58 research outputs found

    RICHIE: A Step-by-step Navigation Widget to Enhance Broad Hierarchy Exploration on Handheld Tactile Devices

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    International audienceExploring large hierarchies is still a challenging task, especially for handheld tactile devices, due to the lack of visualization space and finger's occlusion. In this paper, we propose the RICHIE (Radial In-Cremental HIerarchy Exploration) tool, a new radial widget that allows step-by-step navigation through large hierarchies. We designed it to fit handheld tactile requirements such as target reaching and space optimization. Depth exploration is made by shifting two levels of hierarchy at the same time, for reducing the screen occupation. This widget was implemented in order to adapt a Command and Control (C2) system to mobile tactile devices, as these systems require the on-screen presence of an important unit's hierarchy (the ORder of BATtle). Nevertheless, we are convinced that RICHIE could be used on several systems that require hierarchical data exploration, such as phylogenetic trees or file browsing

    Distributed UI on Interactive tabletops: issues and context model

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    International audienceThe User Interface distribution can also be applied on interactive tabletops which are connected and more or less remote. This distribution raises issues which concern collaboration (how to distribute the UI to collaborate?); besides, concerning the tangible interaction: which role and appearance (tangible or virtual) must have the objects? In this chapter we describe an extended context model in order to take into account both interactions on a single interactive tabletop and interactions which are distributed and collaborative. The model proposed can, from our point of view, be used to make sure that the usability of the interaction is guaranteed. Indeed, it is essential to know the interaction configuration in order to ensure the usability of the system. The model suggested is illustrated in a case study integrating collaboration and UI distribution. A conclusion gives the limits of the article before a presentation of prospects

    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 ")

    Le « Jeu des Tours » : apprendre les Maths sur Table Interactive avec objets Tangibles

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    International audienceNous présentons dans cet article le « Jeu des Tours ». Une application pour la table interactive TangiSense conçue en partenariat avec l'Education Nationale (Circo. Brest-Nord). Ce jeu a pour objectifs d'appréhender les notions de représentation dans l'espace ainsi que la résolution de problèmes mathématiques en classes primaires. Nous présentons dans un premier temps le jeu, support de notre recherche, puis son implémentation pour notre table interactive avec objets tangibles

    From Centralized interactive tabletops to Distributed surfaces: the Tangiget concept

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    International audienceAfter having outlined the uses of new technologies such as smartphones, touch-screen tablets, and laptops, this article presents the TangiSense interactive tabletop, equipped with RFID technology tagged on tangible objects, as a new paradigm of interaction for ambient intelligence. Within its framework, this article aims to distribute surfaces (tables) interacting mainly with tangible objects. Leads for interactive surface distribution such as interactive tables are given. The article proposes to describe some tangible objects, which are the interaction supports; these are called Tangigets. They are defined according to an augmented Presentation-Abstraction-Control structure to take the tangibility element into account. Six categories of Tangigets are also proposed, which are tangible objects, and the supports of distributed collaboration. To validate the Tangiget concept and its use on the TangiSense tabletop, illustrations in centralized and distributed configurations are proposed. A first evaluation is also presented. To conclude, the article presents the directions under consideration for our future research

    Distributed Interactive Surfaces: A step towards the distribution of tangible and virtual objects

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    International audienceAfter having outlined the uses of new technologies such as smartphones, touchscreen tablets and laptops, in this paper we present the TangiSense interactive table, equipped with RFID technology tagged on tangible objects, as new paradigm of interaction for ambient intelligence. We propose a problem space and some scenarios illustrating the distribution of user interfaces within the framework of collective work. A case study centered on crisis management units, i.e. a collaborative situation, with multiple actors who are geographically separate, makes it possible to illustrate possible distributed uses and the TangiSense's capacities. To finish, the chapter presents the directions under consideration for our future research

    Implementation of the stroop task using an interactive table: an experimental study

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    International audienceWe have implemented a psychological test, known as the Stroop task (in its reversed version), using the interactive TangiSense table that is equipped with RFID technology allowing the use of tangible objects. How the test was implemented, as well as the experimental study, are described in this paper. As a general description, participants moved a tangible object into one of four colored zones. The correct colored zone was indicated by a word for a color displayed in congruent or incongruent colored LED lights (e.g., "yellow" displayed in yellow or red, respectively). Participants took more time to place the object in a zone and made more errors when the word was lit with an incongruent than congruent color. These results suggest that the TangiSense table has applicable value for psychological research

    RFID interactive tabletop application with tangible objects: exploratory study to observe young children’ behaviors

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    International audienceNumerous academic and industrial studies and developments concerning interactive tabletops are paving the way for new educational applications. We have developed an interactive tabletop application equipped with RFID technology. This tabletop, called TangiSense, is based on a Multi-Agent System that allows users to associate information with behaviors to manipulate tangible objects. The application involves the recognition of basic colors. With the application, children are required to manipulate tangible objects. Their task involves recognizing objects that have "lost" their dominant color and placing these objects in appropriate colored areas. A tangible magician object automatically analyzes the filled zones and provides children and their teacher with virtual and vocal feedback. This application has been evaluated in a field study with children 3 to 5 years of age. The initial results are promising and show that such an application can support interaction and collaboration, and subsequently educational situations, among young children

    Simulation in Contexts Involving an Interactive Table and Tangible Objects

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    International audienceBy using an interactive table, it is possible to interact with several people (decision-makers) in a simultaneous and collaborative way, around the table, during a simulation session. Thanks to the RFID technology with which the table is fitted, it is possible to give tangible objects a unique identity to include and to consider them in the simulation. The paper describes a context model, which takes into consideration the specificities related to interactive tables. The TangiSense interactive table is presented; it is connected to a multi-agent system making it possible to give the table a certain level of adaptation: each tangible object can be associated to an agent which can bring roles to the object (i.e., the roles are the equivalent of a set of behaviors). The multi-agent system proposed in this paper is modeled according to an architecture adapted to the exploitation of tangible and virtual objects during simulation on an interactive table. A case study is presented; it concerns a simulation of road traffic management. The illustrations give an outline of the potentialities of the simulation system as regards the context-awareness aspect, following both the actions of the decision-makers implied in simulation, and the agents composing the road traffic simulation

    Interaction Tangible sur Table, définitions et modèles

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    International audienceIn recent years, tangible user interfaces, which imply interactions performed with one or several objects, gain more and more interest in research in Human-Computer Interaction (HCI). The tangible object represents a subject or an action. It acts on the system, as an action in classical user interfaces (e.g,. GUI). Interaction on a table, which is a common furniture in everyday life and used in multiple activities (desktop, coffee table, kitchen table, etc.), opens a new way for research and development in HCI. In this article, we present definitions, models, and key issues elicited from the literature that enable understanding and reasoning about the couple within an interactive system. Then, we propose a framework that allows to characterize applications supported by the couple in a domain-independent manner.Depuis quelques années les interfaces tangibles impliquant des interactions réalisées via un objet (ou plusieurs) prennent de plus en plus d’importance dans les recherches en interaction homme-machine. L’objet tangible représente un sujet ou une action ; l’objet agit sur le système, telle une action sur une interface « classique ». L’interaction sur table, c’est-à-dire sur un meuble présent dans la vie courante et utilisé à diverses fins (bureau, table à manger, table de salon, table bar, etc.), ouvre un champ nouveau de recherche et de développement. La mise en exergue, issue de l’état de l’art, des définitions, modèles et problématiques, permet d’abord d’appréhender le couple (table, objet tangible) au sein d’un système interactif. Puis, nous proposons un cadre qui permet de positionner des applications mettant en oeuvre le couple (table, objet tangible). Le cadre est décrit de manière à être utilisé pour positionner des applications indépendamment du domaine
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