Proceedings of the 32nd Conference on l'Interaction Homme-Machine最新文献

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Enseigner la pensée informatique avec Kniwwelino : Étude exploratoire de terrain en milieu scolaire: Teaching Computational Thinking with Kniwwelino: Exploratory Field Study in School Settings Enseigner la pensassei informatique avec Kniwwelino: Étude探索地形和环境scolaire:教学计算思维与Kniwwelino:探索性的田野研究在学校设置
Proceedings of the 32nd Conference on l'Interaction Homme-Machine Pub Date : 2021-04-13 DOI: 10.1145/3450522.3451250
Lou Schwartz, V. Maquil, L. Johannsen, Christian Moll
{"title":"Enseigner la pensée informatique avec Kniwwelino : Étude exploratoire de terrain en milieu scolaire: Teaching Computational Thinking with Kniwwelino: Exploratory Field Study in School Settings","authors":"Lou Schwartz, V. Maquil, L. Johannsen, Christian Moll","doi":"10.1145/3450522.3451250","DOIUrl":"https://doi.org/10.1145/3450522.3451250","url":null,"abstract":"We are presenting the results of a study carried out with six primary and secondary schools in Luxembourg, pilots in introducing the Kniwwwelino Classroom kit (KCK) in their teaching of programming and computational thinking to children. The aim of the study was to explore: (1) how teachers appropriate this kind of tool for teaching computational thinking and programming, (2) whether the KCK is suitable for this purpose, and (3) the user experience of the KCK. To these ends, we used several data collection tools through a mainly qualitative exploratory approach: semi-guided interviews, diaries and several questionnaires. We have learned that: (1) the KCK is versatile enough to adapt to different environments, objectives and pedagogical approaches and thus offers a great deal of freedom to teachers, (2) the playful and tangible approach of the KCK seems more adapted to introducing programming and enables pupils to develop problem-solving, collaboration and creativity skills, and (3) if the user experience has been positive for both teachers and students, this first KCK prototype is still addressing intermediate computer-skilled teachers.","PeriodicalId":330419,"journal":{"name":"Proceedings of the 32nd Conference on l'Interaction Homme-Machine","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124433699","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}
引用次数: 0
SmartCom: Exploiter un Smartphone pour Interagir avec les Barres d'Outils: SmartCom: Using a Smartphone for Toolbar Interaction SmartCom:使用智能手机与工具栏交互:SmartCom:使用智能手机进行工具栏交互
Proceedings of the 32nd Conference on l'Interaction Homme-Machine Pub Date : 2021-04-13 DOI: 10.1145/3450522.3451244
Elio Keddisseh, Marcos Serrano, E. Dubois
{"title":"SmartCom: Exploiter un Smartphone pour Interagir avec les Barres d'Outils: SmartCom: Using a Smartphone for Toolbar Interaction","authors":"Elio Keddisseh, Marcos Serrano, E. Dubois","doi":"10.1145/3450522.3451244","DOIUrl":"https://doi.org/10.1145/3450522.3451244","url":null,"abstract":"Cet article s'intéresse à la réduction des transitions du pointeur de la souris entre l'objet de travail et les barres d'outils sur les ordinateurs de bureau. Nous présentons SmartCom, une approche innovante pour la sélection des commandes sur les barres d'outils, basée sur l'utilisation du clavier et d'un écran tactile, placé sous le clavier. La barre d'outils est affichée sur l'écran tactile. Les utilisateurs peuvent sélectionner des commandes en effectuant des gestes qui combinent l'appui sur une touche avec le doigt auriculaire et le toucher de l'écran avec le pouce de la même main. Après avoir analysé les propriétés de conception du SmartCom, une expérience préliminaire a établi que les utilisateurs peuvent effectuer de tels gestes et atteindre toute la surface de l'écran tactile avec leur pouce. Ensuite, une étude utilisateur a révélé que le pointage direct surpasse le pointage indirect pour atteindre des éléments sur une simple barre d'outils affichée sur l'écran tactile. In this article, we discuss the challenge of reducing mouse pointer transitions between the work object (e.g. a text document) and toolbars on desktop computers. To this end, we present SmartCom, an innovative approach to the selection of commands on toolbars, based on the use of both keyboard and touchscreen. The toolbar is displayed on the touch screen, which is placed beneath the keyboard. Users can select commands by performing gestures that combine pressing a key with the pinky finger and touching the screen with the thumb of the same hand. After analyzing the design properties of SmartCom, a preliminary study established that users could reach the entire surface of the touch screen with their thumb. Then, a user study revealed that direct pointing surpasses indirect pointing to select items on a simple toolbar displayed on the touch screen.","PeriodicalId":330419,"journal":{"name":"Proceedings of the 32nd Conference on l'Interaction Homme-Machine","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132325847","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}
引用次数: 0
Conception d'interactions virtuelles et tangibles pour apprendre la collaboration motrice à des enfants avec Trouble du Spectre de l'Autisme: Design of virtual and tangible interaction to learn motor collaboration to children with ASD 自闭症谱系障碍儿童学习运动协作的虚拟和有形互动设计:ASD儿童学习运动协作的虚拟和有形互动设计
Proceedings of the 32nd Conference on l'Interaction Homme-Machine Pub Date : 2021-04-13 DOI: 10.1145/3450522.3451335
Tom Giraud, Brian Ravenet, J. Nadel, C. Dang, Elsa Prigent, Gael Poli, Elsbeth Andre, Jean-Claude Martin
{"title":"Conception d'interactions virtuelles et tangibles pour apprendre la collaboration motrice à des enfants avec Trouble du Spectre de l'Autisme: Design of virtual and tangible interaction to learn motor collaboration to children with ASD","authors":"Tom Giraud, Brian Ravenet, J. Nadel, C. Dang, Elsa Prigent, Gael Poli, Elsbeth Andre, Jean-Claude Martin","doi":"10.1145/3450522.3451335","DOIUrl":"https://doi.org/10.1145/3450522.3451335","url":null,"abstract":"Les nouvelles technologies pour l'autisme se concentrent sur l'entraînement soit des aptitudes sociales, soit des aptitudes motrices, mais jamais les deux à la fois. Une telle dichotomie omet un large éventail de tâches d'action conjointe qui nécessitent la coordination de deux personnes. L'entraînement de ces tâches physiques effectuées en dyade a un grand potentiel pour favoriser l'inclusion, notamment des enfants avec troubles du spectre autistique (TSA) et non verbaux. Dans cet article, nous présentons la conception d'un système interactif tangible et virtuel pour la formation des enfants TSA à la réalisation d'actions conjointes. Le système proposé est composé d'un personnage virtuel projeté sur une surface sur laquelle un objet tangible est magnétisé : l'utilisateur et le personnage virtuel tiennent tous deux l'objet, simulant ainsi une action conjointe. Ici, nous présentons en quoi le paradigme d'interaction proposé est novateur, tout en fournissant les résultats d'une étude préliminaire avec 10 enfants typiques dans l'objectif de préparer un entraînement de long terme avec des enfants avec TSA.","PeriodicalId":330419,"journal":{"name":"Proceedings of the 32nd Conference on l'Interaction Homme-Machine","volume":"191 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124508955","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}
引用次数: 0
CandyFly faire voler des drones par des pilotes avec des déficiences: CandyFly Flying drones by pilots with disabilities CandyFly由残疾飞行员驾驶无人机:CandyFly由残疾飞行员驾驶无人机
Proceedings of the 32nd Conference on l'Interaction Homme-Machine Pub Date : 2021-04-13 DOI: 10.1145/3450522.3451322
Jérémie Garcia, Anke M. Brock
{"title":"CandyFly faire voler des drones par des pilotes avec des déficiences: CandyFly Flying drones by pilots with disabilities","authors":"Jérémie Garcia, Anke M. Brock","doi":"10.1145/3450522.3451322","DOIUrl":"https://doi.org/10.1145/3450522.3451322","url":null,"abstract":"Flying drones is an increasingly popular but challenging activity. It is even more challenging for users with special needs. In this paper, we present our collaboration with a drone piloting workshop for people with motor and cognitive disabilities to design CandyFly, an application adaptable to the users’ abilities. Several piloting workshops allowed pilots to have fun flying drones with CandyFly and allowed us to explore interactions to help pilots and their caregivers. We conclude with a discussion of the adaptations made along three axes hardware, software and automation which can be used for the design of future assistance and leisure systems.","PeriodicalId":330419,"journal":{"name":"Proceedings of the 32nd Conference on l'Interaction Homme-Machine","volume":"106 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125856521","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}
引用次数: 1
Revue Systématique de la Littérature sur le Soutien à la Sécurité des Opérations de Drones: Systematic Literature Review of Safety Support for Drones Operations 无人机操作安全支持文献系统综述:无人机操作安全支持文献系统综述
Proceedings of the 32nd Conference on l'Interaction Homme-Machine Pub Date : 2021-04-13 DOI: 10.1145/3450522.3451328
B. Rakotonarivo, Nicolas Drougard, S. Conversy, Jérémie Garcia
{"title":"Revue Systématique de la Littérature sur le Soutien à la Sécurité des Opérations de Drones: Systematic Literature Review of Safety Support for Drones Operations","authors":"B. Rakotonarivo, Nicolas Drougard, S. Conversy, Jérémie Garcia","doi":"10.1145/3450522.3451328","DOIUrl":"https://doi.org/10.1145/3450522.3451328","url":null,"abstract":"In this paper, we focus on Unmanned Aircraft Systems (UAS) operations safety support. This is a key issue for operators, who must comply with the european regulation. First, we introduce the important elements of a civil UAS, including the European regulation. Then we describe a systematic literature review on this topic. This results in the identification of the main approaches: Detect & Avoid, Human-Computer Interactions and Human Factors (HCI/HF), aircraft integrity, safety assessment, path planning, geofencing, cybersecurity and UAS traffic management. We further analyze the contributions related to HCI by identifying user tasks, interaction design recommendations for improving the safety of UAS operations and research perspectives. Finally, we discuss aspects that are poorly covered in the reviewed articles.","PeriodicalId":330419,"journal":{"name":"Proceedings of the 32nd Conference on l'Interaction Homme-Machine","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129738980","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}
引用次数: 2
Projection Grid Cues : Une manière efficace de percevoir les profondeurs des objets souterrains en Réalité Augmentée: Projection Grid Cues: An Efficient Way to Perceive the Depths of Underground Objects in Augmented Reality 投影网格提示:在增强现实中感知地下物体深度的有效方法:投影网格提示:在增强现实中感知地下物体深度的有效方法
Proceedings of the 32nd Conference on l'Interaction Homme-Machine Pub Date : 2021-04-13 DOI: 10.1145/3450522.3451247
Cindy Becher, Sébastien Bottecchia, P. Desbarats
{"title":"Projection Grid Cues : Une manière efficace de percevoir les profondeurs des objets souterrains en Réalité Augmentée: Projection Grid Cues: An Efficient Way to Perceive the Depths of Underground Objects in Augmented Reality","authors":"Cindy Becher, Sébastien Bottecchia, P. Desbarats","doi":"10.1145/3450522.3451247","DOIUrl":"https://doi.org/10.1145/3450522.3451247","url":null,"abstract":"Augmented Reality is increasingly used for visualizing underground networks. However, standard visual cues for depth perception have never been thoroughly evaluated using user experiments in a context involving physical occlusion (e.g. ground) of virtual objects (e.g. elements of buried a network). We hence evaluate the benefits and drawbacks of two techniques based on the combinations of two well-known depth cues grid and shadows anchors. More specifically, we explore how each combination can contribute to positioning, and depth perception. We show that with shadows anchors only or combined with the grid, users generate 2.7 times fewer errors and have a 2.5 times lower perceived workload (NASA-TLX score) than with the grid only or no visual cue. Our investigation study shows that they are two effective techniques for visualizing underground objects. We also recommend the use of one technique or another depending on the situation in which they will be used.","PeriodicalId":330419,"journal":{"name":"Proceedings of the 32nd Conference on l'Interaction Homme-Machine","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115957878","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}
引用次数: 1
Extension de KLM au Pointage du Regard et Validation Gestuelle dans HoloLens: Extending KLM to Model Spatial Search, Gaze Pointing and Mid-Air Validation for Hololens 扩展KLM在全息透镜空间搜索、凝视指向和空中验证中的应用
Proceedings of the 32nd Conference on l'Interaction Homme-Machine Pub Date : 2021-04-13 DOI: 10.1145/3450522.3451239
Florent Cabric, E. Dubois, Marcos Serrano
{"title":"Extension de KLM au Pointage du Regard et Validation Gestuelle dans HoloLens: Extending KLM to Model Spatial Search, Gaze Pointing and Mid-Air Validation for Hololens","authors":"Florent Cabric, E. Dubois, Marcos Serrano","doi":"10.1145/3450522.3451239","DOIUrl":"https://doi.org/10.1145/3450522.3451239","url":null,"abstract":"The advances in mixed reality head-mounted displays led researchers to investigate such systems but the design of mixed reality app could be laborious. Evaluate the effects of the arrangement of these interfaces in the physical world on user performance is complex. In this context, the use of a predictive model allows researchers to estimate, prior to the implementation, the usability issues of such applications. To this end, we propose a new KLM extension to model HMD-based interaction focusing on searching, pointing and validation tasks. First, we define new KLM operators and estimate through two user studies the estimated time for each operator. Then, we validate the model for an ecological task. This final study confirms that the model could be applied for predicting the interaction time on mixed reality interaction. Les progrès réalisés dans le domaine des casques de réalité mixte (HMD) font entrer ce domaine dans une nouvelle ère où les prototypes conçus et développés en laboratoire peuvent techniquement devenir des produits commerciaux. Toutefois, le problème réside désormais dans la conception de ces systèmes : il est difficile d'anticiper les effets de la disposition spatiale de l'interface et le développement ou l’évaluation d'applications de réalité mixte sont fastidieux. Dans ce contexte, l'utilisation de modèles de prédiction du temps de réalisation d'une tâche est une approche prometteuse pour aider les concepteurs à anticiper les problèmes d'utilisabilité dès les premières étapes du processus de conception (i.e. avant le développement de telles solutions interactives). Dans ce but, nous présentons une nouvelle extension de KLM pour modéliser l'interaction basée sur les HMDs en mettant l'accent sur la recherche spatiale d'une cible, le pointage du regard et la validation gestuelle. Nous définissons d'abord de nouveaux opérateurs KLM requis pour modéliser ces interactions, et déterminons expérimentalement l'unité de temps pour chaque opérateur. Ensuite, nous validons le modèle en comparant le temps prédit avec le temps mesuré pour une tâche écologique combinant plusieurs de ces nouveaux opérateurs. Cette étude confirme la validité de nos nouveaux opérateurs et leur conformité avec le modèle KLM.","PeriodicalId":330419,"journal":{"name":"Proceedings of the 32nd Conference on l'Interaction Homme-Machine","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124560720","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}
引用次数: 0
Mesure de la sensibilité et de la signification de la version française du System Usability Scale: Measuring the sensitivity and significance of the French version of the System Usability Scale 度量系统可用性量表的敏感性和重要性:测量法语版本系统可用性量表的敏感性和重要性
Proceedings of the 32nd Conference on l'Interaction Homme-Machine Pub Date : 2021-04-13 DOI: 10.1145/3450522.3451241
Guillaume Gronier
{"title":"Mesure de la sensibilité et de la signification de la version française du System Usability Scale: Measuring the sensitivity and significance of the French version of the System Usability Scale","authors":"Guillaume Gronier","doi":"10.1145/3450522.3451241","DOIUrl":"https://doi.org/10.1145/3450522.3451241","url":null,"abstract":"The System Usability Scale (SUS) is the most widely cited and most widely used of the User Experience Scales (UX). To date, there is no scientifically validated translation into French of this scale. This article therefore proposes to use a first French version of the SUS, the F-SUS, to measure its sensitivity and meaning. The sensitivity of the F-SUS was studied by applying it to 11 different interactive systems (websites, mobile application, expert systems), with 439 users. The scores of these systems were compared in order to verify that they were sufficiently differentiated. The measure of significance was to replicate the Bangor et al (2008) study, asking F-SUS respondents to qualify the system they were assessing using 7 adjectives. These adjectives were then positioned on the overall F-SUS score out of 100. Pourtant la plus citée et la plus utilisée parmi les échelles de mesure de l'expérience utilisateur (UX), l’échelle System Usability Scale (SUS) ne possède pas à ce jour de traduction validée scientifiquement en français. Cet article propose ainsi de s'appuyer sur une première version française du SUS, le F-SUS, pour mesurer sa sensibilité et sa signification. La sensibilité du F-SUS a été étudiée en l'appliquant à 11 systèmes interactifs différents (sites web, application mobile, systèmes experts), auprès de 439 utilisateurs. Les scores de ces systèmes ont été comparés afin de vérifier qu'ils se différenciaient suffisamment. La mesure de la signification a consisté à répliquer l’étude de Bangor et al. (2008), en demandant aux répondants du F-SUS de qualifier le système qu'ils évaluaient à l'aide de 7 adjectifs qualificatifs. Ces adjectifs ont ensuite été positionnés par rapport au score global, sur 100, du F-SUS.","PeriodicalId":330419,"journal":{"name":"Proceedings of the 32nd Conference on l'Interaction Homme-Machine","volume":"141 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116069839","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}
引用次数: 1
Exploration de la Physicalité des Widgets pour l’Interaction Basée sur des mouvements de la Tête le Cas des Menus en Réalité Mixte: Exploring the Physicality of Widgets for Head-Based Interaction the Case of Menu in Mixed Reality 探索基于头部运动的交互小部件的物理特性混合现实中的菜单案例:探索基于头部交互的小部件的物理特性混合现实中的菜单案例
Proceedings of the 32nd Conference on l'Interaction Homme-Machine Pub Date : 2021-04-13 DOI: 10.1145/3450522.3451326
C. Bailly, F. Leitner, Laurence Nigay
{"title":"Exploration de la Physicalité des Widgets pour l’Interaction Basée sur des mouvements de la Tête le Cas des Menus en Réalité Mixte: Exploring the Physicality of Widgets for Head-Based Interaction the Case of Menu in Mixed Reality","authors":"C. Bailly, F. Leitner, Laurence Nigay","doi":"10.1145/3450522.3451326","DOIUrl":"https://doi.org/10.1145/3450522.3451326","url":null,"abstract":"Mixed Reality with a Head-Mounted Display (HMD) offers unique perspectives for head-based interaction with virtual content and widgets. Besides virtual widgets, physical objects can be anchors (mixed widgets) or directly materialised widgets (physical widgets). The physicality (virtual-mixed-physical) of widgets defines a new dimension for Mixed Reality (MR) interaction that extends existing taxonomies of widgets in MR. As a first step to explore this new dimension, we focus on a commonly used widget a menu. We thus evaluate the performance and usability of head pointing to a virtual, a mixed and a physical menu. Results suggest that pointing to a physical menu was on average 2s faster than pointing to a mixed or a virtual menu and preferred by participants. Virtual and mixed menus led to similar performances, but 11 participants over 15 preferred mixed menus over virtual ones. Based on our findings, we provide recommendations (benefits/limitations) for virtual, mixed and physical menus in MR.","PeriodicalId":330419,"journal":{"name":"Proceedings of the 32nd Conference on l'Interaction Homme-Machine","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121902772","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}
引用次数: 0
Représentations intermédiaires interactives pour la manipulation de code LaTeX: Interactive Intermediate Representations for LaTeX Code Manipulation LaTeX: LaTeX代码操作的交互式中间表示
Proceedings of the 32nd Conference on l'Interaction Homme-Machine Pub Date : 2021-04-13 DOI: 10.1145/3450522.3451325
Camille Gobert, M. Beaudouin-Lafon
{"title":"Représentations intermédiaires interactives pour la manipulation de code LaTeX: Interactive Intermediate Representations for LaTeX Code Manipulation","authors":"Camille Gobert, M. Beaudouin-Lafon","doi":"10.1145/3450522.3451325","DOIUrl":"https://doi.org/10.1145/3450522.3451325","url":null,"abstract":"Editing documents written in a description language such as LaTeX is difficult. Few editors improve the experience, and WYSIWYG interfaces for LaTeX are often limited. Yet, LaTeX is still used extensively, especially in the scientific community. We interviewed 11 LaTeX users and performed a thematic analysis of the issues they face. We define the concept of interactive intermediate representations (IIR) and propose to use it to answer some of these problems. IIR constitute a new kind of user interface for document description languages that enable to visualise and manipulate certain pieces of code through suitable representations. We present i- LaTeX , a prototype of a LaTeX editor equipped with IIR, and discuss its design, its implementation, its preliminary evaluation and its limits. We conclude on the benefits of IIR for document description language editing.","PeriodicalId":330419,"journal":{"name":"Proceedings of the 32nd Conference on l'Interaction Homme-Machine","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114696337","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}
引用次数: 1
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