38 research outputs found

    Le rÎle de l'effacement dans l'activité d'esquisse en réalité virtuelle

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    Dans son ouvrage sur les processus de conception, Buxton (2007) indique que la rĂ©alisation d’esquisses et leurs modifications doivent ĂȘtre faciles et rapides car il s’agit de s’autoriser des erreurs (des idĂ©es mal reprĂ©sentĂ©es par exemple) et leurs corrections. Buxton indique aussi que les esquisses devraient ĂȘtre intentionnellement ambiguĂ«s, afin d’éviter les fixations prĂ©coces des idĂ©es. La notion d’erreur et de correction n’est donc pas si claire dans ce processus. Dans une Ă©tude de Christie et al. (2020), les participants utilisaient moins la fonction d’effacement dans une tĂąche de dessin sur tablette que sur papier, sans pour autant que cela n’affecte la qualitĂ© du rĂ©sultat. Ils semblent s’adapter Ă  l’outil qui leur est proposĂ© et l’effacement n'apparaĂźt pas ici comme un Ă©lĂ©ment central. Partant de cette idĂ©e, nous avons pris le contrepied des recommandations classiques sur les outils de crĂ©ation, afin d’analyser les consĂ©quences sur l’activitĂ© de la suppression de la fonction “effacer” d’un outil de dessin

    Fifteen years of research on oral–facial–digital syndromes: from 1 to 16 causal genes

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    Oral–facial–digital syndromes (OFDS) gather rare genetic disorders characterised by facial, oral and digital abnormalities associated with a wide range of additional features (polycystic kidney disease, cerebral malformations and several others) to delineate a growing list of OFDS subtypes. The most frequent, OFD type I, is caused by a heterozygous mutation in the OFD1 gene encoding a centrosomal protein. The wide clinical heterogeneity of OFDS suggests the involvement of other ciliary genes. For 15 years, we have aimed to identify the molecular bases of OFDS. This effort has been greatly helped by the recent development of whole-exome sequencing (WES). Here, we present all our published and unpublished results for WES in 24 cases with OFDS. We identified causal variants in five new genes (C2CD3, TMEM107, INTU, KIAA0753 and IFT57) and related the clinical spectrum of four genes in other ciliopathies (C5orf42, TMEM138, TMEM231 and WDPCP) to OFDS. Mutations were also detected in two genes previously implicated in OFDS. Functional studies revealed the involvement of centriole elongation, transition zone and intraflagellar transport defects in OFDS, thus characterising three ciliary protein modules: the complex KIAA0753-FOPNL-OFD1, a regulator of centriole elongation; the Meckel-Gruber syndrome module, a major component of the transition zone; and the CPLANE complex necessary for IFT-A assembly. OFDS now appear to be a distinct subgroup of ciliopathies with wide heterogeneity, which makes the initial classification obsolete. A clinical classification restricted to the three frequent/well-delineated subtypes could be proposed, and for patients who do not fit one of these three main subtypes, a further classification could be based on the genotype

    COVID-19 symptoms at hospital admission vary with age and sex: results from the ISARIC prospective multinational observational study

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    Background: The ISARIC prospective multinational observational study is the largest cohort of hospitalized patients with COVID-19. We present relationships of age, sex, and nationality to presenting symptoms. Methods: International, prospective observational study of 60 109 hospitalized symptomatic patients with laboratory-confirmed COVID-19 recruited from 43 countries between 30 January and 3 August 2020. Logistic regression was performed to evaluate relationships of age and sex to published COVID-19 case definitions and the most commonly reported symptoms. Results: ‘Typical’ symptoms of fever (69%), cough (68%) and shortness of breath (66%) were the most commonly reported. 92% of patients experienced at least one of these. Prevalence of typical symptoms was greatest in 30- to 60-year-olds (respectively 80, 79, 69%; at least one 95%). They were reported less frequently in children (≀ 18 years: 69, 48, 23; 85%), older adults (≄ 70 years: 61, 62, 65; 90%), and women (66, 66, 64; 90%; vs. men 71, 70, 67; 93%, each P < 0.001). The most common atypical presentations under 60 years of age were nausea and vomiting and abdominal pain, and over 60 years was confusion. Regression models showed significant differences in symptoms with sex, age and country. Interpretation: This international collaboration has allowed us to report reliable symptom data from the largest cohort of patients admitted to hospital with COVID-19. Adults over 60 and children admitted to hospital with COVID-19 are less likely to present with typical symptoms. Nausea and vomiting are common atypical presentations under 30 years. Confusion is a frequent atypical presentation of COVID-19 in adults over 60 years. Women are less likely to experience typical symptoms than men

    User-Defined Gestural Interaction for Virtual Reality

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    Ces travaux de recherche proposent une nouvelle mĂ©thode d'interaction gestuelle. Nous nous intĂ©ressons en particulier Ă  deux domaines d'application : la thĂ©rapie Ă  domicile par la rĂ©alitĂ© virtuelle et les arts scĂ©niques numĂ©riques. Nous partons du constat que les interfaces standardisĂ©es ne sont pas adaptĂ©es Ă  ces cas d'usage, car elles font appel Ă  des gestes prĂ©dĂ©finis et imposĂ©s. Notre approche consiste Ă  laisser la possibilitĂ© Ă  l'utilisateur de faire apprendre ses gestes d'interaction par le systĂšme. Cela permet de prendre en compte ses besoins et aptitudes sensorimotrices. L'utilisateur rĂ©utilise ensuite son langage gestuel appris par le systĂšme pour interagir dans l'environnement virtuel. Cette approche pose des questions de recherche centrĂ©es sur la mĂ©morisation, la rĂ©troaction visuelle et la fatigue. Pour aborder ces trois aspects, nous Ă©tudions d'abord le rĂŽle de l'affordance visuelle des objets et celui de la colocalisation dans la remĂ©moration d'un corpus de gestes. Ensuite, nous Ă©valuons l'influence de diffĂ©rents types de rĂ©troactions visuelles sur l'Ă©volution des gestes rĂ©pĂ©tĂ©s par l'utilisateur dans une sĂ©rie de tĂąches de manipulation. Nous comparons Ă©galement les performances entre des gestes d'amplitude rĂ©aliste et des gestes d'amplitude faible pour effectuer la mĂȘme action. Aussi, nous attachons une importance Ă  rendre l'interface accessible en utilisant des dispositifs bas coĂ»ts et peu intrusifs. Nous explorons les moyens de pallier les contraintes techniques liĂ©es aux systĂšmes peu performants. Pour cela, nous avons conduit des expĂ©riences oĂč plus de six mille gestes proposĂ©s par une quarantaine d'utilisateurs ont Ă©tĂ© Ă©tudiĂ©s.In this thesis, we propose and evaluate new gestural interfaces for 3DUI. This work is motivated by two application cases: the first one is dedicated to people with limited sensory-motor abilities for whom generic interaction methods may not be adapted. The second one is artistic digital performances, for which gesture freedom is part of the creative process. For those cases, a standardized approach is not possible and thus user-specific or dedicated interfaces are needed. We propose a user-defined gestural interaction that allows the user to make the system learn the gestures that he has created, in a specific phase, prior to using the system. Then, the user reuses his created gestures to interact in the virtual environment. This approach raises research questions about memorization of gestures, effects of fatigue and effects of visual feedbacks. To answer those questions, we study the memorization of user created gestures regarding the role of affordances and colocalization on gesture recall. Then, we study the role of different visual feedbacks on gesture repetitions for a set of manipulation tasks. We also compare full-collocated gestures to loose gestures with lower amplitude. Also, the approach has been designed to be affordable using low-cost devices. We explore solutions to deal with the lower data quality of such devices. The results of the user-studies are based on the analysis of six thousand gestures performed by forty subjects

    Interaction basĂ©e sur des gestes dĂ©finis par l’utilisateur : Application Ă  la rĂ©alitĂ© virtuelle

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    In this thesis, we propose and evaluate new gestural interfaces for 3DUI. This work is motivated by two application cases: the first one is dedicated to people with limited sensory-motor abilities for whom generic interaction methods may not be adapted. The second one is artistic digital performances, for which gesture freedom is part of the creative process. For those cases, a standardized approach is not possible and thus user-specific or dedicated interfaces are needed. We propose a user-defined gestural interaction that allows the user to make the system learn the gestures that he has created, in a specific phase, prior to using the system. Then, the user reuses his created gestures to interact in the virtual environment. This approach raises research questions about memorization of gestures, effects of fatigue and effects of visual feedbacks. To answer those questions, we study the memorization of user created gestures regarding the role of affordances and colocalization on gesture recall. Then, we study the role of different visual feedbacks on gesture repetitions for a set of manipulation tasks. We also compare full-collocated gestures to loose gestures with lower amplitude. Also, the approach has been designed to be affordable using low-cost devices. We explore solutions to deal with the lower data quality of such devices. The results of the user-studies are based on the analysis of six thousand gestures performed by forty subjects.Ces travaux de recherche proposent une nouvelle mĂ©thode d'interaction gestuelle. Nous nous intĂ©ressons en particulier Ă  deux domaines d'application : la thĂ©rapie Ă  domicile par la rĂ©alitĂ© virtuelle et les arts scĂ©niques numĂ©riques. Nous partons du constat que les interfaces standardisĂ©es ne sont pas adaptĂ©es Ă  ces cas d'usage, car elles font appel Ă  des gestes prĂ©dĂ©finis et imposĂ©s. Notre approche consiste Ă  laisser la possibilitĂ© Ă  l'utilisateur de faire apprendre ses gestes d'interaction par le systĂšme. Cela permet de prendre en compte ses besoins et aptitudes sensorimotrices. L'utilisateur rĂ©utilise ensuite son langage gestuel appris par le systĂšme pour interagir dans l'environnement virtuel. Cette approche pose des questions de recherche centrĂ©es sur la mĂ©morisation, la rĂ©troaction visuelle et la fatigue. Pour aborder ces trois aspects, nous Ă©tudions d'abord le rĂŽle de l'affordance visuelle des objets et celui de la colocalisation dans la remĂ©moration d'un corpus de gestes. Ensuite, nous Ă©valuons l'influence de diffĂ©rents types de rĂ©troactions visuelles sur l'Ă©volution des gestes rĂ©pĂ©tĂ©s par l'utilisateur dans une sĂ©rie de tĂąches de manipulation. Nous comparons Ă©galement les performances entre des gestes d'amplitude rĂ©aliste et des gestes d'amplitude faible pour effectuer la mĂȘme action. Aussi, nous attachons une importance Ă  rendre l'interface accessible en utilisant des dispositifs bas coĂ»ts et peu intrusifs. Nous explorons les moyens de pallier les contraintes techniques liĂ©es aux systĂšmes peu performants. Pour cela, nous avons conduit des expĂ©riences oĂč plus de six mille gestes proposĂ©s par une quarantaine d'utilisateurs ont Ă©tĂ© Ă©tudiĂ©s

    MITMI Man-In-The-Middle Interaction: The human back in the loop

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    International audience"The medium is the message" from McLuhan [13] showed and still shows how the medium influences how the message is perceived. This article proposes a new model for computer-human interaction named MITMI for (hu)man-in-the-middle Interaction in the context of digital art. This approach questions the concept of mediated interaction by placing the human as the driver and as the "translator" of the interaction process from a theoretical point of view. Indeed, mediated interaction is based on the fact that two humans are able to interact through a technological device [5]. We develop the idea of putting human back as an intermediary between the user/spectator and the technology. Our model thus introduces a way of conceptualizing interactive digital artworks, where the artist considered as an operator and creator can also take a central position and is no longer the only producer of the work taking thus entirely part of the artwork. We first explore the need to put the human back in the loop, then we will describe how the principles of mediated interaction help in defining the MITMI model. We will stress this model through several installations and interactive artworks based on the idea of shifting the artist position from the creator, to the mediator between the real world and the virtual world. Beyond the artistic approach, this model proposes to redefine and to explore new modes of co-creation or mediation, where digital media supports human-to-human interaction

    Digital Creation

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    International audienceFor artistic approaches that are developed and enriched through contact with digital tools and technological innovations (computer graphics, interactive devices, hypermedia, and networked art) directly addressing the environmental question is the equivalent of sawing off the branch one is sitting on. In a frantic race for innovation and increased performance spurred on by the logic of economic growth, technological advances contribute to an unsustainable exploitation of natural resources.The disciplines in which the arts emerge, particularly digital art, must confront the discomfort and inherent paradoxes of the carbon footprint of the tools on which they rely and the downward spiral of industrialising cultural production by feeding mass-media consumption

    ScĂ©nographie hybride autour d’Evryali de Xenakis

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    International audienceL’impulsion initiale pour cette recherche-crĂ©ation a Ă©tĂ© le dĂ©sir de renouveler un esprit distinctement xenakien, qui mĂ©lange les formes gĂ©omĂ©triques et l’expĂ©rience brute du vivant dans de nouvelles formes d’articulations. Comment pourrait-on augmenter l'expĂ©rience live de la musique absolue de Xenakis, en visualisant les Ă©nergies de la performance en temps rĂ©el qui d'ordinaire restent "en coulisses" ? Comment rendre accessibles au public les espaces symboliques du compositeur : ses modĂšles mathĂ©matiques, ses esquisses graphiques et ses partitions musicales ? Comment pourrait-on capitaliser sur l’intĂ©rĂȘt de Xenakis lui-mĂȘme, en tant qu’architecte, pour l’espace physique en tant que champ audiovisuel et crĂ©er de nouvelles conditions d’habiter ses crĂ©ations

    : Digital Creation

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    International audienceFor artistic approaches that are developed and enriched through contact with digital tools and technological innovations (computer graphics, interactive devices, hypermedia, and networked art) directly addressing the environmental question is the equivalent of sawing off the branch one is sitting on. In a frantic race for innovation and increased performance spurred on by the logic of economic growth, technological advances contribute to an unsustainable exploitation of natural resources. The disciplines in which the arts emerge, particularly digital art, must confront the discomfort and inherent paradoxes of the carbon footprint of the tools on which they rely and the downward spiral of industrialising cultural production by feeding mass-media consumption.Pour les dĂ©marches artistiques qui se sont dĂ©veloppĂ©es et renouvelĂ©es au contact des outils numĂ©riques et des innovations technologiques – images de synthĂšse, dispositifs interactifs, hypermĂ©dia et Ɠuvres en rĂ©seau – aborder frontalement la question environnementale revient Ă  scier la branche sur laquelle elles sont assises. En effet, l’innovation technologique, dans une course effrĂ©nĂ©e Ă  la nouveautĂ© et Ă  la performance, stimulĂ©e par la logique de croissance Ă©conomique, dope une exploitation insoutenable des ressources naturelles. Les disciplines relevant des arts, et en particulier la crĂ©ation artistique numĂ©rique, subissent l’inconfort et les paradoxes inhĂ©rents Ă  l’empreinte carbone des outils sur lesquels elles reposent, mais se confrontent Ă©galement aux dĂ©rives de l’industrialisation de la production culturelle en alimentant la consommation massmĂ©diatique

    Designing Gestures for Interactive Systems: Towards Multicultural Perspectives

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    Part 10: WorkshopsInternational audienceThis practice-based workshop aims at exploring various methodologies and tools to design gestures that could be used in interactive systems.We argue that gesture design, which can be seen as being a smaller part of the interaction design process, is generally overlooked. Our goals are to develop various methods, some being inspired by performing arts practices, and to discuss the multicultural aspects of gesture design
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