%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% TUI %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% @article{Lepreux:JIPS2017, author = {Lepreux, Sophie and Castet, Julien and Couture, Nadine and Dubois, Emmanuel and Kolski, Christophe and Kubicki, Sebastien and Maquil, Val{\'e}rie and Rivi\`{e}re, Guillaume}, title = {{Tangible interaction on tabletop, an illustrated federating framework}}, journal = {{Journal d'Interaction Personne-Syst{\`e}me (JIPS)}}, publisher = {{AFIHM}}, volume = {5}, number = {1}, pages = {23--59}, year = {2017}, month = {September}, pdf = {https://hal.archives-ouvertes.fr/hal-01578894/document}, abstract = {Since many years, the Human-Computer Interaction community is interested in the tangible user interfaces (TUI). A part of these TUI focuses on the interaction performed with one or several objects. The domain is in extension by the development of contactless objects (using NFC, RFID technology, etc.). In the system, tangible objects could represent data, action, or complex part. Interaction on a table, which is a common furniture in the everyday life and used in multiple activities (desktop, coffee table, kitchen table, etc.), opens a new way for the research and development in HCI. This article proposes to use a framework, previously proposed in a conjunct article, to characterize applications supported by the couple . These applications aim at supporting complex business tasks; they are described from a technological point of view on the one hand, and from an applicative point of view on the other hand. These applications show the benefit brought by the couple to the interaction and they are immersed in the framework. The framework shows with these instantiations that it is generic and supports such descriptions.} } @article{Lepreux:JIPS2016, author = {Lepreux, Sophie and Castet, Julien and Couture, Nadine and Dubois, Emmanuel and Kolski, Christophe and Kubicki, S{\'e}bastien and Maquil, Val{\'e}rie and Rivi\`{e}re, Guillaume}, title = {{Tangible interaction on tabletop, d{\'e}finitions ans models}}, journal = {{Journal d'Interaction Personne-Syst{\`e}me (JIPS)}}, publisher = {{AFIHM}}, volume = {5}, number = {1}, pages = {1--21}, year = {2016}, month = {November}, pdf = {https://hal.archives-ouvertes.fr/hal-01578894/document}, abstract = {In 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.} } @article {Takouachet:TVCJ12, author = {Takouachet, Nawel and Couture, Nadine and Reuter, Patrick and Joyot, Pierre and Rivi\`{e}re, Guillaume and Verdon, Nicolas}, title = {Tangible user interfaces for physically-based deformation: design principles and first prototype}, journal = {The Visual Computer}, publisher = {Springer Berlin / Heidelberg}, year = {2012}, volume = {28}, issue = {6}, pages = {799--808}, mounth = {june}, issn = {0178-2789}, doi = {10.1007/s00371-012-0695-y}, abstract = {We present design principles for conceiving tangible user interfaces for the interactive physically-based deformation of 3D models. Based on these design principles, we developed a first prototype using a passive tangible user interface that embodies the 3D model. By associating an arbitrary reference material with the user interface, we convert the displacements of the user interface into forces required by physically-based deformation models. These forces are then applied to the 3D model made out of any material via a physical deformation model. In this way, we compensate for the absence of direct haptic feedback, which allows us to use a force-driven physically-based deformation model. A user study on simple deformations of various metal beams shows that our prototype is usable for deformation with the user interface embodying the virtual beam. Our first results validate our design principles, plus they have a high educational value for mechanical engineering lectures.}, } @inbook{Couture:EMRS10, author = {Couture, Nadine and Rivi\`{e}re, Guillaume and Reuter, Patrick}, title = {{Tangible Interaction in Mixed Reality Systems}}, booktitle = {The Engineering of Mixed Reality Systems}, editor = {Dubois, Emmanuel and Gray, Philip D. and Nigay, Laurence}, publisher = {Springer London}, year = {2010}, chapter = {6}, pages = {101-120}, edition = {1}, series = {Human-Computer Interaction Series}, isbn = {978-1-84882-732-5}, doi = {http://dx.doi.org/10.1007/978-1-84882-733-2_6}, abstract = {In this chapter, we discuss the design of tangible interaction techniques for Mixed Reality environments. We begin by recalling some conceptual models of tangible interaction. Then, we propose an engineering-oriented software/hardware co-design process, based on our experience in developing tangible user interfaces. We present three different tangible user interfaces for real-world applications, and analyse the feedback from the user studies that we conducted. In summary, we conclude that, since tangible user interfaces are part of the real world and provide a seamless interaction with virtual words, they are well-adapted to mix together reality and virtuality. Hence, tangible interaction optimizes a users' virtual tasks, especially in manipulating and controlling 3D digital data in 3D space.}, } @article{Couture:IJIDeM08, author = {Couture, Nadine and Legardeur, J\'er\'emy and Rivi\`{e}re, Guillaume}, title = {{Tangible user interface integration in engineering}}, journal = {International Journal on Interactive Design and Manufacturing}, year = {2008}, volume = {2}, number = {3}, pages = {175--182}, mounth = {August}, issn = {1955-2513}, doi = {10.1007/s12008-008-0046-4}, abstract = {In this paper we describe the design and the development of two specific tangible user interface (TUI) platforms. The aim of the first one is to support computer aided design (CAD) parts assembly operations in the mechanical product domain. The aim of the second one is mainly designed to help stakeholders during the task of validation of subsoil model in the field of geosciences. In this paper, we propose a design methodology of the tangible parts (also called props) based on our previous experiences in TUI development. This methodology is mainly based on multidisciplinary work and user tests and we assume that this process is reproducible.}, } @article{Riviere:JMUI09, author = {Rivi\`{e}re, Guillaume and Couture, Nadine and Reuter, Patrick}, title = {{The activation of modality in virtual objects assembly}}, journal = {Journal on Multimodal User Interfaces}, year = {2010}, volume = {3}, number = {3}, pages = {189--196}, mounth = {april}, issn = {1783-7677}, doi = {10.1007/s12193-010-0038-0}, abstract = {Manual assembly of virtual 3D objects is required in several application fields. We focus on tangible user interfaces which offer the opportunity to the user to perform virtual assemblies efficiently and easily. In each hand, the user manipulates a tracked prop, and the translations and rotations are directly mapped to the corresponding virtual object. However, with such interfaces, both hands are requisitioned, and the user cannot drop the props without changing the action or the expected results. We list and discuss the choice of four possible modalities to activate/deactivate the assembly modality: vocal modality, gestural modality, buttons, and foot pedals. We conclude that when using the foot pedals, the user's gesture is closer to the real-world behaviour.}, } @misc{Couture:OI09, author = {Couture, Nadine and Rivi\`{e}re, Guillaume}, title = {{The activation of modality in virtual objects assembly}}, howpublished = {Workshop on the Challenges of Engineering Multimodal Interaction: Methods, Tools, Evaluation}, location = {Bonn, Germany, May 13, 2009}, year = {2009}, pdf = {http://www.dcs.gla.ac.uk/~sjg/oi/papers/other/Riviere_NC-GR-multimodv5.pdf}, abstract = {In the specific case of the assembly of virtual 3D objects, using tangible bimanual interaction, we discuss the choice of modality in order to activate another modality.}, } %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% Tactile %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% @inproceedings{Riviere:IHM10, author = {Rivi\`{e}re, Guillaume and Nigay, Laurence}, title = {{Pointage bi-manuel avec le CubTile dans un espace 2D de type Focus+Contexte}}, booktitle = {IHM '10: Actes de la 22\`{e}me Conf\'erence Francophone sur l'Interaction Homme-Machine}, location = {Luxembourg, Luxembourg, September 20-23, 2010}, publisher = {ACM}, address = {New York, NY, USA}, year = {2010}, pages = {73--80}, isbn = {978-1-4503-0410-8}, doi = {}, pdf = {http://iihm.imag.fr/publs/2010/IHM2010-Riviere-Nigay2.pdf}, abstract = {The CubTile is a cubic-shaped device with 5 tactile multi-touch faces. It was initially designed for 3D interaction. In this article we explore its use for navigation and pointing in a 2D space. In this way, we propose a bi-manual interaction technique, based on the manipulation of two faces of the CubTile, in a focus+context interface: The non-dominant hand pans the focus with one face of the CubTile while the dominant hand points in the focus area using another face of the CubTile. The results of a first user experiment indicate that an asymmetric tuning, with a low amplification for the non-dominant hand gestures and a high amplification for the dominant hand gestures, provides better performance in a pointing task. These results are a first step towards optimal tuning of the tactile faces for asymmetric bimanual interaction.}, } %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% GeoTUI %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% @article{Riviere:SEG-TPEA09, author = {Rivi\`{e}re, Guillaume and Couture, Nadine and Jurado, Fabrice}, title = {{Tangible User Interfaces for geosciences}}, journal = {Society of Exploration Geophysicists, Technical Program Expanded Abstracts}, year = {2009}, volume = {28}, number = {1}, pages = {1137--1141}, issn = {1052-3812 (print)}, doi = {http://dx.doi.org/10.1190/1.3255053}, abstract = {Graphical User Interfaces (GUI) are widely used for interacting with complex geosciences software such as interpretation tools or 3D model visualization programs. Despite their well designed protocol of interaction, through the mouse or the keyboard, the user is absent-minded from the main task of interpretation or visualization when applying the protocol. Furthermore collaborative work of more than two users is difficult with a standard computer configuration. As an alternate way of interacting with software, Tangible User Interfaces (TUI) are designed to simplify the actions of the user by utilizing common props (i.e. physical objects) such as rulers or pucks. Actions take place in front of a camera whose images are interpreted by software and the desired result is rendered on a desk by a projector. The user manipulates props on the projected images in front of the camera to interact with the geosciences software. Finally the collaboration of several users is made very comfortable around the desk. The GeoTUI system is developed to combine the working practice of geoscientists on desk with the use of graphical workstation. Several experiments on a workplace allowed to evaluate the advantages of TUI over GUI through the manipulation of different props.}, } @inproceedings{Couture:TEI08, author = {Couture, Nadine and Rivi\`{e}re, Guillaume and Reuter, Patrick}, title = {{GeoTUI: a tangible user interface for geoscience}}, booktitle = {TEI '08: Proceedings of the 2nd international conference on Tangible and embedded interaction}, location = {Bonn, Germany, February 18-20, 2008}, publisher = {ACM}, address = {New York, NY, USA}, year = {2008}, pages = {89--96}, isbn = {978-1-60558-004-3}, doi = {http://doi.acm.org/10.1145/1347390.1347411}, pdf = {http://www.guillaumeriviere.name/pub/papers/geotui_tei08.pdf}, abstract = {GeoTUI is a system designed for geophysicists that provides props as tangible user interface on a tabletop vision-projection system for the selection of cutting planes on a geographical map of a subsoil model. Our GeoTUI system allows the geophysicists to manipulate in the same action and perception space since the movement of the physical artifacts is done on the tabletop and thus constrained to two dimensions. Consequently, it combines the advantages of the spontaneous conditions of user interaction that the geophysicists are commonly used to in their classical paper/pen/ruler environment with the advantages of the use of powerful geological simulation software. We conducted an extensive user study in the workplace of the geophysicists that clearly revealed that using a tangible interaction performs better than using the standard mouse/keyboard GUI for the cutting line selection task on a geographical subsoil map. Consequently, it increases the efficiency for the real-world trade task of hypothesis validation on a subsoil model. Moreover, this geological user case is complex enough to confirm the hypothesis that in space-multiplex conditions, specialized devices perform better than generic ones.}, } @inproceedings{Couture:IHM07:workshop, author = {Nadine Couture and Guillaume Rivi\`{e}re}, title = {Table interactive et interface tangible pour les g\'{e}osciences : retour d'exp\'{e}rience}, booktitle = {IHM '07 : Annexes des actes de la 19\`{e}me Conf\'erence Francophone sur l'Interaction Homme-Machine}, location = {Paris, France, November 12-15, 2007}, publisher = {ACM}, address = {New York, NY, USA}, year = {2007}, pages = {23--26}, issn = {}, doi = {}, pdf = {http://www.guillaumeriviere.name/pub/papers/geotui_ihm07_atelier_tables_interactives.pdf}, abstract = {GeoTUI is a system designed for geologists. It uses props as tangible user interfaces on a tabletop visionprojection system. It combines the advantages of the spontaneous conditions of user interaction that the geologists are commonly used to in their classical paper/pen/ruler environment with the advantages of the use of powerful geological simulation software. The experimentations of GeoTUI in the French Petroleum Institute (IFP) gave very satisfactory results.}, } @inproceedings{Couture:IHM07:demo, author = {Couture, Nadine and Rivi\`{e}re, Guillaume}, title = {Etude d'interacteurs pour la s\'{e}lection d'une ligne de coupe depuis une carte}, booktitle = {IHM '07: Actes de la 19\`{eme} Conf\'erence Francophone sur l'Interaction Homme-Machine}, location = {Paris, France, November 12-15, 2007}, publisher = {ACM}, address = {New York, NY, USA}, year = {2007}, pages = {299--302}, isbn = {978-1-59593-791-9}, doi = {http://doi.acm.org/10.1145/1541436.1541498}, pdf = {http://www.guillaumeriviere.name/pub/papers/geotui_ihm07_demos.pdf}, abstract = {In this paper, we discuss a choice of props for a dedicated task: selecting a cutting line from a top map. We present GeoTUI, a tabletop and a Tangible User Interface intended to geosciences. Several props have been evaluated for both usability and task performance. We begin with an analysis of the advantages of addressing a specific domain in this kind of study.}, } @inproceedings{Couture:UbiMob06, author = {Nadine Couture and Guillaume Rivi\`{e}re}, title = {Faisabilit\'{e} d'une Interface Tangible pour la Validation d'Hypoth\`{e}ses en G\'{e}osciences}, booktitle = {UbiMob '06 : Actes des 3\`{e}me Journ\'{e}es Francophones Mobilit\'{e} et Ubiquit\'{e}}, location = {Paris, France, September 5-8, 2006}, publisher = {ACM Press}, address = {New York, NY, USA}, year = {2006}, pages = {163--164}, isbn = {1-59593-467-7}, pdf = {http://www.guillaumeriviere.name/pub/papers/geotui_ubimob06_demos.pdf}, abstract = {In this paper, we discuss a choice of props for a dedicated task: selecting a cutting line from a top map. We present GeoTUI, a tabletop and a Tangible User Interface intended to geosciences. Several props have been evaluated for both usability and task performance. We begin with an analysis of the advantages of addressing a specific domain in this kind of study.}, } @phdthesis{Riviere:PhDThesis09, author = {Guillaume Rivi\`{e}re}, title = {{Interaction Tangible sur Table Interactive : application aux g\'eosciences}}, year = {2009}, mounth = {September}, location = {Bordeaux, France, September 9, 2009}, school = {University Bordeaux 1}, abstract = {This thesis focuses on tangible user interfaces (TUI). The first part of this manuscript is about tangible interaction on tabletop. We first introduce TUIs and tabletops. We validate an hypothesis about the specialization of the form of the tangible objects, and conclude from that consequences on TUIs design. We propose the solution of a button box to deport some operations in the context of tabletop TUI. We present the construction and development of a transportable and low cost tabletop TUI system that allows rapid TUI prototyping. We end pointing out the special features of user experiments of TUIs. The second part of this manuscript deals with an application case of a TUI for geoscience: GeoTUI. We start presenting the context of the geophysicists work and their need in term of new way of interation. We present the results of our design of a TUI for geoscience. We detail the development of our prototype. To finish, we present two user experiments we conducted to validate our design choices.}, } @mastersthesis{Riviere:MScThesis05, author = {Guillaume Rivi\`{e}re}, title = {{\'{E}tude de faisabilit\'e d'une TUI pour la validation d'hypoth\`eses en G\'eosciences}}, year = {2005}, mounth = {June}, location = {Bordeaux, France, June 14, 2005}, school = {University Bordeaux 1}, pdf = {http://www.guillaumeriviere.name/pub/papers/RiviereMemoire2005.pdf}, abstract = {The aim of the work presented in this thesis is to study the opportunity to develop a Tangible User Interface (TUI) in order to facilitate the work on multi-dimentional objects manipulated in the field of geosciences. At first, we introduce Tangible User Interfaces. The approach is to present these interfaces through various existing systems, and especially some works related to our work. Secondly, we present the work of the geophysicists showing the different steps involved to make maps of the subsoil. In this brief presentation, the complex related mathematics have been simplified enough in order to just give the idea of the calculus. It is only a description for general public and not a detailed introduction to geophysics. Thirdly, through several scenarios, we explain how the geophysicists and geologists work, and we describe the idea of what could be a Tangible User Interface intended to make this work being easier. Finally, a demo prototype prove the feasibility.}, } %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% ArcheoTUI %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% @article{Reuter:JOCCH10, author = {Reuter, Patrick and Rivi\`{e}re, Guillaume and Couture, Nadine and Mahut, St\'{e}phanie and Espinasse, Lo\"{\i}c}, title = {ArcheoTUI---Driving virtual reassemblies with tangible 3D interaction}, journal = {Journal on Computing and Cultural Heritage}, volume = {3}, number = {2}, year = {2010}, issn = {1556-4673}, pages = {4:1--4:13}, mounth = {september}, doi = {http://doi.acm.org/10.1145/1841317.1841319}, publisher = {ACM}, address = {New York, NY, USA}, abstract = {ArcheoTUI is a new tangible user interface for the efficient assembly of the 3D scanned fragments of fractured archeological objects. An efficient user interaction for the complex task to orientate or position two 3D objects relative to each other is essential, eventually in addition to automatic matching techniques. Our key idea is to use tangible props for the manipulation of the virtual fragments. In each hand, the user manipulates an electromagnetically tracked prop, and the translations and rotations are directly mapped to the corresponding virtual fragments on the display. For each hand, a corresponding foot pedal is used to clutch the movements of the hands. Hence, the user's hands can be repositioned, or the user can be switched. The software of ArcheoTUI is designed to easily change assembly hypotheses, beyond classical undo/redo, by using a scene graph. We designed ArcheoTUI on the demand of archeaologists and in a direct collaboration with them, and we conducted two user studies on site at their workplace. The first user study revealed that the interface, and especially the foot pedal, was accepted, and that all the users managed to solve simple assembly tasks. In a second user study, we compare a different clutching mechanism with buttons on the props to the foot pedal mechanism. This second user study revealed that the movement of the hands is more similar to real-world assembly scenarios when using the foot pedals, and that the users can keep on concentrating on the actual assembly task. Finally, we show how the virtual assembly is used for a fractured archeological finding.}, } @inproceedings{Reuter:VRST08, author = {Reuter, Patrick and Rivi\`{e}re, Guillaume and Couture, Nadine and Mahut, St\'{e}phanie and Sorraing, Nicolas and Espinasse, Lo\"{\i}c}, title = {{ArcheoTUI - tangible interaction with foot pedal declutching for the virtual reassembly of fractured archeological objects}}, booktitle = {VRST '08: Proceedings of the 2008 ACM symposium on Virtual reality software and technology}, location = {Bordeaux, France, October 27-29, 2008}, publisher = {ACM}, address = {New York, NY, USA}, year = {2008}, pages = {307--308}, isbn = {978-1-59593-951-7}, doi = {http://doi.acm.org/10.1145/1450579.1450666}, pdf = {http://www.guillaumeriviere.name/pub/papers/archeotui_vrst2008_demos.pdf}, abstract = {In this demonstration, we present ArcheoTUI, a new tangible user interface for the efficient assembly of the 3D scanned fragments of fractured archeological objects. The key idea is to use tangible props for the manipulation of the virtual fragments. In each hand, the user manipulates an electromagnetically tracked prop, and the translations and rotations are directly mapped to the corresponding virtual fragments on the display. For each hand, a corresponding foot pedal is used to clutch the movements of the hands. Hence, the hands of the user can be repositioned, or the user can be switched. The software of ArcheoTUI is designed to easily change assembly hypotheses, beyond classical undo/redo, by using a scene graph.}, } @inproceedings{Reuter:ODENT08, author = {Reuter, Patrick and Rivi\`{e}re, Guillaume and Couture, Nadine}, title = {{ArcheoTUI - A Tangible User Interface for the Virtual Reassembly of Fractured Archeological Objects}}, booktitle = {ODENT MEETING 2008: Interdisciplinary Workshop on 3D Paleo-Anthropology, Anatomy, Computer Science & Engineering}, location = {Toulouse, France, June 19-20, 2008}, year = {2008}, abstract = {Cultural objects of archeological findings are often broken and fractured into a large amount of fragments, and the archeologists are confronted by 3D puzzles when reassembling the fractured objects. Scanning the fragments and reassembling the corresponding 3D objects virtually is an elegant (and sometimes the only) solution. An efficient user interaction for the complex task to orientate or position two 3D objects relative to each other is essential, eventually in addition to automatic matching techniques. In this paper, we present ArcheoTUI, a new tangible user interface for the efficient assembly of the 3D scanned fragments of fractured archeological objects. The key idea is to use tangible props for the manipulation of the virtual fragments. In each hand, the user manipulates an electromagnetically tracked prop, and the translations and rotations are directly mapped to the corresponding virtual fragments on the display. For each hand, a corresponding foot pedal is used to clutch the movements of the hands. Hence, the hands of the user can be repositioned, or the user can be switched. The software of ArcheoTUI is designed to easily change assembly hypotheses, beyond classical undo/redo, by using a scene graph. We designed ArcheoTUI on the demand of archeaologists and in a direct collaboration with them, and we conducted a user study on site at their workplace. This user study revealed that the interface, and especially the foot pedal, was accepted, and that all the users managed to solve simple assembly tasks. In a case study, we show the assembly of one of their fractured archeological findings.}, } @inproceedings{Reuter:VAST07, author = {Reuter, Patrick and Rivi\`{e}re, Guillaume and Couture, Nadine and Sorraing, Nicolas and Espinasse, Lo\"{\i}c and Vergnieux, Robert}, title = {{ArcheoTUI - A Tangible User Interface for the Virtual Reassembly of Fractured Archeological Objects}}, booktitle = {VAST2007: Proceedings of the 8th EuroGraphics International Symposium on Virtual Reality, Archaeology and Cultural Heritage}, location = {Brighton, UK, November 27-29, 2007}, publisher = {EuroGraphics Association}, address = {Aire-la-Ville, Switzerland}, year = {2007}, pages = {15--22}, doi = {10.2312/VAST/VAST07/015-022}, isbn = {978-3-905674-01-9}, pdf = {http://www.guillaumeriviere.name/pub/papers/archeotui_vast07.pdf}, abstract = {Cultural objects of archeological findings are often broken and fractured into a large amount of fragments, and the archeologists are confronted by 3D puzzles when reassembling the fractured objects. Scanning the fragments and reassembling the corresponding 3D objects virtually is an elegant (and sometimes the only) solution. An efficient user interaction for the complex task to orientate or position two 3D objects relative to each other is essential, eventually in addition to automatic matching techniques. In this paper, we present ArcheoTUI, a new tangible user interface for the efficient assembly of the 3D scanned fragments of fractured archeological objects. The key idea is to use tangible props for the manipulation of the virtual fragments. In each hand, the user manipulates an electromagnetically tracked prop, and the translations and rotations are directly mapped to the corresponding virtual fragments on the display. For each hand, a corresponding foot pedal is used to clutch the movements of the hands. Hence, the hands of the user can be repositioned, or the user can be switched. The software of ArcheoTUI is designed to easily change assembly hypotheses, beyond classical undo/redo, by using a scene graph. We designed ArcheoTUI on the demand of archeaologists and in a direct collaboration with them, and we conducted a user study on site at their workplace. This user study revealed that the interface, and especially the foot pedal, was accepted, and that all the users managed to solve simple assembly tasks. In a case study, we show the assembly of one of their fractured archeological findings.}, } @inproceedings{Reuter:IHM08, author = {Reuter, Patrick and Couture, Nadine and Rivi\`{e}re, Guillaume}, title = {{ArcheoTUI}}, booktitle = {IHM '08: Actes de la 20\`{e}me Conf\'erence Francophone sur l'Interaction Homme-Machine}, location = {Metz, France, September 02-05, 2008}, publisher = {ACM}, address = {New York, NY, USA}, year = {2008}, pages = {221--222}, isbn = {978-1-60558-285-6}, doi = {http://doi.acm.org/10.1145/1512714.1512761}, pdf = {http://www.guillaumeriviere.name/pub/papers/archeotui_ihm08_demos.pdf}, abstract = {We designed ArcheoTUI on the demand of archeaologists and in a direct collaboration with them. Cultural objects of archeological findings are often broken and fractured into a large amount of fragments, and the archeologists are confronted by 3D puzzles when reassembling the fractured objects. We revealed that the tangible interface was accepted, and that all the users managed to solve simple assembly tasks.}, } %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% Tribal Tabletop %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% @inproceedings{Riviere:ITS08, author = {Rivi\`{e}re, Guillaume and Couture, Nadine}, title = {{The Design of a Tribal Tabletop}}, booktitle = {Tabletop 2008: CDROM Proceedings of the Third IEEE International Workshop on Horizontal Interactive Human-Computer Systems}, location = {Amsterdam, NL, October 01-03, 2008}, publisher = {IEEE Computer Society Press}, address = {Los Alamitos, CA, USA}, year = {2008}, pages = {29--30}, pdf = {http://www.guillaumeriviere.name/pub/papers/tribal-tabletop_tabletop2008_posters.pdf}, abtract = {The past few years, companies marketing strategies integrated the use of the new technologies as a marketing tool to enhance the sales. The advance in novel innovative user interfaces would now allow to expand the use of 3D simulation. Such innovative marketing tool in a store helps the customer to imagine quite realistically herself with the product in the future. In this paper, we present the hardware design of a new marketing tool based on tabletop in a sales situation. We take into account the situation, geometry and space arrangement of the store. We place the users, salesman/woman and customers, in the centre of our design to propose a tabletop that promotes users collaboration in this professional context.}, } %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% Cartouches %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% @inproceedings{Riviere:EIAH11, author = {Rivi\`{e}re, Guillaume and Borgiel, K. and Couture, N.}, title = {Les Cartouches, un concept d'interfaces tangibles, appliqu\'ees \`a l'apprentissage des jeunes enfants}, booktitle = {EIAH'11: Actes de l'atelier IHM avanc\'ees pour l'apprentissage, 5\`{e}me Conf\'erence francophone sur les Environnements Informatique pour l'Apprentissage Humain}, location = {Mons, Belgium, May 24, 2011}, year = {2011}, pages = {53--60}, numpages = {8}, abstract = {Dans certains cas, les technologies permettent des exp\'eriences d'apprentissage qui n'auraient pas \'et\'e atteintes par d'autres moyens. Les interfaces homme-machine avanc\'ees permettent d'interagir avec le monde num\'erique d'une mani\`ere simple et attractive. Par exemple, avec les interfaces tangibles, les donn\'ees num\'eriques sont incarn\'ees par des objets physiques. Cependant, ces nouvelles interfaces manquent souvent de repr\'esenter des actions de base (core operations : lancer/fermer une application, authentification, sauvegarde, ...) ; domain operations : choisir une couleur, s\'electionner un fichier sur le disque, ...) permettant d'aboutir \`a un syst\`eme achev\'e et autonome. Les Cartouches sont une proposition de r\'eponse (tangible) \`a cette probl\'ematique, que ce soit au sein d'une interface tangible ou de tout environnement informatis\'e. Nous \'etudions dans cet article l'utilisation des Cartouches au cœur de la conception d'environnements d'apprentissages pour les jeunes enfants ne sachant pas encore lire. En effet, l'interaction tangible offre de nombreux avantages pour l'apprentissage, notamment \`a destination des jeunes enfants. Nous proposons d'implanter diverses op\'erations avec les Cartouches dans le contexte de l'apprentissage avec les technologies et soumettons un exemple de conception r\'ealis\'e autour d'une table interactive. Les Cartouches ouvrent la voie \`a la conception de nouveaux environnements d'apprentissage informatis\'es achev\'es - notamment \`a destination de populations particuli\`eres, comme les aveugles ou les analphab\`etes - qui devront \^etre prototyp\'es et donner lieu \`a des exp\'erimentations utilisateur.}, } @inproceedings{Ullmer:TEI11, author = {Ullmer, Brygg and Dell, Christian and Gil, Claudia and Toole,Jr., Cornelius and Wiley, Cole and Dever, Zachary and Rogge, Landon and Bradford, Rachel and Rivi\`{e}re, Guillaume and Sankaran, Rajesh and Liu, Kexi and Freeman, Chase and Wallace,Jr., Alvin and DeLatin, Michael and Washington, Christian and Reeser, Alex and Branton, Christopher W. and Parker, Rod}, title = {Casier: structures for composing tangibles and complementary interactors for use across diverse systems}, booktitle = {Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction}, location = {Funchal, Portugal, January 23-26, 2011}, publisher = {ACM}, address = {New York, NY, USA}, year = {2011}, pages = {229--236}, numpages = {8}, isbn = {978-1-4503-0478-8}, doi = {http://doi.acm.org/10.1145/1935701.1935746}, abstract = {Casiers are a class of tangible interface elements that structure the physical and functional composition of tangibles and complementary interactors (e.g., buttons and sliders). Casiers allow certain subsets of interactive functionality to be accessible across diverse interactive systems (with and without graphical mediation, employing varied sensing capabilities and supporting software). We illustrate examples of casiers in use, including iterations around a custom walk-up-and-use kiosk, as well as casiers operable across com- mercial platforms of widely varying cost and capability.}, } @inproceedings{Riviere:ErgoIHM12, author = {Rivi\`{e}re, Guillaume and Kreckelbergh, St\'{e}phane}, title = {{La StationENR pour sensibiliser aux énergies renouvelables par la modélisation de micro-réseaux}}, booktitle = {Ergo'IHM 2012: Actes de la Conf\'erence Francophone sur l'Ergonomie et l'Interaction Homme-Machine, Démonstrations}, location = {Biarrtiz, France, October 16-19, 2012}, publisher = {ACM}, address = {New York, NY, USA}, year = {2012}, pages = {63--66}, isbn = {}, doi = {}, pdf = {http://www.guillaumeriviere.name/pub/papers/stationENR_ergoihm12_demos.pdf}, abstract = {Actions to sensibilize the population to renewable energies are more often limited to inform the persons. An effective tool would be to make production and consumption data accessible and understandable. We propose a tangible and tactile interface allowing the simplified modeling of a micro-grid. This article presents the conception of the first prototype.}, } %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% CairnFORM %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% @inproceedings{Daniel:IHM2017, author = {Daniel, Maxime and Rivi\`{e}re, Guillaume and Couture, Nadine}, title = {{Prelimary studies for the design of CAIRNS: an Ambient Tangible Interface for Shifting Energy Demand in the Workplace}}, note = {TeC - Travaux en Cours}, booktitle = {{29{\`e}me conf{\'e}rence francophone sur l'Interaction Homme-Machine}}, address = {Poitiers, France}, editor = {AFIHM}, pages = {12 p.}, year = {2017}, doi = {10.1145/3132129.3132152}, pdf = {https://hal.archives-ouvertes.fr/hal-01578006/file/TEC-1013.pdf}, abstract = {In the past 10 years, interactive systems have been designed to encourage users in using energy when there is plenty of renewable energy. In this paper, we propose to shift the energy demand of laptops in the workplace. Using a tools we developed, we define instructions for helping employees in this task. In order to help employees applying these instructions, we propose to use a physical histogram for visualizing renewable energy forecasts. In result of several user studies, we converge to a circular horizontal physical histogram, interpretable by the user independently of his position around the physical histogram. Finally, we evoke the design and the study of CAIRNS, an ambient shape-changing interface using illuminated extensible disks, for representing this kind of physical histogram.} }@inproceedings{Daniel:IHM2016a, title = {{An analysis of Persuasive Technologies for Energy Demand Side Management}}, author = {Daniel, Maxime and Rivi{\`e}re, Guillaume and Couture, Nadine and Kreckelbergh, St{\'e}phane}, booktitle = {{Actes de la 28i{\`e}me conf{\'e}rence francophone sur l'Interaction Homme-Machine}}, address = {Fribourg, Switzerland}, pages = {197--210}, year = {2016}, doi = {10.1145/3004107.3004111}, pdf = {https://hal.archives-ouvertes.fr/hal-01384149/file/p197-daniel.pdf}, abstract = {The past ten years, at the intersection between psychological persuasion and human-computer interaction, some interactive systems have been designed with the aim to reach energy efficiency and sufficiency. We question the types of user interfaces of these systems, the persuasion steps covered, and the spaces targeted by these systems. We have built a corpus, meant to be exhaustive, of systems dedicated to electricity and filled out a matrix to analyze the corpus according to 15 criteria. Two main types of interfaces emerge and none are covering all the persuasion steps. We also open new prospects for the field by observing that the active tangible manipulation and the copresent collaboration (e.g. the tabletops) are under-represented in the corpus.}, }@inproceedings{Daniel:IHM2016b, author = {Daniel, Maxime and Rivi\`{e}re, Guillaume and Couture, Nadine}, title = {{Persuasive Interactive Systems in public and collective spaces: what role for Tangible Interfaces ?}}, booktitle = {{Actes de la 28i{\`e}me conf{\'e}rence francophone sur l'Interaction Homme-Machine}}, address = {Fribourg, Switzerland}, pages = {221--229}, year = {2016}, doi = {10.1145/3004107.3004131}, PDF = {https://hal.archives-ouvertes.fr/hal-01384241/file/p221-daniel.pdf}, abstract = {Persuasive interactive systems, designed past years, have notably aimed energy management. Using tangible interfaces seems an opportunity to interface these systems on social spaces. We examine their design properties in view of the Transtheoretical model of behavior change, make two hypotheses on their superiority for two persuasion steps and propose an experimental way to measure it.} } %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% GT Interaction Tangible %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% @misc{Coutrix:TEI13, author = {Coutrix, C\'{e}line and Rivi\`{e}re, Guillaume and Borgiel, K. and Castet, J. and Couture, N. and Ullmer, B. and Geelhaar, J. and Reuter, P. and Takouachet, N. and Kolski, C. and Lepreux, S. and Legardeur, J. and Kubicki, S.}, title = {{Methods for Designing Tangible UI: A First Comparative Case Study}}, howpublished = {Proceedings of the Seventh ACM International Conference on Tangible, Embedded and Embodied Interaction, Work in progress}, location = {Barcelona, Spain, February 10-13, 2013}, year = {2013}, numpages = {7}, abstract = {In this work-in-progress, we present early comparative experiences with methods for designing tangible user interfaces (TUIs). Groups of designers used different approaches for design in the context of a concrete case study: a TUI for controlling LED lighting within hotel rooms. From the results of the groups and methods, we wish to discuss the first comparison between different approaches. Eventually, our aim is to provide a consensual comparison of benefits and drawbacks of each approach, as such a consensual result could be highly beneficial to designers.}, }