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Benoît Bossavit

dblp:95/8693 · DBLP profile ↗
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10ranked-venue papers
5as first author
1since 2021 · last 2024
0000-0003-1236-3020ORCID · verified

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

Human-computer interaction and ubiquitous computing · 7 · 4 first-authorApplied, interdisciplinary, general and emerging computing · 3 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 1 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
2 papers
Games and playful interaction · 22% Design research and methods · 22% Accessibility and assistive technology · 22%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 64% Visualization and visual analytics · 36%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Distributed systems · 81% High-performance computing · 19%

Topics — the 11 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Accessibility and assistive technology
autism
0.212016
"This is how I want to learn": High Functioning Autistic Teens Co-Designing a Serious Game · CHI 2016
Design research and methods
participatory design
0.212016
"This is how I want to learn": High Functioning Autistic Teens Co-Designing a Serious Game · CHI 2016
Games and playful interaction
serious games
0.212016
"This is how I want to learn": High Functioning Autistic Teens Co-Designing a Serious Game · CHI 2016
Visualization and visual analytics
3d visualization
0.112011
Toucheo: multitouch and stereo combined in a seamless workspace · UIST 2011
Interaction techniques and input › touch interaction
multi-touch interaction
0.112011
Toucheo: multitouch and stereo combined in a seamless workspace · UIST 2011
Interaction techniques and input › touch interaction
touch input
0.112011
Toucheo: multitouch and stereo combined in a seamless workspace · UIST 2011
Virtual and augmented reality › telepresence
immersive telepresence
0.112010
A 3d data intensive tele-immersive grid · ACM Multimedia 2010
Virtual and augmented reality › virtual environment
networked virtual environment
0.112010
A 3d data intensive tele-immersive grid · ACM Multimedia 2010
User interface design and tools
natural user interface
0.112016
"This is how I want to learn": High Functioning Autistic Teens Co-Designing a Serious Game · CHI 2016
High-performance computing
data-intensive computing
0.012010
A 3d data intensive tele-immersive grid · ACM Multimedia 2010
Distributed systems
grid computing
0.012010
A 3d data intensive tele-immersive grid · ACM Multimedia 2010

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

stereoscopic display · 0.2semi-transparent mirror · 0.2participatory design · 0.2multitouch screen · 0.2co-design · 0.2multi-camera 3d modeling · 0.2
YearPublicationVenuePosition
2024 A scoping review and a taxonomy of the use of motion-based technology centered on the end user. A special focus on elderly health
abstract
Abstract Motion-based technology (MBT) has been applied in the last decades with enormous success in a high number of applications. Its use continues growing and is specially interesting in the health area. Nowadays, its employment is being more and more specialised with respect to the profile of the end user (i.e., child, adolescent/teenager, adult or elderly). This paper first reviews the use of MBT centered in the end user from a global perspective. It also proposes a taxonomy that allows cataloguing the MBT employment directed to the end user. Then, from these results, the paper centers the review on the MBT application aiming to improve the health of elderly. The results highlighted in this paper can help to a better understanding of MBT, especially when it is applied thinking in elderly as the end users.
Benoît Bossavit, Antonio J. Fernández 0001
Multim. Tools Appl.1
2020 Visual user interfaces for human motion
abstract
Visual interfaces are important in human motion to capture it, to visualize it, and to facilitate motion-based interactive systems. This workshop aims at providing a platform for researchers, designers and users to discuss the challenges related to the design of visual interfaces for motion-based interaction, in terms of visualization (e.g. graphical user interface, multimodal feedback, evaluation) and processing (e.g., data collection, treatment, interpretation, recognition) of human movement (e.g., motor skills, amplitude of movements, limitations). We will share experiences, lessons learned and elaborate tools for developing all the possible applications going forward.
Lilian Genaro Motti, Brian Caulfield 0001, Benoît Bossavit, Katerina El Raheb, Mathieu Raynal, Nadine Vigouroux, Karine Lan Hing Ting, Pourang Irani, Jean Vanderdonckt
AVI3
2020 Designing Digital Activities to Screen Locomotor Skills in Developing Children
Benoît Bossavit, Inmaculada Arnedillo Sánchez
EC-TEL1
2019 A Novel Approach to Monitor Loco-Motor Skills in Children: A Pilot Study
Benoît Bossavit, Inmaculada Arnedillo Sánchez
EC-TEL1
2019 HCI Challenges in Human Movement Analysis
Lilian Genaro Motti, Benoît Bossavit, Brian Caulfield 0001, Mathieu Raynal, Karine Lan Hing Ting, Jean Vanderdonckt, Nadine Vigouroux
INTERACT (4)2
2016 "This is how I want to learn": High Functioning Autistic Teens Co-Designing a Serious Game
abstract
This paper presents a project that developed a Serious Game with a Natural User Interface, via a Participatory Design approach with two adolescents with High-Functioning Autism (HFA). The project took place in a highly specialized school for young people with Special Educational Needs (SEN). The teenagers were empowered by assigning them specific roles across several sessions. They could express their voice as user, informant, designer and tester. As a result, teachers and young people developed a digital educational game based on their experience as video gamers to improve academic skills in Geography. This paper contributes by describing the sensitive and flexible approach to the design process which promoted stakeholders' participation.
Benoît Bossavit, Sarah Parsons
CHI1
2016 What Technology for Autism Needs to be Invented? Idea Generation from the Autism Community via the ASCmeI.T. App
Sarah Parsons, Nicola Yuill, Judith Good, Mark J. Brosnan, Lisa M. Austin, Clarence Singleton, Benoît Bossavit, Barnabear
ICCHP (2)7
2014 Hierarchical Menu Selection with a Body-Centered Remote Interface
Benoît Bossavit, Asier Marzo Pérez, Oscar Ardaiz-Villanueva, Alfredo Pina
Interact. Comput.1
2011 Toucheo: multitouch and stereo combined in a seamless workspace
abstract
We propose a new system that efficiently combines direct multitouch interaction with co-located 3D stereoscopic visualization. In our approach, users benefit from well-known 2D metaphors and widgets displayed on a monoscopic touchscreen, while visualizing occlusion-free 3D objects floating above the surface at an optically correct distance. Technically, a horizontal semi-transparent mirror is used to reflect 3D images produced by a stereoscopic screen, while the user's hand as well as a multitouch screen located below this mirror remain visible. By registering the 3D virtual space and the physical space, we produce a rich and unified workspace where users benefit simultaneously from the advantages of both direct and indirect interaction, and from 2D and 3D visualizations. A pilot usability study shows that this combination of technology provides a good user experience.
Martin Hachet, Benoît Bossavit, Aurélie Cohé, Jean-Baptiste de la Rivière
UIST2
2010 A 3d data intensive tele-immersive grid
abstract
Networked virtual environments like Second Life enable distant people to meet for leisure as well as work. But users are represented through avatars controlled by keyboards and mouses, leading to a low sense of presence especially regarding body language. Multi-camera real-time 3D modeling offers a way to ensure a significantly higher sense of presence. But producing quality geometries, well textured, and to enable distant user tele-presence in non trivial virtual environments is still a challenge today.
Benjamin Petit, Thomas Dupeux, Benoît Bossavit, Joeffrey Legaux, Bruno Raffin, Emmanuel Melin, Jean-Sébastien Franco, Ingo Assenmacher, Edmond Boyer
ACM Multimedia3