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Célia Picard

dblp:53/10266 · DBLP profile ↗
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8ranked-venue papers
0as first author
2since 2021 · last 2025
0000-0002-8715-4365ORCID · verified

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

Human-computer interaction and ubiquitous computing · 6Software engineering, systems software and programming languages · 1 · 1 since 2021Theory of computation · 1 · 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
1 paper
Interaction techniques and input · 100%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › input device
input device design
0.112015
The Roly-Poly Mouse: Designing a Rolling Input Device Unifying 2D and 3D Interaction · CHI 2015

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

user study · 0.2gesture evaluation · 0.2
YearPublicationVenuePosition
2025 Formally proved specification of non-nested STL formulas as synchronous observers
Céline Bellanger, Pierre-Loïc Garoche, Matthieu Martel, Célia Picard
Sci. Comput. Program.4
2022 Towards a User Interface Description Language Based on Bigraphs
Nicolas Nalpon, Cyril Allignol, Célia Picard
ICTAC3
2020 Designing Tangible Tools for the Creation of Personalized Visits by Museum Professionals
abstract
Museums aim at offering personalized visits to encourage visitors to visit more than once. Few approaches consider the specific skills of museum professionals when designing tools for this purpose. We conducted a three-step iterative and user-centered design process with 13 museum professionals from six museums. This analysis led us to a main finding: the most complicated task for museum professionals is to explore their design space, composed of all possible visitor profiles for which to create visits. We propose a visualization for this multidimensional design space and six potential interactions on this representation. In an exploration space, we classify them on two axes: the selection approach and the type of interface (GUI versus TUI). We analyze their benefits and limits and, based on a pilot study, we propose insights and questions for future design.
Stéphanie Rey, Nadine Couture, Célia Picard, Christophe Bortolaso, Mustapha Derras, Anke M. Brock
TEI3
2020 Build Your Own Hercules: Helping Visitors Personalize their Museum Experience
abstract
Museums compete with the entertainment industry to attract a large audience. One solution to make them more attractive is to personalize the visits according to visitors' preferences. Following a user centered design approach with visitors and museum professionals, we designed and implemented Build Your Own Hercules. This tangible prototype helps groups of visitors or individuals choose a visit based on their characteristics and desires. A pilot study in the museum provided first insights about the ease of use, satisfaction and interest within visitor groups.
Stéphanie Rey, Célia Picard, Yanis Fatmi, Fanny Franco, Sarah Guilbert, Jérémie Manéré, Christophe Bortolaso, Mustapha Derras, Nadine Couture, Anke M. Brock
TEI2
2019 Combining Tablets with Smartphones for Data Analytics
Gary Perelman, Marcos Serrano, Christophe Bortolaso, Célia Picard, Mustapha Derras, Emmanuel Dubois 0001
INTERACT (4)4
2018 Djnn/Smala: A Conceptual Framework and a Language for Interaction-Oriented Programming
abstract
The persistent difficulty to develop and maintain interactive software has unveiled the inadequacy of traditional imperative programming languages. In the recent years, several solutions have been proposed to enrich the existing languages with constructs dedicated to interaction. In this paper, we propose a different approach that takes interaction as the primary concern to build a new programming language. We present Djnn, a conceptual framework based on the concepts of process and process activation, then we introduce Smala a programming language derived from this framework. We propose a solution for the unification of the concepts of event and data-flow, and for the derivation of complex control structures from a small set of basic ones. We detail the syntax and the semantics of Smala. Finally, we illustrate through a real-size application how it enables building all parts of an interactive software. Djnn and Smala may offer designers and programmers usable means to think of interactions and translate them into running code.
Mathieu Magnaudet, Stéphane Chatty, Stéphane Conversy, Sébastien Leriche, Célia Picard, Daniel Prun
Proc. ACM Hum. Comput. Interact.5
2016 DECO: A Design Space for Device Composition
abstract
Numerous interaction devices are designed through device composition. However, there is no conceptual support for this process and designers are left out to explore the space of combinations in an ad-hoc manner. In this paper we propose a design space for device composition, DECO, which focuses on the physical aspects of the composition. This design space is built around two main axes, namely Physical arrangement, which describes how elements are physically combined, and Physical manipulation, which describes how users manipulate each element. We first classify existing devices using our design space and then compare four of them to illustrate their similarities and differences. Using DECO, we design a new compound device: RPM2. This device is based on the combination of a regular mouse with the Roly-Poly Mouse. We describe in detail the user-centered iterative design process that leads to the final prototype. Finally we propose a set of design guidelines to assist the use of DECO for device composition.
Gary Perelman, Marcos Serrano, Mathieu Raynal, Célia Picard, Mustapha Derras, Emmanuel Dubois 0001
Conference on Designing Interactive Systems4
2015 The Roly-Poly Mouse: Designing a Rolling Input Device Unifying 2D and 3D Interaction
abstract
We present the design and evaluation of the Roly-Poly Mouse (RPM), a rolling input device that combines the advantages of the mouse (position displacement) and of 3D devices (roll and rotation) to unify 2D and 3D interaction. Our first study explores RPM gesture amplitude and stability for different upper shapes (Hemispherical, Convex) and hand postures. 8 roll directions can be performed precisely and their amplitude is larger on Hemispherical RPM. As minor rolls affect translation, we propose a roll correction algorithm to support stable 2D pointing with RPM. We propose the use of compound gestures for 3D pointing and docking, and evaluate them against a commercial 3D device, the SpaceMouse. Our studies reveal that RPM performs 31% faster than the SpaceMouse for 3D pointing and equivalently for 3D rotation. Finally, we present a proof-of-concept integrated RPM prototype along with discussion on the various technical challenges to overcome to build a final integrated version of RPM.
Gary Perelman, Marcos Serrano, Mathieu Raynal, Célia Picard, Mustapha Derras, Emmanuel Dubois 0001
CHI4