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Pierre-Antoine Cinquin

dblp:217/9659 · DBLP profile ↗
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5ranked-venue papers
3as first author
2since 2021 · last 2023
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author

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.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
augmented reality
0.312018
Understanding Users' Capability to Transfer Information between Mixed and Virtual Reality: Position Estimation across Modalities and Perspectives · CHI 2018
Virtual and augmented reality
mixed reality
0.312018
Understanding Users' Capability to Transfer Information between Mixed and Virtual Reality: Position Estimation across Modalities and Perspectives · CHI 2018
Immersive interaction
cross-reality interaction
0.312018
Understanding Users' Capability to Transfer Information between Mixed and Virtual Reality: Position Estimation across Modalities and Perspectives · CHI 2018

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

user study · 0.7position estimation · 0.7
YearPublicationVenuePosition
2023 Toward truly accessible MOOCs for persons with cognitive impairments: a field study
abstract
International audience
Pierre-Antoine Cinquin, Pascal Guitton, Hélène Sauzéon
Hum. Comput. Interact.1
2021 Designing accessible MOOCs to expand educational opportunities for persons with cognitive impairments
abstract
Despite the promotion of equal access to education, the proportion of persons with disabilities decreases drastically from primary school to higher education, resulting in a lower level of education. This lack of qualification represents an additional obstacle to employment opportunities, reinforcing their exclusion from the social sphere. In recent years, computer-based approaches to education have undergone a real revolution, as reflected by the massive growth of MOOCs platforms. As they are flexible enough, they could provide a real opportunity to create learning environments that are beneficial to persons with disabilities. Unfortunately, most MOOCs are not ‘sufficiently’ accessible, especially for persons with cognitive impairments and limited learning capacities. In this article, we describe the results of a participatory design process that involved students with cognitive impairments and specialists from various fields of expertise and led to the co-design of new functionalities to enhance the accessibility of a MOOC player. We also present the results of a multiple-cases study evaluation of a first prototype, whose results support the positive impact of our design decisions. Finally, we propose an integrative framework for the design of accessible e-learning systems derived from the different needs and guidelines that emerged during the process.
Pierre-Antoine Cinquin, Pascal Guitton, Hélène Sauzéon
Behav. Inf. Technol.1
2020 Physio-Stacks: Supporting Communication with Ourselves and Others via Tangible, Modular Physiological Devices
abstract
Our physiological activity reflects our inner workings. However, we are not always aware of it in full detail. Physiological devices allow us to monitor and create adaptive systems and support introspection. Given that these devices have access to sensitive data, it is vital that users have a clear understanding of the internal mechanisms (extrospection), yet the underlying processes are hard to understand and control, resulting in a loss of agency. In this work, we focus on bringing the agency back to the user, by using design guidelines based on principles of honest communication and driven by positive activities. To this end, we conceived a tangible, modular approach for the construction of physiological interfaces that can be used as a prototyping toolkit by designers and researchers, or as didactic tools by educators and pupils. We show the potential of such an approach with a set of examples, supporting introspection, dialog, music creation, and play.
Joan Sol Roo, Renaud Gervais, Thibault Lainé, Pierre-Antoine Cinquin, Martin Hachet, Jérémy Frey
MobileHCI4
2018 Understanding Users' Capability to Transfer Information between Mixed and Virtual Reality: Position Estimation across Modalities and Perspectives
abstract
Mixed Reality systems combine physical and digital worlds, with great potential for the future of HCI. It is possible to design systems that support flexible degrees of virtuality by combining complementary technologies. In order for such systems to succeed, users must be able to create unified mental models out of heterogeneous representations. In this paper, we present two studies focusing on the users' accuracy on heterogeneous systems using Spatial Augmented Reality (SAR) and immersive Virtual Reality (VR) displays, and combining viewpoints (egocentric and exocentric). The results show robust estimation capabilities across conditions and viewpoints.
Joan Sol Roo, Jean Basset, Pierre-Antoine Cinquin, Martin Hachet
CHI3
2018 Towards Truly Accessible MOOCs for Persons with Cognitive Disabilities: Design and Field Assessment
Pierre-Antoine Cinquin, Pascal Guitton, Hélène Sauzéon
ICCHP (1)1