logo EDITE Clement PILLIAS
Identité
Clement PILLIAS
État académique
Thèse en cours...
Sujet: Interaction avec des textes numériques bilingues
Direction de thèse:
Laboratoire:
Voisinage
Ellipse bleue: doctorant, ellipse jaune: docteur, rectangle vert: permanent, rectangle jaune: HDR. Trait vert: encadrant de thèse, trait bleu: directeur de thèse, pointillé: jury d'évaluation à mi-parcours ou jury de thèse.
Productions scientifiques
oai:hal.inria.fr:hal-00701753
Looking behind Bezels: French Windows for Wall Displays
Using tiled monitors to build wall-sized displays has multiple advantages: higher pixel density, simpler setup and easier calibration. However, the resulting display walls suffer from the visual discontinuity caused by the bezels that frame each monitor. To avoid introducing distortion, the image has to be rendered as if some pixels were drawn behind the bezels. In turn, this raises the issue that a non-negligible part of the rendered image, that might contain important information, is visually occluded. We propose to draw upon the analogy to french windows that is often used to describe this approach, and make the display really behave as if the visualization were observed through a french window. We present and evaluate two interaction techniques that let users reveal content hidden behind bezels. ePan enables users to offset the entire image through explicit touch gestures. GridScape adopts a more implicit approach: it makes the grid formed by bezels act like a true french window using head tracking to simulate motion parallax, adapting to users' physical movements in front of the display. The two techniques work for both single- and multiple-user contexts.
AVI - 11th working conference on Advanced visual interfaces - 2012conference proceeding 2012-05-22
oai:hal.inria.fr:hal-00687825
Multisurface Interaction in the WILD Room
The WILD room (wall-sized interaction with large datasets) serves as a testbed for exploring the next generation of interactive systems by distributing interaction across diverse computing devices, enabling multiple users to easily and seamlessly create, share, and manipulate digital content.
IEEE COMPUTERarticle in peer-reviewed journal 2012-04-02
oai:hal.archives-ouvertes.fr:hal-00997891
Shared Substance: Developing Flexible Multi-Surface Applications
International audience
This paper presents a novel middleware for developing flexible interactive multi-surface applications. Using a scenario-based approach, we identify the requirements for this type of applications. We then introduce Substance, a data-oriented framework that decouples functionality from data, and Shared Substance, a middleware implemented in Substance that provides powerful sharing abstractions. We describe our implementation of two applications with Shared Substance and discuss the insights gained from these experiments. Our finding is that the combination of a data- oriented programming model with middleware support for sharing data and functionality provides a flexible, robust solution with low viscosity at both design-time and run-time.
CHI '11: Proceedings of the 29th international Conference on Human Factors in Computing Systems Conference on Human Factors in Computing Systems - CHI 2011 https://hal.archives-ouvertes.fr/hal-00997891 ACM. Conference on Human Factors in Computing Systems - CHI 2011, May 2011, Vancouver, Canada. pp.3383--3392, <10.1145/1978942.1979446>Conference papers 2011-05-07
oai:hal.archives-ouvertes.fr:hal-01111632
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https://hal.archives-ouvertes.fr/hal-01111632 France, Patent n° : WO2014108634. 2014Patents 2014
oai:hal.archives-ouvertes.fr:hal-01111597
Designing Tangible Video Games: Lessons Learned from the Sifteo Cubes
International audience
In this paper, we present a collaborative game designed for Sifteo Cubes, a new tangible interface for multiplayer games. We discuss how this game exploits the platform's interface to transfer some of the game mechanics into the non-digital world, and how this approach affects both the player's experience and the design process. We present the technical limitations encountered during game development and analyze video recordings of play sessions with regard to the play strategies developed by the players. Then, we identify two properties that this game shares with many other games on tangible platforms and discuss how these properties influence both the game design process and the player experience. We advocate that these properties provide players with more freedom and relatedness, while helping to create an easy-to-learn and customizable gameplay, despite their own design limitations.
Proceedings of the 2014 Annual Conference on Human Factors in Computing Systems (CHI 2014) https://hal.archives-ouvertes.fr/hal-01111597 Proceedings of the 2014 Annual Conference on Human Factors in Computing Systems (CHI 2014), Apr 2014, Toronto, Canada. ACM, pp.3163-3166, <http://chi2014.acm.org/>. <10.1145/2556288.2556991> http://chi2014.acm.org/Conference papers 2014-04-26
oai:hal.archives-ouvertes.fr:hal-01111648
Reading with a digital roll
International audience
We introduce the Digital Roll, a cylindrical hand-held device wrapped with a curved display, that can be rotated by hand to provide a continuous scrolling of text. We present design considerations for such a device and report on a preliminary experiment designed to assess its acceptance for casual reading, using a simulator. Encouraging results and their implications on the design of the device are then discussed.
CHI 2013 https://hal.archives-ouvertes.fr/hal-01111648 CHI 2013, Apr 2013, Paris, France. ACM, 2, pp.1377-1382, Extend Abstract on Human Factors in Computing Systems. <http://chi2013.acm.org/>. <10.1145/2468356.2468602> http://chi2013.acm.org/Conference papers 2013-04-29
oai:hal.archives-ouvertes.fr:hal-01370497
TransRead: Designing a Bilingual Reading Experience with Machine Translation Technologies
International audience
In this paper, we use multilingual Natural Language Processing (NLP) tools to improve the reading experience of parallel texts on mobile devices. Such enterprise poses multiple challenging issues both from the NLP and from the Human Computer Interaction (HCI) perspectives. We discuss these problems, and report on our own solutions, now implemented in a full-fledged bilingual reading device.
NAACL https://hal.inria.fr/hal-01370497 Association for Computational Linguistics. NAACL, Jun 2016, San Diego, United States. pp.5, 2016, Proceedings of the 2016 Conference of the North American Chapter of the Association for Computational Linguistics: Demonstrations. <naacl.org/naacl-hlt-2016/>. <10.18653/v1/N16-3006> naacl.org/naacl-hlt-2016/ARRAY(0x7f5470aa60f8) 2016-06-13