Demo Data from EDBT 2026 / reviewers in the wild / expert
Nicolas Roussel 0001
dblp:95/2264-1
· DBLP profile ↗
32ranked-venue papers
3as first author
0since 2021 · last 2020
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 28 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author
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
26 papers |
Interaction techniques and input · 51% Wearable and physiological sensing · 13% Usability and user experience research · 11% | |
| Computer graphics and multimedia
3 papers |
Visualization and visual analytics · 67% Image and video processing · 29% Multimedia systems and quality of experience · 4% |
Topics — the 30 heaviest of 53, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Wearable and physiological sensing
brain-computer interface |
0.7 | 2 | 2020 | Towards BCI-Based Interfaces for Augmented Reality: Feasibility, Design and Evaluation · IEEE Trans. Vis. Comput. Graph. 2020 Can I Think of Something Else when Using a BCI?: Cognitive Demand of an SSVEP-based BCI · CHI 2017 |
Interaction techniques and input › interaction techniques
scrolling technique |
0.5 | 2 | 2017 | The design, use, and performance of edge-scrolling techniques · Int. J. Hum. Comput. Stud. 2017 Push-Edge and Slide-Edge: Scrolling by Pushing Against the Viewport Edge · CHI 2015 |
Visualization and visual analytics › interaction techniques
animated transitions |
0.4 | 1 | 2020 | Common Fate for Animated Transitions in Visualization · IEEE Trans. Vis. Comput. Graph. 2020 |
Visualization and visual analytics
graphical perception |
0.4 | 1 | 2020 | Common Fate for Animated Transitions in Visualization · IEEE Trans. Vis. Comput. Graph. 2020 |
Image and video processing
perceptual grouping |
0.4 | 1 | 2020 | Common Fate for Animated Transitions in Visualization · IEEE Trans. Vis. Comput. Graph. 2020 |
Immersive interaction
augmented reality interaction |
0.4 | 1 | 2020 | Towards BCI-Based Interfaces for Augmented Reality: Feasibility, Design and Evaluation · IEEE Trans. Vis. Comput. Graph. 2020 |
Interaction techniques and input
hands-free interaction |
0.4 | 1 | 2020 | Towards BCI-Based Interfaces for Augmented Reality: Feasibility, Design and Evaluation · IEEE Trans. Vis. Comput. Graph. 2020 |
Interaction techniques and input › touch interaction
touch input |
0.3 | 1 | 2018 | Next-Point Prediction for Direct Touch Using Finite-Time Derivative Estimation · UIST 2018 |
Interaction techniques and input
direct manipulation |
0.3 | 2 | 2016 | Direct Manipulation in Tactile Displays · CHI 2016 User interface façades: towards fully adaptable user interfaces · UIST 2006 |
Usability and user experience research › cognitive load
cognitive load assessment |
0.3 | 1 | 2017 | Can I Think of Something Else when Using a BCI?: Cognitive Demand of an SSVEP-based BCI · CHI 2017 |
Interaction techniques and input › touch interaction
multi-touch interaction |
0.3 | 1 | 2017 | Leveraging finger identification to integrate multi-touch command selection and parameter manipulation · Int. J. Hum. Comput. Stud. 2017 |
Wearable and physiological sensing › brain-computer interface
SSVEP-based BCI |
0.3 | 1 | 2017 | Can I Think of Something Else when Using a BCI?: Cognitive Demand of an SSVEP-based BCI · CHI 2017 |
Interaction techniques and input › target selection › pointing
pointing facilitation |
0.3 | 3 | 2011 | No more bricolage!: methods and tools to characterize, replicate and compare pointing transfer functions · UIST 2011 UIMarks: quick graphical interaction with specific targets · UIST 2010 Surfpad: riding towards targets on a squeeze film effect · CHI 2011 |
Haptics and multimodal interaction
tactile display |
0.2 | 1 | 2016 | Direct Manipulation in Tactile Displays · CHI 2016 |
Interaction techniques and input › input device
input device evaluation |
0.2 | 2 | 2013 | How low can you go?: human limits in small unidirectional mouse movements · CHI 2013 Exposing and understanding scrolling transfer functions · UIST 2012 |
Interaction techniques and input › target selection › pointing
control-display gain |
0.1 | 1 | 2012 | Giving a hand to the eyes: leveraging input accuracy for subpixel interaction · UIST 2012 |
Interaction techniques and input › target selection
pointing |
0.1 | 1 | 2012 | Giving a hand to the eyes: leveraging input accuracy for subpixel interaction · UIST 2012 |
User interface design and tools › interaction design
interaction design space |
0.1 | 1 | 2020 | Towards BCI-Based Interfaces for Augmented Reality: Feasibility, Design and Evaluation · IEEE Trans. Vis. Comput. Graph. 2020 |
Human-robot interaction › teleoperation
mobile robot teleoperation |
0.1 | 1 | 2020 | Towards BCI-Based Interfaces for Augmented Reality: Feasibility, Design and Evaluation · IEEE Trans. Vis. Comput. Graph. 2020 |
User interface design and tools › user interface architecture
window management |
0.1 | 2 | 2007 | Copy-and-paste between overlapping windows · CHI 2007 Metisse is not a 3D desktop! · UIST 2005 |
Haptics and multimodal interaction › haptic feedback
tactile feedback |
0.1 | 1 | 2011 | Surfpad: riding towards targets on a squeeze film effect · CHI 2011 |
Interaction techniques and input
transfer function |
0.1 | 1 | 2011 | No more bricolage!: methods and tools to characterize, replicate and compare pointing transfer functions · UIST 2011 |
Interaction techniques and input › input handling
input latency |
0.1 | 1 | 2018 | Next-Point Prediction for Direct Touch Using Finite-Time Derivative Estimation · UIST 2018 |
Collaborative and social computing
computer-supported cooperative work |
0.1 | 2 | 2006 | Pêle-Mêle, a video communication system supporting a variable degree of engagement · CSCW 2006 Experiences in the design of the well, a group communication device for teleconviviality · ACM Multimedia 2002 |
Interaction techniques and input
desktop interaction |
0.1 | 1 | 2009 | Power tools for copying and moving: useful stuff for your desktop · CHI 2009 |
Interaction techniques and input › selection techniques
command selection |
0.1 | 1 | 2017 | Leveraging finger identification to integrate multi-touch command selection and parameter manipulation · Int. J. Hum. Comput. Stud. 2017 |
Haptics and multimodal interaction
multimodal interaction |
0.1 | 1 | 2017 | Can I Think of Something Else when Using a BCI?: Cognitive Demand of an SSVEP-based BCI · CHI 2017 |
Interaction techniques and input
touch interaction |
0.1 | 1 | 2017 | Characterizing Latency in Touch and Button-Equipped Interactive Systems · UIST 2017 |
Interaction techniques and input
pointing and selection |
0.1 | 1 | 2016 | Direct Manipulation in Tactile Displays · CHI 2016 |
Collaborative and social computing
computer-mediated communication |
0.1 | 1 | 2007 | Beyond "beyond being there": towards multiscale communication systems · ACM Multimedia 2007 |
Methods — techniques the papers use, named apart from their topics
user study · 0.8controlled experiment · 0.8steady-state visually evoked potential · 0.4EEG · 0.4smoothing · 0.3post-filtering · 0.3finite-time derivative estimation · 0.3photodiode · 0.3n-back task · 0.3microcontroller · 0.3optical mouse sensing · 0.2interviews · 0.1field experiment · 0.1architecture design · 0.1video compositing · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Common Fate for Animated Transitions in VisualizationabstractThe Law of Common Fate from Gestalt psychology states that visual objects moving with the same velocity along parallel trajectories will be perceived by a human observer as grouped. However, the concept of common fate is much broader than mere velocity; in this paper we explore how common fate results from coordinated changes in luminance and size. We present results from a crowdsourced graphical perception study where we asked workers to make perceptual judgments on a series of trials involving four graphical objects under the influence of conflicting static and dynamic visual factors (position, size and luminance) used in conjunction. Our results yield the following rankings for visual grouping: motion > (dynamic luminance, size, luminance); dynamic size > (dynamic luminance, position); and dynamic luminance > size. We also conducted a follow-up experiment to evaluate the three dynamic visual factors in a more ecologically valid setting, using both a Gapminder-like animated scatterplot and a thematic map of election data. The results indicate that in practice the relative grouping strengths of these factors may depend on various parameters including the visualization characteristics and the underlying data. We discuss design implications for animated transitions in data visualization. Amira Chalbi, Jacob Ritchie, Deok Gun Park 0001, Jungu Choi, Nicolas Roussel 0001, Niklas Elmqvist, Fanny Chevalier |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2020 | Towards BCI-Based Interfaces for Augmented Reality: Feasibility, Design and EvaluationabstractBrain-Computer Interfaces (BCIs) enable users to interact with computers without any dedicated movement, bringing new hands-free interaction paradigms. In this paper we study the combination of BCI and Augmented Reality (AR). We first tested the feasibility of using BCI in AR settings based on Optical See-Through Head-Mounted Displays (OST-HMDs). Experimental results showed that a BCI and an OST-HMD equipment (EEG headset and Hololens in our case) are well compatible and that small movements of the head can be tolerated when using the BCI. Second, we introduced a design space for command display strategies based on BCI in AR, when exploiting a famous brain pattern called Steady-State Visually Evoked Potential (SSVEP). Our design space relies on five dimensions concerning the visual layout of the BCI menu; namely: orientation, frame-of-reference, anchorage, size and explicitness. We implemented various BCI-based display strategies and tested them within the context of mobile robot control in AR. Our findings were finally integrated within an operational prototype based on a real mobile robot that is controlled in AR using a BCI and a HoloLens headset. Taken together our results (4 user studies) and our methodology could pave the way to future interaction schemes in Augmented Reality exploiting 3D User Interfaces based on brain activity and BCIs. Hakim Si-Mohammed, Jimmy Petit, Camille Jeunet, Ferran Argelaguet, Fabien Spindler, Andéol Évain, Nicolas Roussel 0001, Géry Casiez, Anatole Lécuyer |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2018 | Next-Point Prediction for Direct Touch Using Finite-Time Derivative EstimationabstractEnd-to-end latency in interactive systems is detrimental to performance and usability, and comes from a combination of hardware and software delays. While these delays are steadily addressed by hardware and software improvements, it is at a decelerating pace. In parallel, short-term input prediction has shown promising results in recent years, in both research and industry, as an addition to these efforts. We describe a new prediction algorithm for direct touch devices based on (i) a state-of-the-art finite-time derivative estimator, (ii) a smoothing mechanism based on input speed, and (iii) a post-filtering of the prediction in two steps. Using both a pre-existing dataset of touch input as benchmark, and subjective data from a new user study, we show that this new predictor outperforms the predictors currently available in the literature and industry, based on metrics that model user-defined negative side-effects caused by input prediction. In particular, we show that our predictor can predict up to 2 or 3 times further than existing techniques with minimal negative side-effects. Mathieu Nancel, Stanislav Aranovskiy, Rosane Ushirobira, Denis V. Efimov, Sébastien Poulmane, Nicolas Roussel 0001, Géry Casiez |
UIST | 6 |
| 2017 | Can I Think of Something Else when Using a BCI?: Cognitive Demand of an SSVEP-based BCIabstractBCIs are presumably supposed to require the full attention of their users and to lose accuracy if they pay attention to another task. This assertion has been verified with several BCI paradigms (e.g. P300). But the cognitive demand of the promising SSVEP paradigm had never been specifically assessed yet. We measured the accuracy of an SSVEP-based BCI used by 26 participants in various conditions of mental workload. Our analysis revealed that surprisingly, for this type of BCI, little attention is actually needed from participants to reach optimal accuracy: participants were able to successfully perform a complex secondary task (N-back) without degrading the BCI accuracy. The same observation was made whether visual or auditive attention was solicited. These results indicate that SSVEP is a low-demanding paradigm in terms of cognitive resources, and are encouraging for its use in complex interaction settings. Andéol Évain, Ferran Argelaguet, Nicolas Roussel 0001, Géry Casiez, Anatole Lécuyer |
CHI | 3 |
| 2017 | Summon and Select: Rapid Interaction with Interface Controls in Mid-airabstractCurrent freehand interactions with large displays rely on point & select as the dominant paradigm. However, constant hand movement in air for pointer navigation leads to hand fatigue quickly. We introduce summon & select, a new model for freehand interaction where, instead of navigating to the control, the user summons it into focus and then manipulates it. Summon & select solves the problems of constant pointer navigation, need for precise selection, and out-of-bounds gestures that plague point & select. We describe the design and conduct two studies to evaluate the design and compare it against point & select in a multi-button selection study. The results show that summon & select is significantly faster and has less physical and mental demand than point & select. Aakar Gupta, Thomas Pietrzak, Cleon Yau, Nicolas Roussel 0001, Ravin Balakrishnan |
ISS | 4 |
| 2017 | Characterizing Latency in Touch and Button-Equipped Interactive SystemsabstractWe present a low cost method to measure and characterize the end-to-end latency when using a touch system (tap latency) or an input device equipped with a physical button. Our method relies on a vibration sensor attached to a finger and a photo-diode to detect the screen response. Both are connected to a micro-controller connected to a host computer using a low-latency USB communication protocol in order to combine software and hardware probes to help determine where the latency comes from. We present the operating principle of our method before investigating the main sources of latency in several systems. We show that most of the latency originates from the display side. Our method can help application designers characterize and troubleshoot latency on a wide range of interactive systems. Géry Casiez, Thomas Pietrzak, Damien Marchal, Sébastien Poulmane, Matthieu Falce, Nicolas Roussel 0001 |
UIST | 6 |
| 2017 | The design, use, and performance of edge-scrolling techniques
Jonathan Aceituno, Sylvain Malacria, Philip Quinn, Nicolas Roussel 0001, Andy Cockburn, Géry Casiez |
Int. J. Hum. Comput. Stud. | 4 |
| 2017 | Leveraging finger identification to integrate multi-touch command selection and parameter manipulation
Alix Goguey, Daniel Vogel 0001, Fanny Chevalier, Thomas Pietrzak, Nicolas Roussel 0001, Géry Casiez |
Int. J. Hum. Comput. Stud. | 5 |
| 2016 | Influence of Error Rate on Frustration of BCI UsersabstractBrain-Computer Interfaces (BCIs) are still much less reliable than other input devices. The error rates of BCIs range from 5% up to 60%. In this paper, we assess the subjective frustration, motivation, and fatigue of BCI users, when confronted to different levels of error rate. We conducted a BCI experiment in which the error rate was artificially controlled. Our results first show that a prolonged use of BCI significantly increases the perceived fatigue, and induces a drop in motivation. We also found that user frustration increases with the error rate of the system but this increase does not seem critical for small differences of error rate. Thus, for future BCIs, we would advise to favor user comfort over accuracy when the potential gain of accuracy remains small. Andéol Évain, Ferran Argelaguet, Anthony Strock, Nicolas Roussel 0001, Géry Casiez, Anatole Lécuyer |
AVI | 4 |
| 2016 | Direct Manipulation in Tactile DisplaysabstractTactile displays have predominantly been used for information transfer using patterns or as assistive feedback for interactions. With recent advances in hardware for conveying increasingly rich tactile information that mirrors visual information, and the increasing viability of wearables that remain in constant contact with the skin, there is a compelling argument for exploring tactile interactions as rich as visual displays. Direct Manipulation underlies much of the advances in visual interactions. In this work, we introduce the concept of a Direct Manipulation-enabled Tactile display (DMT). We define the concepts of a tactile screen, tactile pixel, tactile pointer, and tactile target which enable tactile pointing, selection and drag & drop. We build a proof of concept tactile display and study its precision limits. We further develop a performance model for DMTs based on a tactile target acquisition study. Finally, we study user performance in a real-world DMT menu application. The results show that users are able to use the application with relative ease and speed. Aakar Gupta, Thomas Pietrzak, Nicolas Roussel 0001, Ravin Balakrishnan |
CHI | 3 |
| 2015 | Push-Edge and Slide-Edge: Scrolling by Pushing Against the Viewport EdgeabstractEdge-scrolling allows users to scroll a viewport while simultaneously dragging near or beyond a window's edge. Common implementations rely on rate control, mapping the distance between the pointer and the edge of the viewport to the scrolling velocity. While ubiquitous in operating systems, edge-scrolling has received little attention, even though previous works suggest that (1) rate control may be suboptimal for isotonic pointing devices like mice and trackpads and (2) space beyond the window's edge might be scarce, limiting scrolling control. To address these problems, we developed Push-edge scrolling (and Slide-edge scrolling, its inertial variant), two novel position-based techniques that allow scrolling by "pushing" against the viewport edge. A controlled experiment shows that our techniques reduce overshoots and offer performance improvements by up to 13% over traditional edge-scrolling. Sylvain Malacria, Jonathan Aceituno, Philip Quinn, Géry Casiez, Andy Cockburn, Nicolas Roussel 0001 |
CHI | 6 |
| 2015 | Looking through the Eye of the Mouse: A Simple Method for Measuring End-to-end Latency using an Optical MouseabstractWe 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 |
UIST | 5 |
| 2014 | Impact of form factors and input conditions on absolute indirect-touch pointing tasksabstractAbsolute indirect interaction maps the absolute position of a device's end-effector to the absolute position of a remote on-screen object.Despite its long-time use with graphics tablets and growing use in research prototypes, little is known on the influence of form factors and input conditions on pointing performance with such a mapping. The input and display can have different sizes and aspect ratios, for example. The on-screen targets can vary in size. Users can look solely at the display or at the input device as well. They can also hold the input device in certain cases, or let it rest on a table. This paper reports on two experiments designed to investigate the influence of all these factors on absolute indirect-touch pointing performance. We also provide design guidelines for interaction in these situations based on the observed impacting factors. Jérémie Gilliot, Géry Casiez, Nicolas Roussel 0001 |
CHI | 3 |
| 2013 | How low can you go?: human limits in small unidirectional mouse movementsabstractComputer mouse sensors keep increasing in resolution. The smallest displacement they can detect gets smaller, but little is known on our ability to control such small movements. Small target acquisition has been previously tackled, but the findings do not apply to the problem of finding the useful resolution of a user with a mouse, which corresponds to the smallest displacement (s)he can reliably produce with that device. We detail this definition and provide an associated experimental protocol to measure it. We then report on the results of a study suggesting that high-end mice are not likely to be used to their full potential. We further comment on the different strategies used by participants to acheive best performance, and derive implications for user interfaces. Jonathan Aceituno, Géry Casiez, Nicolas Roussel 0001 |
CHI | 3 |
| 2013 | Designing Intuitive Multi-touch 3D Navigation Techniques
Damien Marchal, Clément Moerman, Géry Casiez, Nicolas Roussel 0001 |
INTERACT (1) | 4 |
| 2013 | Towards Many Gestures to One Command: A User Study for Tabletops
Yosra Rekik, Laurent Grisoni, Nicolas Roussel 0001 |
INTERACT (2) | 3 |
| 2012 | 1 € filter: a simple speed-based low-pass filter for noisy input in interactive systemsabstractThe 1 € filter ("one Euro filter") is a simple algorithm to filter noisy signals for high precision and responsiveness. It uses a first order low-pass filter with an adaptive cutoff frequency: at low speeds, a low cutoff stabilizes the signal by reducing jitter, but as speed increases, the cutoff is increased to reduce lag. The algorithm is easy to implement, uses very few resources, and with two easily understood parameters, it is easy to tune. In a comparison with other filters, the 1 € filter has less lag using a reference amount of jitter reduction. Géry Casiez, Nicolas Roussel 0001, Daniel Vogel 0001 |
CHI | 2 |
| 2012 | Exposing and understanding scrolling transfer functionsabstractScrolling is controlled through many forms of input devices, such as mouse wheels, trackpad gestures, arrow keys, and joysticks. Performance with these devices can be adjusted by introducing variable transfer functions to alter the range of expressible speed, precision, and sensitivity. However, existing transfer functions are typically "black boxes" bundled into proprietary operating systems and drivers. This presents three problems for researchers: (1) a lack of knowledge about the current state of the field; (2) a difficulty in replicating research that uses scrolling devices; and (3) a potential experimental confound when evaluating scrolling devices and techniques. These three problems are caused by gaps in researchers' knowledge about what device and movement factors are important for scrolling transfer functions, and about how existing devices and drivers use these factors. We fill these knowledge gaps with a framework of transfer function factors for scrolling, and a method for analysing proprietary transfer functions---demonstrating how state of the art commercial devices accommodate some of the human control phenomena observed in prior studies. Philip Quinn, Andy Cockburn, Géry Casiez, Nicolas Roussel 0001, Carl Gutwin |
UIST | 4 |
| 2012 | Giving a hand to the eyes: leveraging input accuracy for subpixel interactionabstractWe argue that the current practice of using integer positions for pointing events artificially constrains human precision capabilities. The high sensitivity of current input devices can be harnessed to enable precise direct manipulation ""in between"" pixels, called subpixel interaction. We provide detailed analysis of subpixel theory and implementation, including the critical component of revised control-display gain transfer functions. A prototype implementation is described with several illustrative examples. Guidelines for subpixel domain applicability are provided and an overview of required changes to operating systems and graphical user interface frameworks are discussed. Nicolas Roussel 0001, Géry Casiez, Jonathan Aceituno, Daniel Vogel 0001 |
UIST | 1 |
| 2011 | Surfpad: riding towards targets on a squeeze film effectabstractWe present Surfpad, a pointing facilitation technique that does not decrease target distance or increase target width in either control or display space. This new technique operates instead in the tactile domain by taking advantage of the ability to alter a touchpad's coefficient of friction by means of a squeeze film effect. We report on three experiments comparing Surfpad to the Semantic Pointing technique and constant control-display gain with and without distractor targets. Our results clearly show the limits of traditional target-aware control-display gain adaptation in the latter case, and the benefits of our tactile approach in both cases. Surfpad leads to a performance improvement close to 9% compared to unassisted pointing at small targets with no distractor. It is also robust to high distractor densities, keeping an average performance improvement of nearly 10% while Semantic Pointing can degrade up to 100%. Our results also suggest the performance improvement is caused by tactile information feedback rather than mechanical causes, and that the feedback is more effective when friction is increased on targets using a simple step function. Géry Casiez, Nicolas Roussel 0001, Romuald Vanbelleghem, Frédéric Giraud 0001 |
CHI | 2 |
| 2011 | No more bricolage!: methods and tools to characterize, replicate and compare pointing transfer functionsabstractTransfer functions are the only pointing facilitation technique actually used in modern graphical interfaces involving the indirect control of an on-screen cursor. But despite their general use, very little is known about them. We present EchoMouse, a device we created to characterize the transfer functions of any system, and libpointing, a toolkit that we developed to replicate and compare the ones used by Windows, OS X and Xorg. We describe these functions and report on an experiment that compared the default one of the three systems. Our results show that these default functions improve performance up to 24% compared to a unitless constant CD gain. We also found significant differences between them, with the one from OS X improving performance for small target widths but reducing its performance up to 9% for larger ones compared to Windows and Xorg. These results notably suggest replacing the constant CD gain function commonly used by HCI researchers by the default function of the considered systems. Géry Casiez, Nicolas Roussel 0001 |
UIST | 2 |
| 2010 | UIMarks: quick graphical interaction with specific targetsabstractThis paper reports on the design and evaluation of UIMarks, a system that lets users specify on-screen targets and associated actions by means of a graphical marking language. UIMarks supplements traditional pointing by providing an alternative mode in which users can quickly activate these marks. Associated actions can range from basic pointing facilitation to complex sequences possibly involving user interaction: one can leave a mark on a palette to make it more reachable, but the mark can also be configured to wait for a click and then automatically move the pointer back to its original location, for example. The system has been implemented on two different platforms, Metisse and OS X. We compared it to traditional pointing on a set of elementary and composite tasks in an abstract setting. Although pure pointing was not improved, the programmable automation supported by the system proved very effective. Olivier Chapuis, Nicolas Roussel 0001 |
UIST | 2 |
| 2009 | Power tools for copying and moving: useful stuff for your desktopabstractCopy and move operations have long been supported by interactive desktops through various means. But the growing number of on-screen objects makes these means harder to use. In this note, we present new tools and techniques to enhance the existing ones: a selection, copy and drag history manager; two techniques to expose the user's desk and leaf through stacks of overlapping windows; and a technique that integrates the previous two with conventional drag-and-drop. Guillaume Faure, Olivier Chapuis, Nicolas Roussel 0001 |
CHI | 3 |
| 2009 | Effect of Peripheral Communication Pace on Attention Allocation in a Dual-Task Situation
Sofiane Gueddana, Nicolas Roussel 0001 |
INTERACT (2) | 2 |
| 2007 | Copy-and-paste between overlapping windowsabstractCopy-and-paste, one of the fundamental operations of modern userinterfaces, can be performed through various means (e.g. using the keyboard, mouse-based direct manipulation or menus). When users copy-and-paste between two different windows, the process is complicated by window management tasks. In this paper, we propose two new window management techniques to facilitate these tasks in the particular case of partially overlapping windows. We describe an experiment comparing four commonly-used copy-and-paste techniques under four window management conditions -- non-overlapping windows, partially overlapping windows, and partially overlapping ones with one of our two window management techniques. Results show that our new window management techniques significantly reduce task completion time for all copy-and-paste techniques. They also show that X Window copy-and-paste is faster than the other three techniques under all four window management conditions. Olivier Chapuis, Nicolas Roussel 0001 |
CHI | 2 |
| 2007 | PageLinker: integrating contextual bookmarks within a browserabstractPageLinker is a browser extension that allows to contextualise navigation by linking web pages together and to navigate through a network of related web pages without prior planning. The design is based on extensive interviews with biologists, which highlighted their difficulties finding previously visited web pages. They found current browser tools inadequate, resulting in poorly organised bookmarks and rarely used history lists. In a four-week controlled field experiment, PageLinker significantly reduced time, page loads and mouse clicks. By presenting links in context, PageLinker facilitates web page revisitation, is less prone to bookmark overload and is highly robust to change. Aurélien Tabard, Wendy E. Mackay, Nicolas Roussel 0001, Catherine Letondal |
CHI | 3 |
| 2007 | Beyond "beyond being there": towards multiscale communication systemsabstractForty years after AT&T's Picturephone, video is still mainly considered as a way to enhance audio communication in an attempt to reproduce face-to-face conditions. In a 1992 paper, Hollan and Stornetta argued that we should develop communication tools that go beyond being there. In this paper, we discuss two different interpretations of their analysis. We then propose the concept of multiscale communication as an alternative approach for motivating telecommunication research, an approach that aims at creating systems that support a variable degree of engagement, smooth transitions between degrees and integration with other media. Finally, we present three video systems from which the multiscale communication concept emerged and that partly illustrate it. Nicolas Roussel 0001, Sofiane Gueddana |
ACM Multimedia | 1 |
| 2006 | Pêle-Mêle, a video communication system supporting a variable degree of engagementabstractPêle-Mêle is a multi-party video communication system that supports a variable degree of engagement. It combines computer vision techniques with spatial and temporal filtering of the video streams and an original layout to support synchronous as well as asynchronous forms of communication ranging from casual awareness to focused face-to-face interactions. This note presents the system's design concept and some of its implementation details. Sofiane Gueddana, Nicolas Roussel 0001 |
CSCW | 2 |
| 2006 | User interface façades: towards fully adaptable user interfacesabstractUser interfaces are becoming more and more complex. Adaptable and adaptive interfaces have been proposed to address this issue and previous studies have shown that users prefer interfaces that they can adapt to self-adjusting ones. However, most existing systems provide users with little support for adapting their interfaces. Interface customization techniques are still very primitive and usually constricted to particular applications. In this paper, we present User Interface Façades, a system that provides users with simple ways to adapt, reconfigure, and re-combine existing graphical interfaces, through the use of direct manipulation techniques. The paper describes the user's view of the system, provides some technical details, and presents several examples to illustrate its potential. Wolfgang Stuerzlinger, Olivier Chapuis, Dusty Phillips, Nicolas Roussel 0001 |
UIST | 4 |
| 2005 | Metisse is not a 3D desktop!abstractTwenty years after the general adoption of overlapping windows and the desktop metaphor, modern window systems differ mainly in minor details such as window decorations or mouse and keyboard bindings. While a number of innovative window management techniques have been proposed, few of them have been evaluated and fewer have made their way into real systems. We believe that one reason for this is that most of the proposed techniques have been designed using a low fidelity approach and were never made properly available. In this paper, we present Metisse, a fully functional window system specifically created to facilitate the design, the implementation and the evaluation of innovative window management techniques. We describe the architecture of the system, some of its implementation details and present several examples that illustrate its potential. Olivier Chapuis, Nicolas Roussel 0001 |
UIST | 2 |
| 2003 | Technology probes: inspiring design for and with familiesabstractWe describe a new method for use in the process of co-designing technologies with users called technology probes. Technology probes are simple, flexible, adaptable technologies with three interdisciplinary goals: the social science goal of understanding the needs and desires of users in a real-world setting, the engineering goal of field-testing the technology, and the design goal of inspiring users and researchers to think about new technologies. We present the results of designing and deploying two technology probes, the messageProbe and the videoProbe, with diverse families in France, Sweden, and the U.S. We conclude with our plans for creating new technologies for and with families based on our experiences. Hilary Browne Hutchinson, Wendy E. Mackay, Bo Westerlund, Benjamin B. Bederson, Allison Druin, Catherine Plaisant, Michel Beaudouin-Lafon, Stéphane Conversy, Helen Evans, Heiko Hansen, Nicolas Roussel 0001, Björn Eiderbäck |
CHI | 11 |
| 2002 | Experiences in the design of the well, a group communication device for teleconvivialityabstractOver the last forty years, a number of audiovisual systems have been proposed to allow people to communicate over distance. However, although these systems have greatly improved in their ability to support formal meetings, they are still hardly usable for the informal discussions that take place before and after the meeting or during breaks. This paper presents the well, a group communication device that combines audio and video links with an original design to support teleconviviality, the emergence of a relaxed atmosphere well adapted to distributed informal communication. The well is not intended to replace existing video-conferencing systems, but rather to supplement them as a solution to the informal communication problem. After introducing some related work, we provide an overview of the design concept of the well. We then present some details about its hardware configuration and the video compositing software it uses. Finally, we discuss some lessons learned from this work and conclude with directions for future research. Nicolas Roussel 0001 |
ACM Multimedia | 1 |