96 research outputs found

    How Assessing Plasticity Design Choices Can Improve UI Quality: A Case Study

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    International audienceIn Human Computer Interaction, plasticity refers to the capacity of User Interfaces (UIs) to withstand variations of context of use while preserving quality in use. Frequently, insuring more or less smooth transition from one context of use to the other (from the end-user perspective) is conducted ad hoc. To support a more systematic approach for characterizing UI tuning in terms of quality in use along context of use variations, we present an exploratory study focused deliberately on platform aspects. The design process of this particular case study is detailed and all design decisions have been recorded in terms of their influence on UI ergonomic quality, using Ergonomic Criteria. The interesting result is that most design choices when changing the platform lead to the reexamination of the initial designs. Ongoing work is done to support the insight that considering plasticity seems to help in explicitly broadening UI design choices and sharpening the solution

    Observation et modélisation des processus exécutifs et de leur dégradation lors du vieillissement cognitif dans la réalisation des activités de la vie quotidienne

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    Résumé : Pour assister efficacement les personnes en perte d'autonomie dans le contexte des habitats intelligents, il est essentiel d'identifier les difficultés auxquelles ces personnes sont confrontées dans leur quotidien. L'objectif de ce travail est d'observer les processus exécutifs durant les activités de la vie quotidienne, ainsi que leur dysfonctionnement lors du vieillissement cognitif (normal ou lié à la maladie d'Alzheimer), puis d'élaborer un modèle théorique et informatique capable de simuler les comportements observés. Une phase d'observation et de qualification des processus de contrôle exécutif (capacités de régulation de l'action, de correction et d'adaptation lors de situations imprévues) a d'abord été réalisée, dornnant lieu à la spécification d'un modèle théorique fondé sur le modèle de contrôle attentionnel de l'action de Norman et Shallice. Le modèle théorique a ensuite été implémenté informatiquement et permet de simuler une activité quotidienne spécifique. // Abstract : In order to assist patients who are loosing their autonomy, smart homes and cognitive assistance systems have to be based on a good knowledge of people's disorders and on the difficulties they are likely to encounter in daily life. The specific objective of this PhD is to observe executive processes involved in the completion of daily activities and their impairment during ageing and dementia of the Alzheimer's type, and then to design both theoretical and computational models which are able to generate the observed behaviours. An observation and a qualification phase, allowing to observe executive control processes (action regulation, correction and adaptation when unexpected situations occur) have been first realized, leading to the specification of a theoretical model based on the Norman and Shallice model. This theoretical model has then been implemented to obtain a computational model, which allows the simulation of a specific activity of daily living

    Les transports : un terrain fertile pour la plasticité des Interfaces Homme-Machine

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    National audienceCe chapitre structure les éléments clés de l'évolution des IHM en intelligence ambiante. Il montre, selon une perspective utilisateur, que la plasticité se pose finalement comme intégrateur de ces évolutions. La plasticité est ensuite illustrée dans le domaine des transports qui se révèle être un terrain extrêmement fertile à son application

    De l’efficacité de visualisations indicielles ou symboliques pour la régulation d’activités collaboratives

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    National audienceRegulatory mechanisms are important when conducting collaborative activities. And previous research showed that providing individual or collective feedback about the ongoing collaboration can lead to better regulation. In this article, we propose to study the impact of different visual of indicators on the control process of collaborative activities. We studied two kinds of indicators : indexical indicators built into the objects being handled and symbolic indicators, added to the activity interface. We conducted a preliminary study with 32 participants. Our results show that regulation efficiency according to the indicator is neither better with indexical visualization nor with symbolic visualization, which leads us to think that a mixed use of indexical and symbolic visualizations would be more effective.Les mécanismes de régulation de groupe sont particulièrement importants pour mener à bien des activités collaboratives. Les dispositifs numériques peuvent permettre une meilleure régulation, notamment en fournissant des retours individuels ou collectifs sur la collaboration en cours. Dans cet article, nous proposons d’étudier l’impact que peuvent avoir différentes visualisations d’indicateurs sur le processus de régulation dans les activités collaboratives. Pour cela, nous avons étudié deux types d’indicateurs, les indicateurs indiciels qui se fondent dans les objets manipulés, et les indicateurs symboliques qui sont adjoints à l’interface de l’activité. Nous avons réalisé une étude préliminaire avec 32 participants. Les résultats mitigés tendent à montrer que qu’une visualisation indicielle ou symbolique n’est pas intrinsèquement meilleure, ce qui nous laisser penser qu’une utilisation mixte pourrait être plus efficace

    Factors to Consider for Tailored Gamification

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    International audienceGamification is widely used to foster user motivation. Recent studies show that users can be more or less receptive to different game elements, based on their personality or player profile. Consequently, recent work on tailored gamification tries to identify links between user types and motivating game elements. However findings are very heterogeneous due to different contexts, different typologies to characterize users, and different implementations of game elements. Our work seeks to obtain more generalizable findings in order to identify the main factors that will support design choices when tailoring gamification to users' profiles and provide designers with concrete recommendations for designing tailored gamification systems. For this purpose, we ran a crowdsourced study with 300 participants to identify the motivational impact of game elements. Our study differs from previous work in three ways: first, it is independent from a specific user activity and domain; second, it considers three user typologies; and third, it clearly distinguishes motivational strategies and their implementation using multiple different game elements. Our results reveal that (1) different implementations of a same motivational strategy have different impacts on motivation, (2) dominant user type is not sufficient to differentiate users according to their preferences for game elements, (3) Hexad is the most appropriate user typology for tailored gamification and (4) the motiva-tional impact of certain game elements varies with the user activity or the domain of gamified systems

    Toward a Play Management System for Play-Based Learning

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    International audienceThis position paper is dedicated to describing a preliminary model of an integrated system, called Play Management System (PMS). PMS is designed to support both players and teachers to deliver, use, manage and track play situations. This PMS model results from a design-based research methodology. Our approach focuses on (1) the learners and the situation that emerges when they play the game, rather than the system dedicated to play and (2) the teachers who want to manage a game-based learning situation. Thus, we argue for a shift from a game-based to a play-based perspective. 1 Introduction Within a context marked by the development of alternative pedagogies, this position paper aims to describe a model of an integrated system, called Play Management System (PMS), dedicated to support players and teachers to deliver, use, manage and track play situations. The purpose of this article is to propose an innovative approach for implementing a play-based learning approach by (1) focusing on the learners and taking into consideration the situation that emerges when they play rather than the artifact dedicated to play (play vs game) and (2) focusing on the teachers who want to implement and manage a play-based learning situation in their classroom (play management vs game design). Thus, we address the issue of teachers' requirements for the orchestration of a play situation within an educational context. In the first section of this paper, we advocate for a player-centered approach for game-based learning. The second section presents a game developed during the project and the design-based research methodology adopted for designing this game. The third section describe

    REARTH un exemple de Jeu Épistémique Numérique De la conception à l’expérimentation

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    National audienceRESUME : Cet article a pour objet de présenter le projet JEN.lab et le JEN REARTH ainsi que son expérimentation et les premiers enseignements que nous en avons tiré. Un des objectifs du projet JEN.lab lancé en 2013 et financé par l'Agence Nationale de la Recherche est de concevoir des jeux épistémiques numériques (JEN) expérimentés en conditions écologiques. Les JEN apparaissent comme une pédagogie alternative aux approches traditionnelles favorisant tant le développement de compétences que de savoirs strictement disciplinaires. Dans ce cadre, le jeu Rearth a été conçu et expérimenté en partenariat avec des enseignants du lycée Aristide Briand de Saint-Nazaire pour des classes de STI2D. Le but est de développer chez les élèves, des compétences dans différents domaines de la technologie, de l'architecture et du développement durable en proposant des JEN en tant que situations d'apprentissages ludiques et authentiques

    The Eighteenth Data Release of the Sloan Digital Sky Surveys: Targeting and First Spectra from SDSS-V

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    The eighteenth data release of the Sloan Digital Sky Surveys (SDSS) is the first one for SDSS-V, the fifth generation of the survey. SDSS-V comprises three primary scientific programs, or "Mappers": Milky Way Mapper (MWM), Black Hole Mapper (BHM), and Local Volume Mapper (LVM). This data release contains extensive targeting information for the two multi-object spectroscopy programs (MWM and BHM), including input catalogs and selection functions for their numerous scientific objectives. We describe the production of the targeting databases and their calibration- and scientifically-focused components. DR18 also includes ~25,000 new SDSS spectra and supplemental information for X-ray sources identified by eROSITA in its eFEDS field. We present updates to some of the SDSS software pipelines and preview changes anticipated for DR19. We also describe three value-added catalogs (VACs) based on SDSS-IV data that have been published since DR17, and one VAC based on the SDSS-V data in the eFEDS field.Comment: Accepted to ApJ

    The eighteenth data release of the Sloan Digital Sky Surveys : targeting and first spectra from SDSS-V

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    The eighteenth data release of the Sloan Digital Sky Surveys (SDSS) is the first one for SDSS-V, the fifth generation of the survey. SDSS-V comprises three primary scientific programs, or "Mappers": Milky Way Mapper (MWM), Black Hole Mapper (BHM), and Local Volume Mapper (LVM). This data release contains extensive targeting information for the two multi-object spectroscopy programs (MWM and BHM), including input catalogs and selection functions for their numerous scientific objectives. We describe the production of the targeting databases and their calibration- and scientifically-focused components. DR18 also includes ~25,000 new SDSS spectra and supplemental information for X-ray sources identified by eROSITA in its eFEDS field. We present updates to some of the SDSS software pipelines and preview changes anticipated for DR19. We also describe three value-added catalogs (VACs) based on SDSS-IV data that have been published since DR17, and one VAC based on the SDSS-V data in the eFEDS field.Publisher PDFPeer reviewe

    Observation et modélisation des processus exécutifs et de leur dégradation lors du vieillissement cognitif dans la réalisation des activités de la vie quotidienne. Étude pour la conception d'un système d'assistance.

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    In order to assist patients who are loosing their autonomy, smart homes and cognitive assistance systems have to be based on a good knowledge of people's disorders and on the difficulties they are likely to encounter in daily life. The specific objective of this PhD is to observe executive processes involved in the completion of daily activities and their impairment during ageing and dementia of the Alzheimer's type, and then to design both theoretical and computational models which are able to generate the observed behaviours. An observation and a qualification phase, allowing to observe executive control processes (action regulation, correction and adaptation when unexpected situations occur) have been first realized, leading to the specification of a theoretical model based on the Norman and Shallice model. This theoretical model has then been implemented to obtain a computational model, which allows the simulation of a specific activity of daily living.Pour assister efficacement les personnes en perte d'autonomie dans le contexte des habitats intelligents, il est essentiel d'identifier les difficultés auxquelles ces personnes sont confrontées dans leur quotidien. L'objectif de ce travail est d'observer les processus exécutifs durant les activités de la vie quotidienne, ainsi que leur dysfonctionnement lors du vieillissement cognitif (normal ou lié à la maladie d'Alzheimer), puis d'élaborer un modèle théorique et informatique capable de simuler les comportements observés. Une phase d'observation et de qualification des processus de contrôle exécutif (capacités de régulation de l'action, de correction et d'adaptation lors de situations imprévues) a d'abord été réalisée, donnant lieu à la spécification d'un modèle théorique fondé sur le modèle de contrôle attentionnel de l'action de Norman et Shallice. Le modèle théorique a ensuite été implémenté informatiquement et permet de simuler une activité quotidienne spécifique
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