{"title":"Classification des émotions et des données pour la « sonification » étude de cas: événements d'un jeu vidéo","authors":"Maher Chemseddine, Monique Noirhomme-Fraiture","doi":"10.1145/1629826.1629856","DOIUrl":"https://doi.org/10.1145/1629826.1629856","url":null,"abstract":"Our ultimate goal is to \"sonify\" different applications, particularly video games. To achieve this aim we choose to rely on user emotion experience with some applications. In this paper we present a classification of emotions and game events (scenarios) of a classic arcade video game (attack, enemy approaching, destroying etc.) in a two-dimensional space. We selected 18 words of emotion in different languages (Arabic, English and French) and 14 events. Our statistical analysis showed a distribution of emotions in 8 major classes in the two-dimensional space (valence, arousal). We associated each class with a set of game events based on 72 user's own emotional experience.","PeriodicalId":131420,"journal":{"name":"Interaction Homme-Machine","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125883044","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":"La plasticité des IHM en action: un exemple de téléprocédure plastique","authors":"A. Serna, S. Pinel, Gaëlle Calvary","doi":"10.1145/1629826.1629887","DOIUrl":"https://doi.org/10.1145/1629826.1629887","url":null,"abstract":"The plasticity property has been defined ten years ago in Human-Computer Interaction. It denotes the capacity of User Interfaces (UI) to adapt to the context of use (<user, platform, environment>) while preserving user-centered properties. This paper presents a first real application: a plastic e-service for declaring incidents in public areas. The development has been funded by the french ANR MyCitizSpace (2007--2010) project devoted to the dematerialisation of the french government. All the dimensions of plasticity are exemplified.","PeriodicalId":131420,"journal":{"name":"Interaction Homme-Machine","volume":"87 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126019274","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":"Génération et placement de couleurs sur une vue de type métro","authors":"Christophe Hurter, Mathieu Serrurier, Gilles Tabart, Jean-Luc Vinot","doi":"10.1145/1629826.1629835","DOIUrl":"https://doi.org/10.1145/1629826.1629835","url":null,"abstract":"The schematic views for metro maps are used to maximize the transmision of relevant information (lines, metro stops) of network visualization. Automatic generation of metro maps focus primarily on the physical structure of the network, but little on the choice of colors which is an accurate visual discrimination. In this article, we propose to invesigate the generation and placement of colors to be assigned to lines of a network. The first step is to find as many colors as lines of the network. These colors must be perceptually as distant as possible, and available in the vocabulary of colors. The second step is to place these colors so that the closest lines have the more distant color. The positioning of colors is a NP-complete problem, thus we use a meta-heuristic approach to solve it. To validate our method, we apply it to the field of air traffic control with the maps of Flight Routes.","PeriodicalId":131420,"journal":{"name":"Interaction Homme-Machine","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133673635","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}
Christophe Bortolaso, E. Dubois, C. Bach, Laurence Nigay, Céline Coutrix
{"title":"Conception de systèmes interactifs mixtes: articulation d'une méthode informelle et d'un modèle d'interaction","authors":"Christophe Bortolaso, E. Dubois, C. Bach, Laurence Nigay, Céline Coutrix","doi":"10.1145/1629826.1629874","DOIUrl":"https://doi.org/10.1145/1629826.1629874","url":null,"abstract":"To face the difficulties encountered by the mixed interactive systems designers during the design step, we propose a new approach for the design phase. This article introduces the articulation of an informal method, which is the focus-group, with a formal mixed interaction model. The articulation allows a better integration of the design step into the process and a more systematic exploration of the mixed interactive system domain. We illustrate this articulation by considering two mixed interaction models: ASUR and Mixed Interaction Model. Based on these two implementations of our approach, we carry out a comparative analysis in order to identify the strengths and weaknesses of our approach.","PeriodicalId":131420,"journal":{"name":"Interaction Homme-Machine","volume":"78 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128301745","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":"PIAFF: un outil d'aide à la saisie d'informations personnelles pour les formulaires électroniques","authors":"D. Vo, Marco Winckler","doi":"10.1145/1629826.1629886","DOIUrl":"https://doi.org/10.1145/1629826.1629886","url":null,"abstract":"Many online applications such as online shopping, e-learning, or e-government, share data with users thanks to web forms. The growth of data sharing brings cognitive load by constantly filling and verifying information that are shared by users. The aim of this paper is to show the need to assist users in managing and sharing personal information. In order to illustrate this purpose, we propose PIAFF (Personal Information Assistant for Filling Form), a tool aimed at assisting users in filling web application forms by handling personal informations by groups. PIAFF will be discussed through a case study based on e-government application.","PeriodicalId":131420,"journal":{"name":"Interaction Homme-Machine","volume":"121 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134335658","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":"Qu'est-ce qu'une surface d'affichage?: une analyse rétrospective","authors":"Pierre Bucher, Stéphane Chatty","doi":"10.1145/1629826.1629828","DOIUrl":"https://doi.org/10.1145/1629826.1629828","url":null,"abstract":"The use of display surfaces, that is windows as well as monitors or projection surfaces, is growing in diversity and complexity. Designers and programmers need a conceptual model of display surfaces to describe this diversity. We show how the conceptual models of windows and monitors have evolved during the last decades up to the current situation where the two concepts are converging. We analyse this evolution along three axes that provide the basic requirements for a unified model: the geometrical attributes of surfaces, their relationships with other display elements, and their position in space.","PeriodicalId":131420,"journal":{"name":"Interaction Homme-Machine","volume":"86 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126137448","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":"L'environnement de développement dynamique (EDD) pour le prototypage rapide d'interfaces graphiques","authors":"A. Jodoin, Michel C. Desmarais","doi":"10.1145/1629826.1629844","DOIUrl":"https://doi.org/10.1145/1629826.1629844","url":null,"abstract":"We present an interactive development environment (IDE) designed and implemented at the Canadian Space Agency (CSA) to assist expert users in rapidly developing graphical user interface prototypes for the control of robotic systems. The Dynamic Development Environment (DDE) offers a highly flexible tool for interface design and development. The environment allows the direct manipulation and integration of running widgets to rapidly build a live interface. New widgets can be readily integrated and their behaviour tested within this environment, skipping code compilation and freeing the interface designer from most of the programming effort. Other IDE's such as Netbeans, .Net and Eclipse require separate compilation and execution steps. The DDE offers a new possibility by allowing the user to test the interface while it is being built without the need to launch the platform again.","PeriodicalId":131420,"journal":{"name":"Interaction Homme-Machine","volume":"258 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122155303","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":"Y a-t-il de l'ergonomie dans les ordinateurs de vote français?: evaluation ergonomique des ordinateurs de vote français","authors":"G. Michel, J. C. Bastien, E. Brangier","doi":"10.1145/1629826.1629854","DOIUrl":"https://doi.org/10.1145/1629826.1629854","url":null,"abstract":"There is, in many countries, the lack of usability of voting machines, can prevent vulnerable people to vote, especially the senior citizens. This awareness is not present in France where these voters have been totally neglected. To demonstrate that problem, we describe the problems of usability of three different voting systems used in France. We compared the interface of one of these voting computers with an interface that we have created with some usability guidelines. This comparison was made with users tests carried out on 16 elderly users. The results demonstrate the exclusion of the majority of these voters.","PeriodicalId":131420,"journal":{"name":"Interaction Homme-Machine","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131841751","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":"Le mitigeur: principe de conception pour la mise en valeur des objectifs de l'utilisateur","authors":"M. Petit, M. Horchani","doi":"10.1145/1629826.1629879","DOIUrl":"https://doi.org/10.1145/1629826.1629879","url":null,"abstract":"This paper introduces a \"design mixer\" approach to user-centred interactive software design. This method overcomes the limits of a design process that favours the handling/management of a task over the understanding of the users objectives. In the following, a design case for a navigation software is outlined. The limits of the classical UCD approach are then analysed. Finally, the \"design mixer\" method is proposed as an improved designing tool.","PeriodicalId":131420,"journal":{"name":"Interaction Homme-Machine","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124873511","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":"Conception de jeux interactifs temps réel sur tabletop","authors":"Jonathan Chaboissier, F. Vernier","doi":"10.1145/1629826.1629876","DOIUrl":"https://doi.org/10.1145/1629826.1629876","url":null,"abstract":"Graphical interfaces on tabletop displays have the strengths to bring the next generation of games taking advantages of technical computing and high sociability of board games. This article examines the constraints of real-time gaming in this context. We propose a design approach and present RealTimeChess: a real-time strategy game for 2 to 4 players freely inspired by Chess. The design, influenced by the co-design of end users, has highlighted some interaction problems related to real-time applications for tabletop displays. We propose several solutions and are questioning the paradigm of direct manipulation of touch interfaces.","PeriodicalId":131420,"journal":{"name":"Interaction Homme-Machine","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122641981","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}