47 research outputs found
De la Métaphore à la tâche (une bibliothèque de concepts métaphoriques pour le prototypage de techniques d'interactions.)
Nous présentons dans cette thèse les bases d un dialogue entre le modèle cognitif dit incarné et le développement de styles et techniques d interaction pour les interfaces graphiques en 3 dimensions. Ce modèle cognitif, structuré entre autres par Lakoff et Johnson, décrit les correspondances métaphoriques que nous construisons naturellement entre des idées abstraites et les modèles mentaux provenant de notre expérience perceptive. Dortier résume la cognition incarnée en disant que les idées ont des formes, des couleurs, suscitent des goûts et des dégoûts. Cette vision intégrée des systèmes perceptifs et cognitifs s applique non seulement à la représentation mentale des objets ou des personnes, mais aussi aux idées abstraites quelles soient morales, philosophiques ou scientifiques.Ce modèle met en évidence le rôle de ces corrélations en tant que source de compréhension et d action et a fait émerger le concept d interfaces énactives. Aujourd hui elles se présentent comme un regard commun sur les projets émergents d interfaces homme-machine. Des projets, tels que les interfaces tangibles, les systèmes de capture de gestes et d autres solutions logicielles et matérielles multimodales, se servent de notre aptitude à structurer métaphoriquement l information produite par notre action sur le monde, pour créer des interfaces universellement appréhendables.Nous avons illustré l application de ce modèle sur des projets d interfaces graphiques pour la réalisation de tâches dans des contextes hétérogènes. Nous avons ciblé les dispositifs multimédia pour le grand public et les stratégies pour la réussite de ces interfaces en tant qu outil pédagogique pour les musées, expositions et outils de travail collaboratifs. Notre première application est le projet de médiation graphique pour accéder à une base de données d'objets numérisés en 3D pour le Musée des Arts et Métiers. Dans ce projet les objets numérisés sont affichés selon une métaphore de fluides et particules dotés d électromagnétisme. La navigation dans ce catalogue se veut claire et pervasive. Nous avons analysons la capacité des métaphores de construire des ponts cohérents entre les diverses plateformes d accès au catalogue. Dans une seconde implémentation nous employons les métaphores liés à la notion visuelle de profondeur et de densité pour proposer une ligne du temps en 3 dimensions pour la visualisation de donnés temporelles pour EDF. Finalement nos synthétisons les relations entre les ensembles de métaphores pour les appliquer aux composantes d interaction. La structure résultante se présente sous forme d un Framework conceptuel d agents et styles d interaction qui peut servir en tant qu outil de prototypage mais aussi comme catalyseur pour la conception d interfaces innovantes.Embodied cognition has emerged over the last decades as a new paradigm of the human reasoning system. Large numbers of researchers agree on the influences of perceptual and motor activity on our thinking and representational mechanisms. The importance of embodied mind theory is growing in the field of cognitive science. It is now the conceptual support for innovative projects in human computer interaction (HCI). The new paradigms of HCI are shifting towards the venue of natural, invisible and pervasive interfaces. Office tasks of the 80s and their related interfaces are now being replaced by multimodal commands (gesture, voice) and contextual or social inputs. From graphical user interfaces to tangible and multimodal devices, new sets of innovative interaction techniques are emerging and these can no longer rely on classic metaphors and visual analogies. To increase the meaning of new commands and representations of post-wimp interaction techniques and to build coherent and consistent metaphors between different platforms and embedded devices in our environment, researchers have turned their attention to the embodied vision of the cognitive system.We present in this thesis the embodied cognitive paradigm and how it has been adopted by the HCI community. We illustrate this model by analyzing several tasks carried out in heterogeneous environments. Thereafter, proposals are made on how museums, exhibitions and collaboration tools may use embodied metaphors as a design strategy to produce innovative multimedia devices. The first application was one of mediating access to a database of digitized 3D objects for the Museum of Arts and Crafts in Paris. In this project the digitized objects are displayed in a metaphor of fluids and particles managed by electromagnetic forces that guide the semantics of the user s search. Browsing tasks in this catalog are intended to be clear and coherent between different platforms in order to respect the user s levels of desired engagement. An analysis is made of the ability of metaphors to build bridges between the various platform interfaces. In the second application, metaphors related to the concept of visual depth and density was used to propose a 3D timeline so as to visualize temporal data. Finally, the framework synthesizes the embodied metaphorical mappings in a large set of components which will be applied as building blocks when prototyping interaction techniques. This structure takes the form of a conceptual Framework of interaction agents which might serve not only as a tool for prototyping interfaces but also as a catalyst for generating innovative ideas.PARIS-CNAM (751032301) / SudocSudocFranceF
Utility of Cardiac Magnetic Resonance to assess association between admission hyperglycemia and myocardial damage in patients with reperfused ST-Segment Elevation Myocardial Infarction
International audienceAbstract: Aims: to investigate the association between admission hyperglycemia and myocardial damage in patients with ST-segment elevation myocardial infarction (STEMI) using Cardiac Magnetic Resonance (CMR). Methods: We analyzed 113 patients with STEMI treated with successful primary percutaneous coronary intervention. Admission hyperglycemia was defined as a glucose level >= 7.8 mmol/l. Contrast-enhanced CMR was performed between 3 and 7 days after reperfusion to evaluate left ventricular function and perfusion data after injection of gadolinium-DTPA. First-pass images (FP), providing assessment of microvascular obstruction and Late Gadolinium Enhanced images (DE), reflecting the extent of infarction, were investigated and the extent of transmural tissue damage was determined by visual scores. Results: Patients with a supramedian FP and DE scores more frequently had left anterior descending culprit artery (p = 0.02 and < 0.001), multivessel disease (p = 0.02 for both) and hyperglycemia (p < 0.001). Moreover, they were characterized by higher levels of HbA(1c) (p = 0.01 and 0.04), peak plasma Creatine Kinase (p < 0.001), left ventricular end-systolic volume (p = 0.005 and < 0.001), and lower left ventricular ejection fraction (p = 0.001 and < 0.001). In a multivariate model, admission hyperglycemia remains independently associated with increased FP and DE scores. Conclusion: Our results show the existence of a strong relationship between glucose metabolism impairment and myocardial damage in patients with STEMI. Further studies are needed to show if aggressive glucose control improves myocardial perfusion, which could be assessed using CMR
Immersion of XWindow applications into a 3D workbench
Le poster présenté conjointement à cet article est disponible au format PDF à l'URL http://cedric.cnam.fr/~topol/articles/posterCHI2000.pd
Experimentation of a Game Design Methology for Mobile Phones Games
Today, the mobile games tend to be democratized. This is mainly because mobiles are getting cheap and they integrate technologies allowing the use of new networks and new tools. The mobile game development is not done like the development of a PC or console game even if certain aspects are common. Several criteria have to be taken into account such as management, technical and technological criteria. It is thus necessary to find a good compromise between the originality and the feasibility of the game. This must be done by knowing the hardware and software constraints/forces of the mobile phones. The process of mobile games development is similar to the Web application development. We thought that software engineering techniques could also be very useful in our case. We chose the 2TUP technique associated with UML (Unified Modeling Language) to observe if itÂ’s well suited for this type of projects. Our approach is to find a non-constraining and fast methodology that can improve the game production while preserving its creativity
IIWU : If I Were You - A Simple Gameplay Unmanageable by Game Engines
The originality of the game that we present comes from its many technical constraints usually distributed on various types of games. It integrates well known specificities of several kinds without really being in any of these categories. Game engines are influenced by the types of games since they propose many technical optimizations to accelerate their operations. In return, only well categorized games can be developed using game engines. Our game does not claim many resources but it requires original operations that can’t be achieved by game engines. We show that the design of an original creative game difficult when the needs are vast and the means offered are reduced. The problem posed by IIWU is a beginning of answer to the question “why is there only very few original games ?”. The answer that we try to outline is that this problem will remain a technical problem as long as there is no software for designing and generating games detached from those we see usually. We illustrate this fact with a graphical implementation problem: the mixing of multiple spotlights