
Nadine CoutureEcole Supérieure des Technologies Industrielles Avancées (ESTIA) | ESTIA · Estia-Research & LaBRI
Nadine Couture
Professor, Doctor
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126
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651
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Citations since 2017
Introduction
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January 1998 - present
Publications
Publications (126)
Creativity is key in the early phases of innovation processes. With the rapid evolution of technologies, designers now have access to various tools to support this activity. Virtual reality (VR) takes over multiple domains, especially during conception. However, is VR really facilitating creativity in the initial ideation phases? We compare two ske...
Traditional Human-Computer Interaction (HCI) is being overpowered by the widespread diffusion of smart and mobile devices. Currently, smart environments involve daily day activities covered by a huge variety of applications, which demand new HCI approaches. In this context, proxemic interaction, derived from the proxemic theory, becomes an influent...
Whether it is for evolution, competitiveness or problem solving, innovation is necessary to a company's survival. Thus, it is essential to understand these process and what affect them in order to improve innovation. In this paper we focus on the ideation steps (generating ideas and proposing new concepts). We developed an experimental protocol in...
Optimizing microgrids' renewable-energy-consumption rates can be done by energy demand-side management. Shifting consumption at better moments is possible thanks to storage capacities. To explore this context, we consider a new practice aiming at shifting laptops' consumption on workplaces thanks to their batteries. This practice requires providing...
Optimizing microgrids' renewable-energy-consumption rates can be done by energy demand-side management. Shifting consumption at better moments is possible thanks to storage capacities. To explore this context, we consider a new practice aiming at shifting laptops' consumption on workplaces thanks to their batteries. This practice requires providing...
Nowadays, gestures are being adopted as a new modality in the field of Human-Computer Interaction (HMI), where the physical movements of the whole body can perform unlimited actions. Soundpainting is a language of artistic composition used for more than forty years. However, the work on the recognition of SoundPainting gestures is limited and they...
Touch screens have become widely used in recent years. Nowadays they have been integrated on numerous electronic devices for common use since they allow the user to interact with what is displayed on the screen. However, these technologies cannot be used in complex systems in which the visual attention is very limited (cockpit manipulation, driving...
This work aims to explore the use of a new gesture-based interaction built on automatic recognition of Soundpainting structured gestural language. In the proposed approach, a composer (called Soundpainter) performs Soundpainting gestures facing a Kinect sensor. Then, a gesture recognition system captures gestures that are sent to a sound generator...
Among the many issues one encounters today with drones, and especially with swarms of drones, positioning has become more and more crucial. Even though technologies such as GNSS and sensor based location systems have become mature, they are only efficient, i.e. accurate, outside of buildings and in environments that are not adverse (no jamming). In...
We present CairnFORM, a shape-changing cylindrical display that physicalizes forecasts of renewable energy availability. CairnFORM aims at creating and encouraging new socially-shared practices by displaying energy data in collective and public spaces, such as public places and workplaces. It is 360°-readable, and as a dynamic physical ring chart,...
Les interfaces utilisateur tangibles sont de formes variées et leur conception est souvent dédiée et unique. Les spécimens se multiplient et cerner le contour des possibles est aujourd'hui difficile. Or, les approches d'innovation dite ouverte demandent d'identifier et d'être inspiré par des solutions antérieures. En considérant la filiation entre...
We describe CairnFORM, a shape-changing cylindrical display that physicalizes forecasts of renewable energy availability. CairnFORM is 360˚-readable, and as a dynamic physical ring chart, it can change its cylindrical symmetry with quiet motion. This paper presents the fabrication and the functioning of our prototype.
Nowadays, it exists a wide variety of first aid applications for android and iOS devices to help users in unexpected or dangerous situations. However, their massive use is limited due to several aspects, such as the complicated user interaction or the wearing of special devices for medical identification. In order to find solutions to the problems...
Tangible user interfaces take various forms : their design is often unique. As the number of systems is increasing, as understanding the whole becomes difficult. Yet, open innovation approaches require identifying and being inspired by previous solutions. By taking into account the line of descent of technological systems, we use a classification m...
Lorsque deux individus ne sont pas côte à côte et que l’un souhaite amener le regard de l’autre vers un point d’intérêt désigné, et que la seule modalité disponible pour communiquer est la modalité audio, alors le guidage peut se révéler compliqué et source d’erreurs. C’est pourquoi nous proposons CParlà !, un système de guidage qui utilise le cana...
The goal of this position paper is to explore an existing structured gestural language, called Soundpainting, to control and direct a swarm of autonomous drones. Soundpainting already integrates the notion of groups of entities and makes it possible to address one single entity of a set/subset, still being able to address the set as a whole. The ke...
The rise of the Internet of Things (IoT) brings abundant new opportunities to create more effective and pleasing tangible user interfaces that capitalize on intuitive interaction in the physical world, whilst utilizing capabilities of sensed data and Internet connectivity. However, with these new opportunities come new challenges; little is still k...
This chapter gives an overview of the new families of applications that have emerged or that have undergone massive development in the past over few years. It first analyzes the manufacturing industry, exploring the development of virtual reality (VR), the emergence of augmented reality (AR) and the question of return on investment. The chapter loo...
Data physicalizations are growing popular in many societal domains which indicates a strong potential for fostering public engagement thanks to public exhibition (e.g. in train stations, in airports, on roundabouts, and in enterprises). We focus on dynamic physical charts for visualizing renewable energy forecasts in public spaces. To get charts re...
There is an increasing interest in the HCI research community to design richer user interactions with the Internet of Things (IoT). This studio will allow exploring the design of tangible interaction with the IoT, what we call Internet of Tangibles. In particular, we aim at investigating the full interaction-attention continuum, with the purpose of...
Current interactions for the Internet of Things are often constrained behind a screen. With the Internet of Tangible Things (IoTT) we aim at promoting the design of richer interactions, embodied in physical IoT objects. To this purpose, we propose a card set for the design of tangible interaction with IoT objects, which contains 8 cards for tangibl...
In the Internet of Things era, an increasing number of everyday objects are able to offer innovative services to the user. However, most of these devices provide only smartphone or web user interfaces. As a result, the interaction is disconnected from the physical world, decreasing the user experience and increasing the risk of user alienation from...
Depuis plusieurs années, les interfaces tangibles impliquant des interactions réalisées via un ou plusieurs objets prennent une importance grandissante en interaction homme-machine. Ce domaine est en extension grâce au développement d'objets exploitant des technologies sans contact (NFC, RFID, etc.). L'objet tangible représente un sujet ou une acti...
International audience
Since many years, the Human-Computer Interaction community is interested in the tangible user interfaces (TUI). A part of these TUI focuses on the interaction performed with one or several objects. The domain is in extension by the development of contactless objects (using NFC, RFID technology, etc.). In the system, tangible...
Ces 10 dernières années, des systèmes interactifs ont été conçus pour encourager les utilisateurs à décaler leur demande en énergie vers les moments où plus d'énergie renouvelable est disponible. Dans cet article, nous proposons de décaler la demande en énergie des ordinateurs portables au travail. À l'aide d'un outil que nous avons développé, nous...
The aim of this workshop, held during the third European Tangible Interaction Studio (ETIS'17) in Luxembourg, is to individuate the benefits of tangible interaction applied to the Internet of Things. Indeed, the participants will individuate which tangible interaction properties can be exploiter to design richer interactions with IoT objects.
La perte progressive de mobilité chez les seniors peut avoir de lourdes conséquences, pas seulement physiques, mais aussi psychiques et cognitives due à un isolement social croissant. La fenêtre interactive est un outil permettant la communication à distance. Elle est issue d’un projet de recherche qui vise à réduire
l’isolement social des seniors...
Social relationships are crucial for older adults’ well-being. Past research demonstrated that video-communication technology could reduce social isolation. However, most commercial telecommunication systems have interfaces that are too complex to be operated by older adults without assistance. In this paper, we present a system that exploits the t...
International audience
In recent years, tangible user interfaces, which imply interactions performed with one or several objects, gain more and more interest in research in Human-Computer Interaction (HCI). The tangible object represents a subject or an action. It acts on the system, as an action in classical user interfaces (e.g,. GUI). Interactio...
Persuasive interactive systems, designed past years, have notably aimed energy management. Using tangible interfaces seems an opportunity to interface these systems on social spaces. We examine their design properties in view of the Transtheoretical model of behavior change, make two hypotheses on their superiority for two persuasion steps and prop...
The past ten years, at the intersection between psychological persuasion and human-computer interaction, some interactive systems have been designed with the aim to reach energy efficiency and sufficiency. We question the types of user interfaces of these systems, the persuasion steps covered, and the spaces targeted by these systems. We have built...
The future of the cockpit is undeniably tactile. To make this vision become a reality, several usability issues must be first addressed, being the most important one the eyes-free interaction. In fact, different ways of interaction (tactile, physical) will coexist, and it is paramount to identify those elements in the cockpit that can become tactil...
Depuis quelques années les interfaces tangibles impliquant des interactions réalisées via un objet (ou plusieurs) prennent de plus en plus d'importance dans les recherches en interaction homme-machine. L'objet tangible représente un sujet ou une action ; l'objet agit sur le système, telle une action sur une interface « classique ». L'interaction su...
This paper presents the Multisensory Interactive Window, a system that allows experiencing distant places and communicating with distant people through a tangible installation that exploits the window metaphor and multisensory feedback. Thanks to the feeling of being just in front of a natural landscape or a room inhabited by a beloved person, we s...
Les technologies d’information et de communication (TICs) ont envahi tous les secteurs de la vie quotidienne. Bien que les aspects techniques bénéficient de nombreuses recherches, leur application ne fait pas toujours l’objet d’autant d’attention et les besoins des utilisateurs finaux ne sont pas forcément pris en compte.
En effet, si les contraint...
The democratization of high-end, affordable and off-the-shelf sensors and displays triggered an explosion in the exploration of interaction and projection in arts. Although mostly witnessed in interactive artistic installations (e.g. museums and exhibitions), performing arts also explore such technologies, using interaction and augmented reality as...
Cultural heritage artifacts often contain details that are difficult to distinguish due to aging effects such as erosion. We propose the revealing flashlight, a new interaction and visualization technique in spatial augmented reality that helps to reveal the detail of such artifacts. We locally and interactively augment a physical artifact by proje...
Pour son 5e atelier, les 13 et 14 Novembre 2013, le groupe de travail "Interaction Tangible" prévoit d'initier l'écriture d'un article généraliste et collégial à propos de l'interaction tangible et des interfaces utilisateur tangibles. Le groupe avait déjà commencé à discuter de ces aspects (définition, modèles) lors du 2e atelier à Paris le 16 Fév...
La Réalité Augmentée Spatiale (RAS) permet d'enrichir des objets du monde réel par apposition d'informations numériques à l'aide de vidéo-projecteurs. Elle présente un fort potentiel pour introduire de nouvelles techniques d'interaction, car la co-localisation de l'espace de rendu et de l'espace d'interaction dans le monde réel permet de se baser s...
We aim at combining surface generation by hands with 3D painting in a large space, from 10 to ~200 m2 (for a stage setup). Our long-term goal is to phase 3D surface generation in choreography, in order to produce augmented dance shows where the dancer can draw elements in 3D (characters, sets) while dancing. We present two systems; a first system i...
In this work-in-progress, we present early comparative experiences with methods for designing tangible user interfaces (TUIs). Groups of designers used different approaches for design in the context of a concrete case study: a TUI for controlling LED lighting within hotel rooms. From the results of the groups and methods, we wish to discuss the fir...
The context of this work is to develop, adapt and integrate augmented reality related tools to enhance the emotion involved in cultural performances. Part of the work was dedicated to augmenting a stage in a live performance, with dance as an application case. In this paper, we present a milestone of this work, an augmented dance show that brings t...
The rise of gestural interaction led artists to produce shows or installations based on this paradigm. The authors present the first stages of the "Sculpture Numérique" (Virtual Sculpture) project. This project was born from a collaboration with dancers. Its goal is to propose bi-manual interactions in a large augmented space, giving dancers the po...
We present design principles for conceiving tangible user interfaces for the interactive physically-based deformation of 3D models. Based on these design principles, we developed a first prototype using a passive tangible user interface that embodies the 3D model. By associating an arbitrary reference material with the user interface, we convert th...
ISBN 978-0-9855720-0-6 (Print) ISBN 978-0-9855720-1-3 (Online) ISBN 978-0-9855720-2-0 (USB) ISSN 2220-4792 (Print) ISSN 2220-4806 (Online) ISSN 2220-4814 (USB)
This paper presents a platform for the evaluation of user experience pertaining to innovative concepts in evolutionary socio-technical systems. Developing a system involves performing formative evaluations (during the design phase) and summative evaluations (at the end of the design phase). Designing or redesigning systems is creating new human-hum...
Development of an adaptable and customizable evaluation platform for the study of emotional behavior in situations of multiple solicitations
This paper presents a platform for the evaluation of user experience pertaining to innovative concepts in evolutionary socio-technical systems. Developing a system involves performing formative evaluations (du...