Géry Casiez

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75ranked-venue papers
8as first author
23since 2021 · last 2026
0000-0003-1905-815XORCID · verified

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Human-computer interaction and ubiquitous computing · 66 · 8 first-author · 20 since 2021Graphics, computer vision, multimedia, augmented reality and games · 17 · 7 since 2021
YearPublicationVenuePosition
2026 TFTune: Creation and Personalization of Pointing Transfer Functions Using Reinforcement Learning
abstract
Pointing transfer functions define the mapping between input devices and onscreen cursor movement. Despite being used by millions daily, only marginal improvements in pointing performance have been achieved by tuning transfer functions since the introduction of acceleration-based gains. We present TFTune, a reinforcement learning-based approach for improving pointing by automatically tuning personalized transfer functions. We show that TFTune-generated functions outperform operating system defaults, improving movement times by 7% on macOS when using a trackpad (7 minutes of tuning) and 8% on participants’ personal Windows computers with hardware (i.e. mice and monitors) of varying characteristics (after just 1 minute of tuning). Further, we show that TFTune generalizes beyond traditional pointing devices, providing 16% improvement for a muscle-computer interface (2 minutes of tuning). TFTune demonstrates an initial approach for scalable and meaningful performance improvements in input–output mappings, opening a new direction for exploring the use of machine learning for improving fundamental computer inputs.
Ethan Eddy, Evan Campbell, Erik J. Scheme, Scott Bateman, Géry Casiez
CHI5
2026 Anchor-based Haptics: Portable Interfaces Leveraging Real Surfaces to Display Grounded Forces for 3D Shape Simulation in VR
abstract
Haptic interfaces enable shape simulation in virtual reality, making such content "tangible". Among existing haptic technologies, "grounded" interfaces simulate convincing grounded surfaces (like walls, tables, or other grounded shapes) but have limited workspaces, while "portable" interfaces are usable everywhere but struggle to display force feedback. In this paper, we formalize an alternative approach that we call "anchor-based haptics", which consists of portable interfaces capable of temporarily making contact with a real surface and leveraging it for grounded force feedback. To illustrate this approach, we present two new interfaces: T-Hank, which uses a reel-based extension mechanism to give height feedback from the surface, and R-Hank, which provides orientation feedback. The design of these interfaces is presented, and their potential interest in virtual reality has been investigated within two user studies by comparing them with vibrations in various 3D tasks. Overall, T-Hank and R-Hank enhance user experience for the exploration of 3D shapes and softness sensations. Taken together, results promote the use of the anchor-based haptic approach for VR applications in which both a large workspace and shape simulation play a prominent role.
Julien Manson, Anatole Lécuyer, Sylvain Dubois, Géry Casiez, Justine Saint-Aubert
VR4
2026 Clarifying and differentiating discoverability
abstract
Everyday users are confronted with increasingly complex technologies, be that novel introductions or ever-changing and expanding familiar interfaces. This creates the challenge of users needing to perpetually discover new functionality and interactivity, which is rarely addressed when novel technology is proposed. A possible contributing factor for this is the variety of, often inconsistently defined, associated concepts and a consequent lack of clarity on how to address these problems. We examine usage and definitions of discoverability as well as related concepts and offer clarifications where definitions are ambiguous while highlighting focus areas and limitations. In doing so, we provide a clear definition of discoverability, underscore the separation of system, feature and interaction discoverability and elucidate how other concepts focused on initial interactions differ.
Eva Mackamul, Géry Casiez, Sylvain Malacria
Hum. Comput. Interact.2
2026 Are Word Suggestions Beneficial? The Effect of Typing Efficiency and Suggestion Accuracy
abstract
Word suggestion is a common feature of typing interfaces, but previous studies have found unclear or negative impacts. We report on three studies controlling for word suggestion accuracy and typing efficiency. Our accuracy factor uses a new methodology based on common word suggestion metrics. Typing efficiency is controlled by device type in the first study, and by artificial impairments in the following two. Results show that suggestions are used less as typing efficiency increases, and only improve speed when highly accurate, even with low typing efficiency. Inline suggestions save about 4% more keystrokes and increase typing speed by 2 words per minute compared to a bar suggestions, though they are more distracting. Based on our findings, we propose a model linking suggestion usage to accuracy and typing speed, and discuss implications for designing automation features in typing systems.
Quentin Roy, Géry Casiez, Daniel Vogel 0001
ACM Trans. Comput. Hum. Interact.2
2025 Does Adding Visual Signifiers in Animated Transitions Improve Interaction Discoverability?
abstract
Figure 1: Interaction signifiers are embedded in animated transitions to temporarily expose users to swipe-revealed hidden widgets, or swhidgets, as a means to increase their discoverability.The swhidget interaction is hidden in the application view (middle).A user then swipes an email away from the edge of the touch screen to reveal the hidden buttons.
Eva Mackamul, Fanny Chevalier, Géry Casiez, Sylvain Malacria
CHI3
2025 A Comparison of Virtual Reality Menu Archetypes: Raycasting, Direct Input, and Marking Menus
abstract
We contribute an analysis of the prevalence and relative performance of archetypal VR menu techniques. An initial survey of 108 menu interfaces in 84 popular commercial VR applications establishes common design characteristics. These characteristics motivate the design of raycast, direct, and marking menu archetypes, and a two-experiment comparison of their relative performance with one and two levels of hierarchy using 8 or 24 items. With a single-level menu, direct input is the fastest interaction technique in general, and is unaffected by number of items. With a two-level hierarchical menu, marking is fastest regardless of item number. Menus using raycasting, the most common menu interaction technique, were among the slowest of the tested menus but were rated most consistently usable. Using the combined results, we provide design and implementation recommendations with applications to general VR menu design.
Johann Wentzel, Matthew Lakier, Jeremy Hartmann, Falah Shazib, Géry Casiez, Daniel Vogel 0001
IEEE Trans. Vis. Comput. Graph.5
2024 Understanding the Challenges of OpenSCAD Users for 3D Printing
abstract
Direct manipulation has been established as the main interaction paradigm for Computer-Aided Design (CAD) for decades. It provides fast, incremental, and reversible actions that allow for an iterative process on a visual representation of the result. Despite its numerous advantages, some users prefer a programming-based approach where they describe the 3D model they design with a specific programming language, such as OpenSCAD. It allows users to create complex structured geometries and facilitates abstraction. Unfortunately, most current knowledge about CAD practices only focuses on direct manipulation programs. In this study, we interviewed 20 programming-based CAD users to understand their motivations and challenges. Our findings reveal that this programming-oriented population presents difficulties in the design process in tasks such as 3D spatial understanding, validation and code debugging, creation of organic shapes, and code-view navigation.
Johann Felipe Gonzalez Avila, Thomas Pietrzak, Audrey Girouard, Géry Casiez
CHI4
2024 DirectGPT: A Direct Manipulation Interface to Interact with Large Language Models
abstract
We characterize and demonstrate how the principles of direct manipulation can improve interaction with large language models. This includes: continuous representation of generated objects of interest; reuse of prompt syntax in a toolbar of commands; manipulable outputs to compose or control the effect of prompts; and undo mechanisms. This idea is exemplified in DirectGPT, a user interface layer on top of ChatGPT that works by transforming direct manipulation actions to engineered prompts. A study shows participants were 50% faster and relied on 50% fewer and 72% shorter prompts to edit text, code, and vector images compared to baseline ChatGPT. Our work contributes a validated approach to integrate LLMs into traditional software using direct manipulation. Data, code, and demo available at https://osf.io/3wt6s.
Damien Masson, Sylvain Malacria, Géry Casiez, Daniel Vogel 0001
CHI3
2024 LuxAR: A Direct Manipulation Projected Display to Extend and Augment Desktop Computing
abstract
We prototype and evaluate a desktop input and output device in the form of an architect desk lamp. The bulb is replaced with a pico laser projector, a button replaces the switch, and the mechanical design allows it to remain in position between user manipulations. By also tracking lamp position and orientation, we explore novel interaction techniques to extend and augment conventional devices in a physical desktop environment. Content can be transferred from devices to the surrounding environment, and the representation of content can be adapted to surfaces, objects, and other devices using the lamp projection target and lamp proximity. A user study with the prototype and semi-structured interviews examine proposed interactions and consider potential scenarios and applications. Based on the results, we propose further design considerations for direct manipulation systems to extend and augment desktop computing.
Géry Casiez, Sylvain Malacria, Daniel Vogel 0001
Graphics Interface2
2024 Facilitating the Parametric Definition of Geometric Properties in Programming-Based CAD
abstract
Parametric Computer-aided design (CAD) enables the creation of reusable models by integrating variables into geometric properties, facilitating customization without a complete redesign. However, creating parametric designs in programming-based CAD presents significant challenges. Users define models in a code editor using a programming language, with the application generating a visual representation in a viewport. This process involves complex programming and arithmetic expressions to describe geometric properties, linking various object properties to create parametric designs. Unfortunately, these applications lack assistance, making the process unnecessarily demanding. We propose a solution that allows users to retrieve parametric expressions from the visual representation for reuse in the code, streamlining the design process. We demonstrated this concept through a proof-of-concept implemented in the programming-based CAD application, OpenSCAD, and conducted an experiment with 11 users. Our findings suggest that this solution could significantly reduce design errors, improve interactivity and engagement in the design process, and lower the entry barrier for newcomers by reducing the mathematical skills typically required in programming-based CAD applications.
Johann Felipe Gonzalez Avila, Thomas Pietrzak, Audrey Girouard, Géry Casiez
UIST4
2023 User Preference and Performance using Tagging and Browsing for Image Labeling
abstract
Visual content must be labeled to facilitate navigation and retrieval, or provide ground truth data for supervised machine learning approaches. The efficiency of labeling techniques is crucial to produce numerous qualitative labels, but existing techniques remain sparsely evaluated. We systematically evaluate the efficiency of tagging and browsing tasks in relation to the number of images displayed, interaction modes, and the image visual complexity. Tagging consists in focusing on a single image to assign multiple labels (image-oriented strategy), and browsing in focusing on a single label to assign to multiple images (label-oriented strategy). In a first experiment, we focus on the nudges inducing participants to adopt one of the strategies (n=18). In a second experiment, we evaluate the efficiency of the strategies (n=24). Results suggest an image-oriented strategy (tagging task) leads to shorter annotation times, especially for complex images, and participants tend to adopt it regardless of the conditions they face.
Bruno Fruchard, Sylvain Malacria, Géry Casiez, Stéphane Huot
CHI3
2023 ChartDetective: Easy and Accurate Interactive Data Extraction from Complex Vector Charts
abstract
Extracting underlying data from rasterized charts is tedious and inaccurate; values might be partially occluded or hard to distinguish, and the quality of the image limits the precision of the data being recovered. To address these issues, we introduce a semi-automatic system leveraging vector charts to extract the underlying data easily and accurately. The system is designed to make the most of vector information by relying on a drag-and-drop interface combined with selection, filtering, and previsualization features. A user study showed that participants spent less than 4 minutes to accurately recover data from charts published at CHI with diverse styles, thousands of data points, a combination of different encodings, and elements partially or completely occluded. Compared to other approaches relying on raster images, our tool successfully recovered all data, even when hidden, with a 78% lower relative error.
Damien Masson, Sylvain Malacria, Daniel Vogel 0001, Edward Lank, Géry Casiez
CHI5
2023 Charagraph: Interactive Generation of Charts for Realtime Annotation of Data-Rich Paragraphs
abstract
Documents often have paragraphs packed with numbers that are difficult to extract, compare, and interpret. To help readers make sense of data in text, we introduce the concept of Charagraphs: dynamically generated interactive charts and annotations for in-situ visualization, comparison, and manipulation of numeric data included within text. Three Charagraph characteristics are defined: leveraging related textual information about data; integrating textual and graphical representations; and interacting at different contexts. We contribute a document viewer to select in-text data; generate and customize Charagraphs; merge and refine a Charagraph using other in-text data; and identify, filter, compare, and sort data synchronized between text and visualization. Results of a study show participants can easily create Charagraphs for diverse examples of data-rich text, and when answering questions about data in text, participants were more correct compared to only reading text.
Damien Masson, Sylvain Malacria, Géry Casiez, Daniel Vogel 0001
CHI3
2023 MultiVibes: What if your VR Controller had 10 Times more Vibrotactile Actuators?
abstract
Consumer-grade virtual reality (VR) controllers are typically equipped with one vibrotactile actuator, allowing to create simple and non-spatialized tactile sensations through the vibration of the entire controller. Leveraging the funneling effect, an illusion in which multiple vibrations are perceived as a single one, we propose MultiVibes, a VR controller capable of rendering spatialized sensations at different locations on the user’s hand and fingers. The designed prototype includes ten vibrotactile actuators, directly in contact with the skin of the hand, limiting the propagation of vibrations through the controller. We evaluated MultiVibes through two controlled experiments. The first one focused on the ability of users to recognize spatio-temporal patterns, while the second one focused on the impact of MultiVibes on the users’ haptic experience when interacting with virtual objects they can feel. Taken together, the results show that MultiVibes is capable of providing accurate spatialized feedback and that users prefer MultiVibes over recent VR controllers.
Grégoire Richard, Thomas Pietrzak, Ferran Argelaguet, Anatole Lécuyer, Géry Casiez
ISMAR5
2023 Statslator: Interactive Translation of NHST and Estimation Statistics Reporting Styles in Scientific Documents
abstract
Inferential statistics are typically reported using p-values (NHST) or confidence intervals on effect sizes (estimation). This is done using a range of styles, but some readers have preferences about how statistics should be presented and others have limited familiarity with alternatives. We propose a system to interactively translate statistical reporting styles in existing documents, allowing readers to switch between interval estimates, p-values, and standardized effect sizes, all using textual and graphical reports that are dynamic and user customizable. Forty years of CHI papers are examined. Using only the information reported in scientific documents, equations are derived and validated on simulated datasets to show that conversions between p-values and confidence intervals are accurate. The system helps readers interpret statistics in a familiar style, compare reports that use different styles, and even validate the correctness of reports. Code and data: https://osf.io/x4ue7
Damien Masson, Sylvain Malacria, Géry Casiez, Daniel Vogel 0001
UIST3
2023 Exploring Visual Signifier Characteristics to Improve the Perception of Affordances of In-Place Touch Inputs
abstract
Touch screens supporting different inputs such as 'Tap', 'Dwell', 'Double Tap' and 'Force Press' are omnipresent in modern devices and yet this variety of interaction opportunities is rarely communicated to the user. Without visual signifiers, these potentially useful inputs remain unknown or underutilised. We propose a design space of visual signifier characteristics that may impact the perception of in-place one finger inputs. We generated 36 designs and investigated their perception in an online survey (N=32) and an interactive experiment (N=24). The results suggest that visual signifiers increase the perception of input possibilities beyond 'Tap', and reduce perceived mental effort for participants, who also prefer added visual signifiers over a baseline. Our work informs how future touch-based interfaces could be designed to better communicate in-place single finger input possibilities.
Eva Mackamul, Géry Casiez, Sylvain Malacria
Proc. ACM Hum. Comput. Interact.2
2022 Within or Between? Comparing Experimental Designs for Virtual Embodiment Studies
abstract
When designing virtual embodiment studies, one of the key choices is the nature of the experimental factors, either between-subjects or within-subjects. However, it is well known that each design has ad-vantages and disadvantages in terms of statistical power, sample size requirements and confounding factors. This paper reports a within-subjects experiment with 92 participants comparing self-reported embodiment scores under a visuomotor task with two conditions: synchronous motions and asynchronous motions with a latency of 300 ms. With the gathered data, using a Monte-Carlo method, we created numerous simulations of within- and between-subjects experiments by selecting subsets of the data. In particular, we explored the impact of the number of participants on the replicability of the results from the 92 within-subjects experiment. For the between-subjects simulations, only the first condition for each user was considered to create the simulations. The results showed that while the replicability of the results increased as the number of participants increased for the within-subjects simulations, no matter the number of participants, between-subjects simulations were not able to replicate the initial results. We discuss the potential reasons that could have led to this surprising result and potential methodological practices to mitigate them.
Grégoire Richard, Thomas Pietrzak, Ferran Argelaguet, Anatole Lécuyer, Géry Casiez
VR5
2022 "Kapow!": Studying the Design of Visual Feedback for Representing Contacts in Extended Reality
abstract
In absence of haptic feedback, the perception of contact with virtual objects can rapidly become a problem in extended reality (XR) applications. XR developers often rely on visual feedback to inform the user and display contact information. However, as for today, there is no clear path on how to design and assess such visual techniques. In this paper, we propose a design space for the creation of visual feedback techniques meant to represent contact with virtual surfaces in XR. Based on this design space, we conceived a set of various visual techniques, including novel approaches based on onomatopoeia and inspired by cartoons, or visual effects based on physical phenomena. Then, we conducted an online preliminary user study with 60 participants, consisting in assessing 6 visual feedback techniques in terms of user experience. We could notably assess, for the first time, the potential influence of the interaction context by comparing the participants’ answers in two different scenarios: industrial versus entertainment conditions. Taken together, our design space and initial results could inspire XR developers for a wide range of applications in which the augmentation of contact seems prominent, such as for vocational training, industrial assembly/maintenance, surgical simulation, videogames, etc.
Julien Cauquis, Victor Mercado, Géry Casiez, Jean-Marie Normand, Anatole Lécuyer
VRST3
2022 On Computer Mouse Pointing Model Online Identification and Endpoint Prediction
abstract
This article proposes a new simplified pointing model as a feedback-based dynamical system, including both human and computer sides of the process. It takes into account the commutation between the correction and ballistic phases in pointing tasks. We use the mouse position increment signal from noisy experimental data to achieve our main objectives: to estimate the model parameters online and predict the task endpoint. Some estimation tools and validation results, applying linear regression techniques on the experimental data are presented. We also compare with a similar prediction algorithm to show the potential of our algorithm’s implementation.
Anatolii Khalin, Rosane Ushirobira, Denis V. Efimov, Géry Casiez
IEEE Trans. Hum. Mach. Syst.4
2021 Interaction Illustration Taxonomy: Classification of Styles and Techniques for Visually Representing Interaction Scenarios
abstract
Static illustrations are ubiquitous means to represent interaction scenarios. Across papers and reports, these visuals demonstrate people’s use of devices, explain systems, or show design spaces. Creating such figures is challenging, and very little is known about the overarching strategies for visually representing interaction scenarios. To mitigate this task, we contribute a unified taxonomy of design elements that compose such figures. In particular, we provide a detailed classification of Structural and Interaction strategies, such as composition, visual techniques, dynamics, representation of users, and many others – all in context of the type of scenarios. This taxonomy can inform researchers’ choices when creating new figures, by providing a concise synthesis of visual strategies, and revealing approaches they were not aware of before. Furthermore, to support the community for creating further taxonomies, we also provide three open-source software facilitating the coding process and visual exploration of the coding scheme.
Axel Antoine, Sylvain Malacria, Nicolai Marquardt, Géry Casiez
CHI4
2021 Typing Efficiency and Suggestion Accuracy Influence the Benefits and Adoption of Word Suggestions
abstract
Suggesting words to complete a given sequence of characters is a common feature of typing interfaces. Yet, previous studies have not found a clear benefit, some even finding it detrimental. We report on the first study to control for two important factors, word suggestion accuracy and typing efficiency. Our accuracy factor is enabled by a new methodology that builds on standard metrics of word suggestions. Typing efficiency is based on device type. Results show word suggestions are used less often in a desktop condition, with little difference between tablet and phone conditions. Very accurate suggestions do not improve entry speed on desktop, but do on tablet and phone. Based on our findings, we discuss implications for the design of automation features in typing systems.
Quentin Roy, Sébastien Berlioux, Géry Casiez, Daniel Vogel 0001
CHI3
2021 Relevance and Applicability of Hardware-independent Pointing Transfer Functions
abstract
Pointing 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
UIST3
2021 Non-isomorphic Interaction Techniques for Controlling Avatar Facial Expressions in VR
abstract
The control of an avatar’s facial expressions in virtual reality is mainly based on the automated recognition and transposition of the user’s facial expressions. These isomorphic techniques are limited to what users can convey with their own face and have recognition issues. To overcome these limitations, non-isomorphic techniques rely on interaction techniques using input devices to control the avatar’s facial expressions. Such techniques need to be designed to quickly and easily select and control an expression, and not disrupt a main task such as talking. We present the design of a set of new non-isomorphic interaction techniques for controlling an avatar facial expression in VR using a standard VR controller. These techniques have been evaluated through two controlled experiments to help designing an interaction technique combining the strengths of each approach. This technique was evaluated in a final ecological study showing it can be used in contexts such as social applications.
Marc Baloup, Thomas Pietrzak, Martin Hachet, Géry Casiez
VRST4
2020 Manipulation, Learning, and Recall with Tangible Pen-Like Input
abstract
We examine two key human performance characteristics of a pen-like tangible input device that executes a different command depending on which corner, edge, or side contacts a surface. The manipulation time when transitioning between contacts is examined using physical mock-ups of three representative device sizes and a baseline pen mock-up. Results show the largest device is fastest overall and minimal differences with a pen for equivalent transitions. Using a hardware prototype able to sense all 26 different contacts, a second experiment evaluates learning and recall. Results show almost all 26 contacts can be learned in a two-hour session with an average of 94% recall after 24 hours. The results provide empirical evidence for the practicality, design, and utility for this type of tangible pen-like input.
Lisa A. Elkin, Jean-Baptiste Beau, Géry Casiez, Daniel Vogel 0001
CHI3
2020 Comparing Smartphone Speech Recognition and Touchscreen Typing for Composition and Transcription
abstract
Ruan et al. found transcribing short phrases with speech recognition nearly 200% faster than typing on a smartphone. We extend this comparison to a novel composition task, using a protocol that enables a controlled comparison with transcription. Results show that both composing and transcribing with speech is faster than typing. But, the magnitude of this difference is lower with composition, and speech has a lower error rate than keyboard during composition, but not during transcription. When transcribing, speech outperformed typing in most NASA-TLX measures, but when composing, there were no significant differences between typing and speech for any measure except physical demand.
Margaret Jean Foley, Géry Casiez, Daniel Vogel 0001
CHI2
2020 Chameleon: Bringing Interactivity to Static Digital Documents
abstract
Documents such as presentations, instruction manuals, and research papers are disseminated using various file formats, many of which barely support the incorporation of interactive content. To address this lack of interactivity, we present Chameleon, a system-wide tool that combines computer vision algorithms used for image identification with an open database format to allow for the layering of dynamic content. Using Chameleon, static documents can be easily upgraded by layering user-generated interactive content on top of static images, all while preserving the original static document format and without modifying existing applications. We describe the development of Chameleon, including the design and evaluation of vision-based image replacement algorithms, the new document-creation pipeline as well as a user study evaluating Chameleon.
Damien Masson, Sylvain Malacria, Edward Lank, Géry Casiez
CHI4
2020 Modeling and Reducing Spatial Jitter caused by Asynchronous Input and Output Rates
abstract
Jitter 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
UIST6
2020 Detecting System Errors in Virtual Reality Using EEG Through Error-Related Potentials
abstract
When persons interact with the environment and experience or witness an error (e.g. an unexpected event), a specific brain pattern, known as error-related potential (ErrP) can be observed in the electroencephalographic signals (EEG). Virtual Reality (VR) technology enables users to interact with computer-generated simulated environments and to provide multi-modal sensory feedback. Using VR systems can, however, be error-prone. In this paper, we investigate the presence of ErrPs when Virtual Reality users face 3 types of visualization errors: (Te) tracking errors when manipulating virtual objects, (Fe) feedback errors, and (Be) background anomalies. We conducted an experiment in which 15 participants were exposed to the 3 types of errors while performing a center-out pick and place task in virtual reality. The results showed that tracking errors generate error-related potentials, the other types of errors did not generate such discernible patterns. In addition, we show that it is possible to detect the ErrPs generated by tracking losses in single trial, with an accuracy of 85%. This constitutes a first step towards the automatic detection of error-related potentials in VR applications, paving the way to the design of adaptive and self-corrective VR/AR applications by exploiting information directly from the user’s brain.
Hakim Si-Mohammed, Catarina Lopes Dias, Maria Duarte, Ferran Argelaguet, Camille Jeunet, Géry Casiez, Gernot R. Müller-Putz, Anatole Lécuyer, Reinhold Scherer
VR6
2020 Towards BCI-Based Interfaces for Augmented Reality: Feasibility, Design and Evaluation
abstract
Brain-Computer Interfaces (BCIs) enable users to interact with computers without any dedicated movement, bringing new hands-free interaction paradigms. In this paper we study the combination of BCI and Augmented Reality (AR). We first tested the feasibility of using BCI in AR settings based on Optical See-Through Head-Mounted Displays (OST-HMDs). Experimental results showed that a BCI and an OST-HMD equipment (EEG headset and Hololens in our case) are well compatible and that small movements of the head can be tolerated when using the BCI. Second, we introduced a design space for command display strategies based on BCI in AR, when exploiting a famous brain pattern called Steady-State Visually Evoked Potential (SSVEP). Our design space relies on five dimensions concerning the visual layout of the BCI menu; namely: orientation, frame-of-reference, anchorage, size and explicitness. We implemented various BCI-based display strategies and tested them within the context of mobile robot control in AR. Our findings were finally integrated within an operational prototype based on a real mobile robot that is controlled in AR using a BCI and a HoloLens headset. Taken together our results (4 user studies) and our methodology could pave the way to future interaction schemes in Augmented Reality exploiting 3D User Interfaces based on brain activity and BCIs.
Hakim Si-Mohammed, Jimmy Petit, Camille Jeunet, Ferran Argelaguet, Fabien Spindler, Andéol Évain, Nicolas Roussel 0001, Géry Casiez, Anatole Lécuyer
IEEE Trans. Vis. Comput. Graph.8
2019 RayCursor: A 3D Pointing Facilitation Technique based on Raycasting
abstract
Raycasting is the most common target pointing technique in virtual reality environments. However, performance on small and distant targets is impacted by the accuracy of the pointing device and the user's motor skills. Current pointing facilitation techniques are currently only applied in the context of the virtual hand, i.e. for targets within reach. We propose enhancements to Raycasting: filtering the ray, and adding a controllable cursor on the ray to select the nearest target. We describe a series of studies for the design of the visual feedforward, filtering technique, as well as a comparative study between different 3D pointing techniques. Our results show that highlighting the nearest target is one of the most efficient visual feedforward technique. We also show that filtering the ray reduces error rate in a drastic way. Finally we show the benefits of RayCursor compared to Raycasting and another technique from the literature.
Marc Baloup, Thomas Pietrzak, Géry Casiez
CHI3
2019 Esquisse: Using 3D Models Staging to Facilitate the Creation of Vector-Based Trace Figures
Axel Antoine, Sylvain Malacria, Nicolai Marquardt, Géry Casiez
INTERACT (2)4
2018 Using High Frequency Accelerometer and Mouse to Compensate for End-to-end Latency in Indirect Interaction
abstract
End-to-end latency corresponds to the temporal difference between a user input and the corresponding output from a system. It has been shown to degrade user performance in both direct and indirect interaction. If it can be reduced to some extend, latency can also be compensated through software compensation by trying to predict the future position of the cursor based on previous positions, velocities and accelerations. In this paper, we propose a hybrid hardware and software prediction technique specifically designed for partially compensating end-to-end latency in indirect pointing. We combine a computer mouse with a high frequency accelerometer to predict the future location of the pointer using Euler based equations. Our prediction method results in more accurate prediction than previously introduced prediction algorithms for direct touch. A controlled experiment also revealed that it can improve target acquisition time in pointing tasks.
Axel Antoine, Sylvain Malacria, Géry Casiez
CHI3
2018 Introducing Transient Gestures to Improve Pan and Zoom on Touch Surfaces
abstract
Despite 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
CHI4
2018 Characterizing Finger Pitch and Roll Orientation During Atomic Touch Actions
abstract
Atomic interactions in touch interfaces, like tap, drag, and flick, are well understood in terms of interaction design, but less is known about their physical performance characteristics. We carried out a study to gather baseline data about finger pitch and roll orientation during atomic touch input actions. Our results show differences in orientation and range for different fingers, hands, and actions, and we analyse the effect of tablet angle. Our data provides designers and researchers with a new resource to better understand what interactions are possible in different settings ( e.g. when using the left or right hand), to design novel interaction techniques that use orientation as input (e.g. using finger tilt as an implicit mode), and to determine whether new sensing techniques are feasible (e.g. using fingerprints for identifying specific finger touches).
Alix Goguey, Géry Casiez, Daniel Vogel 0001, Carl Gutwin
CHI2
2018 Storyboard-Based Empirical Modeling of Touch Interface Performance
abstract
Touch interactions are now ubiquitous, but few tools are available to help designers quickly prototype touch interfaces and predict their performance. For rapid prototyping, most applications only support visual design. For predictive modelling, tools such as CogTool generate performance predictions but do not represent touch actions natively and do not allow exploration of different usage contexts. To combine the benefits of rapid visual design tools with underlying predictive models, we developed the Storyboard Empirical Modelling tool (StEM) for exploring and predicting user performance with touch interfaces. StEM provides performance models for mainstream touch actions, based on a large corpus of realistic data. We evaluated StEM in an experiment and compared its predictions to empirical times for several scenarios. The study showed that our predictions are accurate (within 7% of empirical values on average), and that StEM correctly predicted differences between alternative designs. Our tool provides new capabilities for exploring and predicting touch performance, even in the early stages of design.
Alix Goguey, Géry Casiez, Andy Cockburn, Carl Gutwin
CHI2
2018 Next-Point Prediction for Direct Touch Using Finite-Time Derivative Estimation
abstract
End-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
UIST7
2017 ForceEdge: Controlling Autoscroll on Both Desktop and Mobile Computers Using the Force
abstract
Operating systems support autoscroll to allow users to scroll a view while in dragging mode: the user moves the pointer near the window's edge to trigger an "automatic" scrolling whose rate is typically proportional to the distance between the pointer and the window's edge. This approach suffers from several problems, especially when the window is maximized, resulting in a very limited space around it. Another problem is that for some operations, such as object drag-and-drop, the source and destination might be located in different windows, making it complicated for the computer to understand user's intention. In this paper, we present ForceEdge, a novel autoscroll technique relying on touch surfaces with force-sensing capabilities to alleviate the problems related to autoscroll. We report on the results of three controlled experiments showing that it improves over macOS and iOS systems baselines for top-to-bottom select and move tasks.
Axel Antoine, Sylvain Malacria, Géry Casiez
CHI3
2017 Can I Think of Something Else when Using a BCI?: Cognitive Demand of an SSVEP-based BCI
abstract
BCIs are presumably supposed to require the full attention of their users and to lose accuracy if they pay attention to another task. This assertion has been verified with several BCI paradigms (e.g. P300). But the cognitive demand of the promising SSVEP paradigm had never been specifically assessed yet. We measured the accuracy of an SSVEP-based BCI used by 26 participants in various conditions of mental workload. Our analysis revealed that surprisingly, for this type of BCI, little attention is actually needed from participants to reach optimal accuracy: participants were able to successfully perform a complex secondary task (N-back) without degrading the BCI accuracy. The same observation was made whether visual or auditive attention was solicited. These results indicate that SSVEP is a low-demanding paradigm in terms of cognitive resources, and are encouraging for its use in complex interaction settings.
Andéol Évain, Ferran Argelaguet, Nicolas Roussel 0001, Géry Casiez, Anatole Lécuyer
CHI4
2017 Characterizing Latency in Touch and Button-Equipped Interactive Systems
abstract
We present a low cost method to measure and characterize the end-to-end latency when using a touch system (tap latency) or an input device equipped with a physical button. Our method relies on a vibration sensor attached to a finger and a photo-diode to detect the screen response. Both are connected to a micro-controller connected to a host computer using a low-latency USB communication protocol in order to combine software and hardware probes to help determine where the latency comes from. We present the operating principle of our method before investigating the main sources of latency in several systems. We show that most of the latency originates from the display side. Our method can help application designers characterize and troubleshoot latency on a wide range of interactive systems.
Géry Casiez, Thomas Pietrzak, Damien Marchal, Sébastien Poulmane, Matthieu Falce, Nicolas Roussel 0001
UIST1
2017 WhichFingers: Identifying Fingers on Touch Surfaces and Keyboards using Vibration Sensors
abstract
HCI researchers lack low latency and robust systems to support the design and development of interaction techniques using finger identification. We developed a low cost prototype using piezo based vibration sensors attached to each finger. By combining the events from an input device with the information from the vibration sensors we demonstrate how to achieve low latency and robust finger identification. Our prototype was evaluated in a controlled experiment, using two keyboards and a touchpad, showing recognition rates of 98.2% for the keyboard and, for the touchpad, 99.7% for single touch and 94.7% for two simultaneous touches. These results were confirmed in an additional laboratory style experiment with ecologically valid tasks. Last we present new interactions techniques made possible using this technology.
Damien Masson, Alix Goguey, Sylvain Malacria, Géry Casiez
UIST4
2017 The design, use, and performance of edge-scrolling techniques
Jonathan Aceituno, Sylvain Malacria, Philip Quinn, Nicolas Roussel 0001, Andy Cockburn, Géry Casiez
Int. J. Hum. Comput. Stud.6
2017 Leveraging finger identification to integrate multi-touch command selection and parameter manipulation
Alix Goguey, Daniel Vogel 0001, Fanny Chevalier, Thomas Pietrzak, Nicolas Roussel 0001, Géry Casiez
Int. J. Hum. Comput. Stud.6
2016 Influence of Error Rate on Frustration of BCI Users
abstract
Brain-Computer Interfaces (BCIs) are still much less reliable than other input devices. The error rates of BCIs range from 5% up to 60%. In this paper, we assess the subjective frustration, motivation, and fatigue of BCI users, when confronted to different levels of error rate. We conducted a BCI experiment in which the error rate was artificially controlled. Our results first show that a prolonged use of BCI significantly increases the perceived fatigue, and induces a drop in motivation. We also found that user frustration increases with the error rate of the system but this increase does not seem critical for small differences of error rate. Thus, for future BCIs, we would advise to favor user comfort over accuracy when the potential gain of accuracy remains small.
Andéol Évain, Ferran Argelaguet, Anthony Strock, Nicolas Roussel 0001, Géry Casiez, Anatole Lécuyer
AVI5
2016 The Performance and Preference of Different Fingers and Chords for Pointing, Dragging, and Object Transformation
abstract
The 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
CHI3
2016 Next-Point Prediction Metrics for Perceived Spatial Errors
abstract
Touch 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
UIST5
2015 THING: Introducing a Tablet-based Interaction Technique for Controlling 3D Hand Models
abstract
The hands of virtual characters are highly complex 3D models that can be tedious and time-consuming to animate with current methods. This paper introduces THING, a novel tablet-based approach that leverages multi-touch interaction for a quick and precise control of a 3D hand's pose. The flexion/extension and abduction/adduction of the virtual fingers can be controlled for each finger individually or for several fingers in parallel through sliding motions on the tablet's surface. We designed two variants of THING: (1) MobileTHING, which maps the spatial location and orientation of the tablet to that of the virtual hand, and (2) DesktopTHING, which combines multi-touch controls of fingers with traditional mouse controls for the hand's global position and orientation. We compared the usability of THING against mouse-only controls and a data glove in two controlled experiments. Results show that DesktopTHING was significantly preferred by users while providing performance similar to data gloves. Together, these results could pave the way to the introduction of novel hybrid user interfaces based on tablets and mice in future animation pipelines.
Merwan Achibet, Géry Casiez, Anatole Lécuyer, Maud Marchal
CHI2
2015 Push-Edge and Slide-Edge: Scrolling by Pushing Against the Viewport Edge
abstract
Edge-scrolling allows users to scroll a viewport while simultaneously dragging near or beyond a window's edge. Common implementations rely on rate control, mapping the distance between the pointer and the edge of the viewport to the scrolling velocity. While ubiquitous in operating systems, edge-scrolling has received little attention, even though previous works suggest that (1) rate control may be suboptimal for isotonic pointing devices like mice and trackpads and (2) space beyond the window's edge might be scarce, limiting scrolling control. To address these problems, we developed Push-edge scrolling (and Slide-edge scrolling, its inertial variant), two novel position-based techniques that allow scrolling by "pushing" against the viewport edge. A controlled experiment shows that our techniques reduce overshoots and offer performance improvements by up to 13% over traditional edge-scrolling.
Sylvain Malacria, Jonathan Aceituno, Philip Quinn, Géry Casiez, Andy Cockburn, Nicolas Roussel 0001
CHI4
2015 Quantifying Object- and Command-Oriented Interaction
Alix Goguey, Julie Wagner, Géry Casiez
INTERACT (4)3
2015 Looking through the Eye of the Mouse: A Simple Method for Measuring End-to-end Latency using an Optical Mouse
abstract
We present a simple method for measuring end-to-end latency in graphical user interfaces. The method works with most optical mice and allows accurate and real time latency measures up to 5 times per second. In addition, the technique allows easy insertion of probes at different places in the system I.e. mouse events listeners - to investigate the sources of latency. After presenting the measurement method and our methodology, we detail the measures we performed on different systems, toolkits and applications. Results show that latency is affected by the operating system and system load. Substantial differences are found between C++/GLUT and C++/Qt or Java/Swing implementations, as well as between web browsers.
Géry Casiez, Stéphane Conversy, Matthieu Falce, Stéphane Huot, Nicolas Roussel 0001
UIST1
2014 Impact of form factors and input conditions on absolute indirect-touch pointing tasks
abstract
Absolute indirect interaction maps the absolute position of a device's end-effector to the absolute position of a remote on-screen object.Despite its long-time use with graphics tablets and growing use in research prototypes, little is known on the influence of form factors and input conditions on pointing performance with such a mapping. The input and display can have different sizes and aspect ratios, for example. The on-screen targets can vary in size. Users can look solely at the display or at the input device as well. They can also hold the input device in certain cases, or let it rest on a table. This paper reports on two experiments designed to investigate the influence of all these factors on absolute indirect-touch pointing performance. We also provide design guidelines for interaction in these situations based on the observed impacting factors.
Jérémie Gilliot, Géry Casiez, Nicolas Roussel 0001
CHI2
2013 How low can you go?: human limits in small unidirectional mouse movements
abstract
Computer mouse sensors keep increasing in resolution. The smallest displacement they can detect gets smaller, but little is known on our ability to control such small movements. Small target acquisition has been previously tackled, but the findings do not apply to the problem of finding the useful resolution of a user with a mouse, which corresponds to the smallest displacement (s)he can reliably produce with that device. We detail this definition and provide an associated experimental protocol to measure it. We then report on the results of a study suggesting that high-end mice are not likely to be used to their full potential. We further comment on the different strategies used by participants to acheive best performance, and derive implications for user interfaces.
Jonathan Aceituno, Géry Casiez, Nicolas Roussel 0001
CHI2
2013 Small, medium, or large?: estimating the user-perceived scale of stroke gestures
abstract
We show that large consensus exists among users in the way they articulate stroke gestures at various scales (i.e., small, medium, and large), and formulate a simple rule that estimates the user-intended scale of input gestures with 87% accuracy. Our estimator can enhance current gestural interfaces by leveraging scale as a natural parameter for gesture input, reflective of user perception (i.e., no training required). Gesture scale can simplify gesture set design, improve gesture-to-function mappings, and reduce the need for users to learn and for recognizers to discriminate unnecessary symbols.
Radu-Daniel Vatavu, Géry Casiez, Laurent Grisoni
CHI2
2013 Designing Intuitive Multi-touch 3D Navigation Techniques
Damien Marchal, Clément Moerman, Géry Casiez, Nicolas Roussel 0001
INTERACT (1)3
2013 Mockup Builder: 3D modeling on and above the surface
Bruno Rodrigues De Araújo, Géry Casiez, Joaquim Jorge 0001, Martin Hachet
Comput. Graph.2
2012 1 € filter: a simple speed-based low-pass filter for noisy input in interactive systems
abstract
The 1 € filter ("one Euro filter") is a simple algorithm to filter noisy signals for high precision and responsiveness. It uses a first order low-pass filter with an adaptive cutoff frequency: at low speeds, a low cutoff stabilizes the signal by reducing jitter, but as speed increases, the cutoff is increased to reduce lag. The algorithm is easy to implement, uses very few resources, and with two easily understood parameters, it is easy to tune. In a comparison with other filters, the 1 € filter has less lag using a reference amount of jitter reduction.
Géry Casiez, Nicolas Roussel 0001, Daniel Vogel 0001
CHI1
2012 Hand occlusion on a multi-touch tabletop
abstract
We examine the shape of hand and forearm occlusion on a multi-touch table for different touch contact types and tasks. Individuals have characteristic occlusion shapes, but with commonalities across tasks, postures, and handedness. Based on this, we create templates for designers to justify occlusion-related decisions and we propose geometric models capturing the shape of occlusion. A model using diffused illumination captures performed well when augmented with a forearm rectangle, as did a modified circle and rectangle model with ellipse "fingers" suitable when only X-Y contact positions are available. Finally, we describe the corpus of detailed multi-touch input data we generated which is available to the community.
Daniel Vogel 0001, Géry Casiez
CHI2
2012 Mockup builder: direct 3D modeling on and above the surface in a continuous interaction space
Bruno Rodrigues De Araújo, Géry Casiez, Joaquim Jorge 0001
Graphics Interface2
2012 Exposing and understanding scrolling transfer functions
abstract
Scrolling is controlled through many forms of input devices, such as mouse wheels, trackpad gestures, arrow keys, and joysticks. Performance with these devices can be adjusted by introducing variable transfer functions to alter the range of expressible speed, precision, and sensitivity. However, existing transfer functions are typically "black boxes" bundled into proprietary operating systems and drivers. This presents three problems for researchers: (1) a lack of knowledge about the current state of the field; (2) a difficulty in replicating research that uses scrolling devices; and (3) a potential experimental confound when evaluating scrolling devices and techniques. These three problems are caused by gaps in researchers' knowledge about what device and movement factors are important for scrolling transfer functions, and about how existing devices and drivers use these factors. We fill these knowledge gaps with a framework of transfer function factors for scrolling, and a method for analysing proprietary transfer functions---demonstrating how state of the art commercial devices accommodate some of the human control phenomena observed in prior studies.
Philip Quinn, Andy Cockburn, Géry Casiez, Nicolas Roussel 0001, Carl Gutwin
UIST3
2012 Giving a hand to the eyes: leveraging input accuracy for subpixel interaction
abstract
We argue that the current practice of using integer positions for pointing events artificially constrains human precision capabilities. The high sensitivity of current input devices can be harnessed to enable precise direct manipulation ""in between"" pixels, called subpixel interaction. We provide detailed analysis of subpixel theory and implementation, including the critical component of revised control-display gain transfer functions. A prototype implementation is described with several illustrative examples. Guidelines for subpixel domain applicability are provided and an overview of required changes to operating systems and graphical user interface frameworks are discussed.
Nicolas Roussel 0001, Géry Casiez, Jonathan Aceituno, Daniel Vogel 0001
UIST2
2012 Integrality and Separability of Multitouch Interaction Techniques in 3D Manipulation Tasks
abstract
Multitouch displays represent a promising technology for the display and manipulation of data. While the manipulation of 2D data has been widely explored, 3D manipulation with multitouch displays remains largely unexplored. Based on an analysis of the integration and separation of degrees of freedom, we propose a taxonomy for 3D manipulation techniques with multitouch displays. Using that taxonomy, we introduce Depth-Separated Screen-Space (DS3), a new 3D manipulation technique based on the separation of translation and rotation. In a controlled experiment, we compared DS3 with Sticky Tools and Screen-Space. Results show that separating the control of translation and rotation significantly affects performance for 3D manipulation, with DS3 performing faster than the two other techniques.
Anthony Martinet, Géry Casiez, Laurent Grisoni
IEEE Trans. Vis. Comput. Graph.2
2011 Surfpad: riding towards targets on a squeeze film effect
abstract
We present Surfpad, a pointing facilitation technique that does not decrease target distance or increase target width in either control or display space. This new technique operates instead in the tactile domain by taking advantage of the ability to alter a touchpad's coefficient of friction by means of a squeeze film effect. We report on three experiments comparing Surfpad to the Semantic Pointing technique and constant control-display gain with and without distractor targets. Our results clearly show the limits of traditional target-aware control-display gain adaptation in the latter case, and the benefits of our tactile approach in both cases. Surfpad leads to a performance improvement close to 9% compared to unassisted pointing at small targets with no distractor. It is also robust to high distractor densities, keeping an average performance improvement of nearly 10% while Semantic Pointing can degrade up to 100%. Our results also suggest the performance improvement is caused by tactile information feedback rather than mechanical causes, and that the feedback is more effective when friction is increased on targets using a simple step function.
Géry Casiez, Nicolas Roussel 0001, Romuald Vanbelleghem, Frédéric Giraud 0001
CHI1
2011 Estimating the Perceived Difficulty of Pen Gestures
Radu-Daniel Vatavu, Daniel Vogel 0001, Géry Casiez, Laurent Grisoni
INTERACT (2)3
2011 No more bricolage!: methods and tools to characterize, replicate and compare pointing transfer functions
abstract
Transfer functions are the only pointing facilitation technique actually used in modern graphical interfaces involving the indirect control of an on-screen cursor. But despite their general use, very little is known about them. We present EchoMouse, a device we created to characterize the transfer functions of any system, and libpointing, a toolkit that we developed to replicate and compare the ones used by Windows, OS X and Xorg. We describe these functions and report on an experiment that compared the default one of the three systems. Our results show that these default functions improve performance up to 24% compared to a unitless constant CD gain. We also found significant differences between them, with the one from OS X improving performance for small target widths but reducing its performance up to 9% for larger ones compared to Windows and Xorg. These results notably suggest replacing the constant CD gain function commonly used by HCI researchers by the default function of the considered systems.
Géry Casiez, Nicolas Roussel 0001
UIST1
2011 Conté: multimodal input inspired by an artist's crayon
abstract
Conté is a small input device inspired by the way artists manipulate a real Conté crayon. By changing which corner, edge, end, or side is contacting the display, the operator can switch interaction modes using a single hand. Conté's rectangular prism shape enables both precise pen-like input and tangible handle interaction. Conté also has a natural compatibility with multi-touch input: it can be tucked in the palm to interleave same-hand touch input, or used to expand the vocabulary of bimanual touch. Inspired by informal interviews with artists, we catalogue Conté's characteristics, and use these to outline a design space. We describe a prototype device using common materials and simple electronics. With this device, we demonstrate interaction techniques in a test-bed drawing application. Finally, we discuss alternate hardware designs and future human factors research to study this new class of input.
Daniel Vogel 0001, Géry Casiez
UIST2
2010 Push-and-pull switching: window switching based on window overlapping
abstract
We propose Push-and-Pull Switching, a window switching technique using window overlapping to implicitly define groups. Push-and-Pull Switching enables switching between groups and restacking the focused window to any position to change its group membership. The technique was evaluated in an experiment which found that Push-and-Pull Switching improves switching performance by more than 50% compared to other switching techniques in different scenarios. A longitudinal user study indicates that participants invoked this switching technique 15% of the time on single monitor displays and that they found it easy to understand and use.
Géry Casiez
CHI2
2010 Buttonless clicking: Intuitive select and pick-release through gesture analysis
abstract
Clicking is a key feature any interaction input system needs to provide. In the case of 3D input devices, such a feature is often difficult to provide (e.g. vision-based, or tracking systems for free-hand interaction do not natively provide any button). In this work, we show that it is actually possible to build an application that provides two classical interaction tasks (selection, and pick-release), without any button-like feature. Our method is based on trajectory and kinematic gesture analysis. In a preliminary study we exhibit the principle of the method. Then, we detail an algorithm to discriminate selection, pick and release tasks using kinematic criteria. We present a controlled experiment that validates our method with an average success rate equal to 90.1% across all conditions.
Ali Choumane, Géry Casiez, Laurent Grisoni
VR2
2010 The effect of DOF separation in 3D manipulation tasks with multi-touch displays
abstract
Multi-touch displays represent a promising technology for the display and manipulation of data. While the manipulation of 2D data has been widely explored, 3D manipulation with multi-touch displays remains largely uncovered. Based on an analysis of the integration and separation of degrees of freedom, we propose a taxonomy for 3D manipulation techniques with multi-touch displays. Using that taxonomy, we introduce DS3 (Depth-Separated Screen Space), a new 3D manipulation technique based on the separation of translation and rotation. In a controlled experiment, we compare DS3 with Sticky Tools and Screen-Space. Results show that separating the control of translation and rotation significantly affects performance for 3D manipulation, with DS3 being at least 22% faster.
Anthony Martinet, Géry Casiez, Laurent Grisoni
VRST2
2009 A performance model of selection techniques for p300-based brain-computer interfaces
abstract
In this paper, we propose a model to predict the performance of selection techniques using Brain-Computer Interfaces based on P300 signals. This model is based on Markov theory and can compute both the time required to select a target and the number of visual flashes needed. We illustrate how to use this model with three different interaction techniques to select a target. A first experimental evaluation with three healthy participants shows a good match between the model and the experimental data.
Jean-Baptiste Sauvan, Anatole Lécuyer, Fabien Lotte, Géry Casiez
CHI4
2009 Hand occlusion with tablet-sized direct pen input
abstract
We present results from an experiment examining the area occluded by the hand when using a tablet-sized direct pen input device. Our results show that the pen, hand, and forearm can occlude up to 47% of a 12 inch display. The shape of the occluded area varies between participants due to differences in pen grip rather than simply anatomical differences. For the most part, individuals adopt a consistent posture for long and short selection tasks. Overall, many occluded pixels are located higher relative to the pen than previously thought. From the experimental data, a five-parameter scalable circle and pivoting rectangle geometric model is presented which captures the general shape of the occluded area relative to the pen position. This model fits the experimental data much better than the simple bounding box model often used implicitly by designers. The space of fitted parameters also serves to quantify the shape of occlusion. Finally, an initial design for a predictive version of the model is discussed.
Daniel Vogel 0001, Matthew Cudmore, Géry Casiez, Ravin Balakrishnan, Liam Keliher
CHI3
2009 3D positioning techniques for multi-touch displays
abstract
Multi-touch displays represent a promising technology for the display and manipulation of 3D data. To fully exploit their capabilities, appropriate interaction techniques must be designed. In this paper, we explore the design of free 3D positioning techniques for multi-touch displays to exploit the additional degrees of freedom provided by this technology. We present a first interaction technique to extend the standard four viewports technique found in commercial CAD applications and a second technique designed to allow free 3D positioning with a single view of the scene.
Anthony Martinet, Géry Casiez, Laurent Grisoni
VRST2
2008 The effect of spring stiffness and control gain with an elastic rate control pointing device
abstract
Isometric and elastic devices are most compatible with a rate control mapping. However, the effect of elastic stiffness has not been thoroughly investigated nor its interaction with control gain. In a controlled experiment, these factors are investigated along with user feedback regarding ease-of-use and fatigue. The results reveal a U-shaped profile of control gain vs. movement time, with different profiles for different stiffness levels. Using the optimum control gain for each stiffness level, performance across stiffness levels were similar. However, users preferred lower stiffness and lower control gain levels due to increased controller displacement. Based on these results, design guidelines for elastic rate control devices are given.
Géry Casiez, Daniel Vogel 0001
CHI1
2008 Using an Eye-Tracking System to Improve Camera Motions and Depth-of-Field Blur Effects in Virtual Environments
abstract
This paper describes the use of user's focus point to improve some visual effects in virtual environments (VE). First, we describe how to retrieve user's focus point in the 3D VE using an eye-tracking system. Then, we propose the adaptation of two rendering techniques which aim at improving users' sensations during first-person navigation in VE using his/her focus point: (1) a camera motion which simulates eyes movement when walking, i.e., corresponding to vestibulo-ocular and vestibulocollic reflexes when the eyes compensate body and head movements in order to maintain gaze on a specific target, and (2) a depth-of-field (DoF) blur effect which simulates the fact that humans perceive sharp objects only within some range of distances around the focal distance. Second, we describe the results of an experiment conducted to study users' subjective preferences concerning these visual effects during first-person navigation in VE. It showed that participants globally preferred the use of these effects when they are dynamically adapted to the focus point in the VE. Taken together, our results suggest that the use of visual effects exploiting users' focus point could be used in several VR applications involving first- person navigation such as the visit of architectural site, training simulations, video games, etc.
Sébastien Hillaire, Anatole Lécuyer, Rémi Cozot, Géry Casiez
VR4
2008 The Impact of Control-Display Gain on User Performance in Pointing Tasks
abstract
We theoretically and empirically examine the impact of control display (CD) gain on mouse pointing performance. Two techniques for modifying CD gain are considered: constant gain (CG) where CD gain is uniformly adjusted by a constant multiplier, and pointer acceleration (PA) where CD gain is adjusted using a nonuniform function depending on movement characteristics. Both CG and PA are evaluated at various levels of relationship between mouse and cursor movement: from low levels, which have a near one-to-one mapping, through to high levels that aggressively amplify mouse movement. We further derive a model predicting the modification in motor-space caused by pointer acceleration. Experiments are then conducted on a standard desktop display and on a very large high-resolution display, allowing us to measure performance in high index of difficulty tasks where the effect of clutching may be pronounced. The evaluation apparatus was designed to minimize device quantization effects and used accurate 3D motion tracking equipment to analyze users' limb movements. On both displays, and in both gain techniques, we found that low levels of CD gain had a marked negative effect on performance, largely because of increased clutching and maximum limb speeds. High gain levels had relatively little impact on performance, with only a slight increase in time when selecting very small targets at high levels of constant gain. On the standard desktop display, pointer acceleration resulted in 3.3% faster pointing than constant gain and up to 5.6% faster with small targets. This supported the theoretical prediction of motor-space modification but fell short of the theoretical potential, possibly because PA caused an increase in target overshooting. Both techniques were accurately modeled by Fitts' law in all gain settings except for when there was a significant amount of clutching. From our results, we derive a usable range of CD gain settings between thresholds of speed and accuracy given the capabilities of a pointing device, display, and the expected range of target widths and distances.
Géry Casiez, Daniel Vogel 0001, Ravin Balakrishnan, Andy Cockburn
Hum. Comput. Interact.1
2007 RubberEdge: reducing clutching by combining position and rate control with elastic feedback
abstract
Position control devices enable precise selection, but significant clutching degrades performance. Clutching can be reduced with high control-display gain or pointer acceleration, but there are human and device limits. Elastic rate control eliminates clutching completely, but can make precise selection difficult. We show that hybrid position-rate control can outperform position control by 20% when there is significant clutching, even when using pointer acceleration. Unlike previous work, our RubberEdge technique eliminates trajectory and velocity discontinuities. We derive predictive models for position control with clutching and hybrid control, and present a prototype RubberEdge position-rate control device including initial user feedback.
Géry Casiez, Daniel Vogel 0001, Christophe Chaillou
UIST1
2007 Depth-of-field blur effects for first-person navigation in virtual environments
abstract
This paper studies the use of visual blur effects, i.e., blurring of parts of the image fed back to the user, for First-Person-Navigations in Virtual Environments (VE). First, we introduce a model of dynamic visual blur for VE which is based on two types of blur effect: (1) a Depth-of-Field blur (DoF blur) which simulates the blurring of objects located in front or back of the focus point of the eyes, and (2) a peripheral blur which simulates the blurring of objects located at the periphery of the field of vision. We introduce two new techniques to improve real-time DoF: (1) a paradigm to compute automatically the focal distance, and (2) a temporal filtering that simulates the accommodation phenomenon. Second, we describe the results of a pilot experiment conducted to study the influence of blur effects on the performance and preference of video gamers during multiplayer sessions. Interestingly, it seems that visual blur effects did not degrade performance of gamers and they were preferred and selected by nearly half of the participants to improve fun and game-play. Taken together, our results suggest that the use of visual blur effects could thus be suitable in videogames and in other virtual environments.
Sébastien Hillaire, Anatole Lécuyer, Rémi Cozot, Géry Casiez
VRST4