.1145/2534903.2534919","DOIUrl":"https://doi.org/10.1145/2534903.2534919","url":null,"abstract":"Alors que la littérature regorge de représentations pour la visualisation de données multidimensionnelles, peu de travaux traitent du contrôle des valeurs de ces données dans le temps. Nous proposons Collastar, une interface permettant à plusieurs utilisateurs de manipuler collaborativement un ensemble de paramètres dynamiques grâce à des techniques d'interaction et de visualisation pertinentes. L'interface est composée d'une représentation en étoile au centre, dédiée à la manipulation collaborative des paramètres dynamiques, et d'autant de fenêtres de visualisation des données (Linear Wall de l'évolution temporelle des paramètres) que d'utilisateurs. Nous utilisons CollaStar pour contrôler un moteur de création de scènes cinématographiques (manipulation des paramètres de caméra) et évaluons notre système qualitativement avec des experts en création cinématographique.","PeriodicalId":131420,"journal":{"name":"Interaction Homme-Machine","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123980088","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An empirical study on the user's context in mobile videoconferencing devices","authors":"I. Calvo, Tomás Dorta, J. Robert","doi":"10.1145/2534903.2534914","DOIUrl":"https://doi.org/10.1145/2534903.2534914","url":null,"abstract":"This paper presents an exploratory empirical study on the user's context in mobile videoconferencing in order to improve the user interface of mobile video devices. Through the rich exchange of information, mobile video communication can provide a better sense of presence than other means of communication. Yet the current mobile interfaces lack the flexibility required to be creative and more meaningful in a videoconference exchange. We conducted observations with 16 participants in three activities where their conversations, reactions and behaviours were observed. Two focus groups were used to identify habits formed from regular use. Results suggest an important difference between the use of the front-facing or back-facing camera and the importance of offering tools that provide more control over the video exchange. From theses results, the study proposes several design recommendations for mobile video communication interfaces in order to support the construction of the user's mobile context.","PeriodicalId":131420,"journal":{"name":"Interaction Homme-Machine","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126906242","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Heuristics for Video Games Evaluation: How Players Rate Their Relevance for Different Game Genres According to Their Experience","authors":"Florentin Rodio, J. M. C. Bastien","doi":"10.1145/2534903.2534915","DOIUrl":"https://doi.org/10.1145/2534903.2534915","url":null,"abstract":"This paper reports a study evaluating the relative relevance of evaluation heuristics for different game genres and players. 120 players (amateur or e-Sport players) were invited to assess the relevance of 47 heuristics for different game genre (Real Time Strategy, Massively Multi-player Online Role-Playing or First-Person Perspective Shooting). Results show that the relevance of heuristics varies according to game genres and player types. These results have implication for both the design and evaluation processes of games. Implications of these results and future research directions are discussed.","PeriodicalId":131420,"journal":{"name":"Interaction Homme-Machine","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114777348","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Existe-t-il une différence entre langages visuels et textuels en termes de perception?","authors":"S. Conversy","doi":"10.1145/2534903.2534911","DOIUrl":"https://doi.org/10.1145/2534903.2534911","url":null,"abstract":"Comme pour toute scène visuelle, la performance des programmeurs lisant du code dépend de leur performance à percevoir les éléments graphiques représentant le code. On oppose souvent les langages visuels et textuels, en arguant du fait que les langages visuels seraient plus \"faciles\" à lire et plus \"compréhensibles\". Nous montrons que la Sémiologie Graphique et le modèle d'analyse ScanVis remettent en question cette opposition et unifient les langages visuels et textuels en termes de perception visuelle. Ce travail est la première étape d'une démarche de construction de connaissances sur la conception de représentation de langages de programmation.","PeriodicalId":131420,"journal":{"name":"Interaction Homme-Machine","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116136430","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}