125 research outputs found

    Screen-based musical instruments as semiotic machines

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    The ixi software project started in 2000 with the intention to explore new interactive patterns and virtual interfaces in computer music software. The aim of this paper is not to describe these programs, as they have been described elsewhere, but rather explicate the theoretical background that underlies the design of these screen-based instruments. After an analysis of the similarities and differences in the design of acoustic and screen-based instruments, the paper describes how the creation of an interface is essentially the creation of a semiotic system that affects and influences the musician and the composer. Finally the terminology of this semiotics is explained as an interaction model

    Target Acquisition in Multiscale Electronic Worlds

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    Since the advent of graphical user interfaces, electronic information has grown exponentially, whereas the size of screen displays has stayed almost the same. Multiscale interfaces were designed to address this mismatch, allowing users to adjust the scale at which they interact with information objects. Although the technology has progressed quickly, the theory has lagged behind. Multiscale interfaces pose a stimulating theoretical challenge, reformulating the classic target-acquisition problem from the physical world into an infinitely rescalable electronic world. We address this challenge by extending Fitts’ original pointing paradigm: we introduce the scale variable, thus defining a multiscale pointing paradigm. This article reports on our theoretical and empirical results. We show that target-acquisition performance in a zooming interface must obey Fitts’ law, and more specifically, that target-acquisition time must be proportional to the index of difficulty. Moreover, we complement Fitts’ law by accounting for the effect of view size on pointing performance, showing that performance bandwidth is proportional to view size, up to a ceiling effect. The first empirical study shows that Fitts’ law does apply to a zoomable interface for indices of difficulty up to and beyond 30 bits, whereas classical Fitts’ law studies have been confined in the 2-10 bit range. The second study demonstrates a strong interaction between view size and task difficulty for multiscale pointing, and shows a surprisingly low ceiling. We conclude with implications of these findings for the design of multiscale user interfaces

    Contextual Interfaces for Operator-Simulator Interaction

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    International audienceWe present the results of a study on the role of context in the mental representation that operators have of their task realization. This work is part of the ANR TACTIC project, which aims at proposing a migration of a simulator's interface from PC (" click-simulation ") to tactile devices (" finger-simulation ")

    Wavelet Menu : Adaptation des Marking Menus pour les Dispositifs Mobiles

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    National audienceL'exploration et la navigation dans les hiérarchies de données multimédia (photos, musiques, etc.) sont des tâches fréquentes sur dispositifs mobiles. Cependant, l'interaction peut s'en trouver dégradée du fait de la petite taille de l'écran et de l'absence de dispositifs d'entrée précis. Par conséquent, les techniques de menus innovantes conçues pour PC ne sont plus adaptées aux dispositifs mobiles pour naviguer efficacement. Dans cet article, nous présentons le Wavelet menu, l'adaptation du Wave menu pour la navigation dans des données multimédia sur iPhone. Grâce à une représentation inversée de la hiérarchie, il est particulièrement adapté aux dispositifs mobiles. En effet, il garantit que les sous-menus sont toujours affichés à l'écran et la prévisualisation des sous-menus permet une navigation efficace

    Sélection et Contrôle à Distance d'Objets Physiques Augmentés

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    International audienceNotre recherche doctorale concerne l'interaction dans les environnements intelligents. Plus particulièrement, nous considérons la sélection et le contrôle à distance d'objets physiques augmentés. Nos objectifs sont à la fois conceptuels, par la mise en place d'un espace de conception mais aussi pratiques par la conception, le développement et l'évaluation de techniques d'interaction. Nos résultats ont permis de souligner où l'attention de l'utilisateur doit être pour la sélection efficace et plaisante des objets augmentés à travers la comparaison expérimentale de deux nouvelles techniques de sélection d'objets physiques : P2Roll et P2Slide. Les perspectives en vue de la complétude des travaux concernent principalement le contrôle d'objets et incluent (1) l'évaluation des techniques de guidage pour le contrôle gestuel des objets augmentés par un utilisateur novice, et (2) l'évaluation in situ des techniques conçues

    Wavelet Menus: A Stacking Metaphor for Adapting Marking Menus to Mobile Devices

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    4 pagesInternational audienceExploration and navigation in multimedia data hierarchies (e.g., photos, music) are frequent tasks on mobile devices. However, visualization and interaction are impoverished due to the limited size of the screen and the lack of precise input devices. As a result, menus on mobile devices do not provide efficient navigation as compared to many innovative menu techniques proposed for Desktop platforms. In this paper, we present Wavelet, the adaptation of the Wave menu for the navigation in multimedia data on iPhone. Its layout, based on an inverted representation of the hierarchy, is particularly well adapted to mobile devices. Indeed, it guarantees that submenus are always displayed on the screen and it supports efficient navigation by providing previsualization of the submenus
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