Eric LecolinetTélécom Paris · Computer Science
Eric Lecolinet
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Publications (161)
This paper explores the potential of pneumatic haptic interfaces in enhancing human-computer interaction. We present two projects: one augmenting movie experiences with emotion-synchronized haptic feedback, and another integrating pneumatic interfaces into steering wheels for improved driver takeover in autonomous vehicles. The movie experience pro...
Human memory has notable limitations (e.g., forgetting) which have necessitated a variety of memory aids (e.g., calendars). As we grow closer to mass adoption of everyday Extended Reality (XR), which is frequently leveraging perceptual limitations (e.g., redirected walking), it becomes pertinent to consider how XR could leverage memory limitations...
"Virtual-Physical Perceptual Manipulations" (VPPMs) such as redirected walking and haptics expand the user's capacity to interact with Virtual Reality (VR) beyond what would ordinarily physically be possible. VPPMs leverage knowledge of the limits of human perception to effect changes in the user's physical movements, becoming able to (perceptibly...
Supporting many gestures on small surfaces allows users to interact remotely with complex environments such as smart homes, large remote displays, or virtual reality environments, and switching between them (e.g., AR setup in a smart home). Providing eyes-free gestures in these contexts is important as this avoids disrupting the user's visual atten...
Humans have the ability to convey an array of emotions through complex and rich touch gestures. However, it is not clear how these touch gestures can be reproduced through interactive systems and devices in a remote mediated communication context. In this paper, we explore the design space of device-initiated touch for conveying emotions with an in...
Graphical interface programming remains a laborious and time-consuming exercise of the bulk of the interaction that usually has to be coded using a programming language. This code, often wordy and not very readable, impacts the reusability of the interfaces and the iterative design, even minor modifications of the user interface requiring it to be...
We propose a paradigm called Skin-On interfaces, in which interactive devices have their own (artificial) skin, thus enabling new forms of input gestures for end-users (e.g. twist, scratch). Our work explores the design space of Skin-On interfaces by following a bio-driven approach: (1) From a sensory point of view, we study how to reproduce the lo...
As one of the most important non-verbal communication channel, touch plays an essential role in interpersonal affective communication. Although some researchers have started exploring the possibility of using wearable devices for conveying emotional information, most of the existing devices still lack the capability to support affective and dynamic...
Various techniques have been proposed to faster command selection. Many of them either rely on directional gestures (e.g. Marking menus) or pointing gestures using a spatially-stable arrangement of items (e.g. FastTap). Both types of techniques are known to leverage memorization, but not necessarily for the same reasons. In this paper, we investiga...
To execute a command, a user can make a selection in a menu using pointing actions, or, for example, use shortcuts such as gestures. To go faster, she can learn the positions to point or gestures to perform. In this paper, we present a study comparing learning of positions or directions to select commands. The results obtained reveal similar recall...
In this paper, we explore the interaction space of MobiLimb, a small 5-DOF serial robotic manipulator attached to a mobile device. It (1) overcomes some limitations of mobile devices (static, passive, motionless); (2) preserves their form factor and I/O capabilities; (3) can be easily attached to or removed from the device; (4) offers additional I/...
Previous studies have shown that spatial memory and semantic aids can help users learn and remember gestural commands. Using the body as a support to combine both dimensions has therefore been proposed, but no formal evaluations have yet been reported. In this paper, we compare an on-body interaction technique (BodyLoci) to mid-air Marking menus in...
Touch is one of the primary channel of non-verbal communication. It is used to convey emotions and to establish bounds between people. Its use has already been considered in HCI to interact with devices, but it has rarely been used for direct emotional communication between individuals. This article presents a literature review of social touch in h...
We introduce and demonstrate VersaPen, a modular pen for expanding input capabilities. Users can create their own digital pens by stacking different input/output modules that define both the look and feel of the customized device. VersaPen investigate the benefits of adaptable devices and enriches interaction by providing multimodal capabilities, a...
While software often allows user customization, most physical devices remain mainly static. We introduce VersaPen, an adaptable, multimodal, hot-pluggable pen for expanding input capabilities. Users can create their own pens by stacking different input/output modules that define both the look and feel of the customized device. VersaPen offers multi...
Multi-touch wall-sized displays afford collaborative exploration of large datasets and re-organization of digital content. However, standard touch interactions, such as dragging to move content, do not scale well to large surfaces and were not designed to support collaboration, such as passing an object around. This paper introduces CoReach, a set...
We present MarkPad, a novel interaction technique taking advantage of the touchpad. MarkPad allows creating a large number of size-dependent gestural shortcuts that can be spatially organized as desired by the user. It relies on the idea of using visual or tactile marks on the touchpad or a combination of them. Gestures start from a mark on the bor...
Menus are used for exploring and selecting commands in interactive applications. They are widespread in current systems and used by a large variety of users. As a consequence, they have motivated many studies in Human-Computer Interaction (HCI). Facing the large variety of menus, it is difficult to have a clear understanding of the design possibili...
Various guidance techniques have been proposed to help users to quickly and effectively locate objects in large and dense environments such as supermarkets, libraries, or control rooms. Little research, however, has focused on their impact on learning. These techniques generally transfer control from the user to the system, making the user more pas...
In this paper, we investigate how head movements can serve to change the viewpoint in 3D applications, especially when the viewpoint needs to be changed quickly and temporarily to disambiguate the view. We study how to use yaw and roll head movements to perform orbital camera control, i.e., to rotate the camera around a specific point in the scene....
Wall-sized displays support small groups of users working together on large amounts of data. Observational studies of such settings have shown that users adopt a range of collaboration styles, from loosely to closely coupled. Shared interaction techniques, in which multiple users perform a command collaboratively, have also been introduced to suppo...
Dans cet article nous explorons l'espace de conception des techniques de raccourcis gestuels sur pavé tactile à travers quatre nouvelles techniques d'interaction : SpotPad et LociPad illustrent un vocabulaire gestuel qui repose sur des gestes statiques en un point, mais diffèrent par leur représentation graphique (grille vs. loci). ChordPad illustr...
La conception de modèles en trois dimensions nécessite un changement fréquent du point de vue lors de la manipulation d'objets 3D. Afin de réduire le coût de l'alternance entre tâches primaires (création d'objets) et tâches secondaires (contrôle du point de vue), nous proposons l'utilisation des mouvements de la tête et des épaules pour le contrôle...
System schematics, such as those used for electrical or hydraulic systems, can be large and complex. Fisheye techniques can help navigate such large documents by maintaining the context around a focus region, but the distortion introduced by traditional fisheye techniques can impair the readability of the diagram. We present SchemeLens, a vector-ba...
Locating an object in an unfamiliar and dense physical environment, such as a control room, supermarket, or warehouse, can be challenging. In this paper, we present the Projection-Augmented Arm (PAA), a motorized robotic arm augmented with a pico-projector to help users to localize targets in such environments. The arm moves and displays a projecte...
The usability of small devices such as smartphones or interactive watches is often hampered by the limited size of command vocabularies. This paper is an attempt at better understanding how finger identification may help users invoke commands on touch screens, even without recourse to multi-touch input. We describe how finger identification can inc...
In this paper, we propose SuperVision, a new interaction technique for distant control of objects in a smart home. This technique aims at enabling users to point towards an object, visualize its current state and select a desired functionality as well. To achieve this: 1) we present a new remote control that contains a pico-projector and a slider;...
Physical Loci, a technique based on an ancient memory technique, allows users to quickly learn a large command set by leveraging spatial, object and verbal/semantic memory to create a cognitive link between individual commands and nearby physical objects in a room (called loci). We first report on an experiment that showed that for learning 25 item...
Methods of generating heatmaps including receiving, at a first electronic device, first information associated with a first zone of a plurality of zones of a content item, determining at least one first concept related to the first information, receiving at least one target content characteristic, determining at least one second concept related to...
Designing and editing 3D curves is often involved in a wide array of applications such as CAD, multimedia content edition or landscape and road generation. This diversity resulted in a spread of 3D-related works across different communities such as SIGCHI or SIGGRAPH. In this article, we introduce a design space to gather existing techniques in the...
Finding an object in a physical environment is difficult if the environment contains many objects, especially if it is large and dense. We propose a design space that describes and compares existing guidance techniques according to four dimensions: output modality, physicality, granularity and spatial information. Output modality can be visual, aud...
Recent HCI research has shown that the body offers an interactive surface particularly suitable to eyes-free interaction. While researchers have mainly focused on the arms and the hands, we argue that the surface of the belly is especially appropriate. The belly offers a fairly large surface that can be easily reached with the two hands in any circ...
This study shows that zooming and pointing strategies are influenced by visual constraints when using a haptic mobile device. Participants were required to point on invisible targets that were only detectable via a tactile feedback. Movements were either constrained or unconstrained. Results revealed that pointing and zooming strategies depended on...
Despite the demonstrated benefits of multi-finger input, todays gesture vocabularies offer a limited number of postures and gestures. Previous research designed several posture sets, but does not address the limited human capacity of retaining them. We present a multi-finger chord vocabulary, introduce a novel hand-centric approach to detect the id...
The advent of ultra-high resolution wall-size displays and their use for complex tasks require a more systematic analysis and deeper understanding of their advantages and drawbacks compared with desktop monitors. While previous work has mostly addressed search, visualization and sense-making tasks, we have designed an abstract classification task t...
Computers are ubiquitous and the trend of wearable devices is continuously increasing. Nowadays these small devices are permanently supplying the user with many pieces of information. Accessing and responding to this information without involving the user’s full attention is the goal of peripheral interaction, hence allowing the user to execute her...
In the last few years, new interactive wristwatches are available on the market. Despite their impressive hardware capacities, the interaction on such devices remains rather limited. We propose a cheap and low power consuming way to enhance interaction on a wristwatch but adding position sensors on the watchband. We then present a MP3 player applic...
We present Bezel-Tap Gestures, a novel family of interaction techniques for immediate interaction on handheld tablets regardless of whether the device is alive or in sleep mode. The technique rests on the close succession of two input events: first a bezel tap, whose detection by accelerometers will awake an idle tablet almost instantly, then a scr...
We present WatchIt, a prototype device that extends interaction beyond the watch surface to the wristband, and two interaction techniques for command selection and execution. Because the small screen of wristwatch computers suffers from visual occlusion and the fat finger problem, we investigated the use of the wristband as an available interaction...
We propose Augmented Letters, a new technique aimed at augmenting gesture-based techniques such as Marking Menus [9] by giving them natural, mnemonic associations. Augmented Letters gestures consist of the initial of command names, sketched by hand in the Unistroke style, and affixed with a straight tail. We designed a tentative touch device intera...
This paper presents S-Notebook, a tool that makes it possible to "extend" mobile devices with augmented paper. Paper is used to overcome the physical limitations of mobile devices by offering additional space to annotate digital files and to easily create relationships between them. S-Notebook allows users to link paper annotations or drawings to a...
We present WatchIt, a new interaction technique for wristwatch computers, a category of devices that badly suffers from a scarcity of input surface area. WatchIt considerably increases this surface by extending it from the touch screen to the wristband. The video shows a mockup of how simple gestures on the external and/or internal bands may allow...
This paper introduces JerkTilts, quick back-and-forth gestures that combine device pitch and roll. JerkTilts may serve as gestural self-delimited shortcuts for activating commands. Because they only depend on device acceleration and rely on a parallel and independent input channel, these gestures do not interfere with finger activity on the touch s...
Interaction with TV sets, set-top boxes or media centers strongly differs from interaction with personal computers: not only does a typical remote control suffer strong form factor limitations but the user may well be slouching in a sofa. In the face of more and more data, features, and services made available on interactive televisions, we propose...
Initially designed in the nineteen seventies as a mere zapping tool, obviously the traditional device known as the TV remote control no longer responds to the multifarious needs of today's interactive television. Designing new remote-control devices is a challenge that the HCI community has started to face. The paper indicates the various direction...
The miniaturization of electronic components paves the way for new interaction techniques for wearable computing. We briefly review interactive digital jewelry, an emerging subfield. We report the data of a limited poll about the way people perceive the prospect of digital jewelry. We then consider the constraints and the promise of digital jewelry...
Distant displays such as interactive public displays (IPD) or interactive television (ITV) require new interaction techniques as traditional input devices may be limited or missing in these contexts. Free hand interaction, as sensed with computer vision techniques, presents a promising interaction technique. This paper presents the adaptation of th...
We present two variants of Flick-and-Brake, a technique that allows users to not only trigger motion by touch-screen flicking but also to subsequently modulate scrolling speed by varying pressure of a stationary finger. These techniques, which further exploit the metaphor of a massive wheel, provide the user with online friction control. We describ...
This paper presents our QGIS-MT, an extension of Quantum GIS (QGIS) for interactive tabletops. First proposed is an interactive
and collaborative environment that allows several users to interact simultaneously on a multi- touch surface. This environment
aims at favoring communication among users and at enhancing social awareness and the decision-m...
We present U-Note, an augmented teaching and learning system leveraging the advantages of paper while letting teachers and pupils benefit from the richness that digital media can bring to a lecture. U-Note provides automatic linking between the notes of the pupils' notebooks and various events that occurred during the class (such as opening digital...
Many visualization systems have been designed and developed to address the ever-growing mass of temporal data. The multiple aspects of time (linear vs cyclic, instant vs interval, different units etc.) have been represented in different manners in existing visualization systems. A design space is thus needed to analyse and compare different visual...
This paper presents the design and evaluation of the Wavelet menu and its implementation on the iPhone. The Wavelet menu consists of a concentric hierarchical Marking menu using simple gestures. The novice mode, i.e. when the menu is displayed, is well adapted to the limited screen space of handheld devices because the representation of the menu hi...
We propose Radial-Stroke and Finger-Count Shortcuts, two techniques aimed at augmenting the menubar on multi-touch surfaces. We designed these multi-finger two-handed interaction techniques in an attempt to overcome the limitations of direct pointing on interactive surfaces, while maintaining compatibility with traditional interaction techniques. W...
This paper introduces two novel navigation techniques, CycloPan, for clutch-free 2D panning and browsing, and CycloZoom+, for integrated 2D panning and zooming. These techniques instantiate a more generic concept which we call Cyclo* (CycloStar). The basic idea is that users can exert closed-loop control over several continuous variables by volunta...
This paper presents the design and evaluation of the Wavelet menu and its implementation on the iPhone. The Wavelet menu consists of a concentric hierarchical Marking menu using simple gestures. The novice mode, i.e. when the menu is displayed, is well adapted to the limited screen space of handheld devices because the representation of the menu hi...
Many visualization systems have been designed and developed to address the ever-growing mass of temporal data. The multiple aspects of time (linear vs cyclic, instant vs interval, different units etc.) have been represented in different manners in existing visualization systems. A design space is thus needed to analyse and compare different visual...
Mobile interaction has become one of the most prominent fields in HCI. Because interaction resources are limited (small sized screen, no physical keyboard), and due to the specific constraints involved in mobile usage, many new interaction techniques have been proposed for handheld devices in recent years. This paper reviews the state of the art fo...
Nowadays, classrooms are equipped with digital devices (such as computers, video projectors, etc.) that teachers can use in order to share digital documents with their students. Nevertheless, students keep taking notes by using pen and paper notebooks. Thus, there is a wide gap between this different kind of documents. This paper presents a softwar...
Exploration and navigation in multimedia data hierarchies (e.g., photos, music) are frequent tasks on mobile devices. However, visualization and interaction are impoverished due to the limited size of the screen and the lack of precise input devices. As a result, menus on mobile devices do not provide efficient navigation as compared to many innova...
Exploration and navigation in multimedia data hierarchies (e.g., photos, music) are frequent tasks on mobile devices. However, visualization and interaction are impoverished due to the limited size of the screen and the lack of precise input devices. As a result, menus on mobile devices do not provide efficient navigation as compared to many innova...