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Ph.D de

Ph.D
Group : Human-Centered Computing

Objets passifs pour une entrée multi-points riche

Starts on 01/10/2014
Advisor : PIETRIGA, Emmanuel

Funding : contrat doctoral UPS
Affiliation : Université Paris-Sud
Laboratory : LRI - HCC

Defended on 09/10/2017, committee :
Directeur de thèse :
M. Emmanuel PIETRIGA Université Paris-Sud

Rapporteurs :
M. Laurent GRISONI POLYTECH'LILLE et UNIVERSITÉ DE LILLE SCIENCES & TECHNOLOGIES
M. Stéphane CONVERSY ENAC-LII et Université de Toulouse

Examinateurs :
Mme Caroline APPERT Université Paris-Sud
M. Gilles BAILLY Université Pierre et Marie Curie
M. Stéphane HUOT Inria Lille-Nord Europe
Mme Yvonne JANSEN Université Pierre et Marie Curie

Président :
Mme Chantal REYNAUD Université Paris-Sud

Research activities :

Abstract :
This thesis investigates a novel input technique for enriching the gesture vocabulary on a multi-touch surface based on fingers' relative location and passive tokens. The first project, TouchTokens, presents a novel technique for interacting with multi-touch surfaces and tokens. The originality is that these tokens are totally passive (no need for any additional electronic components) and their design features notches that guide users' grasp. The purpose of the notches is to indicate a finger spatial configuration (touch pattern) that is specific to the token. When users hold a token and place it on the surface, touching them simultaneously, the system can recognize the resulting touch patterns with a very high level of accuracy (>95%). This approach works on any touch-sensitive surface and makes it possible to easily build low-cost interfaces that combine no-conductive tangibles and gestural input. This technique supports a new multi-touch input that the system can recognize. However, the interaction is limited to the two-state model of touch interaction as the system only knows the tokens' position and cannot detect tokens that are not touched. In the second project of the thesis, we introduce a laser-cut lattice hinge technique for making the tokens flexible. We then develop a new recognizer that analyzes the micro-movements of the fingers while user are holding and deforming those tokens on the surface. We run three experiments to design and calibrate algorithms for discriminating the three following types of manipulations: (1) when a token is left on the surface rather than taken off it (On/Off); (2) when a token has been bent, and (3) when it is squeezed. Our results show that our algorithms can recognize these three manipulations with an accuracy of: On/Off 90.1%, Bent 91.1% and Squeezed 96,9%. The thesis concludes with the presentation of two tools, TouchTokenBuilder and TouchTokenTracker, for facilitating the development of tailor-made tangibles using a simple direct-manipulation interface. TouchTokenBuilder is a software application that assists interface designers in placing notches on arbitrarily-shaped vector contours for creating conflict-free token sets and warning them about potential conflicts. It outputs two files: a vector-graphics description of all tokens in the set and a numerical description of the geometry of each token. TouchTokenTracker is a software library that takes as input the numerical description produced by TouchTokenBuilder, and enables developers to track the tokens' full geometry (location, orientation and shape) throughout their manipulation on the multi-touch surface.

Ph.D. dissertations & Faculty habilitations
DESIGNING INTERACTIVE TOOLS FOR CREATORS AND CREATIVE WORK
Creative work has been at the core of research in Human-Computer Interaction (HCI). I describe the results of a series of studies that look at how creators work, where creators include artists with years of professional practice, as well as learners, or novices and casual makers. My research focuses on three creation activities: drawing, physical modeling, and music composition. For these activities, I examine how artists switch between representations and how these representations evolve throughout their creative process, from early sketches to fine-grained forms or structured vocabularies. I present interactive systems that enrich their workflow (i) by extending their computer tools with physical user interfaces, or (ii) by making physical materials interactive. I also argue that sketch-based representations can allow for user interfaces that are more personal and less rigid. My presentation will reflect on lessons and limitations of this work and discuss challenges for future design-support tools.

INCREASING THE BANDWIDTH OF INTERACTIVE VISUALIZATIONS, USING COMPLEX DISPLAY ENVIRONMENTS AND TARGETED DESIGNS
Interactive visualizations combine human computer interaction, visual design, perception theory, as well as data processing methods in order to propose visual data representations that amplify cognition, and aid data exploration and understanding. We can consider visualization as a communication medium or channel between humans and their data. The higher the communication bandwidth (the data that can be communicated and understood), the more effective the visualization is. My research attempts to increase the bandwidth of this communication channel in the following two ways. (i) First, by moving away from traditional desktops towards larger displays that can both render larger amounts of data and can accommodate multiple viewers. (ii) And second, by designing and studying appropriate visual representations that show salient information. In my presentation I will describe my work on these topics, the challenges it tries to address, and discuss the methodology and inspiration behind this research.

MODéLISATION DE SYSTèME PHYSIQUES PAR APPRENTISSAGE STATISTIQUE PROFOND