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Florence Tyndiuk

dblp:44/1730 · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 2007
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 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
Interaction techniques and input · 92% Usability and user experience research · 8%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
mobile interaction
0.112007
"Jump and refine" for rapid pointing on mobile phones · CHI 2007
Interaction techniques and input
pointing and selection
0.112007
"Jump and refine" for rapid pointing on mobile phones · CHI 2007
Interaction techniques and input › spatial interaction
3d interaction
0.012004
The CAT for efficient 2D and 3D interaction as an alternative to mouse adaptations · ACM Trans. Graph. 2004
Interaction techniques and input › input device › 3d input device
6-DOF input device
0.012004
The CAT for efficient 2D and 3D interaction as an alternative to mouse adaptations · ACM Trans. Graph. 2004
Virtual and augmented reality › immersive interaction › 3d interaction
virtual environment interaction
0.012004
The CAT for efficient 2D and 3D interaction as an alternative to mouse adaptations · ACM Trans. Graph. 2004
Interaction techniques and input › touch interaction
tablet interaction
0.012004
The CAT for efficient 2D and 3D interaction as an alternative to mouse adaptations · ACM Trans. Graph. 2004

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

isotonic sensing · 0.1isometric sensing · 0.1user study · 0.1
YearPublicationVenuePosition
2007 "Jump and refine" for rapid pointing on mobile phones
abstract
Standard input devices for mobile phones are directional keys and discrete thumb-joysticks. These devices are dedicated to the discrete GUIs of the phones (eg. scroll lists and small icons arrays). Today, new mobile applications are arising and require adapted interfaces. In particular, the widespread of 3D applications will be favored if users can efficiently point on any part of thescreen. In this paper, we propose a new interaction technique called Jump and Refine for selection tasks on mobile phones. This technique is based on two levels of cursor displacement in order to reduce the number of keystrokes. The first level allows fast movements into an underlying grid. The second one can be used for accurate positioning into the selected area. We present a user study which shows that using a first coarse jump level decreases the selection completion times. The study also shows that the technique is widely accepted by the users. Finally, we discuss the optimal grid sizes.
Martin Hachet, Joachim Pouderoux, Florence Tyndiuk, Pascal Guitton
CHI3
2005 Cognitive comparison of 3D interaction in front of large vs. small displays
abstract
This paper presents some experimental results on the comparison of users performance for different kinds of 3D interaction tasks (travel, manipulation), when using either a standard desktop display or a large immersive display. The main results of our experimentation are the following: first, not all users benefit similarly from the use of large displays, and second, the gains of performance strongly depend on the nature of the interaction task. To explain these results, we borrow some tools from cognitive science in order to identify one cognitive factor (visual attention) that is involved in the difference of performance that can be observed.
Florence Tyndiuk, Gwenola Thomas, Véronique Lespinet-Najib, Christophe Schlick
VRST1
2004 The CAT for efficient 2D and 3D interaction as an alternative to mouse adaptations
abstract
We present the CAT (Control Action Table), a 6 degrees of freedom freestanding input device designed for interaction with Virtual Environments displayed on huge screens. Both isotonic and isometric sensing modes allow the user to easily and efficiently perform 3D interaction techniques. A 2D tablet fixed on the tabletop allows them to perform accurate 2D interaction techniques.
Martin Hachet, Pascal Guitton, Patrick Reuter, Florence Tyndiuk
ACM Trans. Graph.4