Martin Hachet

HC
9papers
367citations
Novelty30%
AI Score38

9 Papers

49.9HCMay 29
From Statistics to Individuals: An Exploration of Zoomable Empathic Visualizations

Edwige Chauvergne, Arnaud Prouzeau, Martin Hachet et al.

Data visualization is a powerful tool for conveying statistical information, but when representing populations, it tends to hide individuals. We introduce Zoomable Empathic Visualizations (ZEVs), interactive experiences allowing users to smoothly navigate between abstract statistical visualizations and more qualitative, relatable representations focused on individuals. We present three use cases of ZEVs and report on a qualitative user study that highlights opportunities for deeper understanding and emotional engagement, while pointing to areas for improvement and further refinement. In summary, ZEVs point toward new approaches for revealing the individuals behind the data.

HCMar 7, 2017
Scientific Outreach with Teegi, a Tangible EEG Interface to Talk about Neurotechnologies

Jérémy Frey, Renaud Gervais, Thibault Lainé et al.

Teegi is an anthropomorphic and tangible avatar exposing a users' brain activity in real time. It is connected to a device sensing the brain by means of electroencephalog-raphy (EEG). Teegi moves its hands and feet and closes its eyes along with the person being monitored. It also displays on its scalp the associated EEG signals, thanks to a semi-spherical display made of LEDs. Attendees can interact directly with Teegi -- e.g. move its limbs -- to discover by themselves the underlying brain processes. Teegi can be used for scientific outreach to introduce neurotechnologies in general and brain-computer interfaces (BCI) in particular.

HCMar 15, 2016
Introspectibles: Tangible Interaction to Foster Introspection

Renaud Gervais, Joan Sol Roo, Jérémy Frey et al.

Digital devices are now ubiquitous and have the potential to be used to support positive changes in human lives and promote psychological well-being. This paper presents three interactive systems that we created focusing on introspection activities, leveraging tangible interaction and spatial augmented reality. More specifically, we describe anthropomorphic augmented avatars that display the users' inner states using physiological sensors. We also present a first prototype of an augmented sandbox specifically dedicated to promoting mindfulness activities.

HCJan 12, 2016
Framework for Electroencephalography-based Evaluation of User Experience

Jérémy Frey, Maxime Daniel, Julien Castet et al.

Measuring brain activity with electroencephalography (EEG) is mature enough to assess mental states. Combined with existing methods, such tool can be used to strengthen the understanding of user experience. We contribute a set of methods to estimate continuously the user's mental workload, attention and recognition of interaction errors during different interaction tasks. We validate these measures on a controlled virtual environment and show how they can be used to compare different interaction techniques or devices, by comparing here a keyboard and a touch-based interface. Thanks to such a framework, EEG becomes a promising method to improve the overall usability of complex computer systems.

HCNov 20, 2015
TOBE: Tangible Out-of-Body Experience

Renaud Gervais, Jérémy Frey, Alexis Gay et al.

We propose a toolkit for creating Tangible Out-of-Body Experiences: exposing the inner states of users using physiological signals such as heart rate or brain activity. Tobe can take the form of a tangible avatar displaying live physiological readings to reflect on ourselves and others. Such a toolkit could be used by researchers and designers to create a multitude of potential tangible applications, including (but not limited to) educational tools about Science Technologies Engineering and Mathematics (STEM) and cognitive science, medical applications or entertainment and social experiences with one or several users or Tobes involved. Through a co-design approach, we investigated how everyday people picture their physiology and we validated the acceptability of Tobe in a scientific museum. We also give a practical example where two users relax together, with insights on how Tobe helped them to synchronize their signals and share a moment.

HCMay 28, 2015
Estimating Visual Comfort in Stereoscopic Displays Using Electroencephalography: A Proof-of-Concept

Jérémy Frey, Aurélien Appriou, Fabien Lotte et al.

With stereoscopic displays, a depth sensation that is too strong could impede visual comfort and result in fatigue or pain. Electroencephalography (EEG) is a technology which records brain activity. We used it to develop a novel brain-computer interface that monitors users' states in order to reduce visual strain. We present the first proof-of-concept system that discriminates comfortable conditions from uncomfortable ones during stereoscopic vision using EEG. It reacts within 1s to depth variations, achieving 63% accuracy on average and 74% when 7 consecutive variations are measured. This study could lead to adaptive systems that automatically suit stereoscopic displays to users and viewing conditions.

HCDec 4, 2014
Teegi: Tangible EEG Interface

Jérémy Frey, Renaud Gervais, Stéphanie Fleck et al.

We introduce Teegi, a Tangible ElectroEncephaloGraphy (EEG) Interface that enables novice users to get to know more about something as complex as brain signals, in an easy, en- gaging and informative way. To this end, we have designed a new system based on a unique combination of spatial aug- mented reality, tangible interaction and real-time neurotech- nologies. With Teegi, a user can visualize and analyze his or her own brain activity in real-time, on a tangible character that can be easily manipulated, and with which it is possible to interact. An exploration study has shown that interacting with Teegi seems to be easy, motivating, reliable and infor- mative. Overall, this suggests that Teegi is a promising and relevant training and mediation tool for the general public.

HCApr 24, 2014
Assessing the Zone of Comfort in Stereoscopic Displays using EEG

Jérémy Frey, Léonard Pommereau, Fabien Lotte et al.

The conflict between vergence (eye movement) and accommodation (crystalline lens deformation) occurs in every stereoscopic display. It could cause important stress outside the "zone of comfort", when stereoscopic effect is too strong. This conflict has already been studied using questionnaires, during viewing sessions of several minutes. The present pilot study describes an experimental protocol which compares two different comfort conditions using electroencephalography (EEG) over short viewing sequences. Analyses showed significant differences both in event-related potentials (ERP) and in frequency bands power. An uncomfortable stereoscopy correlates with a weaker negative component and a delayed positive component in ERP. It also induces a power decrease in the alpha band and increases in theta and beta bands. With fast responses to stimuli, EEG is likely to enable the conception of adaptive systems, which could tune the stereoscopic experience according to each viewer.

HCNov 9, 2013
Review of the Use of Electroencephalography as an Evaluation Method for Human-Computer Interaction

Jérémy Frey, Christian Mühl, Fabien Lotte et al.

Evaluating human-computer interaction is essential as a broadening population uses machines, sometimes in sensitive contexts. However, traditional evaluation methods may fail to combine real-time measures, an "objective" approach and data contextualization. In this review we look at how adding neuroimaging techniques can respond to such needs. We focus on electroencephalography (EEG), as it could be handled effectively during a dedicated evaluation phase. We identify workload, attention, vigilance, fatigue, error recognition, emotions, engagement, flow and immersion as being recognizable by EEG. We find that workload, attention and emotions assessments would benefit the most from EEG. Moreover, we advocate to study further error recognition through neuroimaging to enhance usability and increase user experience.