Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Axel Antoine

dblp:190/1333 · DBLP profile ↗
← Back
5ranked-venue papers
5as first author
1since 2021 · last 2021
0000-0001-9980-8816ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 5 · 5 first-author · 1 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
4 papers
Interaction techniques and input · 71% User interface design and tools · 29%
Computer graphics and multimedia
1 paper
Multimedia systems and quality of experience · 100%

Topics — the 6 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
User interface design and tools
design representation
0.512021
Interaction Illustration Taxonomy: Classification of Styles and Techniques for Visually Representing Interaction Scenarios · CHI 2021
Interaction techniques and input
latency compensation
0.312018
Using High Frequency Accelerometer and Mouse to Compensate for End-to-end Latency in Indirect Interaction · CHI 2018
Interaction techniques and input › target selection
pointing
0.312018
Using High Frequency Accelerometer and Mouse to Compensate for End-to-end Latency in Indirect Interaction · CHI 2018
Multimedia systems and quality of experience › multimedia communication
visual codes
0.112021
Interaction Illustration Taxonomy: Classification of Styles and Techniques for Visually Representing Interaction Scenarios · CHI 2021
Interaction techniques and input
target selection
0.112018
Using High Frequency Accelerometer and Mouse to Compensate for End-to-end Latency in Indirect Interaction · CHI 2018
Interaction techniques and input › direct manipulation
drag-and-drop
0.112017
ForceEdge: Controlling Autoscroll on Both Desktop and Mobile Computers Using the Force · CHI 2017

Methods — techniques the papers use, named apart from their topics

taxonomy construction · 1.0open-source coding tools · 1.0controlled experiment · 0.6simulation · 0.4predictive modeling · 0.4interpolation · 0.4extrapolation · 0.4euler-based prediction · 0.3
YearPublicationVenuePosition
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
CHI1
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
UIST1
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)1
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
CHI1
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
CHI1