Demo Data from VLDB 2026 / reviewers in the wild / expert
Mathieu Nancel
dblp:04/7445
· DBLP profile ↗
21ranked-venue papers
8as first author
2since 2021 · last 2024
0000-0002-0804-728XORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 21 · 8 first-author · 2 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
20 papers |
Interaction techniques and input · 67% User interface design and tools · 17% Usability and user experience research · 13% | |
| Computer graphics and multimedia
1 paper |
Visualization and visual analytics · 100% |
Topics — the 21 heaviest of 27, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input › touch interaction
touch input |
0.8 | 3 | 2018 | Next-Point Prediction for Direct Touch Using Finite-Time Derivative Estimation · UIST 2018 Next-Point Prediction Metrics for Perceived Spatial Errors · UIST 2016 The Performance and Preference of Different Fingers and Chords for Pointing, Dragging, and Object Transformation · CHI 2016 |
Usability and user experience research › user performance
pointing performance |
0.5 | 3 | 2021 | Clutching Is Not (Necessarily) the Enemy · CHI 2015 Relevance and Applicability of Hardware-independent Pointing Transfer Functions · UIST 2021 AutoGain: Gain Function Adaptation with Submovement Efficiency Optimization · CHI 2020 |
Interaction techniques and input › target selection › pointing
mid-air pointing |
0.5 | 3 | 2015 | Mid-Air Pointing on Ultra-Walls · ACM Trans. Comput. Hum. Interact. 2015 Myopoint: Pointing and Clicking Using Forearm Mounted Electromyography and Inertial Motion Sensors · CHI 2015 Body-centric design space for multi-surface interaction · CHI 2013 |
Interaction techniques and input › target selection
pointing |
0.4 | 2 | 2024 | GUI Behaviors to Minimize Pointing-Based Interaction Interferences · ACM Trans. Comput. Hum. Interact. 2024 Mid-Air Pointing on Ultra-Walls · ACM Trans. Comput. Hum. Interact. 2015 |
Interaction techniques and input › selection techniques › command selection › menu interaction
marking menus |
0.4 | 1 | 2020 | Investigating the Necessity of Delay in Marking Menu Invocation · CHI 2020 |
User interface design and tools
menu design |
0.4 | 1 | 2020 | Investigating the Necessity of Delay in Marking Menu Invocation · CHI 2020 |
Interaction techniques and input › input device
pointing devices |
0.4 | 1 | 2020 | AutoGain: Gain Function Adaptation with Submovement Efficiency Optimization · CHI 2020 |
Interaction techniques and input › target selection › pointing
distal pointing |
0.3 | 1 | 2018 | Pointing at a Distance with Everyday Smart Devices · CHI 2018 |
Interaction techniques and input › touch interaction
touch gesture |
0.3 | 1 | 2018 | Introducing Transient Gestures to Improve Pan and Zoom on Touch Surfaces · CHI 2018 |
Interaction techniques and input › performance modeling
steering law |
0.3 | 1 | 2017 | Modeling User Performance on Curved Constrained Paths · CHI 2017 |
Interaction techniques and input
large display interaction |
0.3 | 2 | 2015 | Gunslinger: Subtle Arms-down Mid-air Interaction · UIST 2015 Myopoint: Pointing and Clicking Using Forearm Mounted Electromyography and Inertial Motion Sensors · CHI 2015 |
Interaction techniques and input › touch interaction
finger identification |
0.2 | 1 | 2016 | The Performance and Preference of Different Fingers and Chords for Pointing, Dragging, and Object Transformation · CHI 2016 |
Interaction techniques and input › spatial interaction › navigation
pan and zoom interaction |
0.2 | 2 | 2018 | Mid-air pan-and-zoom on wall-sized displays · CHI 2011 Introducing Transient Gestures to Improve Pan and Zoom on Touch Surfaces · CHI 2018 |
Interaction techniques and input › gesture input
mid-air gesture interaction |
0.2 | 1 | 2015 | Gunslinger: Subtle Arms-down Mid-air Interaction · UIST 2015 |
Interaction techniques and input › target selection › pointing
pointing and clicking |
0.2 | 1 | 2015 | Myopoint: Pointing and Clicking Using Forearm Mounted Electromyography and Inertial Motion Sensors · CHI 2015 |
Interaction techniques and input › mobile interaction › wearable device interaction
on-body interaction |
0.2 | 1 | 2013 | Body-centric design space for multi-surface interaction · CHI 2013 |
Interaction techniques and input › gesture input
mid-air interaction |
0.1 | 1 | 2011 | Mid-air pan-and-zoom on wall-sized displays · CHI 2011 |
Interaction techniques and input › input handling
input latency |
0.1 | 1 | 2018 | Next-Point Prediction for Direct Touch Using Finite-Time Derivative Estimation · UIST 2018 |
Interaction techniques and input › large display interaction
wall-display interaction |
0.1 | 2 | 2013 | High-precision pointing on large wall displays using small handheld devices · CHI 2013 Mid-air pan-and-zoom on wall-sized displays · CHI 2011 |
Usability and user experience research
human performance modeling |
0.1 | 1 | 2017 | Modeling User Performance on Curved Constrained Paths · CHI 2017 |
User interface design and tools › interaction design
conceptual model |
0.1 | 1 | 2014 | Causality: a conceptual model of interaction history · CHI 2014 |
Methods — techniques the papers use, named apart from their topics
controlled experiment · 2.5survey · 0.8design space analysis · 0.8controlled user study · 0.8user study · 0.5empirical user study · 0.5submovement efficiency optimization · 0.4longitudinal study · 0.4interpolation · 0.4extrapolation · 0.4theoretical analysis · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | GUI Behaviors to Minimize Pointing-Based Interaction InterferencesabstractPointing-based interaction interferences are situations wherein GUI elements appear, disappear, or change shortly before being selected, and too late for the user to inhibit their movement. Their cause lays in the design of most GUIs, for which any user event on an interactive element unquestionably reflects the user’s intention—even one millisecond after that element has changed. Previous work indicate that interferences can cause frustration and sometimes severe consequences. This article investigates new default behaviors for GUI elements that aim to prevent the occurrences of interferences or to mitigate their consequences. We present a design space of the advantages and technical requirements of these behaviors and demonstrate in a controlled study how simple rules can reduce the occurrences of so-called “ Pop-up -style” interferences and user frustration. We then discuss their application to various forms of interaction interferences. We conclude by addressing the feasibility and trade-offs of implementing these behaviors in existing systems. Alice Loizeau, Sylvain Malacria, Mathieu Nancel |
ACM Trans. Comput. Hum. Interact. | 3 |
| 2021 | Relevance and Applicability of Hardware-independent Pointing Transfer FunctionsabstractPointing transfer functions remain predominantly expressed in pixels per input counts, which can generate different visual pointer behaviors with different input and output devices; we show in a first controlled experiment that even small hardware differences impact pointing performance with functions defined in this manner. We also demonstrate the applicability of “hardware-independent” transfer functions defined in physical units. We explore two methods to maintain hardware-independent pointer performance in operating systems that require hardware-dependent definitions: scaling them to the resolutions of the input and output devices, or selecting the OS acceleration setting that produces the closest visual behavior. In a second controlled experiment, we adapted a baseline function to different screen and mouse resolutions using both methods, and the resulting functions provided equivalent performance. Lastly, we provide a tool to calculate equivalent transfer functions between hardware setups, allowing users to match pointer behavior with different devices, and researchers to tune and replicate experiment conditions. Our work emphasizes, and hopefully facilitates, the idea that operating systems should have the capability to formulate pointing transfer functions in physical units, and to adjust them automatically to hardware setups. Raiza Hanada, Damien Masson, Géry Casiez, Mathieu Nancel, Sylvain Malacria |
UIST | 4 |
| 2020 | Investigating the Necessity of Delay in Marking Menu InvocationabstractDelayed display of menu items is a core design component of marking menus, arguably to prevent visual distraction and foster the use of mark mode. We investigate these assumptions, by contrasting the original marking menu design with immediately-displayed marking menus. In three controlled experiments, we fail to reveal obvious and systematic performance or usability advantages to using delay and mark mode. Only in very constrained settings – after significant training and only two items to learn – did traditional marking menus show a time improvement of about 260~ms. Otherwise, we found an overall decrease in performance with delay, whether participants exhibited practiced or unpracticed behaviour. Our final study failed to demonstrate that an immediately-displayed menu interface is more visually disrupting than a delayed menu. These findings inform the costs and benefits of incorporating delay in marking menus, and motivate guidelines for situations in which its use is desirable. Jay Henderson, Sylvain Malacria, Mathieu Nancel, Edward Lank |
CHI | 3 |
| 2020 | AutoGain: Gain Function Adaptation with Submovement Efficiency OptimizationabstractA well-designed control-to-display gain function can improve pointing performance with indirect pointing devices like trackpads. However, the design of gain functions is challenging and mostly based on trial and error. AutoGain is a novel method to individualize a gain function for indirect pointing devices in contexts where cursor trajectories can be tracked. It gradually improves pointing efficiency by using a novel submovement-level tracking+optimization technique that minimizes aiming error (undershooting/overshooting) for each submovement. We first show that AutoGain can produce, from scratch, gain functions with performance comparable to commercial designs, in less than a half-hour of active use. Second, we demonstrate AutoGain's applicability to emerging input devices (here, a Leap Motion controller) with no reference gain functions. Third, a one-month longitudinal study of normal computer use with AutoGain showed performance improvements from participants' default functions. Byungjoo Lee, Mathieu Nancel, Sunjun Kim, Antti Oulasvirta |
CHI | 2 |
| 2020 | Modeling and Reducing Spatial Jitter caused by Asynchronous Input and Output RatesabstractJitter in interactive systems occurs when visual feedback is perceived as unstable or trembling even though the input signal is smooth or stationary. It can have multiple causes such as sensing noise, or feedback calculations introducing or exacerbating sensing imprecisions. Jitter can however occur even when each individual component of the pipeline works perfectly, as a result of the differences between the input frequency and the display refresh rate. This asynchronicity can introduce rapidly-shifting latencies between the rendered feedbacks and their display on screen, which can result in trembling cursors or viewports. % This paper contributes a better understanding of this particular type of jitter. We first detail the problem from a mathematical standpoint, from which we develop a predictive model of jitter amplitude as a function of input and output frequencies, and a new metric to measure this spatial jitter. Using touch input data gathered in a study, we developed a simulator to validate this model and to assess the effects of different techniques and settings with any output frequency. The most promising approach, when the time of the next display refresh is known, is to estimate (interpolate or extrapolate) the user's position at a fixed time interval before that refresh. % When input events occur at 125~Hz, as is common in touch screens, we show that an interval of 4 to 6~ms works well for a wide range of display refresh rates. This method effectively cancels most of the jitter introduced by input/output asynchronicity, while introducing minimal imprecision or latency. Axel Antoine, Mathieu Nancel, Ella Ge, Jingjie Zheng, Navid Zolghadr, Géry Casiez |
UIST | 2 |
| 2020 | Interaction Interferences: Implications of Last-Instant System State ChangesabstractWe study interaction interferences, situations where an unexpected change occurs in an interface immediately before the user performs an action, causing the corresponding input to be misinterpreted by the system. For example, a user tries to select an item in a list, but the list is automatically updated immediately before the click, causing the wrong item to be selected. First, we formally define interaction interferences and discuss their causes from behavioral and system-design perspectives. Then, we report the results of a survey examining users' perceptions of the frequency, frustration, and severity of interaction interferences. We also report a controlled experiment, based on state-of-the-art experimental protocols from neuroscience, that explores the minimum time interval, before clicking, below which participants could not refrain from completing their action. Finally, we discuss our findings and their implications for system design, paving the way for future work. Philippe Schmid-Saugeon, Sylvain Malacria, Andy Cockburn, Mathieu Nancel |
UIST | 4 |
| 2019 | A Comparative Study of Pointing Techniques for Eyewear Using a Simulated Pedestrian Environment
Quentin Roy, Camellia Zakaria, Simon T. Perrault, Mathieu Nancel, Wonjung Kim 0002, Archan Misra, Andy Cockburn |
INTERACT (3) | 4 |
| 2018 | Introducing Transient Gestures to Improve Pan and Zoom on Touch SurfacesabstractDespite the ubiquity of touch-based input and the availability of increasingly computationally powerful touchscreen devices, there has been comparatively little work on enhancing basic canonical gestures such as swipe-to-pan and pinch-to-zoom. In this paper, we introduce transient pan and zoom, i.e. pan and zoom manipulation gestures that temporarily alter the view and can be rapidly undone. Leveraging typical touchscreen support for additional contact points, we design our transient gestures such that they co-exist with traditional pan and zoom interaction. We show that our transient pan-and-zoom reduces repetition in multi-level navigation and facilitates rapid movement between document states. We conclude with a discussion of user feedback, and directions for future research. Jeff Avery, Sylvain Malacria, Mathieu Nancel, Géry Casiez, Edward Lank |
CHI | 3 |
| 2018 | Pointing at a Distance with Everyday Smart DevicesabstractLarge displays are becoming commonplace at work, at home, or in public areas. However, interaction at a distance -- anything greater than arms-length -- remains cumbersome, restricts simultaneous use, and requires specific hardware augmentations of the display: touch layers, cameras, or dedicated input devices. Yet a rapidly increasing number of people carry smartphones and smartwatches, devices with rich input capabilities that can easily be used as input devices to control interactive systems. We contribute (1) the results of a survey on possession and use of smart devices, and (2) the results of a controlled experiment comparing seven distal pointing techniques on phone or watch, one- and two-handed, and using different input channels and mappings. Our results favor using a smartphone as a trackpad, but also explore performance tradeoffs that can inform the choice and design of distal pointing techniques for different contexts of use. Shaishav Siddhpuria, Sylvain Malacria, Mathieu Nancel, Edward Lank |
CHI | 3 |
| 2018 | Next-Point Prediction for Direct Touch Using Finite-Time Derivative EstimationabstractEnd-to-end latency in interactive systems is detrimental to performance and usability, and comes from a combination of hardware and software delays. While these delays are steadily addressed by hardware and software improvements, it is at a decelerating pace. In parallel, short-term input prediction has shown promising results in recent years, in both research and industry, as an addition to these efforts. We describe a new prediction algorithm for direct touch devices based on (i) a state-of-the-art finite-time derivative estimator, (ii) a smoothing mechanism based on input speed, and (iii) a post-filtering of the prediction in two steps. Using both a pre-existing dataset of touch input as benchmark, and subjective data from a new user study, we show that this new predictor outperforms the predictors currently available in the literature and industry, based on metrics that model user-defined negative side-effects caused by input prediction. In particular, we show that our predictor can predict up to 2 or 3 times further than existing techniques with minimal negative side-effects. Mathieu Nancel, Stanislav Aranovskiy, Rosane Ushirobira, Denis V. Efimov, Sébastien Poulmane, Nicolas Roussel 0001, Géry Casiez |
UIST | 1 |
| 2017 | Modeling User Performance on Curved Constrained PathsabstractIn 1997, Accot and Zhai presented seminal work analyzing the temporal cost and instantaneous speed profiles associated with movement along constrained paths. Their work posited and validated the emph{steering law}, which described the relationship between path constraint, path length and the temporal cost of path traversal using a computer input device (e.g. a mouse). In this paper, we argue that the steering law fails to correctly model constrained paths of varying, arbitrary curvature, propose a new form of the law that accommodates these curved paths, and empirically validate our model. Mathieu Nancel, Edward Lank |
CHI | 1 |
| 2016 | The Performance and Preference of Different Fingers and Chords for Pointing, Dragging, and Object TransformationabstractThe development of robust methods to identify which finger is causing each touch point, called "finger identification," will open up a new input space where interaction designers can associate system actions to different fingers. However, relatively little is known about the performance of specific fingers as single touch points or when used together in a "chord." We present empirical results for accuracy, throughput, and subjective preference gathered in five experiments with 48 participants exploring all 10 fingers and 7 two-finger chords. Based on these results, we develop design guidelines for reasonable target sizes for specific fingers and two-finger chords, and a relative ranking of the suitability of fingers and two-finger chords for common multi-touch tasks. Our work contributes new knowledge regarding specific finger and chord performance and can inform the design of future interaction techniques and interfaces utilizing finger identification. Alix Goguey, Mathieu Nancel, Géry Casiez, Daniel Vogel 0001 |
CHI | 2 |
| 2016 | Next-Point Prediction Metrics for Perceived Spatial ErrorsabstractTouch screens have a delay between user input and corresponding visual interface feedback, called input 'latency' (or 'lag'). Visual latency is more noticeable during continuous input actions like dragging, so methods to display feedback based on the most likely path for the next few input points have been described in research papers and patents. Designing these 'next-point prediction' methods is challenging, and there have been no standard metrics to compare different approaches. We introduce metrics to quantify the probability of 7 spatial error 'side-effects' caused by next-point prediction methods. Types of side-effects are derived using a thematic analysis of comments gathered in a 12 participants study covering drawing, dragging, and panning tasks using 5 state-of-the-art next-point predictors. Using experiment logs of actual and predicted input points, we develop quantitative metrics that correlate positively with the frequency of perceived side-effects. These metrics enable practitioners to compare next-point predictors using only input logs. Mathieu Nancel, Daniel Vogel 0001, Bruno Rodrigues De Araújo, Ricardo Jota, Géry Casiez |
UIST | 1 |
| 2015 | Myopoint: Pointing and Clicking Using Forearm Mounted Electromyography and Inertial Motion SensorsabstractWe describe a mid-air, barehand pointing and clicking interaction technique using electromyographic (EMG) and inertial measurement unit (IMU) input from a consumer armband device. The technique uses enhanced pointer feedback to convey state, a custom pointer acceleration function tuned for angular inertial motion, and correction and filtering techniques to minimize side-effects when combining EMG and IMU input. By replicating a previous large display study using a motion capture pointing technique, we show the EMG and IMU technique is only 430 to 790 ms slower and has acceptable error rates for targets greater than 48 mm. Our work demonstrates that consumer-level EMG and IMU sensing is practical for distant pointing and clicking on large displays. Faizan Haque, Mathieu Nancel, Daniel Vogel 0001 |
CHI | 2 |
| 2015 | Clutching Is Not (Necessarily) the EnemyabstractClutching is usually assumed to be triggered by a lack of physical space and detrimental to pointing performance. We conduct a controlled experiment using a laptop trackpad where the effect of clutching on pointing performance is dissociated from the effects of control-to-display transfer functions. Participants performed a series of target acquisition tasks using typical cursor acceleration functions with and without clutching. All pointing tasks were feasible without clutching, but clutch-less movements were harder to perform, caused more errors, required more preparation time, and were not faster than clutch-enabled movements. Mathieu Nancel, Daniel Vogel 0001, Edward Lank |
CHI | 1 |
| 2015 | Gunslinger: Subtle Arms-down Mid-air InteractionabstractWe describe Gunslinger, a mid-air interaction technique using barehand postures and gestures. Unlike past work, we explore a relaxed arms-down position with both hands interacting at the sides of the body. It features "hand-cursor" feedback to communicate recognized hand posture, command mode and tracking quality; and a simple, but flexible hand posture recognizer. Although Gunslinger is suitable for many usage contexts, we focus on integrating mid-air gestures with large display touch input. We show how the Gunslinger form factor enables an interaction language that is equivalent, coherent, and compatible with large display touch input. A four-part study evaluates Midas Touch, posture recognition feedback, pointing and clicking, and general usability. Mathieu Nancel, Daniel Vogel 0001 |
UIST | 2 |
| 2015 | Mid-Air Pointing on Ultra-WallsabstractUltra-high resolution wall-sized displays (“ultra-walls”) are effective for presenting large datasets, but their size and resolution make traditional pointing techniques inadequate for precision pointing. We study mid-air pointing techniques that can be combined with other, domain-specific interactions. We first explore the limits of existing single-mode remote pointing techniques and demonstrate theoretically that they do not support high-precision pointing on ultra-walls. We then explore solutions to improve mid-air pointing efficiency: a tunable acceleration function and a framework for dual-precision (DP) techniques, both with precise tuning guidelines. We designed novel pointing techniques following these guidelines, several of which outperform existing techniques in controlled experiments that involve pointing difficulties never tested prior to this work. We discuss the strengths and weaknesses of our techniques to help interaction designers choose the best technique according to the task and equipment at hand. Finally, we discuss the cognitive mechanisms that affect pointing performance with these techniques. Mathieu Nancel, Emmanuel Pietriga, Olivier Chapuis, Michel Beaudouin-Lafon |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2014 | Causality: a conceptual model of interaction historyabstractSimple history systems such as Undo and Redo permit retrieval of earlier or later interaction states, but advanced systems allow powerful capabilities to reuse or reapply combinations of commands, states, or data across interaction contexts. Whether simple or powerful, designing interaction history mechanisms is challenging. We begin by reviewing existing history systems and models, observing a lack of tools to assist designers and researchers in specifying, contemplating, combining, and communicating the behaviour of history systems. To resolve this problem, we present CAUSALITY, a conceptual model of interaction history that clarifies the possibilities for temporal interactions. The model includes components for the work artifact (such as the text and formatting of a Word document), the system context (such as the settings and parameters of the user interface), the linear timeline (the commands executed in real time), and the branching chronology (a structure of executed commands and their impact on the artifact and/or context, which may be navigable by the user). We then describe and exemplify how this model can be used to encapsulate existing user interfaces and reveal limitations in their behaviour, and we also show in a conceptual evaluation how the model stimulates the design of new and innovative opportunities for interacting in time. Mathieu Nancel, Andy Cockburn |
CHI | 1 |
| 2013 | High-precision pointing on large wall displays using small handheld devicesabstractRich interaction with high-resolution wall displays is not limited to remotely pointing at targets. Other relevant types of interaction include virtual navigation, text entry, and direct manipulation of control widgets. However, most techniques for remotely acquiring targets with high precision have studied remote pointing in isolation, focusing on pointing efficiency and ignoring the need to support these other types of interaction. We investigate high-precision pointing techniques capable of acquiring targets as small as 4 millimeters on a 5.5 meters wide display while leaving up to 93 % of a typical tablet device's screen space available for task-specific widgets. We compare these techniques to state-of-the-art distant pointing techniques and show that two of our techniques, a purely relative one and one that uses head orientation, perform as well or better than the best pointing-only input techniques while using a fraction of the interaction resources. Mathieu Nancel, Olivier Chapuis, Emmanuel Pietriga, Xing-Dong Yang, Pourang Irani, Michel Beaudouin-Lafon |
CHI | 1 |
| 2013 | Body-centric design space for multi-surface interactionabstractWe introduce BodyScape, a body-centric design space that allows us to describe, classify and systematically compare multi-surface interaction techniques, both individually and in combination. BodyScape reflects the relationship between users and their environment, specifically how different body parts enhance or restrict movement within particular interaction techniques and can be used to analyze existing techniques or suggest new ones. We illustrate the use of BodyScape by comparing two free-hand techniques, on-body touch and mid-air pointing, first separately, then combined. We found that touching the torso is faster than touching the lower legs, since it affects the user's balance; and touching targets on the dominant arm is slower than targets on the torso because the user must compensate for the applied force. Julie Wagner, Mathieu Nancel, Sean Gustafson, Stéphane Huot, Wendy E. Mackay |
CHI | 2 |
| 2011 | Mid-air pan-and-zoom on wall-sized displaysabstractVery-high-resolution wall-sized displays offer new opportunities for interacting with large data sets. While pointing on this type of display has been studied extensively, higher-level, more complex tasks such as pan-zoom navigation have received little attention. It thus remains unclear which techniques are best suited to perform multiscale navigation in these environments. Building upon empirical data gathered from studies of pan-and-zoom on desktop computers and studies of remote pointing, we identified three key factors for the design of mid-air pan-and-zoom techniques: uni- vs. bimanual interaction, linear vs. circular movements, and level of guidance to accomplish the gestures in mid-air. After an extensive phase of iterative design and pilot testing, we ran a controlled experiment aimed at better understanding the influence of these factors on task performance. Significant effects were obtained for all three factors: bimanual interaction, linear gestures and a high level of guidance resulted in significantly improved performance. Moreover, the interaction effects among some of the dimensions suggest possible combinations for more complex, real-world tasks. Mathieu Nancel, Julie Wagner, Emmanuel Pietriga, Olivier Chapuis, Wendy E. Mackay |
CHI | 1 |