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Guillaume Zufferey

dblp:94/2222 · DBLP profile ↗
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8ranked-venue papers
1as first author
0since 2021 · last 2016
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 7 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 3Artificial intelligence and machine learning · 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
2 papers
Personal fabrication and tangible interfaces · 54% Collaborative and social computing · 27% Accessibility and assistive technology · 12%
Computer networks
1 paper
Internet of things and sensor networks · 50% Network management and operations · 50%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
collaborative learning
0.212016
Using Mobile Eye-Trackers to Unpack the Perceptual Benefits of a Tangible User Interface for Collaborative Learning · ACM Trans. Comput. Hum. Interact. 2016
Personal fabrication and tangible interfaces
tangible interaction
0.212016
Using Mobile Eye-Trackers to Unpack the Perceptual Benefits of a Tangible User Interface for Collaborative Learning · ACM Trans. Comput. Hum. Interact. 2016
Personal fabrication and tangible interfaces
tangible user interface
0.212016
Using Mobile Eye-Trackers to Unpack the Perceptual Benefits of a Tangible User Interface for Collaborative Learning · ACM Trans. Comput. Hum. Interact. 2016
Accessibility and assistive technology
auditory interface
0.112010
SensorTune: a mobile auditory interface for DIY wireless sensor networks · CHI 2010
Human-robot interaction › nonverbal communication
joint attention
0.112016
Using Mobile Eye-Trackers to Unpack the Perceptual Benefits of a Tangible User Interface for Collaborative Learning · ACM Trans. Comput. Hum. Interact. 2016
Network management and operations
network configuration
0.012010
SensorTune: a mobile auditory interface for DIY wireless sensor networks · CHI 2010
Internet of things and sensor networks › wireless sensor network
sensor deployment
0.012010
SensorTune: a mobile auditory interface for DIY wireless sensor networks · CHI 2010

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

eye tracking · 0.2between-subjects experiment · 0.2user study · 0.2comparative evaluation · 0.2
YearPublicationVenuePosition
2016 Using Mobile Eye-Trackers to Unpack the Perceptual Benefits of a Tangible User Interface for Collaborative Learning
abstract
In this study, we investigated the way users memorize, analyze, collaborate, and learn new concepts on a Tangible User Interface (TUI). Twenty-seven pairs of apprentices in logistics ( N = 54) interacted with an interactive simulation of a warehouse. Their task was to discover efficient design principles for building storehouses. In a between-subjects experimental design, half of the participants used 3D physical shelves, whereas the other half used 2D paper shelves. This manipulation allowed us to control for the “representational effect” of 3D tangibles: the first group saw the warehouse as a small-scale model with realistic shelves, whereas the second group had access to a more abstract layout with rectangular pieces of paper. Both groups interacted with the system in the same way. We found that participants in the first group (i.e., who used 3D realistic shelves) better memorized a warehouse layout, built a more efficient model, and scored higher on a learning test. Additionally, students wore eye-tracking goggles while completing those tasks; preliminary results suggest that 3D interfaces increased joint visual attention, which was found to be a significant predictor for participants’ task performance and learning gains. Implications for designing TUIs in collaborative settings are discussed.
Bertrand Schneider, Kshitij Sharma, Sébastien Cuendet, Guillaume Zufferey, Pierre Dillenbourg, Roy D. Pea
ACM Trans. Comput. Hum. Interact.4
2012 TinkerLamp 2.0: Designing and Evaluating Orchestration Technologies for the Classroom
Son Do-Lenh, Patrick Jermann, Amanda Legge, Guillaume Zufferey, Pierre Dillenbourg
EC-TEL4
2010 SensorTune: a mobile auditory interface for DIY wireless sensor networks
abstract
Wireless Sensor Networks (WSNs) allow the monitoring of activity or environmental conditions over a large area, from homes to industrial plants, from agriculture fields to forests and glaciers. They can support a variety of applications, from assisted living to natural disaster prevention. WSNs can, however, be challenging to setup and maintain, reducing the potential for real-world adoption. To address this limitation, this paper introduces SensorTune, a novel mobile interface to support non-expert users in iteratively setting up a WSN. SensorTune uses non-speech audio to present to its users information regarding the connectivity of the network they are setting up, allowing them to decide how to extend it. To simplify the interpretation of the data presented, the system adopts the metaphor of tuning a consumer analog radio, a very common and well known operation. A user study was conducted in which 20 subjects setup real multi-hop networks inside a large building using a limited number of wireless nodes. Subjects repeated the task with SensorTune and with a comparable mobile GUI interface. Experimental results show a statistically significant difference in the task completion time and a clear preference of users for the auditory interface.
Enrico Costanza, Jacques Panchard, Guillaume Zufferey, Julien Nembrini, Julien Freudiger, Jeffrey Huang, Jean-Pierre Hubaux
CHI3
2010 Task Performance vs. Learning Outcomes: A Study of a Tangible User Interface in the Classroom
Son Do-Lenh, Patrick Jermann, Sébastien Cuendet, Guillaume Zufferey, Pierre Dillenbourg
EC-TEL4
2010 An empirical evaluation of touch and tangible interfaces for tabletop displays
abstract
Tabletop systems have become quite popular in recent years, during which there was considerable enthusiasm for the development of new interfaces. In this paper, we establish a comparison between touch and tangible interfaces. We set up an experiment involving several actions like translation and rotation. We recruited 40 participants to take part in a user study and we present our results with a discussion on the design of touch and tangible interfaces. Our contribution is an empirical study showing that overall, the tangible interface is much faster but under certain conditions, the touch interface could gain the upper hand.
Aurélien Lucchi, Patrick Jermann, Guillaume Zufferey, Pierre Dillenbourg
TEI3
2009 TinkerSheets: using paper forms to control and visualize tangible simulations
abstract
This paper describes TinkerSheets, a paper-based interface to tangible simulations. The proposed interface combines the advantages of form-based input and paper. Form-based input allows to set an arbitrary number of parameters. Using paper as a medium for the interface keeps the interaction modality consistently physical. TinkerSheets are also used as an output screen to display summarized information about the simulation. A user study conducted in an authentic context shows how the characteristics of the interface shape real world usage. We also describe how the affordances of this control and visualization interface support the co-design of interaction with end-users.
Guillaume Zufferey, Patrick Jermann, Aurélien Lucchi, Pierre Dillenbourg
TEI1
2008 Tinkering or Sketching: Apprentices' Use of Tangibles and Drawings to Solve Design Problems
Patrick Jermann, Guillaume Zufferey, Pierre Dillenbourg
EC-TEL2
2006 A dynamically constrained genetic algorithm for hardware-software partitioning
abstract
In this article, we describe the application of an enhanced genetic algorithm to the problem of hardware-software codesign. Starting from a source code written in a high level language our algorithm determines, using a dynamically-weighted fitness function, the most interesting code parts of the program to be implemented in hardware, given a limited amount of resources, in order to achieve the greatest overall execution speedup. The novelty of our approach resides in the tremendous reduction of the search space obtained by specific optimizations passes that are conducted on each generation. Moreover, by considering different granularities during the evolution process, very fast and effective convergence (in the order of a few seconds) can thus be attained. The partitioning obtained can then be used to build the different functional units of a processor well suited for a large customization, thanks to its architecture that uses only one instruction, Move.
Pierre-André Mudry, Guillaume Zufferey, Gianluca Tempesti
GECCO2