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Mélodie Vidal

dblp:60/11304 · DBLP profile ↗
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7ranked-venue papers
5as first author
0since 2021 · last 2015
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 6 · 4 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorComputer networks · 1 · 1 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
4 papers
Wearable and physiological sensing · 37% User interface design and tools · 31% Human-robot interaction · 16%
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
Wearable and physiological sensing › eye tracking
gaze-based interaction
0.322013
Pursuit calibration: making gaze calibration less tedious and more flexible · UIST 2013
Pursuits: spontaneous interaction with displays based on smooth pursuit eye movement and moving targets · UbiComp 2013
Human-robot interaction › nonverbal communication
social gaze
0.212015
The Royal Corgi: Exploring Social Gaze Interaction for Immersive Gameplay · CHI 2015
Collaborative and social computing › social interaction
virtual human interaction
0.212015
The Royal Corgi: Exploring Social Gaze Interaction for Immersive Gameplay · CHI 2015
Virtual and augmented reality › augmented reality display
head-up display
0.212014
Loupe: a handheld near-eye display · UIST 2014
User interface design and tools › display technology
near-eye display
0.212014
Loupe: a handheld near-eye display · UIST 2014
Wearable and physiological sensing › eye tracking
gaze calibration
0.212013
Pursuit calibration: making gaze calibration less tedious and more flexible · UIST 2013

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

hardware implementation · 0.4qualitative user study · 0.2usability study · 0.2smooth pursuit eye movement · 0.2field study · 0.2correlation of eye movement and target trajectory · 0.2
YearPublicationVenuePosition
2015 The Royal Corgi: Exploring Social Gaze Interaction for Immersive Gameplay
abstract
The eyes are a rich channel for non-verbal communication in our daily interactions. We propose social gaze interaction as a game mechanic to enhance user interactions with virtual characters. We develop a game from the ground-up in which characters are designed to be reactive to the player's gaze in social ways, such as getting annoyed when the player seems distracted or changing their dialogue depending on the player's apparent focus of attention. Results from a qualitative user study provide insights about how social gaze interaction is intuitive for users, elicits deep feelings of immersion, and highlight the players' self-consciousness of their own eye movements through their strong reactions to the characters.
Mélodie Vidal, Rémi Bismuth, Andreas Bulling, Hans-Werner Gellersen
CHI1
2014 The Royal Corgi: a game of social gaze
abstract
The Royal Corgi adds social gaze to the gameplay. In this game of networking, players will need to find ways to convince characters that they are the ideal candidate to become the next Royal Corgi Instructor - but choosing dialogs wisely is not sufficient. Players have to pay attention to the way they look at characters, and find what makes them click. Do they want respect and the player's full attention? Are they sensitive to what the player seems to be interested in? This game draws players in the game with the characters and demonstrates the potential of gaze to create extremely immersive experiences.
Mélodie Vidal, Rémi Bismuth
Advances in Computer Entertainment1
2014 Loupe: a handheld near-eye display
abstract
Loupe is a novel interactive device with a near-eye virtual display similar to head-up display glasses that retains a handheld form factor. We present our hardware implementation and discuss our user interface that leverages Loupe's unique combination of properties. In particular, we present our input capabilities, spatial metaphor, opportunities for using the round aspect of Loupe, and our use of focal depth. We demonstrate how those capabilities come together in an example application designed to allow quick access to information feeds.
Kent Lyons, Seung Wook Kim 0004, Shigeyuki Seko, David H. Nguyen, Audrey Desjardins, Mélodie Vidal, David Dobbelstein, Jeremy Rubin
UIST6
2013 Pursuits: spontaneous interaction with displays based on smooth pursuit eye movement and moving targets
abstract
Although gaze is an attractive modality for pervasive interactions, the real-world implementation of eye-based interfaces poses significant challenges, such as calibration. We present Pursuits, an innovative interaction technique that enables truly spontaneous interaction with eye-based interfaces. A user can simply walk up to the screen and readily interact with moving targets. Instead of being based on gaze location, Pursuits correlates eye pursuit movements with objects dynamically moving on the interface. We evaluate the influence of target speed, number and trajectory and develop guidelines for designing Pursuits-based interfaces. We then describe six realistic usage scenarios and implement three of them to evaluate the method in a usability study and a field study. Our results show that Pursuits is a versatile and robust technique and that users can interact with Pursuits-based interfaces without prior knowledge or preparation phase.
Mélodie Vidal, Andreas Bulling, Hans-Werner Gellersen
UbiComp1
2013 Pursuit calibration: making gaze calibration less tedious and more flexible
abstract
Eye gaze is a compelling interaction modality but requires user calibration before interaction can commence. State of the art procedures require the user to fixate on a succession of calibration markers, a task that is often experienced as difficult and tedious. We present pursuit calibration, a novel approach that, unlike existing methods, is able to detect the user's attention to a calibration target. This is achieved by using moving targets, and correlation of eye movement and target trajectory, implicitly exploiting smooth pursuit eye movement. Data for calibration is then only sampled when the user is attending to the target. Because of its ability to detect user attention, pursuit calibration can be performed implicitly, which enables more flexible designs of the calibration task. We demonstrate this in application examples and user studies, and show that pursuit calibration is tolerant to interruption, can blend naturally with applications and is able to calibrate users without their awareness.
Ken Pfeuffer, Mélodie Vidal, Jayson Turner, Andreas Bulling, Hans-Werner Gellersen
UIST2
2012 Detection of smooth pursuits using eye movement shape features
abstract
Smooth pursuit eye movements hold information about the health, activity and situation of people, but to date there has been no efficient method for their automated detection. In this work we present a method to tackle the problem, based on machine learning. At the core of our method is a novel set of shape features that capture the characteristic shape of smooth pursuit movements over time. The features individually represent incomplete information about smooth pursuits but are combined in a machine learning approach. In an evaluation with eye movements collected from 18 participants, we show that our method can detect smooth pursuit movements with an accuracy of up to 92%, depending on the size of the feature set used for their prediction. Our results have twofold significance. First, they demonstrate a method for smooth pursuit detection in mainstream eye tracking, and secondly they highlight the utility of machine learning for eye movement analysis.
Mélodie Vidal, Andreas Bulling, Hans-Werner Gellersen
ETRA1
2012 Wearable eye tracking for mental health monitoring
Mélodie Vidal, Jayson Turner, Andreas Bulling, Hans-Werner Gellersen
Comput. Commun.1