Gilles Bailly

HC
h-index33
4papers
139citations
Novelty25%
AI Score21

4 Papers

8.6HCJan 27, 2021
"Can I Touch This?": Survey of Virtual Reality Interactions via Haptic Solutions

Elodie Bouzbib, Gilles Bailly, Sinan Haliyo et al.

Haptic feedback has become crucial to enhance the user experiences in Virtual Reality (VR). This justifies the sudden burst of novel haptic solutions proposed these past years in the HCI community. This article is a survey of Virtual Reality interactions, relying on haptic devices. We propose two dimensions to describe and compare the current haptic solutions: their degree of physicality, as well as their degree of actuation. We depict a compromise between the user and the designer, highlighting how the range of required or proposed stimulation in VR is opposed to the haptic interfaces flexibility and their deployment in real-life use-cases. This paper (1) outlines the variety of haptic solutions and provides a novel perspective for analysing their associated interactions, (2) highlights the limits of the current evaluation criteria regarding these interactions, and finally (3) reflects the interaction, operation and conception potentials of "encountered-type of haptic devices".

3.1HCJan 24, 2019
Glass+Skin: An Empirical Evaluation of the Added Value of Finger Identification to Basic Single-Touch Interaction on Touch Screens

Quentin Roy, Yves Guiard, Gilles Bailly et al.

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 increase the size of input vocabularies under the constraint of limited real estate, and we discuss some visual cues to communicate this novel modality to novice users. We report a controlled experiment that evaluated, over a large range of input-vocabulary sizes, the efficiency of single-touch command selections with vs. without finger identification. We analyzed the data not only in terms of traditional time and error metrics, but also in terms of a throughput measure based on Shannon's theory, which we show offers a synthetic and parsimonious account of users' performance. The results show that the larger the input vocabulary needed by the designer, the more promising the identification of individual fingers.

9.3HCJan 24, 2019Code
SAM: A Modular Framework for Self-Adapting Web Menus

Camille Gobert, Kashyap Todi, Gilles Bailly et al.

This paper presents SAM, a modular and extensible JavaScript framework for self-adapting menus on webpages. SAM allows control of two elementary aspects for adapting web menus: (1) the target policy, which assigns scores to menu items for adaptation, and (2) the adaptation style, which specifies how they are adapted on display. By decoupling them, SAM enables the exploration of different combinations independently. Several policies from literature are readily implemented, and paired with adaptation styles such as reordering and highlighting. The process - including user data logging - is local, offering privacy benefits and eliminating the need for server-side modifications. Researchers can use SAM to experiment adaptation policies and styles, and benchmark techniques in an ecological setting with real webpages. Practitioners can make websites self-adapting, and end-users can dynamically personalise typically static web menus.

18.6HCMar 13, 2018
Predicting Human Performance in Vertical Menu Selection Using Deep Learning

Yang Li, Samy Bengio, Gilles Bailly

Predicting human performance in interaction tasks allows designers or developers to understand the expected performance of a target interface without actually testing it with real users. In this work, we present a deep neural net to model and predict human performance in performing a sequence of UI tasks. In particular, we focus on a dominant class of tasks, i.e., target selection from a vertical list or menu. We experimented with our deep neural net using a public dataset collected from a desktop laboratory environment and a dataset collected from hundreds of touchscreen smartphone users via crowdsourcing. Our model significantly outperformed previous methods on these datasets. Importantly, our method, as a deep model, can easily incorporate additional UI attributes such as visual appearance and content semantics without changing model architectures. By understanding about how a deep learning model learns from human behaviors, our approach can be seen as a vehicle to discover new patterns about human behaviors to advance analytical modeling.