Stéphane Huot

dblp:57/1739 · DBLP profile ↗
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21ranked-venue papers
4as first author
2since 2021 · last 2023
0000-0003-2300-0815ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 18 · 4 first-author · 2 since 2021Systems, architecture and hardware · 2Software engineering, systems software and programming languages · 1Graphics, computer vision, multimedia, augmented reality and games · 1

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
9 papers
Interaction techniques and input · 30% Usability and user experience research · 29% Accessibility and assistive technology · 21%
Software engineering, system software, and programming languages
2 papers
Compilers and program optimization · 93% Operating systems · 7%
Artificial intelligence
1 paper
Trustworthy machine learning · 100%
Computer graphics and multimedia
2 papers
Visualization and visual analytics · 100%

Topics — the 18 heaviest of 23, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Accessibility and assistive technology
image description
0.712023
User Preference and Performance using Tagging and Browsing for Image Labeling · CHI 2023
Compilers and program optimization › parallelization
automatic parallelization
0.312018
Visual Program Manipulation in the Polyhedral Model · ACM Trans. Archit. Code Optim. 2018
Compilers and program optimization
polyhedral model
0.312018
Visual Program Manipulation in the Polyhedral Model · ACM Trans. Archit. Code Optim. 2018
Machine learning › Trustworthy machine learning › Data-centric AI
ground truth annotation
0.212023
User Preference and Performance using Tagging and Browsing for Image Labeling · CHI 2023
Interaction techniques and input › mobile interaction › wearable device interaction
on-body interaction
0.212013
Body-centric design space for multi-surface interaction · CHI 2013
Immersive interaction
augmented reality
0.112012
Evaluating the benefits of real-time feedback in mobile augmented reality with hand-held devices · CHI 2012
Interaction techniques and input
bimanual interaction
0.112012
BiTouch and BiPad: designing bimanual interaction for hand-held tablets · CHI 2012
Ubiquitous computing and smart environments › mobile computing
mobile AR
0.112012
Evaluating the benefits of real-time feedback in mobile augmented reality with hand-held devices · CHI 2012
Human-robot interaction › feedback
real-time feedback
0.112012
Evaluating the benefits of real-time feedback in mobile augmented reality with hand-held devices · CHI 2012
Interaction techniques and input › touch interaction
tablet interaction
0.112012
BiTouch and BiPad: designing bimanual interaction for hand-held tablets · CHI 2012
Interaction techniques and input › target selection › pointing
fitts' law
0.112011
TorusDesktop: pointing via the backdoor is sometimes shorter · CHI 2011
Interaction techniques and input
pointing and selection
0.112011
TorusDesktop: pointing via the backdoor is sometimes shorter · CHI 2011
Visualization and visual analytics
software visualization
0.112018
Visual Program Manipulation in the Polyhedral Model · ACM Trans. Archit. Code Optim. 2018
Compilers and program optimization
dependence analysis
0.112018
Visual Program Manipulation in the Polyhedral Model · ACM Trans. Archit. Code Optim. 2018
Compilers and program optimization
loop transformation
0.112018
Visual Program Manipulation in the Polyhedral Model · ACM Trans. Archit. Code Optim. 2018
Interaction techniques and input › target selection › pointing
mid-air pointing
0.012013
Body-centric design space for multi-surface interaction · CHI 2013
Interaction techniques and input › selection techniques › command selection
keyboard shortcuts
0.012012
Using rhythmic patterns as an input method · CHI 2012
User interface design and tools
user interface toolkit
0.012012
BiTouch and BiPad: designing bimanual interaction for hand-held tablets · CHI 2012

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

controlled experiment · 1.9polyhedral compilation · 0.7interactive visual manipulation · 0.7optical mouse sensing · 0.4design space · 0.3smooth transition animation · 0.2comparative study · 0.2kinematic chain model · 0.1scene graph · 0.0interaction graph · 0.0dataflow visual language · 0.0
YearPublicationVenuePosition
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
CHI4
2022 What do Researchers Need when Implementing Novel Interaction Techniques?
abstract
Interaction frameworks are the tools of choice for researchers and UI designers when prototyping new and original interaction techniques. But with little knowledge about actual needs, these frameworks provide incomplete support that restricts, slows down or even prevents the exploration of new ideas. In this context, researchers resort to hacking methods, creating code that lacks robustness beyond experiments, combining libraries of different levels and paradigms, and eventually limiting the dissemination and reproducibility of their work. To better understand this problem, we interviewed 9 HCI researchers and conducted an online survey. From the results we give an overview of the criteria for choosing frameworks, the problems often met with them, and the "tricks" used as solutions. Then we propose three design principles to better support prototyping for research in UI frameworks: (i) duplicate singular elements (e.g. mouse, caret) to foster opportunities for extensions, (ii) accumulate rather than replace to keep a history of changes, and (iii) defer the execution of predefined behaviors to enable their monitoring and replacement.
Thibault Raffaillac, Stéphane Huot
Proc. ACM Hum. Comput. Interact.2
2019 Polyphony: Programming Interfaces and Interactions with the Entity-Component-System Model
abstract
This paper introduces a new Graphical User Interface (GUI) and Interaction framework based on the Entity-Component-System model (ECS). In this model, interactive elements (Entities) are characterized only by their data (Components). Behaviors are managed by continuously running processes (Systems) which select entities by the Components they possess. This model facilitates the handling of behaviors and promotes their reuse. It provides developers with a simple yet powerful composition pattern to build new interactive elements with Components. It materializes interaction devices as Entities and interaction techniques as a sequence of Systems operating on them. We present Polyphony, an experimental toolkit implementing this approach, and discuss our interpretation of the ECS model in the context of GUIs programming.
Thibault Raffaillac, Stéphane Huot
Proc. ACM Hum. Comput. Interact.2
2018 ZenStates: Easy-to-Understand Yet Expressive Specifications for Creative Interactive Environments
abstract
Much progress has been made on interactive behavior development tools for expert programmers. However, little effort has been made in investigating how these tools support creative communities who typically struggle with technical development. This is the case, for instance, of media artists and composers working with interactive environments. To address this problem, we introduce ZenStates: a new specification model for creative interactive environments that combines Hierarchical Finite-States Machines, expressions, off-the-shelf components called Tasks, and a global communication system called the Blackboard. Our evaluation is three-folded: (a) implementing our model in a direct manipulation-based software interface; (b) probing ZenStates' expressive power through 90 exploratory scenarios; and (c) performing a user study to investigate the understandability of ZenStates' model. Results support ZenStates viability, its expressivity, and suggest that ZenStates is easier to understand-in terms of decision time and decision accuracy-compared to two popular alternatives.
Jerônimo Barbosa, Marcelo M. Wanderley, Stéphane Huot
VL/HCC3
2018 Visual Program Manipulation in the Polyhedral Model
abstract
Parallelism is one of the key performance sources in modern computer systems. When heuristics-based automatic parallelization fails to improve performance, a cumbersome and error-prone manual transformation is often required. As a solution, we propose an interactive visual approach building on the polyhedral model that visualizes exact dependencies and parallelism; decomposes and replays a complex automatically computed transformation step by step; and allows for directly manipulating the visual representation as a means of transforming the program with immediate feedback. User studies suggest that our visualization is understood by experts and nonexperts alike, and that it may favor an exploratory approach.
Oleksandr Zinenko, Stéphane Huot, Cédric Bastoul
ACM Trans. Archit. Code Optim.2
2016 Opening polyhedral compiler's black box
abstract
While compilers offer a fair trade-off between productivity and executable performance in single-threaded execution, their optimizations remain fragile when addressing compute-intensive code for parallel architectures with deep memory hierarchies. Moreover, these optimizations operate as black boxes, impenetrable for the user, leaving them with no alternative to time-consuming and error-prone manual optimization in cases where an imprecise cost model or a weak analysis resulted in a bad optimization decision. To address this issue, we propose a technique allowing to automatically translate an arbitrary polyhedral optimization, used internally by loop-level optimization frameworks of several modern compilers, into a sequence of comprehensible syntactic transformations as long as this optimization focuses on scheduling loop iterations. This approach opens the black box of the polyhedral frameworks enabling users to examine, refine, replay and even design complex optimizations semi-automatically in partnership with the compiler.
Lénaïc Bagnères, Oleksandr Zinenko, Stéphane Huot, Cédric Bastoul
CGO3
2015 Characterizing the Influence of Motion Parameters on Performance When Acquiring Moving Targets
Alexandre Kouyoumdjian, Nicolas Férey, Patrick Bourdot, Stéphane Huot
INTERACT (4)4
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
UIST4
2014 GlideCursor: pointing with an inertial cursor
abstract
Pointing on large displays with an indirect, relative pointing device such as a touchpad often requires clutching. This article introduces gliding, where the cursor continues to move during the clutching gestures. The effect is that of controlling the cursor as a detached object that can be pushed, with inertia and friction similar to a puck being pushed on a table. We analyze gliding from a practical and a theoretical perspective and report on two studies. The first controlled experiment establishes that gliding reduces clutching and can improve pointing performance for large distances. We introduce cursor efficiency to capture the effects of gliding on clutching. The second experiment demonstrates that participants use gliding even when an efficient acceleration function lets them perform the task without it, without degrading performance.
Michel Beaudouin-Lafon, Stéphane Huot, Halla B. Olafsdottir, Pierre Dragicevic
AVI2
2014 Clint: A direct manipulation tool for parallelizing compute-intensive program parts
abstract
Parallel systems are now omnipresent and their effective use requires significant effort and expertise from software developers. Multitude of languages and libraries offer convenient ways to express parallelism, but fall short at helping programmers to find parallelism in existing programs. To address this issue, we introduce Clint, a direct manipulation tool aimed to ease both the extraction and the expression of parallelism. Clint builds on polyhedral representation of programs to convey dynamic behavior, to perform automatic data dependence analysis and to ensure code correctness. It can be used to rework and improve automatically generated optimizations and to make manual program transformation faster, safer and more efficient.
Oleksandr Zinenko, Stéphane Huot, Cédric Bastoul
VL/HCC2
2013 Body-centric design space for multi-surface interaction
abstract
We 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
CHI4
2012 Using rhythmic patterns as an input method
abstract
While interaction techniques that use the temporal dimension have been used for a long time, such as multiple clicks or spring-loaded widgets, more advanced uses of rhythmic patterns have received little attention in HCI. Using such temporal structures to convey information can be particularly useful in situations where the visual channel is overloaded or even not available. In this paper we introduce Rhythmic Interaction as the use of rhythms for input. We report the results of two experiments that show that (i) rhythmic patterns can be efficiently reproduced by novice users and recognized by computer algorithms, and (ii) rhythmic patterns can be memorized as efficiently as traditional shortcuts when associating them with visual commands. Overall, these results demonstrate the potential of Rhythmic Interaction and open the way to a richer repertoire of interaction techniques.
Emilien Ghomi, Guillaume Faure, Stéphane Huot, Olivier Chapuis, Michel Beaudouin-Lafon
CHI3
2012 Evaluating the benefits of real-time feedback in mobile augmented reality with hand-held devices
abstract
Augmented Reality (AR) has been proved useful to guide operational tasks in professional domains by reducing the shift of attention between instructions and physical objects. Modern smartphones make it possible to use such techniques in everyday tasks, but raise new challenges for the usability of AR in this context: small screen, occlusion, operation "through a lens". We address these problems by adding real-time feedback to the AR overlay. We conducted a controlled experiment comparing AR with and without feedback, and with standard textual and graphical instructions. Results show significant benefits for mobile AR with feedback and reveals some problems with the other techniques.
Can Liu 0003, Stéphane Huot, Jonathan Diehl, Wendy E. Mackay, Michel Beaudouin-Lafon
CHI2
2012 BiTouch and BiPad: designing bimanual interaction for hand-held tablets
abstract
Despite the demonstrated benefits of bimanual interaction, most tablets use just one hand for interaction, to free the other for support. In a preliminary study, we identified five holds that permit simultaneous support and interaction, and noted that users frequently change position to combat fatigue. We then designed the BiTouch design space, which introduces a support function in the kinematic chain model for interacting with hand-held tablets, and developed BiPad, a toolkit for creating bimanual tablet interaction with the thumb or the fingers of the supporting hand. We ran a controlled experiment to explore how tablet orientation and hand position affect three novel techniques: bimanual taps, gestures and chords. Bimanual taps outperformed our one-handed control condition in both landscape and portrait orientations; bimanual chords and gestures in portrait mode only; and thumbs outperformed fingers, but were more tiring and less stable. Together, BiTouch and BiPad offer new opportunities for designing bimanual interaction on hand-held tablets.
Julie Wagner, Stéphane Huot, Wendy E. Mackay
CHI2
2011 TorusDesktop: pointing via the backdoor is sometimes shorter
abstract
When pointing to a target on a computer desktop, we may think we are taking the shortest possible path. But new shortcuts become possible if we allow the mouse cursor to jump from one edge of the screen to the opposite one, i.e., if we turn the desktop into a torus. We discuss the design of TORUSDESKTOP, a pointing technique that allows to wrap the cursor around screen edges to open this pointing backdoor. A dead zone and an off-screen cursor feedback make the technique more usable and more compatible with everyday desktop usage. We report on three controlled experiments conducted to refine the design of the technique and evaluate its performance. The results suggest clear benefits of using the backdoor when target distance is more than 80% the screen size in our experimental conditions.
Stéphane Huot, Olivier Chapuis, Pierre Dragicevic
CHI1
2011 Animating from markup code to rendered documents and vice versa
abstract
We present a quick preview technique that smoothly transitions between document markup code and its visual rendering. This technique allows users to regularly check the code they are editing in-place, without leaving the text editor. This method can complement classical preview windows by offering rapid overviews of code-to-document mappings and leaving more screen real-estate. We discuss the design and implementation of our technique.
Pierre Dragicevic, Stéphane Huot, Fanny Chevalier
UIST2
2010 WikipediaViz: Conveying article quality for casual Wikipedia readers
abstract
As Wikipedia has become one of the most used knowledge bases worldwide, the problem of the trustworthiness of the information it disseminates becomes central. With WikipediaViz, we introduce five visual indicators integrated to the Wikipedia layout that can keep casual Wikipedia readers aware of important metainformation about the articles they read. The design of WikipediaViz was inspired by two participatory design sessions with expert Wikipedia writers and sociologists who explained the clues they used to quickly assess the trustworthiness of articles. According to these results, we propose five metrics for Maturity and Quality assessment of Wikipedia articles and their accompanying visualizations to provide the readers with important clues about the editing process at a glance. We also report and discuss about the results of the user studies we conducted. Two preliminary pilot studies show that all our subjects trust Wikipedia articles almost blindly. With the third study, we show that WikipediaViz significantly reduces the time required to assess the quality of articles while maintaining a good accuracy.
Fanny Chevalier, Stéphane Huot, Jean-Daniel Fekete
PacificVis2
2008 TapTap and MagStick: improving one-handed target acquisition on small touch-screens
abstract
International audience
Anne Roudaut, Stéphane Huot, Eric Lecolinet
AVI2
2007 Focus+Context Visualization Techniques for Displaying Large Lists with Multiple Points of Interest on Small Tactile Screens
Stéphane Huot, Eric Lecolinet
INTERACT (2)1
2004 The MaggLite post-WIMP toolkit: draw it, connect it and run it
abstract
This article presents MaggLite, a toolkit and sketch-based interface builder allowing fast and interactive design of post-WIMP user interfaces. MaggLite improves design of advanced UIs thanks to its novel mixed-graph architecture that dynamically combines scene-graphs with interaction-graphs. Scene-graphs provide mechanisms to describe and produce rich graphical effects, whereas interaction-graphs allow expressive and fine-grained description of advanced interaction techniques and behaviors such as multiple pointers management, toolglasses, bimanual interaction, gesture, and speech recognition. Both graphs can be built interactively by sketching the UI and specifying the interaction using a dataflow visual language. Communication between the two graphs is managed at runtime by components we call Interaction Access Points. While developers can extend the toolkit by refining built-in generic mechanisms, UI designers can quickly and interactively design, prototype and test advanced user interfaces by applying the MaggLite principle: "draw it, connect it and run it".
Stéphane Huot, Cédric Dumas, Pierre Dragicevic, Jean-Daniel Fekete, Gérard Hégron
UIST1
2003 Toward Creative 3D Modeling: an Architects' Sketches Study
Stéphane Huot, Cédric Dumas, Gérard Hégron
INTERACT1