Team, Visitors, External Collaborators
Overall Objectives
Research Program
Application Domains
Highlights of the Year
New Software and Platforms
New Results
Bilateral Contracts and Grants with Industry
Partnerships and Cooperations
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Section: Research Program

Novel Forms of Input for Groups and Individuals

Participants : Caroline Appert, Anastasia Bezerianos, Olivier Chapuis, Emmanuel Pietriga, Eugénie Brasier, Emmanuel Courtoux, Raphaël James.

Analyzing and manipulating large datasets can involve multiple users working together in a coordinated manner in multi-display environments: workstations, handheld devices, wall-sized displays [31]. Those users work towards a common goal, navigating and manipulating data displayed on various hardware surfaces in a coordinated manner. Group awareness [48], [25] is central in these situations, as users, who may or may not be co-located in the same room, can have an optimal individual behavior only if they have a clear picture of what their collaborators have done and are currently doing in the global context. We work on the design and implementation of interactive systems that improve group awareness in co-located situations [57], making individual users able to figure out what other users are doing without breaking the flow of their own actions.

In addition, users need a rich interaction vocabulary to handle large, structured datasets in a flexible and powerful way, regardless of the context of work. Input devices such as mice and trackpads provide a limited number of input actions, thus requiring users to switch between modes to perform different types of data manipulation and navigation actions. The action semantics of these input devices are also often too much dependent on the display output. For instance, a mouse movement and click can only be interpreted according to the graphical controller (widget) above which it is moved. We focus on designing powerful input techniques based upon technologies such as tactile surfaces (supported by UI toolkits developed in-house), 3D motion tracking systems, or custom-built controllers [60] to complement (rather than replace) traditional input devices such as keyboards, that remain the best method so far for text entry, and indirect input devices such as mice or trackpads for pixel-precise pointing actions.

The input vocabularies we investigate enable users to navigate and manipulate large and structured datasets in environments that involve multiple users and displays that vary in their size, position and orientation [31], [45], each having their own characteristics and affordances: wall displays [63], [89], workstations, tabletops [66], [40], tablets [65], [84], smartphones [88], [38], [80], [81], and combinations thereof [39], [85], [62], [31].

We aim at designing rich interaction vocabularies that go far beyond what current touch interfaces offer, which rarely exceeds five gestures such as simple slides and pinches. Designing larger gesture vocabularies requires identifying discriminating dimensions (e.g., the presence or absence of anchor points and the distinction between internal and external frames of reference [65]) in order to structure a space of gestures that interface designers can use as a dictionary for choosing a coherent set of controls. These dimensions should be few and simple, so as to provide users with gestures that are easy to memorize and execute. Beyond gesture complexity, the scalability of vocabularies also depends on our ability to design robust gesture recognizers that will allow users to fluidly chain simple gestures that make it possible to interlace navigation and manipulation actions.

We also study how to further extend input vocabularies by combining touch [65], [88], [66] and mid-air gestures [63] with physical objects [53], [78], [60] and classical input devices such as keyboards to enable users to input commands to the system or to involve other users in their workflow (request for help, delegation, communication of personal findings, etc.) [33], [59]. Gestures and objects encode a lot of information in their shape, dynamics and direction, that can be directly interpreted in relation with the user, independently from the display output. Physical objects can also greatly improve coordination among actors for, e.g., handling priorities or assigning specific roles.

Relevant publications by team members this year: [9], [23], [16], [22] and major ones in recent years: [1], [10], [5], [3], [8].