WorldCat Identities

Nigay, Laurence

Works: 47 works in 107 publications in 3 languages and 1,429 library holdings
Genres: Conference papers and proceedings 
Roles: Editor, Other, Thesis advisor, Opponent, htt, Author
Publication Timeline
Most widely held works by Laurence Nigay
The engineering of mixed reality systems by Emmanuel Dubois( )

14 editions published between 2009 and 2010 in English and German and held by 493 WorldCat member libraries worldwide

An increasing number of systems are exploiting mixed reality but to date there are no systematic methods, techniques of guidelines for the development of such systems. In bringing together contributions on a broad range of mixed reality development issues this book provides a sound theoretical foundation for a disciplined approach to mixed reality engineering. Divided into three parts: interaction design, software design and implementation, the first section covers generic and specific mixed reality design elements and provides an overview of the design method; Part 2 addresses technical solu
Engineering for human-computer interaction : 8th IFIP International Conference, EHCI 2001, Toronto, Canada, May 11-13, 2001 : revised papers by Murray Reed Little( )

21 editions published between 2001 and 2002 in English and held by 450 WorldCat member libraries worldwide

"This book constitutes the thoroughly refereed post-proceedings of the 8th IFIP International Conference on Engineering for Human-Computer Interaction, EHCI 2001, held in Toronto, Canada, in May 2001. The 21 revised full papers and 4 revised short papers presented have passed through 2 rounds of reviewing and improvement and were selected from more than 50 submissions. The papers are organized in topical sections on software engineering methods, formal methods, toolkits, user interface evaluation, user interface plasticity, 3D user interfaces, input and output devices, mobile interaction, and context sensitive interaction"--Publisher description
IHM'11 : 23ème Conférence Francophone sur l'Interaction Homme-Machine : du 24 au 27 Octobre 2011, Sophia Antipolis, France by IHM (Conference)( )

1 edition published in 2011 in French and held by 231 WorldCat member libraries worldwide

People and computers XIII : proceedings of HCI '98 by Hilary Johnson( )

7 editions published in 1998 in English and held by 150 WorldCat member libraries worldwide

These proceedings cover a range of human-computer interaction topics from the human and social sciences, computer science, technology, education and design. It also presents ways of using computer systems that exploit the emerging new technologies, including multimedia and multimodal systems
People and computers XX : engage : proceedings of HCI 2006 by Nick Bryan-Kinns( )

9 editions published between 2006 and 2007 in English and held by 36 WorldCat member libraries worldwide

Reading has arguably the longest and richest history of any domain for scientifically considering the impact of technology on the user. From the 1920s to the 1950s, Miles Tinker [1963] and other researchers ran hundreds of user tests that examined the effects of different fonts and text layout variables, such as the amount of vertical space between each line of text (called leading). Their research focused on user performance, and reading speed was the favoured measure. They charted the effect of the manipulated variables on reading speed, looking for the point at which their participants could read the fastest. Their assumption was that faster reading speeds created a more optimal experience. Printers and publishers eagerly consumed this research. In recent years, some of these variables have been reexamined as the technology and capabilities evolve with the advent of computers and computer screens. Dillon [1992] examined how to design textual information for an electronic environment. Boyarski et al. [1998] examined the effect of fonts that were designed for computer screens. Dyson & Kipping [1998] examined the effect of line length on computer screens. Larson et al. [2000] examined the effect of 3-D rotation on reading. Gugerty et al. [2004] demonstrated a reading performance advantage with the Microsoft ClearType display technology
Convergence phonétique en interaction Phonetic convergence in interaction by Amélie Lelong( )

2 editions published in 2012 in French and held by 3 WorldCat member libraries worldwide

The work presented in this manuscript is based on the study of a phenomenon called phonetic convergence which postulates that two people in interaction will tend to adapt how they talk to their partner in a communicative purpose. We have developed a paradigm called “Verbal Dominoes“ to collect a large corpus to characterize this phenomenon, the ultimate goal being to fill a conversational agent of this adaptability in order to improve the quality of human-machine interactions.We have done several studies to investigate the phenomenon between pairs of unknown people, good friends, and between people coming from the same family. We expect that the amplitude of convergence is proportional to the social distance between the two speakers. We found this result. Then, we have studied the knowledge of the linguistic target impact on adaptation. To characterize the phonetic convergence, we have developed two methods: the first one is based on a linear discriminant analysis between the MFCC coefficients of each speaker and the second one used speech recognition techniques. The last method will allow us to study the phenomenon in less controlled conditions.Finally, we characterized the phonetic convergence with a subjective measurement using a new perceptual test called speaker switching. The test was performed using signals coming from real interactions but also with synthetic data obtained with the harmonic plus
Software architecture modelling : application to AMODEUS design scenarios by Joëlle Coutaz( Book )

3 editions published in 1991 in English and held by 3 WorldCat member libraries worldwide

Vers une communication humain-machine naturelle : stratégies de dialogue et de présentation multimodales by Meriam Horchani( )

2 editions published in 2007 in French and held by 3 WorldCat member libraries worldwide

This thesis focuses on multimodal human-computer communication for public service systems. In this context, the naturalness of the communication relies on sensory-motor, cognitive and rhetorical accessibility of the interactive system by the user. Towards this goal of natural communication, we identify the key role of dialogic and presentation strategies : 1) A dialogic strategy of a cooperative information system defines the behavior of the system and the content to convey : Examples include relaxation, statement and restriction. 2) A presentation strategy defines a multimodal presentation specification, specifying the allocated modalities and how these modalities are combined. Highlighting the intertwined relation of content and presentation, we identify a new software component, namely the dialogic strategy component, as a mediator between the dialogue controller and the concrete presentation components within the reference Arch software architecture. The content selection and the presentation allocation managed by the dialogic strategy component are based on various constraints including the inherent characteristics of modalities, the availability of modalities as well as explicit choices or preferences of the user. In addition to the software development of this new component in two systems, we developed a design tool, which allows ergonomists and non-programmers to define and configure the dialogic strategies and to generate the dialogic strategy component of a particular system, as part of an iterative user-centered design process. Moreover this tool is integrated with a simulation framework for wizard of Oz experiments
Conception et modélisation logicielles des systèmes interactifs : application aux interfaces multimodales by Laurence Nigay( )

3 editions published in 1994 in French and held by 3 WorldCat member libraries worldwide

Cette thèse s'inscrit dans le domaine de l'ingénierie des Interfaces Homme-Machine. Elle a pour thème la conception et la réalisation des systèmes interactifs. Parmi ces systèmes, nous étudions les interfaces utilisateur qui intègrent les aspects innovants de la technologie actuelle en communication homme-machine : les systèmes à caractéristiques multiples. L'approche adoptée s'appuie sur une analyse conceptuelle des systèmes à caractéristiques multiples en prenant en compte à la fois les activités du système et de l'utilisateur. Cette étude nous conduit à distinguer des étapes dans les mécanismes d'abstraction et de concrétisation des informations échangées entre l'utilisateur et le système que nous organisons en un canevas : l'espace Pipe-lines. De l'espace Pipe-lines, canevas intégrateur des activités de l'utilisateur et du système, nous dérivons une méthode de raisonnement et de classification des systèmes en fonction de leurs utilisations : la méthode UOM. En adoptant comme fondement l'espace Pipe-lines, nous identifions les besoins pour la réalisation logicielle. Nous proposons un modèle d'architecture logicielle, PAC- Amodeus qui répond à ces besoins. Ce modèle est complété d'un guide d'application constitue d'un ensemble de règles heuristiques que nous avons concrétisées par un système expert PAC-Expert. En symbiose avec PAC-Amodeus, nous proposons un moteur de fusion des informations spécifiées par l'utilisateur. De part ses critères et sa technique de représentation des informations, le moteur est générique. PAC-Amodeus corrélé au moteur de fusion constitue une plate-forme pour la réalisation logicielle de systèmes à caractéristiques multiples
Surfaces malléables pour l'interaction mobile et tangible à distance by Juan Rosso( )

1 edition published in 2018 in English and held by 2 WorldCat member libraries worldwide

Sliders are one of the most used widgets to control continuous parameters - e.g., brightness, sound volume, the temperature of a smart house, etc. On mobile phones, sliders are represented graphically, requiring the user's visual attention. They are mostly operated with a single thumb. While large sliders offer better performance, they present areas difficult for the thumb to reach. This article explores different tangible slider designs to offer eyes-free and efficient interaction with the thumb. The novel designs that we explored are based on a design space encompassing graphical solutions and the unexplored tangible solutions. To evaluate our designs, we built prototypes and experimentally tested them in three experiments. In our first experiment, we analyzed the impact on the performance of the tangible slider's length: either within the thumb's comfortable area or not. In our second experiment, we analyzed the performance of an extensible tangible design that allows operation within the comfortable area of the thumb. In our third experiment, we analyzed the performance of a bi-modal deformable tangible design that allows operation within the comfortable area of the thumb, and beyond this area, with the index finger on the back of the device. This work contributes to the literature by: first, providing a design space for one-handed interaction with deformable tangible elements. Second, analyzing the impact on performance when manipulating tangible sliders outside the thumb's comfortable area. And third, analyzing the impact that deformation has during manipulation
Techniques d'interaction avec un espace de données temporelles by Chaouki Daassi( Book )

2 editions published in 2003 in French and held by 2 WorldCat member libraries worldwide

Techniques de menus : caractérisation, conception et évaluation by Gilles Bailly( Book )

2 editions published in 2009 in French and held by 2 WorldCat member libraries worldwide

Les menus permettent d'explorer et de sélectionner les commandes d'une application. Ils sont présents dans la plupart des applications et concernent un large public. Les menus sont donc au cœur de l'Interaction Homme-Machine (IHM). Aussi, cet enjeu a motivé de nombreux travaux en IHM : face au foisonnement de nouvelles techniques de menus, il n'est pas facile d'appréhender les avancées et de cerner les différences et similitudes entre les techniques de menus conçues. Dans ce contexte, cette thèse en IHM propose un espace de conception des techniques de menus, appelé MenUA. Cet espace repose sur une liste de critères utiles pour structurer les travaux sur les menus et permettre aux concepteurs d'applications de faire des choix informés. MenUA facilite aussi l'exploration de l'espace des possibilités lors de la conception : il a été à l'origine de quatre nouvelles techniques de menus que nous avons conçues, développées et évaluées : les Wave menus, les Flower menus, les Leaf menus et les Multi-Touch Menus. Les Wave menus améliorent le mode novice des Marking menus en favorisant la navigation dans la hiérarchie de commandes. En considérant la courbure des gestes de l'utilisateur, les Flower menus augmentent le nombre de commandes disponibles et améliorent l'apprentissage du mode expert des Marking menus. Les Leaf Menus sont quant à eux des menus linéaires enrichis de raccourcis gestuels et conçus pour être utilisés sur des dispositifs mobiles. Enfin, les Multi-Touch Menus exploitent la technologie multi-points des surfaces tactiles afin de naviguer et sélectionner des commandes avec les cinq doigts de la main
Modélisation anatomique utilisateur-spécifique et animation temps-réel : Application à l'apprentissage de l'anatomie by Armelle Bauer( )

1 edition published in 2016 in French and held by 2 WorldCat member libraries worldwide

To ease the complex task of anatomy learning, there exist many ways to represent and structure anatomy : illustrations, books, cadaver dissections and 3d models. However, it is difficult to understand and analyse anatomy motion, which is essential for medicine students. We present the "Living Book of Anatomy" (LBA), an original and innovative tool to learn anatomy. For a specific user, we superimpose a 3d anatomical model (skin, skeleton, muscles and visceras) onto the user's color map and we animate it following the user's movements. We present a real-time mirror-like augmented reality (AR) system. A Kinect is used to capturebody motions.The first innovation of our work is the identification of the user's body measurements to register our 3d anatomical model. We propose two different methods to register anatomy.The first one is real-time and use affine transformations attached to rigid positioned on each joint given by the Kinect body tracking skeleton in order to deform the 3d anatomical model using skinning to fit the user's measurements.The second method needs a few minutes to register the anatomy and is divided in 3 parts : skin deformation (using Kinect body tracking skeleton and the Kinect partial point cloud), with it and strict anatomical rules we register the skeleton. Lastly we deformm the soft tissues to completly fill the space inbetween the registered skeleton and skin.Secondly, we want to capture realistically and in real-time the user's motion. To do that we need to reproduce anatomical structure motion but it is a complex task due to the noisy and often partial Kinect data. We propose here the use of anatomical rules concerning body articulations (angular limits and degrees of freedom) to constraint Kinect captured motion in order to obtain/gain plausible motions. a kalman filter is used to smooth the obtaiined motion capture.Lastly, to embed visual style and interaction, we use a full body reproduction to show general knowledge on human anatomy and its differents joints. We also use a lower-limb as structure of interest to higlight specific anatomical phenomenon, as muscular activity.All these tools have been integrated in a working system detailed in this thesis.We validated our tool/system by presenting it as a live demo during different conferences and through user studies done with students and professionnals from different backgrounds
Systèmes Mixtes Collaboratifs sur Supports Mobiles : Conception et Réalisation by Philippe Renevier( Book )

2 editions published in 2004 in French and held by 2 WorldCat member libraries worldwide

This thesis focuses on software engineering and implementation of Human-Computer Interfaces. We study three research themes: Mobility, Groupware and Mixed Systems. Our goals are to define, to design (ergonomic and software) and to understand the use of Mobile Collaborative Mixed Systems (MCMS). The main contributions of this thesis correspond to the steps of the life cycle of an Interface. First, for the requirement phase, we define and characterize MCMS. We thus demonstrate that such systems are not a simple juxtaposition of the three themes. We also identify a new timespace taxonomy and the dynamic of links between the physical and digital worlds. Then, for the design phase, we develop a scenario-based design method in collaboration with some psychologists-ergonomists. We define a design notation in order to represent projected scenarios, which describe the use of the future Interface. Next, for the development phase, we describe an architectural model for MCMS. We adapt the PAC-Amodeus model to groupware by identifying the software treatments of contextual data (localization, orientation, etc.). Moreover, we develop three general interaction techniques on a platform dedicated to MCMS. Finally, we develop two MCMS: MAGIC, a system for archaeological excavation, and TROC, a game of exchanges. We also report the results of two series of user experimentations performed with the TROC system
Interfaces de réalité mixte : conception et prototypage by Céline Coutrix( Book )

2 editions published in 2009 in French and held by 2 WorldCat member libraries worldwide

Research in Human-Computer Interaction explores Mixed Reality Systems for several decades. Mixed interfaces seek to smoothly merge the physical and digital (data processing) environments. Facing a lack of capitalization and help when designing such systems, our work aims at defining a unifying model of interaction with mixed reality systems, capitalizing existing approaches in this domain. This model, called Mixed Interaction Model, allows a designer to describe, characterize and explore interaction techniques. In order to do so, we focuse on physical-digital objects taking part in the interaction with the user. In order to operationalize this interaction model during design and allow designers to realize interactive sketches simultaneously, we developped a prototyping tool. This tool capitalizes the concepts of the Mixed Interaction Model. We conducted conceptual and experimental evaluations, by considering existing validation frameworks and we designed several systems in collaboration with design actors
Ingénierie de l'intéraction multimodale en entrée : approche à composants ICARE by Jullien Bouchet( Book )

2 editions published in 2006 in French and held by 2 WorldCat member libraries worldwide

The area of multimodal interaction has expanded rapidly since the seminal "Put that there" demonstrator of R. BoIt that combines speech and gesture. ln parallel with the development of the Graphical User Interface technology, natural language processing and gesture recognition have made significant progress. ln addition, recent interaction paradigms such as tangible and embodied user interfaces as weIl as augmented reality open a vast world of possibilities for interaction modalities. Significant achievements have been made in terms of both modalities and real multimodal systems. Although several muItimodal systems have been built, their design and development still remains a difficult task particularly because of a lack of reusability. ln this thesis we address this problem of design and development for input multimodal interfaces (from the user to the system). We describe a conceptual model ofmultimodality as a unified framework for modalities and combinations of modalities. Based on this conceptual model, we define a generic component-based approach called ICARE which allows the easy and rapid design, development and maintenance of multimodal interfaces. We have developed the ICARE tool to prove the usefulness of our component-based approach. The ICARE tool is a graphical platform that enables the designer/developer to graphically manipulate and assemble ICARE software components in order to specify the muItimodal interaction. From this specification, the code of the multimodal interaction is automatically generated. Five multimodal systems with different characteristics (augmented virtualitv/realitv, mobile systems) have been develooed with the ICARE too1
Interaction multimodale en entrée : conception et prototypage by Marcos Serrano( Book )

2 editions published in 2010 in French and held by 2 WorldCat member libraries worldwide

NOS travaux ont trait à la conception de systèmes interactifs. En particulier nous nous intéressons aux systèmes multimodaux, systèmes informatiques mettant en jeu plusieurs modalités d'interaction. Nos travaux visent à définir des méthodes et des outils pour la conception de tels systèmes interactifs. En particulier, nous visons le prototypage d'interfaces multimodales en entrée, une étape importante dans la conception de systèmes interactifs. Nous présentons ainsi une approche à composants pour la conception et le prototypage fonctionnel ou non fonctionnel d'interfaces multimodales en entrée. Cette approche est basée sur un modèle de la multimodalité. Nos contributions sont donc conceptuelles et logicielles. Notre contribution conceptuelle consiste en un espace de caractérisation de composants logiciels pour la multimodalité. Cet espace permet de caractériser les composants logiciels au sein d'un assemblage de composants visant à décrire une interaction multimodale. Il offre au concepteur un cadre conceptuel afin de lui permettre de décrire précisément des alternatives de conception. Notre contribution logicielle consiste en un outil de prototypage basé sur une approche à composants qui implémente notre espace de caractérisation (notre contribution conceptuelle). Nous avons implémenté plusieurs prototypes multimodaux à l'aide de cet outil, qu'ils soient fonctionnels ou en partie simulés par un compère humain selon une approche Magicien d'Oz
Conception et réalisation logicielles pour les collectiels centrées sur l'activité de groupe : le modèle et la plate-forme Clover by Yann Laurillau( Book )

2 editions published in 2002 in French and held by 2 WorldCat member libraries worldwide

On mobile augmented reality applications based on geolocation by Thibaud Michel( )

1 edition published in 2017 in English and held by 2 WorldCat member libraries worldwide

Les applications de réalité augmentée peuvent être conçues de différentes manières, mais encore très peu tirent partie de la géolocalisation.Pourtant, aujourd'hui, avec la multitude de capteurs embarqués dans nos smartphones et nos tablettes, l'utilisation de la géolocalisation dans le contexte de la RA (RA Geo) semble très prometteuse.Dans ce travail de thèse, nous avons contribué sur plusieurs aspects fondamentaux de la RA Geo: l'estimation de la position du dispositif, l'estimation de son orientation, ainsi que sur l'impact de ces estimations sur le rendu des informations virtuelles.Dans un premier temps, nous avons étudié l'estimation de l'orientation du téléphone.Nous avons réalisé le premier benchmark dans un motion lab afin de comparer et d'évaluer les différents filtres de la littérature sur une base commune.Celui-ci a permis de produire la première analyse comparative approfondie des différentes approches.Nous avons aussi proposé un nouveau filtre dont le but est de minimiser l'effet des perturbations magnétiques omniprésentes en intérieur et avons quantifié son apport par rapport aux techniques existantes.Dans un deuxième temps, nous avons étudié l'estimation de la position du téléphone lorsqu'il est porté par un piéton.Il existe de nombreux travaux sur les technologies de localisation mais il est difficile de trouver un benchmark qui évalue les différentes technologies dans le cas d'un smartphone grand public. Ainsi, à nouveau nous avons produit le premier benchmark pour analyser de façon comparative les différentes techniques de localisation qui peuvent être utilisées avec un smartphone.Dans un troisième temps, nous avons proposé une méthode pour caractériser l'impact des estimations d'orientation et de positionnement sur le rendu des informations virtuelles.Ceci a permis d'identifier des critères permettant de comprendre plus précisément les limites de faisabilité de différent cas d'utilisation de la RA Geo.Enfin, nous avons proposé un nouveau framework pour faciliter la conception d'applications de la RA Geo.Nous montrons comment les données de cartographie peuvent être utilisées et enrichies à l'aide d'une nouvelle sémantique utilisant OpenStreetMap.Nous avons créé un visualiseur permettant d'afficher des éléments virtuels sur le flux de la caméra.Ce framework intègre différents modules pour la localisation, l'orientation, la gestion des points d'intérêts, le geofencing, l'audio spatialisé, et le rendu 2D ou RA.Finalement, trois exemples d'applications d'AR Géo ont été réalisés à partir de ce framework.TyrAr est une application pour visualiser des informations sur les sommets et les villes environnantes.AmiAr permet de contrôler de certains objets de domotique dans un appartement connecté.Venturi Y3 est une visite guidée de la ville de Grenoble avec des expériences de RA avec de l'audio
Handheld augmented reality interaction : spatial relations by Thomas Vincent( )

1 edition published in 2014 in English and held by 2 WorldCat member libraries worldwide

We explored interaction within the context of handheld Augmented Reality (AR), where a handheld device is used as a physical magic lens to 'augment' the physical surrounding. We focused, in particular, on the role of spatial relations between the on-screen content and the physical surrounding. On the one hand, spatial relations define opportunities for mixing environments, such as the adaptation of the digital augmentation to the user's location. On the other hand, spatial relations involve specific constraints for interaction such as the impact of hand tremor on on-screen camera image stability. The question is then, how can we relax spatial constraints while maintaining the feeling of digital-physical collocation. Our contribution is three-fold. First, we propose a design space for handheld AR on-screen content with a particular focus on the spatial relations between the different identified frames of reference. This design space defines a framework for systematically studying interaction with handheld AR applications. Second, we propose and evaluate different handheld AR pointing techniques to improve pointing precision. Indeed, with handheld AR set-up, both touch-screen input and the spatial relations between the on-screen content and the physical surrounding impair the precision of pointing. Third, as part of a collaborative research project involving AIST-Tsukuba and Schneider- France and Japan, we developed a toolkit supporting the development of handheld AR applications. The toolkit has been used to develop several demonstrators
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Engineering for human-computer interaction : 8th IFIP International Conference, EHCI 2001, Toronto, Canada, May 11-13, 2001 : revised papers
Engineering for human-computer interaction : 8th IFIP International Conference, EHCI 2001, Toronto, Canada, May 11-13, 2001 : revised papersPeople and computers XIII : proceedings of HCI '98People and computers XX : engage : proceedings of HCI 2006
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