2025Activity reportProject-TeamLOKI
RNSR: 201822657D- Research center Inria Centre at the University of Lille
- In partnership with:Université de Lille
- Team name: Technology & Knowledge for Interaction
- In collaboration with:Centre de Recherche en Informatique, Signal et Automatique de Lille
Creation of the Project-Team: 2019 July 01
Each year, Inria research teams publish an Activity Report presenting their work and results over the reporting period. These reports follow a common structure, with some optional sections depending on the specific team. They typically begin by outlining the overall objectives and research programme, including the main research themes, goals, and methodological approaches. They also describe the application domains targeted by the team, highlighting the scientific or societal contexts in which their work is situated.
The reports then present the highlights of the year, covering major scientific achievements, software developments, or teaching contributions. When relevant, they include sections on software, platforms, and open data, detailing the tools developed and how they are shared. A substantial part is dedicated to new results, where scientific contributions are described in detail, often with subsections specifying participants and associated keywords.
Finally, the Activity Report addresses funding, contracts, partnerships, and collaborations at various levels, from industrial agreements to international cooperations. It also covers dissemination and teaching activities, such as participation in scientific events, outreach, and supervision. The document concludes with a presentation of scientific production, including major publications and those produced during the year.
Keywords
Computer Science and Digital Science
- A5.1.1. Engineering of interactive systems
- A5.1.2. Evaluation of interactive systems
- A5.1.3. Haptic interfaces
- A5.1.5. Body-based interfaces
- A5.1.8. 3D User Interfaces
- A5.1.9. User and perceptual studies
- A5.2. Data visualization
- A5.6.1. Virtual reality
- A5.6.2. Augmented reality
- A5.6.4. Multisensory feedback and interfaces
- A5.7.2. Music
- A9.2. Machine learning
- A9.6. Decision support
Other Research Topics and Application Domains
- B2.5.1. Sensorimotor disabilities
- B6.1.1. Software engineering
- B9.2. Art
- B9.2.1. Music, sound
- B9.5.1. Computer science
- B9.5.6. Data science
- B9.6.10. Digital humanities
1 Team members, visitors, external collaborators
Research Scientists
- Bruno Fruchard [INRIA, ISFP]
- Janin Koch [INRIA, ISFP]
- Sylvain Malacria [INRIA, Researcher, HDR]
- Mathieu Nancel [INRIA, Researcher]
Faculty Members
- Géry Casiez [Team leader, UNIV LILLE, Professor, HDR]
- Thomas Pietrzak [UNIV LILLE, Professor, HDR]
- Damien Pollet [UNIV LILLE, Associate Professor]
Post-Doctoral Fellow
- Ludwig Wall [INRIA, Post-Doctoral Fellow, from Nov 2025]
PhD Students
- Tao Beaufils [INRIA, from Oct 2025]
- Ramakrishnan Kumaravelu [INRIA, from Oct 2025]
- Suliac Lavenant [INRIA]
- Xiaohan Liao [INRIA, from Nov 2025]
- Alice Loizeau [UNIV LILLE, until Oct 2025]
- Omid Niroomandi [INRIA]
- Antoine Nollet [UNIV LILLE]
- Raphael Perraud [INRIA]
- Travis West [UNIV MCGILL, until Jan 2025]
- Kaiwen Zhou [UNIV LILLE, from Oct 2025]
Interns and Apprentices
- Thomas Boudot [UNIV LILLE, Intern, from Jul 2025 until Aug 2025]
- Tommaso Ceccherini [INRIA, Intern, from Mar 2025 until Jun 2025]
- Xinyi Chen [INRIA, Intern, from May 2025 until Aug 2025]
- Ang Li [UNIV LILLE, Intern, until Jan 2025]
- Danaelle Preville [UNIV LILLE, Intern, from Mar 2025 until Aug 2025]
- Lena Sagon [INRIA, Apprentice, from Oct 2025]
- Lena Sagon [INRIA, Intern, from Apr 2025 until Jul 2025]
- Clara Wieme [UNIV LILLE, Intern, from Apr 2025 until Aug 2025]
Administrative Assistants
- Aurore Dalle [INRIA, from Jun 2025]
- Lucile Leclercq [INRIA, until Jan 2025]
- Amélie Supervielle [INRIA, from Feb 2025 until May 2025]
Visiting Scientists
- Ravin Balakrishnan [UNIV TORONTO, until Jun 2025]
- Ethan Eddy [UNIV NEW BRUNSWICK, from Apr 2025 until Jun 2025]
- Carl Gutwin [UNIV SASKATCHEWAN, from Dec 2025]
2 Overall objectives
Human-Computer Interaction (HCI) is a constantly moving field 47. Changes in computing technologies extend their possible uses, and modify the conditions of existing uses. People also adapt to new technologies and adjust them to their own needs 56. New problems and opportunities thus regularly arise and must be addressed from the perspectives of both the user and the machine, to understand and account for the tight coupling between human factors and interactive technologies. Our vision is to connect these two elements: Knowledge & Technology for Interaction.
2.1 Knowledge for Interaction
In the early 1960s, when computers were scarce, expensive, bulky, and formal-scheduled machines used for automatic computations, Engelbart saw their potential as personal interactive resources. He saw them as tools we would purposefully use to carry out particular tasks and that would empower people by supporting intelligent use 43. Others at the same time were seeing computers differently, as partners, intelligent entities to whom we would delegate tasks. These two visions still constitute the roots of today's predominant HCI paradigms, use and delegation. In the delegation approach, a lot of effort has been made to support oral, written and non-verbal forms of human-computer communication, and to analyze and predict human behavior. But the inconsistency and ambiguity of human beings, and the variety and complexity of contexts, make these tasks very difficult 65 and the machine is thus the center of interest.
2.1.1 Computers as tools
The focus of Loki is not on what machines can understand or do by themselves, but on what people can do with them. We do not reject the delegation paradigm but clearly favor the one of tool use, aiming for systems that support intelligent use rather than for intelligent systems. And as the frontier is getting thinner, one of our goals is to better understand what makes an interactive system perceived as a tool or as a partner, and how the two paradigms can be combined for the best benefit of the user.
2.1.2 Empowering tools
The ability provided by interactive tools to create and control complex transformations in real-time can support intellectual and creative processes in unusual but powerful ways. But mastering powerful tools is not simple and immediate, it requires learning and practice. Our research in HCI should not just focus on novice or highly proficient users, it should also care about intermediate ones willing to devote time and effort to develop new skills, be it for work or leisure.
2.1.3 Transparent tools
Technology is most empowering when it is transparent: invisible in effect, it does not get in your way but lets you focus on the task. Heidegger characterized this unobtruded relation to things with the term zuhanden (ready-to-hand). Transparency of interaction is not best achieved with tools mimicking human capabilities, but with tools taking full advantage of them given the context and task. For instance, the transparency of driving a car “is not achieved by having a car communicate like a person, but by providing the right coupling between the driver and action in the relevant domain (motion down the road)” 72. Our actions towards the digital world need to be digitized and we must receive proper feedback in return. But input and output technologies pose somewhat inevitable constraints while the number, diversity, and dynamicity of digital objects call for more and more sophisticated perception-action couplings for increasingly complex tasks. We want to study the means currently available for perception and action in the digital world: Do they leverage our perceptual and control skills? Do they support the right level of coupling for transparent use? Can we improve them or design more suitable ones?
2.2 Technology for Interaction
Studying the interactive phenomena described above is one of the pillars of HCI research, in order to understand, model and ultimately improve them. Yet, we have to make those phenomena happen, to make them possible and reproducible, be it for further research or for their diffusion 46. However, because of the high viscosity and the lack of openness of actual systems, this requires considerable efforts in designing, engineering, implementing and hacking hardware and software interactive artifacts. This is what we call “The Iceberg of HCI Research”, of which the hidden part supports the design and study of new artifacts, but also informs their creation process.
2.2.1 “Designeering Interaction”
Both parts of this iceberg are strongly influencing each other: The design of interaction techniques (the visible top) informs on the capabilities and limitations of the platform and the software being used (the hidden bottom), giving insights into what could be done to improve them. On the other hand, new architectures and software tools open the way to new designs, by giving the necessary bricks to build with 49. These bricks define the adjacent possible of interactive technology, the set of what could be designed by assembling the parts in new ways. Exploring ideas that lie outside of the adjacent possible require the necessary technological evolutions to be addressed first. This is a slow and gradual but uncertain process, which helps to explore and fill a number of gaps in our research field but can also lead to deadlocks. We want to better understand and master this process—i. e., analyzing the adjacent possible of HCI technology and methods—and introduce tools to support and extend it. This could help to make technology better suited to the exploration of the fundamentals of interaction, and to their integration into real systems, a way to ultimately improve interactive systems to be empowering tools.
2.2.2 Computers vs Interactive Systems
In fact, today's interactive systems—e. g., desktop computers, mobile devices— share very similar layered architectures inherited from the first personal computers of the 1970s. This abstraction of resources provides developers with standard components (UI widgets) and high-level input events (mouse and keyboard) that obviously ease the development of common user interfaces for predictable and well-defined tasks and users' behaviors. But it does not favor the implementation of non-standard interaction techniques that could be better adapted to more particular contexts, to expressive and creative uses. Those often require to go deeper into the system layers, and to hack them until getting access to the required functionalities and/or data, which implies switching between programming paradigms and/or languages.
And these limitations are even more pervading as interactive systems have changed deeply in the last 20 years. They are no longer limited to a simple desktop or laptop computer with a display, a keyboard and a mouse. They are becoming more and more distributed and pervasive (e. g., mobile devices, Internet of Things). They are changing dynamically with recombinations of hardware and software (e. g., transition between multiple devices, modular interactive platforms for collaborative use). Systems are moving “out of the box” with Augmented Reality, and users are going “ inside of the box” with Virtual Reality. This is obviously raising new challenges in terms of human factors, usability and design, but it also deeply questions actual architectures.
2.2.3 The Interaction Machine
We believe that promoting digital devices to empowering tools requires better fundamental knowledge about interaction phenomena AND to revisit the architecture of interactive systems in order to support this knowledge. By following a comprehensive systems approach—encompassing human factors, hardware elements, and all software layers above—we want to define the founding principles of an Interaction Machine:
- a set of hardware and software requirements with associated specifications for interactive systems to be tailored to interaction by leveraging human skills;
- one or several implementations to demonstrate and validate the concept and the specifications in multiple contexts;
- guidelines and tools for designing and implementing interactive systems, based on these specifications and implementations.
To reach this goal, we will adopt an opportunistic and iterative strategy guided by the designeering approach, where the engineering aspect will be fueled by the interaction design and study aspect. We will address several fundamental problems of interaction related to our vision of “empowering tools”, which, in combination with state-of-the-art solutions, will instruct us on the requirements for the solutions to be supported in an interactive system. This consists in reifying the concept of the Interaction Machine into multiple contexts and for multiple problems, before converging towards a more unified definition of “what is an interactive system”, the ultimate Interaction Machine, which constitutes the main scientific and engineering challenge of our project.
3 Research program
Interaction is by nature a dynamic phenomenon that takes place between interactive systems and their users. Redesigning interactive systems to better account for interaction requires fine understanding of these dynamics from the user side so as to better handle them from the system side. In fact, layers of actual interactive systems abstract hardware and system resources from a system and programing perspective. Following our Interaction Machine concept, we are reconsidering these architectures from the user's perspective, through different levels of dynamics of interaction (see Figure 1).
Represents the 3 levels of dynamics of interaction that we consider in our research program.
Considering phenomena that occur at each of these levels as well as their relationships will help us to acquire the necessary knowledge (Empowering Tools) and technological bricks (Interaction Machine) to reconcile the way interactive systems are designed and engineered with human abilities. Although our strategy is to investigate issues and address challenges for all of the three levels, our immediate priority is to focus on micro-dynamics since it concerns very fundamental knowledge about interaction and relates to very low-level parts of interactive systems, which is likely to influence our future research and developments at the other levels.
3.1 Micro-Dynamics
Micro-dynamics involve low-level phenomena and human abilities which are related to short time/instantness and to perception-action coupling in interaction, when the user has almost no control or consciousness of the action once it has been started. From a system perspective, it has implications mostly on input and output (I/O) management.
3.1.1 Transfer functions design and latency management
We have developed a recognized expertise in the characterization and the design of transfer functions 40, 63, i. e., the algorithmic transformations of raw user input for system use. Ideally, transfer functions should match the interaction context. Yet the question of how to maximize one or more criteria in a given context remains an open one, and on-demand adaptation is difficult because transfer functions are usually implemented at the lowest possible level to avoid latency. Latency has indeed long been known as a determinant of human performance in interactive systems 54 and recently regained attention with touch interactions 50. These two problems require cross examination to improve performance with interactive systems: Latency can be a confounding factor when evaluating the effectiveness of transfer functions, and transfer functions can also include algorithms to compensate for latency.
We have proposed new cheap but robust methods for input filtering 41 and for the measurement of end-to-end latency 39 and worked on compensation methods 61 and the evaluation of their perceived side effects 64. Our goal is then to automatically adapt transfer functions to individual users and contexts of use, which we started in 52, while reducing latency in order to support stable and appropriate control. To achieve this, we will investigate combinations of low-level (embedded) and high-level (application) ways to take user capabilities and task characteristics into account and reduce or compensate for latency in different contexts, e. g., using a mouse or a touchpad, a touch-screen, an optical finger navigation device or a brain-computer interface. From an engineering perspective, this knowledge on low-level human factors will help us to rethink and redesign the I/O loop of interactive systems in order to better account for them and achieve more adapted and adaptable perception-action coupling.
3.1.2 Tactile feedback & haptic perception
We are also concerned with the physicality of human-computer interaction, with a focus on haptic perception and related technologies. For instance, when interacting with virtual objects such as software buttons on a touch surface, the user cannot feel the click sensation as with physical buttons. The tight coupling between how we perceive and how we manipulate objects is then essentially broken although this is instrumental for efficient direct manipulation. We have addressed this issue in multiple contexts by designing, implementing and evaluating novel applications of tactile feedback 48.
In comparison with many other modalities, one difficulty with tactile feedback is its diversity. It groups sensations of forces, vibrations, friction, or deformation. Although this is a richness, it also raises usability and technological challenges since each kind of haptic stimulation requires different kinds of actuators with their own parameters and thresholds. And results from one are hardly applicable to others. On a “knowledge” point of view, we want to better understand and empirically classify haptic variables and the kind of information they can represent (continuous, ordinal, nominal), their resolution, and their applicability to various contexts. From the “technology” perspective, we want to develop tools to inform and ease the design of haptic interactions taking best advantage of the different technologies in a consistent and transparent way.
3.2 Meso-Dynamics
Meso-dynamics relate to phenomena that arise during interaction, on a longer but still short time-scale. For users, it is related to performing intentional actions, to goal planning and tools selection, and to forming sequences of interactions based on a known set of rules or instructions. From the system perspective, it relates to how possible actions are exposed to the user and how they have to be executed (i. e., interaction techniques). It also has implication on the tools for designing and implementing those techniques (programming languages and APIs).
3.2.1 Interaction bandwidth and vocabulary
Interactive systems and their applications have an always-increasing number of available features and commands due to, e. g., the large amount of data to manipulate, increasing power and number of functionalities, or multiple contexts of use.
On the input side, we want to augment the interaction bandwidth between the user and the system in order to cope with this increasing complexity. In fact, most input devices capture only a few of the movements and actions the human body is capable of. Our arms and hands for instance have many degrees of freedom that are not fully exploited in common interfaces. We have recently designed new technologies to improve expressibility such as a bendable digitizer pen 44, or reliable technology for studying the benefits of finger identification on multi-touch interfaces 45.
On the output side, we want to expand users' interaction vocabulary. All of the features and commands of a system can not be displayed on screen at the same time and lots of advanced features are by default hidden to the users (e. g., hotkeys) or buried in deep hierarchies of command-triggering systems (e. g., menus). As a result, users tend to use only a subset of all the tools the system actually offers 60. We will study how to help them to broaden their knowledge of available functions.
Through this “opportunistic” exploration of alternative and more expressive input methods and interaction techniques, we will particularly focus on the necessary technological requirements to integrate them into interactive systems, in relation with our redesign of the I/O stack at the micro-dynamics level.
3.2.2 Spatial and temporal continuity in interaction
At a higher level, we will investigate how more expressive interaction techniques affect users' strategies when performing sequences of elementary actions and tasks. More generally, we will explore the “continuity” in interaction. Interactive systems have moved from one computer to multiple connected interactive devices (computer, tablets, phones, watches, etc.) that could also be augmented through a Mixed-Reality paradigm. This distribution of interaction raises new challenges, both in terms of usability and engineering, that we clearly have to consider in our main objective of revisiting interactive systems 59. It involves the simultaneous use of multiple devices and also the changes in the role of devices according to the location, the time, the task, and contexts of use: a tablet device can be used as the main device while traveling, and it becomes an input device or a secondary monitor when resuming that same task once in the office; a smart-watch can be used as a standalone device to send messages, but also as a remote controller for a wall-sized display. One challenge is then to design interaction techniques that support smooth, seamless transitions during these spatial and temporal changes in order to maintain the continuity of uses and tasks, and how to integrate these principles in future interactive systems.
3.2.3 Expressive tools for prototyping, studying, and programming interaction
Current systems suffer from engineering issues that keep constraining and influencing how interaction is thought, designed, and implemented. Addressing the challenges we presented in this section and making the solutions possible require extended expressiveness, and researchers and designers must either wait for the proper toolkits to appear, or “hack” existing interaction frameworks, often bypassing existing mechanisms. For instance, numerous usability problems in existing interfaces stem from a common cause: the lack, or untimely discarding, of relevant information about how events are propagated and how changes come to occur in interactive environments. On top of our redesign of the I/O loop of interactive systems, we will investigate how to facilitate access to that information and also promote a more grounded and expressive way to describe and exploit input-to-output chains of events at every system level. We want to provide finer granularity and better-described connections between the causes of changes (e.g. input events and system triggers), their context (e.g. system and application states), their consequences (e.g. interface and data updates), and their timing 62. More generally, a central theme of our Interaction Machine vision is to promote interaction as a first-class object of the system 36, and we will study alternative and better-adapted technologies for designing and programming interaction, such as we did recently to ease the prototyping of Digital Musical Instruments 38 or the programming of graphical user interfaces 66. Ultimately, we want to propose a unified model of hardware and software scaffolding for interaction that will contribute to the design of our Interaction Machine.
3.3 Macro-Dynamics
Macro-dynamics involve longer-term phenomena such as skills acquisition, learning of functionalities of the system, reflexive analysis of its own use (e. g., when the user has to face novel or unexpected situations which require high-level of knowledge of the system and its functioning). From the system perspective, it implies to better support cross-application and cross-platform mechanisms so as to favor skill transfer. It also requires to improve the instrumentation and high-level logging capabilities to favor reflexive use, as well as flexibility and adaptability for users to be able to finely tune and shape their tools.
We want to move away from the usual binary distinction between “novices” and “experts” 42 and explore means to promote and assist digital skill acquisition in a more progressive fashion. Indeed, users have a permanent need to adapt their skills to the constant and rapid evolution of the tasks and activities they carry on a computer system, but also the changes in the software tools they use 67. Software strikingly lacks powerful means of acquiring and developing these skills 42, forcing users to mostly rely on outside support (e. g., being guided by a knowledgeable person, following online tutorials of varying quality). As a result, users tend to rely on a surprisingly limited interaction vocabulary, or make-do with sub-optimal routines and tools 69. Ultimately, the user should be able to master the interactive system to form durable and stabilized practices that would eventually become automatic and reduce the mental and physical efforts , making their interaction transparent.
In our previous work, we identified the fundamental factors influencing expertise development in graphical user interfaces, and created a conceptual framework that characterizes users' performance improvement with UIs 42, 58. We designed and evaluated new command selection and learning methods to leverage user's digital skill development with user interfaces, on both desktop and touch-based computers 4.
We are now interested in broader means to support the analytic use of computing tools:
- to foster understanding of interactive systems. As the digital world makes the shift to more and more complex systems driven by machine learning algorithms, we increasingly lose our comprehension of which process caused the system to respond in one way rather than another. We will study how novel interactive visualizations can help reveal and expose the “intelligence” behind, in ways that people better master their complexity.
- to foster reflexion on interaction. We will study how we can foster users' reflexion on their own interaction in order to encourage them to acquire novel digital skills. We will build real-time and off-line software for monitoring how user's ongoing activity is conducted at an application and system level. We will develop augmented feedbacks and interactive history visualization tools that will offer contextual visualizations to help users to better understand and share their activity, compare their actions to that of others, and discover possible improvement.
- to optimize skill-transfer and tool re-appropriation. The rapid evolution of new technologies has drastically increased the frequency at which systems are updated, often requiring to relearn everything from scratch. We will explore how we can minimize the cost of having to appropriate an interactive tool by helping users to capitalize on their existing skills.
We plan to explore these questions as well as the use of such aids in several contexts like web-based, mobile, or BCI-based applications. Although, a core aspect of this work will be to design systems and interaction techniques that will be as little platform-specific as possible, in order to better support skill transfer. Following our Interaction Machine vision, this will lead us to rethink how interactive systems have to be engineered so that they can offer better instrumentation, higher adaptability, and fewer separation between applications and tasks in order to support reuse and skill transfer.
4 Application domains
Loki works on fundamental and technological aspects of Human-Computer Interaction that can be applied to diverse application domains.
Our 2025 research involved desktop and mobile interaction, gestural interaction, virtual and extended reality, scientific communication supports and haptics. Our technical work contributes to the more general application domains of interactive systems engineering and creative industries.
5 Social and environmental responsibility
5.1 Footprint of research activities
Since 2022, we have included an estimate of the carbon footprint costs in our provisional travel budget. Although this is not our primary criterion, it at least makes us aware of it and to consider it in our decisions, especially when the events can also be remotely attended.
6 Highlights of the year
6.1 Awards
Best paper honorable mention award (top 5%) from the CHI'25 ACM conference for the paper “Does Adding Visual Signifiers in Animated Transitions Improve Interaction Discoverability?”, Eva Mackamul, Fanny Chevalier, Géry Casiez and Sylvain Malacria 18.
Best paper honorable mention award (top 5%) from the CHI'25 ACM conference for the paper “CollabJam: Studying Collaborative Haptic Experience Design for On-Body Vibrotactile Patterns”, Dennis Wittchen, Alexander Ramian, Nihar Sabnis, Richard Böhme, Christopher Chlebowski, Georg Freitag, Bruno Fruchard and Donal Degraen 23.
Best paper award from the IHM'25 conference for the paper “The role of social interactions in the interaction discovery of keyboard shortcuts”, Gilles Bailly, Ignacio Avellino, Émeline Brulé and Sylvain Malacria 24.
Best Work-in-Progress award from the IHM'25 conference for “Measuring Interface Similarity: Computing a more Perceptual Distance Between Graphical User Interfaces”, Raphaël Perraud and Sylvain Malacria 34.
7 Latest software developments, platforms, open data
7.1 Latest software developments
7.1.1 DesignPrompt
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Keywords:
Generative AI, Creativity Support Tools, Design
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Functional Description:
DesignPrompt is a moodboard web application that lets designers combine multiple modalities including images, color, text into a GenAI prompt and tweak the results. It lets designers search images online (a) or generate AI images to create a moodboard (b) using common tools (c) as well as additional semantic meta-data of the moodboard images (d). Designers can compose multimodal GenAI prompts with images (e), colors, semantics and text (f) and finely tune their intentions (g).
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Contact:
Janin Koch
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Partner:
Université Paris-Saclay
7.1.2 FusAIn
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Keywords:
Creativity Support Tools, Generative AI, Design
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Functional Description:
FusAIn: A pen-based GenAI visual prompt composition tool where designers use (1) Source panel for image search, upload, and display. They extract visual properties with “smart” pens from (2) Pen sets (object, color, texture, basic, eraser) and compose visual prompts on (3) Canvas with editing tools. They can add additional text prompts at (4) Text prompt area, and use (5) Brush scope visualizing pen status. (6) Generation modes include Guided Generate and Merge. The result appears in (7) Generation panel with style lock, and can be added to (8) Image gallery.
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Contact:
Janin Koch
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Partner:
Université Paris-Saclay
7.2 Open data
- Experimental code and data for the paper 18 are available at https://osf.io/vrhqc/.
- Source code for the experiment, experimental data and analysis scripts for the paper 12 are available at https://ns.inria.fr/loki/WordSuggestions.
8 New results
According to our research program, we have studied dynamics of interaction along three levels depending on interaction time scale and related user's perception and behavior: Micro-dynamics, Meso-dynamics, and Macro-dynamics. Considering phenomena that occur at each of these levels as well as their relationships will help us acquire the necessary knowledge (Empowering Tools) and technological bricks (Interaction Machine) to reconcile the way interactive systems are designed and engineered with human abilities. Our strategy is to investigate issues and address challenges at all three levels of dynamics in order to contribute to our longer term objective of defining the basic principles of an Interaction Machine.
8.1 Micro-dynamics
Participants: Géry Casiez [contact person], Suliac Lavenant, Sylvain Malacria, Mathieu Nancel, Omid Niroomandi, Thomas Pietrzak.
8.1.1 Reliability of online visual and proprioceptive feedback: impact on learning and sensorimotor coding
Multisensory integration is essential for learning and sensorimotor coding, facilitating learners' adaptation to environmental changes. Recent findings confirm that introducing unreliability into visual feedback enhances the use of motor coding, probably because proprioceptive cues are given greater weight. We ran a study to test this hypothesis and, more generally, to explore the impact of visual versus proprioceptive cue reliability on learning processes 13. Participants performed a 12-target pointing sequence 100 times with different combinations of visual and proprioceptive feedback: reliable versus unreliable (Figure 2). Retention tests and intermanual transfer tests were administered 24 hours later. Results showed that learning and sensorimotor coding were both affected by the different combinations of visual and proprioceptive cue reliability. Fully reliable feedback allowed for the best retention, while fully unreliable feedback resulted in the worst retention. Visual reliability alone mediated the level of visuospatial coding performance in visuospatial transfer, regardless of the level of proprioceptive reliability, and conversely, reliable proprioception combined with unreliable vision provided the optimum sensory environment for motor coding in the motor transfer test. Overall, our study highlighted the essential role of both visual cue reliability and proprioceptive cue reliability -and their interactions- in motor learning and its generalization.
A. Set-up. Participants sat in front of a screen with their right arm supported by an armrest fixed to the desk. They pointed to visual targets using a tablet positioned on their right side. The tablet was hidden by its lid. The vibrators (depicted in yellow) remained in place throughout the experiment and for all groups, including the two nonvibrated groups. B. Arm’s standard position and virtual positions of four targets. The targets were placed on an arc whose radius corresponded to the mean length of the adult forearm. Reaching toward a target therefore induced a pure flexion-extension movement of the elbow. C. Design of three sequences of visual targets. The repeated sequence was the one to learn, used in Blocks R0-R10, RETc, RET, and TVS. The new sequence was different from the repeated sequence, but had the same characteristics, and was used in Blocks N1 and N2. The mirror sequence (mirror of repeated sequence) was used in Block TM.
8.1.2 Comparing Apparent Haptic Motion and Funneling for the Perception of Tactile Animation Illusions on a Circular Tactile Display
Tactile animation illusions are used to display dynamic information with haptic cues. In this study, we investigate two forms of tactile animation illusions that leverage the Funneling effect and Apparent Haptic Motion (AHM) on a one dimensional circular tactile display 11. We define new parameters for the description of AHM that describe both the temporal and spatial aspects of these animations: Angle per Actuator (APA) and Revolution Duration (RD). We present three user studies about the perception of angular animations produced with these effects. Our results show that people can interpret AHM animations regardless of the APA value and that they can interpret tactile animation illusions slower than one degree per second. We also showed that the participants’ ability to discriminate angular animations improves proportionally with the angle presented.
8.2 Meso-dynamics
Participants: Géry Casiez, Bruno Fruchard, Ramakrishnan Kumaravelu, Suliac Lavenant, Sylvain Malacria, Mathieu Nancel, Thomas Pietrzak [contact person], Damien Pollet, Janin Koch, Ludwig Wall.
8.2.1 Further testing the performance of ExposeHK in CommandMaps-like interfaces and a semi-realistic task
ExposeHK 57 is an interaction technique that displays available keyboard shortcuts over a Graphical User Interface (GUI), making it possible to activate keyboard shortcuts without having to memorize them beforehand. We conducted two studies 25 (Figure 3) to further assess the potential of ExposeHK as an efficient command selection mechanism in a GUI displaying a large number of commands (CommandMaps 68), and in a text formatting task. Our results suggest that ExposeHK is 26% faster than pointer for selecting commands, that users spontaneously use more keyboard shortcuts when ExposeHK is available, and also hint that users might incidentally memorize some of them.


Left: illustration of the ExposeHK technique enabled in the macOS Safari software. When a modifier key is pressed, typically the cmd key, it displays all the available keyboard shortcuts over their corresponding toolbar buttons; Right: an example of a CommandMaps interface, showing a substantial fraction of the Microsoft Word's commands at once by concatenating all first-level tabs of the Ribbon interface.
Left: illustration of the ExposeHK technique enabled in the macOS Safari software. When a modifier key is pressed, typically the cmd key, it displays all the available keyboard shortcuts over their corresponding toolbar buttons; Right: an example of a CommandMaps interface, showing a substantial fraction of the Microsoft Word's commands at once by concatenating all first-level tabs of the Ribbon interface.
8.2.2 Are Word Suggestions Beneficial? The Effect of Typing Efficiency and Suggestion Accuracy
Word suggestion is a common feature of typing interfaces, but previous studies have found unclear or negative impacts (Figure 4). We ran three studies controlling for word suggestion accuracy and typing efficiency 12. Our accuracy factor uses a new methodology based on common word suggestion metrics. Typing efficiency is controlled by device type in the first study, and by artificial impairments in the following two. Results show that suggestions are used less as typing efficiency increases, and only improve speed when highly accurate, even with low typing efficiency. Inline suggestions save about 4% more keystrokes and increase typing speed by 2 words per minute compared to a bar suggestions, though they are more distracting. Based on our findings, we propose a model linking suggestion usage to accuracy and typing speed, and discuss implications for designing automation features in typing systems.
Various examples showing how suggestions are either shown inline, above the keyboard in a bar, or both.
8.2.3 Is Pagination Better than Scrolling when Reading on a Phone?
Scrolling and paginating can both be used to read documents on smartphones. Prior work mainly suggests that pagination leads to higher reading comprehension, but these studies have either focused on desktop environments, are over 10 years old, or lack ecological validity. Therefore, we replicated these experiments to better understand the differences between scrolling and pagination 31. Through a large-scale, between-subjects online study, participants read a short story using either pagination or scrolling, and answered multiple-choice questions. Our results found no significant differences between these two techniques for reading comprehension, duration, and task workload, which differs from findings presented in prior work.
8.2.4 Understanding Dynamic Peephole Pointing using Coupled and Decoupled Target Acquisition on Single and Multiple Surfaces
With head-mounted displays (HMDs), projectors and smart devices, users can overlay digital content onto physical surfaces, and interact with the content through the interactive viewport. When an object of interest is hidden within a virtual space, they need to perform a two-step process in which the object is first brought into the viewport (commonly referred to as a peephole) before an interaction is performed. This often refers to peephole interaction. We conducted two studies: one on a horizontal surface and another across horizontal, front and side surfaces, to understand how coupled and decoupled methods affect target acquisition in dynamic peephole (Figure 5) 16. While results show similar accuracy between the methods, the coupled method shows a faster acquisition and shorter total time in a cross-surface space. Using the same technique to search for the targets, participants in the coupled condition moved the peephole faster but found targets later, while in the decoupled condition, they moved the peephole slower but found targets earlier. Overall, participants preferred the coupled condition for ease of use and reduced physical demand, and the decoupled condition for its accuracy. These findings suggest that coupled and decoupled methods offer advantages for specific scenarios on surfaces, providing insights for future design on dynamic peephole interfaces.
In an augmented physical space, users manipulate a peephole display to reveal information. This peephole is a rectangle display that only intersected information will be visible. When they find a target of interest, they face the choice of acquiring it using either the peephole center, called the coupled condition or other inputs, like touch, called decoupled condition.
8.2.5 Decoupling Physical and Virtual Spaces for New Collaboration Strategies in Co-Located Mixed Reality Instruments
Collaborative co-located Mixed Reality musical instruments combine some of the expressive opportunities of 3D interaction and communication and cooperation of physical multi-user instruments. However in existing instruments, the fixed coupling between the virtual and physical environments constrains the affordances brought by Mixed Reality, such as per-musician free navigation in or multi-scale control of virtual structures. We designed gRAinyCloud, as a way to reintegrate these lost affordances to a co-located instrument 22. It allows for the expressive exploration of a set of sounds represented by a virtual structure of shapes placed in the physical space and shared between musicians. Above all, gRAinyCloud enables each musician to freely manipulate their own viewpoint, changing its scale, position and rotation, effectively decoupling the physical and virtual spaces, and to switch between self, other’s and absolute viewpoint while playing. We describe the implementation of this decoupling of spaces and analyse its uses and implications for collective musical expression, by relying on a first-person approach.
8.3 Macro-dynamics
Participants: Géry Casiez, Bruno Fruchard, Janin Koch, Xiaohan Liao, Alice Loizeau, Suliac Lavenant, Sylvain Malacria [contact person], Mathieu Nancel, Antoine Nollet, Raphaël Perraud.
8.3.1 Does Adding Visual Signifiers in Animated Transitions Improve Interaction Discoverability?
Smartphones support diverse inputs, however, the multitude of devices and platforms makes it challenging for people to discover when and where interactions are meaningful. Motivated by the effectiveness of visual signifiers in communicating interactivity, we explored the viability of integrating temporary visual signifiers in animated transitions between UI screens to promote the discoverability of swipe-revealed widgets 18. We implemented two transition types (Container Transform, Panels), and compared them to a baseline (Figure 6). We found that transitions with a standard duration did not impact the discovery of swipe-related widgets (N=33). We ran a follow-up study (N=22) with extremely slow 5000ms transitions to guarantee noticeability, but similarly found no impact on discovery of swipe-revealed widgets, diverging from previous findings for visual signifiers. This raises interesting questions about the perception and understanding of interaction signifiers, and indicates a disconnect between noticeability and discoverability, while highlighting difficulties with adapting established interface elements beyond their entrenched functionality.
Figure separated into left and right. On the left there are 4 mobile phone screens. The first one shows a homescreen with a finger pressing the mail icon. The following three show the mail icon morphing into a view of the mailbox and growing to fill the screen. The buttons to the side of the emails are displayed and slowly move out of view as the mail view grows. On the right there are 3 mobile phone screens displaying a mail application inbox. A finger appears with an arrow to the left indicating a swipe motion. As the finger moves further to the left, three buttons in grey, orange and purple stating `More', `Flag' and `Archive' respectively appear and get extend horizontally in line with the email being swiped on.
8.3.2 CollabJam: Studying Collaborative Haptic Experience Design for On-Body Vibrotactile Patterns
CollabJam is a prototyping suite for collaborative vibrotactile experience design. It enables collaborators to design in co-located A) C) and remote scenarios B) D) with actuators they can place freely on their bodies. We studied communication patterns when collaboratively designing vibrotactile experiences in an empirical study. A qualitative analysis revealed in part that multisensory communication was essential to communicate through gestures F) and sometimes onomatopoeia E), that communication about and reproducing actuator placement was challenging G), and that tactile actuation could interfere with personal boundaries and required to be adjusted to one's sensitivity H).
Designing vibrotactile experiences collaboratively requires communicating using multiple senses. This is challenging in remote scenarios as designers need to effectively express and communicate their intention while iteratively building and refining experiences, ideally in real-time. We formulated design considerations for collaborative haptic design tools, and proposed CollabJam (fig:figure-macro-collabjam), a collaborative prototyping suite enabling remote synchronous design of vibrotactile experiences for on-body applications 23. We then uses CollabJam to understand communication and design patterns used during haptic experience design through an in-depth design evaluation spanning four sessions in which four pairs of participants designed and reviewed vibrotactile experiences remotely. Using a qualitative content analysis, we uncovered that multi-sensory communication is essential to convey ideas, stimulating the tactile sense can interfere with personal boundaries, and freely placing actuators on the skin can provide both benefits and challenges.
8.3.3 The role of social interactions in the interaction discovery of keyboard shortcuts
Keyboard shortcuts are a commonly available interaction method in GUIs, which enable users to trigger a command or a series of commands using one or a combination of keys, such as ctrl+C for copying text. Keyboard shortcuts have been extensively studied, contrasting their performance to other interaction techniques or investigating how users discover new keyboard shortcuts mappings. However, we knew surprisingly little about how the interaction discovery55 of keyboard shortcuts happens, i.e. the situation where users discover for the very first time the existence of a keyboard-based interaction method to activate commands. We designed and distributed a relatively large-scale retrospective survey (N=853) focused on capturing narratives of first-time use of keyboard shortcuts. We find that (1) respondents largely report a social interaction as the event leading to the discovery, with only few reporting the use of computer aids such as tooltips; (2) most respondents discover keyboard shortcuts in elementary or middle school (6–14 years old), although this depends on the local educational policy; (3) the discovery generally occurs with a teacher, a classmate or family member while doing schoolwork; and, (4) respondents often report a strong emotional reaction to this discovery 24.
8.3.4 Exploring Practices, Challenges, and Design Implications for Citation Foraging, Management, and Synthesis
Citations play a crucial role in reinforcing knowledge construction, sparking new ideas, and fostering science communication. However, researchers often encounter difficulties in foraging, managing, and synthesizing citations amid the rapid growth of academic publications. To better understand researchers' practices and challenges in citation related activities, we conducted semi-structured interviews with 12 researchers in the fields of HCI and AI. Our key findings 30 include: (1) researchers are unable to fully track and digest all relevant work; (2) current citation management tools fall short of meeting researchers' needs; (3) "cherry-picking" (write the statement first, then search for supporting references to strengthen its credibility and accuracy) is a common practice in citation synthesis; and (4) citation foraging, management, and synthesis workflows are disconnected and lack consistency. Our design implications provide insight into the development of interactive systems that more effectively support researchers in their citation activities.
8.3.5 FusAIn: Composing Generative AI Visual Prompts Using Pen-based Interaction
Motivated by the growing adoption of generative AI in professional design workflows and by designers' persistent frustration with text-based prompting and whole-image manipulation, we explored how GenAI could better support visual thinking, expressive control, and iterative design practice. While current tools excel at rapid image generation, they often force designers to translate tacit visual knowledge into language, limit engagement with visual materials, and reduce designers' roles to post-hoc correction of AI output. Hence, we developed FusAIn, a pen-based GenAI system designed to align generative image creation with established design practices of sketching, collaging, and working directly with visual attributes 19. FusAIn introduces “smart” pens that let designers extract and reuse objects, colors, and textures from inspirational images and compose them as visual prompts on a canvas, which are then fused by GenAI through image-first and text-first generation modes. We evaluated FusAIn in a comparative study with 12 professional designers, examining how pen-based visual prompt composition affects expressiveness, perceived control, and workflow integration relative to a state-of-the-art GenAI-enabled design tool. Our results show that visual composition supports more precise communication of design intent, strengthens designers' sense of authorship and decision ownership, and enables more editable and reusable outcomes than predominantly text-driven workflows. We conclude by framing “composition as prompts” as a promising interaction paradigm for HCI, and by outlining implications for the design of future GenAI tools that prioritize controllability, material engagement, and professional design values.
8.3.6 Understanding ML Model Selection and Its Impact on Sustainability
The increasing accessibility of large machine learning (ML) models has resulted in their widespread adoption in everyday products, with a correspondingly negative environmental impact. Selecting more suitable ML models could not only improve training time and achievable accuracy, but also long-term sustainability. Hence, we investigated how machine learning developers select models in practice and how sustainability considerations, or the lack thereof, shape these decisions 15. Through semi-structured interviews with 13 ML developers from research and industry, we examine how practitioners explore model alternatives, which trade-offs they prioritize, and how they understand the sustainability implications of their choices. We find that model selection is primarily driven by familiarity, perceived accuracy, data fit, and interpretability, while environmental and infrastructural impacts are rarely considered explicitly. Although many participants express general awareness of sustainability concerns, this awareness seldom translates into systematic evaluation during model selection, contributing to a prevailing tendency toward larger, more resource-intensive models. Our findings highlight gaps in current ML education and practice, particularly regarding the availability, visibility, and comparability of sustainability-related information. We discuss implications for both the ML and HCI communities and argue for greater critical reflection on model choice, improved transparency and reporting of sustainability impacts, and the development of tools and practices that make more sustainable model alternatives easier to identify and adopt.
8.4 Interaction Machine
Participants: Tao Beaufils, Géry Casiez, Bruno Fruchard, Janin Koch, Sylvain Malacria, Mathieu Nancel [contact person], Raphaël Perraud, Thomas Pietrzak, Damien Pollet.
8.4.1 Appearance-Independent Tactile Design Using Different Embroidery Stitches
We proposed a novel method to enhance the tactile properties of fabric interfaces through embroidery, enabling appearance-independent tactile design. Unlike existing approaches that alter geometric properties, such as shape or contours, our method uses commercially available embroidery techniques to achieve tactile variations while preserving the visual consistency of the fabric. By adjusting parameters like stitch length, density, and deviation, we establish a design space for reproducible and tactilely diverse embroidery patterns. Our user study 35, involving 26 embroidered samples, demonstrates how different stitching techniques influence tactile perception, including qualities like smoothness, roughness, and directional guidance. This method offer several prospective use cases, such as eyes-free interfaces for sliders and directional keypads, tactile learning tools for children, and assistive applications for visually impaired individuals. This work highlights the potential of embroidery as a versatile and practical solution for designing tactilely engaging fabric interfaces. However, predicting the electrical resistance of such embroideries at production time is difficult due to dense rows simultaneously lengthening current paths and creating numerous inter-thread contacts. We therefore also presented a physics-based equivalent circuit model that links these competing effects by modeling each inter-thread junction with a through-thread resistor in parallel with a contact resistor 20. This method estimates fill stitch resistance from key parameters including thread resistivity and radius, fabric thickness, and stitch density. Evaluations with embroideries using 33 combinations of stitch densities, embroidery sizes, and shapes show that experimental results closely match our model's predictions.
Examples of eyes-free interfaces utilizing tactile properties of stitching styles. (a) Slider UI. (b) Arrow key.
8.4.2 Measuring Interface Similarity by Computing a more Perceptual Distance Between Graphical User Interfaces
When facing a new Graphical User Interface (GUI), users compare it with familiar interface and try to transfer knowledge between interfaces. However, existing methods for computing interface similarity often rely on black-box models or structural heuristics, limiting their interpretability and generalizability. In this paper, we introduce a user-centered approach for computing perceptual interface distance, leveraging key dimensions such as layout, semantics, and spatial relationships (Figure 9) 34. Our method achieves greater transparency while maintaining accuracy, as demonstrated through benchmarking against CNN-based and structure-driven similarity models. These findings contribute to HCI research by providing a systematic, explainable framework for assessing interface similarity, supporting knowledge transfer across interfaces and software and UI design consistency.
Example of metric computed using our method. Left-to-right: mean gaze-sequence maps (average visit order per grid cell) for Excel, TouchDesigner, Blender, Photoshop, and Affinity Designer Lower ranks indicate earlier fixations. This sequence maps are used to compute the layout arrangement delta.
8.4.3 Strategies for the Reconciliation of Artistic Intent and Technical Constraints in Mixed Reality Performances
As immersive technologies advance, Mixed Reality Performances (MRP) increasingly integrate them but often face technical challenges that must balance artistic vision and practical constraints. These constraints sometimes lead to unavoidable limitations. The diversity of technologies and artistic goals in MRP prevents a one size-fits-all solution to such dilemmas. In this work, we present a model unifying strategies for addressing compromises between artistic intent and technological feasibility 21. Using reflexive thematic analysis of a performance-led case study, interviews, and independent case studies, we identify recurring strategies in Mixed Reality experiences with varying constraints. These strategies fall on an axis based on the audience’s awareness of limitations and are categorized into five approaches: Avoid, Disguise, Tolerate, Integrate, or Leverage. We argue that this framework helps designers better navigate the limitations inherent in creating MRPs, offering practical pathways to align technological capabilities with creative objectives.
8.4.4 Behavioral Measures of Copresence in Co-located Mixed Reality
When several people are co-located and immersed in a mixed reality environment, they may feel like they share the virtual environment or not. This feeling of copresence, along with its parent dimensions of social presence and presence, has been mostly studied by relying on subjective measures gathered through questionnaires. As a way to address the drawbacks of this approach, we introduce a protocol to gather behavioral measures in the context of co-located mixed reality 14. As a pair of participants avoid obstacles moving towards them, their errors, gaze, interpersonal distance, and timing are measured. By combining subjective measures gathered through a questionnaire drawing from previous studies on social presence with behavioral measures, we demonstrate new ways to assess how users experience copresence. We illustrate this protocol by evaluating the effect of visual feedback on collaborators’ activity. The results of this experiment suggest the capability of our protocol by revealing the effect of visual feedback on both objective and subjective measures.
9 Partnerships and cooperations
9.1 Inria associate team not involved in an IIL or an international program
INPUT
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Title:
Re-designing the Input Pipeline in Interactive Systems
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Duration:
2024 -> 2026
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Coordinator:
Géry Casiez
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Partners:
- University of Waterloo, Waterloo (Canada)
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Inria contact:
Géry Casiez
- Web site:
-
Summary:
The objective of the team is to redesign the input pipeline in interactive systems, from the capture of user motion by a sensor, its filtering, transformation and interpretation by the system, to the production of feedback to the user. Routine tasks such as controlling a system cursor or moving a virtual camera involve continuous visuo-motor control, to which the system has to respond accurately and with minimal latency.
The objective is to focus on the input filtering and signal processing with the primary goal to create an improved version of the 1€ filter, published by Géry Casiez and Daniel Vogel in 2012, which is widely used in research and industry, and remains the benchmark for filtering noisy signals in interactive systems. Other objectives include further work on latency and transfer functions in interactive systems.
- Associated publications in 2025:
9.1.1 Participation in other International Programs
DISSSCO
Participants: Sylvain Malacria.
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Title:
Designing Interactive Systems to Support Science Communication
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Partner Institution(s):
Université de Lille (France) and University of Tokyo (Japan)
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Date/Duration:
2025 - 2028
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Additionnal info/keywords:
Augmented scientific documents, Document polymorphism, interactive system and tools
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Abstract:
The DISSSCO project ambitions to change the experience of producing and attending a scientific presentation, by designing interactive systems that make scientific communication easier and more efficient for any target audience, be it scientists, students, and the general population. In that respect, we will make:
1. Theoretical contributions in the form of conceptual knowledge on how slide deck presentations are produced (scientists perspective), and how they are perceived (audience perspective)
2. Technical contributions in the form of software tools that improve the overall experience by facilitating the production of presentations (scientists perspective) and make them more accessible depending on technical and perceptual skills (audience perspective)
9.2 International research visitors
9.2.1 Visits of international scientists
Other international visits to the team
Ravin Balakrishnan
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Status
Professor
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Institution of origin:
University of Toronto
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Country:
Canada
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Dates:
01/09/2024 to 30/06/2025
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Context of the visit:
Ravin Balakrishnan was on sabbatical in the team to develop collaborations on interaction in Augmented Reality and Virtual Reality.
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Mobility program/type of mobility:
sabbatical
Carl Gutwin
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Status
Professor
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Institution of origin:
University of Saskatchewan
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Country:
Canada
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Dates:
04/12/2025 to 12/12/2025
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Context of the visit:
Carl Gutwin visited the team to discuss the possible collaborations and participate in two Ph.D. committees.
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Mobility program/type of mobility:
invited by the team
Ethan Eddy
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Status
Ph.D. student
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Institution of origin:
University of New Brunswick
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Country:
Canada
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Dates:
01/04/2025 to 01/06/2025
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Context of the visit:
Ethan Eddy visited the team to work on transfer functions and EMG interaction.
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Mobility program/type of mobility:
MITACS Globalink
9.2.2 Visits to international teams
Sabbatical programme
Sylvain Malacria
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Visited institution:
IIS Laboratory at the Universisty of Tokyo (Japan)
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Dates of the stay:
From 15/07/2024 to 25/06/2025
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Summary of the stay:
Sylvain Malacria was on a sabbatical visit in the IIS Lab at the University of Tokyo, funded by a JSPS international fellowship for research in Japan. This sabbatical project is focused on the design and implementation of software tools to facilitate the authoring and reading of scientific documents.
- Associated publications in 2025:
Research stays abroad
Sylvain Malacria
- Visited institution:
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Country:
Korea
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Dates:
14/05/25 to 09/06/25
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Context of the visit:
Visit during Sylvain Malacria's Sabbatiucal
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Mobility program/type of mobility:
Local visit partially funded during by Sylvain Malacria's sabbatical funding.
9.3 Informal International Partners
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Scott Bateman, University of New Brunswick, Fredericton, CA
transfer functions, interaction in 3D environments (VR, AR).
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Fanny Chevalier, University of Toronto, Ontario, CA
visual communication of input possibilities on touch-screens 18
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Donald Degraen, University of Canterbury, NZ
haptics in VR, co-supervision of the thesis of Ramakrishnan Kumaravelu.
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Daniel Vogel, University of Waterloo, Waterloo, CA
transfer functions 31, input filtering, co-supervision of the co-tutelle thesis of Omid Niroomandi.
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Marcelo Wanderley, McGill University, Montreal, CA
music technology, co-supervision of the co-tutelle thesis of Pierrick Uro 21, 14, 22, 71.
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Paolo Torroni, Andrea Galassi, University of Bologna, Bologna, IT
NLP, human-LLM evaluation.
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Raghavendra Selvan, University of Copenhagen, Copenhagen, DK
Sustainable AI, joint-grant, co-advisor of Sophia Wilson.
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Carla Griggio, Aalborg University in Copenhagen, Denmark
communication technologies, interpersonal relationships, co-supervision of the thesis of Antoine Nollet.
9.4 National initiatives
9.4.1 ANR
Appropriate (JCJC, 2025-2030)
Promoting the Personalization and Automation of Interactive Systems
Participants: Bruno Fruchard [contact person], Sylvain Malacria, Mathieu Nancel.
Interactive systems aim to support a large audience of end-users to achieve stereotypical tasks. They, however, often lack means to tailor their features and functionalities to accommodate for personal needs and preferences. This pushes end-users to make significant efforts to learn and adapt to the systems’ logic, and in the worst cases, to abandon them. This project focuses on the personalization and automation of interactive systems, such as changing the command layout in a graphical interface or setting email filters. We want to study interactive means to promote such tailoring tasks by raising awareness of possibilities with contextual information, and supporting engagement in simple or complex tailoring tasks based on the impact and duration of the targeted modifications. Our goals are to: 1) characterize tailoring tasks to identify their types and what stages they consist in, 2) study timely signifiers to promote tailoring possibilities in the context of significant events, 3) study the benefits and limitations of tailoring actions with regard to their duration and the significance of their outcomes, and 4) investigate interactive means to facilitate testing and undoing effects of tailoring actions. The expected contributions of this work are general empirical findings uncovered through user studies on how humans tailor and appropriate interactive systems, general design guidelines to promote and facilitate tailoring various interactive applications, and proofs-of-concept implementing these guidelines to demonstrate their usefulness.
Web site: https://appropriate.brunofruchard.com/
Knowdgets (PRC, 2025-2029)
Widgets Supporting Knowledge of Interaction
Participants: Géry Casiez [contact person], Bruno Fruchard, Sylvain Malacria, Mathieu Nancel.
The Knowdgets project is part of a larger plan to promote digital devices as empowering tools by improving fundamental knowledge about interaction phenomena and revisiting the architecture of interactive systems. The Knowdgets project focuses on widgets, which are building units in toolkits used to create user interfaces. Current widgets have limitations in terms of the actions they support and their discoverability, which hinders the usability of devices for millions of users. The project seeks to redesign widgets, called Knowdgets, to address these limitations, considering multiple user inputs, graphical representation, human capabilities, and information manipulation. The project also explores the definition of programming languages to support the creation of Knowdgets. Preliminary work on Knowdgets, specifically Signifidgets, has started to explore the concept. The project plans to leverage existing non-trivial interactive systems to gather requirements and guide the design of Knowdgets and the supporting software architecture.
Partner: ENAC
Web site: https://knowdgets.org/
RPC-JaM (PRC, 2025-2030)
Continuum Parallel Robots with Modular Legs
Participants: Bruno Fruchard.
The RPC-JaM project aims at tackling fundamental research questions on the singularity analysis, modeling, control and design of parallel continuum robots, and to investigate how they can be used by operators in human robot collaborative tasks. The approach consists in considering for the first time this robot as a parallel assembly of serial continuum robots with individual motion capability and intelligence. These modular legs are meant to be assembled by a user following their need for the task to perform, their skills and work preferences. RPC-JaM aims also at confronting the research results to a broader audience than just experts through artistic robotics creation and exhibitions allowing to explore and analyze new uses for original applications.
Discovery (JCJC, 2020-2025)
Promoting and improving discoverability in interactive systems
Participants: Géry Casiez, Eva Mackamul, Sylvain Malacria [contact person], Raphaël Perraud, Suliac Lavenant.
This project addresses a fundamental limitation in the way interactive systems are usually designed, as in practice they do not tend to foster the discovery of their input methods (operations that can be used to communicate with the system) and corresponding features (commands and functionalities that the system supports). Its objective is to provide generic methods and tools to help the design of discoverable interactive systems: we will define validation procedures that can be used to evaluate the discoverability of user interfaces, design and implement novel UIs that foster input method and feature discovery, and create a design framework of discoverable user interfaces. This project investigates, but is not limited to, the context of touch-based interaction and will also explore two critical timings when the user might trigger a reflective practice on the available inputs and features: while the user is carrying her task (discovery in-action); and after having carried her task by having informed reflection on her past actions (discovery on-action). This dual investigation will reveal more generic and context-independent properties that will be summarized in a comprehensive framework of discoverable interfaces. Our ambition is to trigger a significant change in the way all interactive systems and interaction techniques, existing and new, are thought, designed, and implemented with both performance and discoverability in mind.
Web site: http://ns.inria.fr/discovery
Related publications in 2025: 24, 18, 34, 27, 35
PerfAnalytics (PIA “Sport de très haute performance”, 2020-2025)
In situ performance analysis
Participants: Géry Casiez, Bruno Fruchard [contact person], Sylvain Malacria.
The objective of the PerfAnalytics project (Inria, INSEP, Univ. Grenoble Alpes, Univ. Poitiers, Univ. Aix-Marseille, Univ. Eiffel & 5 sports federations) is to study how video analysis, now a standard tool in sport training and practice, can be used to quantify various performance indicators and deliver feedback to coaches and athletes. The project, supported by the boxing, cycling, gymnastics, wrestling, and mountain and climbing federations, aims to provide sports partners with a scientific approach dedicated to video analysis, by coupling existing technical results on the estimation of gestures and figures from video with scientific biomechanical methodologies for advanced gesture objectification (muscular for example).
Partners: the project involves several academic partners (Inria, INSEP, Univ. Grenoble Alpes, Univ. Poitiers, Univ. Aix-Marseille, Univ. Eiffel), as well as elite staff and athletes from different Olympic disciplines (Climbing, BMX Race, Gymnastics, Boxing and Wrestling).
Web site: https://perfanalytics.fr/
MIC (PRC, 2022-2026)
Microgesture Interaction in Context
Participants: Vincent Lambert, Suliac Lavenant, Sylvain Malacria, Thomas Pietrzak [contact person].
MIC aims at studying and promoting microgesture-based interaction by putting it in practice in real-life use situations. Microgestures are hand gestures performed on one hand with the same hand. Examples include tap and swipe gestures performed by one finger on another finger. We study interaction techniques based on microgestures or on the combination of microgestures with another modality including haptic feedback as well as mechanisms that support discoverability and learnability of microgestures.
Partners: Univ. Grenoble Alpes, Inria, Univ. Toulouse 2, CNRS, Institut des Jeunes Aveugles, Immersion SA.
Web site: https://mic.imag.fr
9.4.2 Inria Project Labs
FISSuRe (2026-2029)
Participants: Géry Casiez, Bruno Fruchard [contact person].
While soft robotic manipulators are intrinsically safer than rigid manipulators, they may be perceived as threats due to diminished movement legibility, increased risks of movement singularities, and their animal-like appearances. This project leverages virtual reality (VR) setups and methods from speculative design to study perceived safety when users are immersed in interactive tasks with virtual realistic plant-like and animal-like soft robots. We posit the aesthetic of soft robots has a strong impact on this factor and it may have been overlooked.
Partners: Inria's DEFROST team.
10 Dissemination
10.1 Promoting scientific activities
10.1.1 Scientific events: organisation
General chair, scientific chair
- HHAI: Janin Koch (Head of executive committee)
Member of the organizing committees
- IEEE VR 2025: Thomas Pietrzak (research demo co-chair)
- IHM 2025: Bruno Fruchard (publication co-chair)
- ACM C&C 2025: Janin Koch (paper co-chair)
Workshop organizer
- ACM CHI 2025: Sylvain Malacria (co-organizer of a workshop) 33
- Aarhus 2025 conference: Janin Koch (co-organizer of a workshop) 32
10.1.2 Scientific events: selection
Member of the conference program committees
- ACM CHI 2025: Bruno Fruchard (paper track), Sylvain Malacria (paper track), Raphaël Perraud (LBW track)
- IEEE VR 2025: Thomas Pietrzak
- ACM UIST 2025: Thomas Pietrzak
Reviewer
- ACM CHI 2025: Géry Casiez , Mathieu Nancel , Janin Koch
- ACM DIS 2025: Géry Casiez , Bruno Fruchard , Janin Koch
- ACM Mobile HCI 2025: Thomas Pietrzak
- ACM UIST 2025: Géry Casiez , Sylvain Malacria , Janin Koch
- ACM VRST 2025: Bruno Fruchard
- IEEE VR 2025: Mathieu Nancel
- ACM C&C 2025: Mathieu Nancel
10.1.3 Journal
Reviewer - reviewing activities
- IJHCS: Géry Casiez
- IEEE TVCG: Thomas Pietrzak
- ToCHI (ACM): Janin Koch
10.1.4 Invited talks
- “Faut-il revoir l'administration des questionnaires qualitatifs ?”, keynote atelier EduIHM, Lille: Géry Casiez
- “Should the administration of qualitative questionnaires be reconsidered?”, Univ. Waterloo, Waterloo (Canada): Géry Casiez
- “Haptique et interaction sensorimotrice”, keynote journée GT robotique GDR IHM: Thomas Pietrzak
- “Changing how we see research illustrations”, Visiting talk Kyushu University, Fukuoka (Japon): Sylvain Malacria
- “Why interaction methods should be exposed and recognizable to improve user experience”, Catch the future seminar, KAIST (Corée du Sud): Sylvain Malacria
- “Human-AI Exploration in Design Practice”, talk at the annual days of the graduate programme “Information and Knowledge Society” Lille: Janin Koch
- “How to think about your Phd thesis and beyond”, talk at te Doctoral Consortium of HHAI'25, Pisa (Italy): Janin Koch
10.1.5 Leadership within the scientific community
- GDR IHM: Bruno Fruchard (co-representative of GT UX/DI), Janin Koch (co-representative of GT HCAI), Géry Casiez (member of the scientific committee), Thomas Pietrzak (co-head of communications)
- Association Francophone d'Interaction Humain-Machine (AFIHM): Géry Casiez(member of the steering committee), Bruno Fruchard(member of the executive committee), Sylvain Malacria(member of the executive committee), Raphaël Perraud(Webmaster and communication manager of the young researchers (JCJC) taskforce), Suliac Lavenant(Discord administrator of the young researchers (JCJC) taskforce)
10.1.6 Scientific expertise
- Agence Nationale de la Recherche (ANR): Géry Casiez (expert reviewer for research grant)
- Region Île-de-France: Thomas Pietrzak (expert reviewer for research grant)
10.1.7 Research administration
For Inria center at the University of Lille
- “Comité Opérationnel d'Évaluation des Risques Légaux et Éthiques” (COERLE, the Inria Ethics board): Thomas Pietrzak(local correspondent), Mathieu Nancel(member)
- “Commission des Emplois de Recherche” (CER): Bruno Fruchard(member)
- "Référent médiation": Bruno Fruchard
- "Correspondant Scientifique Partenariats Internationaux": Sylvain Malacria
- “Commission des Utilisateurs des Moyens Informatique” (CUMI): Mathieu Nancel(president)
For the Université de Lille
- MADIS Graduate School council: Géry Casiez(member)
- Coordinator for internships at IUT de Lille: Géry Casiez
- Computer Science Department council: Damien Pollet(member)
- Co-coordinator for internships at Computer Science Deparment: Damien Pollet
For the CRIStAL lab of Université de Lille & CNRS
- Direction Board: Géry Casiez (Deputy Director)
- Computer Science PhD recruiting committee: Géry Casiez(member)
- Laboratory council: Thomas Pietrzak(member)
- Coordinator of the Human & Humanities research axis: Thomas Pietrzak
Hiring committees
- Université Toulouse III Paul Sabatier committee for Professor Position in Computer Science: Géry Casiez(president)
- Université de Lille committee for Assistant Professor Position in Computer Science: Thomas Pietrzak(president)
- Polytech Nice committee for Assistant Professor Position in Computer Science: Thomas Pietrzak(member)
10.2 Teaching - Supervision - Juries
10.2.1 Teaching
- Doctoral course: Géry Casiez (12h), Experimental research and statistical methods for Human-Computer Interaction, Université de Lille
- Master Informatique: Géry Casiez (12h), Mathieu Nancel (12h), Sylvain Malacria (12h), Thomas Pietrzak (12h), Interactions Humain-Machine avancées, M2, Université de Lille
- Master Informatique: Damien Pollet (27h), Langages et Modèles Dédiés, M2, Université de Lille
- Master Informatique: Thomas Pietrzak (72h), Interaction Humain-Machine, M1, Université de Lille
- Master Informatique: Thomas Pietrzak (20h), Introduction to Research, M1, Université de Lille
- Master HCI: Janin Koch (21h) Adavanced Design of Interactive Systems, M1 and M2, Université Paris-Saclay
- Cursus ingénieur: Sylvain Malacria (9h), 3DETech, IMT Lille-Douai
- Licence Informatique: Bruno Fruchard (18h), Antoine Nollet (18h), Suliac Lavenant (18h), Sylvain Malacria (2h), Thomas Pietrzak (25h) Introduction à l'Interaction Humain-Machine, L3, Université de Lille
- Licence Informatique: Damien Pollet (18h), Conception orientée objet, L3, Université de Lille
- Licence Informatique: Damien Pollet (46h), Projet, L3, Université de Lille
- Licence Informatique: Raphaël Perraud (18h), JSFS, L3, Université de Lille
- Licence Informatique: Alice Loizeau (18h), Javascript, L2, Université de Lille
- Licence Informatique: Antoine Nollet (21h), Bases De Données 1, L2 parcours PEIP, Université de Lille
- Licence Informatique: Suliac Lavenant (20h), Projet informatique de traitement de données, L2 MIASH, Université de Lille
- Licence Informatique: Damien Pollet (36h), Informatique, L1, Université de Lille
- Licence Informatique: Damien Pollet (50h), Algorithmes et Programmation, L1, Université de Lille
- Licence Informatique: Alice Loizeau (31.5h), Technologie du Web, L1, Université de Lille
- BUT Informatique: Géry Casiez (11h): Automatisation de la chaîne de production, 3rd year, IUT de Lille - Université de Lille
- BUT Informatique: Géry Casiez (20h): React, 3rd year, IUT de Lille - Université de Lille
- BUT Informatique: Géry Casiez (38h), Bruno Fruchard (30h), IHM, 1st year, IUT de Lille - Université de Lille
- BUT Informatique: Géry Casiez (8h) SAÉ développement d'applications, 1st year, IUT de Lille - Université de Lille
10.2.2 Supervision
- PhD in progress: Tao Beaufils, Knowdgets: Widgets Supporting Knowledge of Interaction, started Oct. 2025, advised by Géry Casiez & Stéphane Conversy
- PhD in progress: Xiaohan Liao, Using AI as Design Material: Exploring the potential of GenAI for Collaborative Design Practice, started Nov. 2025, advised by Janin Koch & Géry Casiez
- PhD in progress: Kaiwen Zhou, Using AI as Design Material: Exploring the potential of GenAI for Design Practice, started Oct. 2025, advised by Janin Koch & Géry Casiez
- PhD in progress: Ramakrishnan Kumaravelu, In-Situ Design of Vibrotactile Feedback through Direct Manipulation and Asymmetric Collaboration in VR, started Oct. 2025, advised by Thomas Pietrzak , Bruno Fruchard & Donald Degraen
- PhD in progress: Omid Niroomandi, Re-designing the Input Pipeline in Interactive Systems, started Nov. 2024, advised by Géry Casiez , Mathieu Nancel & Daniel Vogel
- PhD in progress: Antoine Nollet, Automatic Information Management for Collaborative Spaces, started Oct. 2024, advised by Sylvain Malacria , Bruno Fruchard & Carla Griggio
- PhD in progress: Suliac Lavenant, Using haptic cues to improve micro-gesture interaction, started Oct. 2023, advised by Thomas Pietrzak , Sylvain Malacria , Laurence Nigay & Alix Goguey
- PhD in progress: Xiaohan Peng, Designing Interactive Human-Computer Drawing Experiences, started Oct. 2023, advised by Janin Koch & Wendy Mackay (Inria Saclay)
- PhD in progress: Maëva Calmettes, Comprendre et faciliter le développement de compétences au sein d'équipes, started Nov. 2024, advised by Aurélien Tabard, Sylvain Malacria & Mathieu Nancel
- PhD: Raphaël Perraud, Fostering the discovery of interactions through adapted tutorials 27, defended in Dec. 2025, advised by Sylvain Malacria
- PhD: Eya Ben Chaaben, Exploring Human-AI Collaboration and Explainability for Sustainable ML 37, defended in Dec. 2025, advised by Janin Koch & Wendy Mackay (Inria Saclay)
- PhD: Vincent Lambert, Discoverability and representation of interactions using micro-hand gestures 51, defended in Nov. 2025, advised by Laurence Nigay, Sylvain Malacria & Alix Goguey
- PhD: Alice Loizeau, Understanding and designing around error in interactive systems 26, defended Dec. 2025, advised by Stéphane Huot & Mathieu Nancel
- PhD: Pierrick Uro, Interaction, Space, and Copresence in Co-Located Mixed Reality 71, defended in Nov. 2025, advised by Thomas Pietrzak , Florent Berthaut, Laurent Grisoni & Marcelo Wanderley (co-tutelle with McGill University, Canada)
- PhD: Travis West, Examining the Design of Musical Interaction: The Creative Practice and Process 28, defended in Jan. 2025, advised by Stéphane Huot & Marcelo Wanderley (co-tutelle with McGill University, Canada)
10.2.3 Juries
- Camille Dupré (PhD, Université Paris Saclay) : Thomas Pietrzak , reviewer
- James Eagan (HDR, Telecom Paris) : Géry Casiez , examiner
- Jeanne Hecquard (PhD, Université de Rennes) : Thomas Pietrzak , reviewer
- Nikhita Joshi (PhD, University of Waterloo) : Géry Casiez , examiner
- Yang Liu (PhD, Institut Polytechnique de Paris) : Thomas Pietrzak , reviewer
- Capucine Nghiem (PhD, Université Paris Saclay) : Sylvain Malacria , reviewer
- Clément Truillet (PhD, Université de Toulouse) : Thomas Pietrzak , reviewer
10.2.4 PhD mid-term evaluation committees
- Congjian Gao (LS2N, Université de Nantes) : Bruno Fruchard
- Axel Carayon (IRIT, Université de Toulouse) : Thomas Pietrzak
- Intissar Chérif (IBISC, Université Paris-Saclay) : Thomas Pietrzak
- Anna Siacchitano (Université Grenoble Alpes, ESTIA) : Sylvain Malacria
- Sabrina Toofany (IRISA, Université de Rennes) : Thomas Pietrzak
- Dávid Maruscsák (ARAI, Université Paris-Saclay): Janin Koch
10.3 Popularization
10.3.1 Productions (articles, videos, podcasts, serious games, ...)
- Video documentary about the work conducted in 70, 53 about interaction inferferences for the L'Esprit Sorcier media channel – Alice Loizeau and Mathieu Nancel
10.3.2 Participation in Live events
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Co-organization of the 7th Journée IHMIA on March 10th 2025 – Bruno Fruchard , Fabrice Jaouën
one-day event sponsored by AFIHM and AFIA on the uses and impacts of automatic processes on creative and juridicial decisions
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Co-organization of RJMI “Rencontre Jeunes Mathématicienne et Informaticiennes” on October 21st-22nd 2025 – Simon Lemaire, Anaïs Kolumban & Bruno Fruchard
event on two days that involved 8 highschool girls with the goal to expose gender biases in computer science and mathematics research, present research work to younger students and organize workshops on various topics led by PhD students. This event included two talks from Camille Marchet and Ana Matos.
- Participation in RJMI “Rencontre Jeunes Mathématicienne et Informaticiennes” on October 21st-22nd 2025 – Alice Loizeau
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Organization of “Les Innovantes” on December 11th 2025 – Bruno Fruchard
We invited 75 highschoolers from the region Hauts-de-France to the Inria centre of the university of Lille attend to presentations promoting women's contributions to computer science. 2 women (Iliana Fayolle, Yosra Rekik) presented their research work in cryptography and haptics, and discussed their experience of being women in research.
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Participation in a panel "Intelligence Numérique" for "La Fête de la Science" on Oct. 6th 2025 – Bruno Fruchard
panel with Stéphane Huot on the theme of “Intelligence Numérique” at Le Forum des Sciences in Villeneuve d'Ascq. The conference introduced an exhibition including several posters discussing the use of arguably intelligent systems in various domains.
- Organisation and participation in 4 Chiche sessions – Bruno Fruchard
- Participation in contest My thesis in 180s, March 2025 (regional finals) – Antoine Nollet
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Organisation and participation in “Girls Can Code”, 08-09 Nov. 2025 – Antoine Nollet , Tao Beaufils
supervision of middle and highschool girls for coding exercises, answering questions on careers in computer science, explanation of research work in computer science
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RIC day at the University of Lille, 01 Oct. 2025 - Antoine Nollet
participation in a panel to introduce computer science research to university students
11 Scientific production
11.1 Major publications
- 1 inproceedingsModeling and Reducing Spatial Jitter caused by Asynchronous Input and Output Rates.UIST 2020 - ACM Symposium on User Interface Software and TechnologyVirtual (previously Minneapolis, Minnesota), United StatesOctober 2020HALDOI
- 2 inproceedings"Should I choose a smaller model?": Understanding ML Model Selection and Its Impact on Sustainability.CHI '25: Proceedings of the 2025 CHI Conference on Human Factors in ComputingCHI 2025 - CHI Conference on Human Factors in Computing Systems157Yokohama, JapanApril 2025, 1-13HALDOI
- 3 inproceedingsUser Preference and Performance using Tagging and Browsing for Image Labeling.2023 ACM CHI Conference on Human Factors in Computing Systems (CHI ’23)2023 ACM CHI Conference on Human Factors in Computing Systems (CHI ’23)Hambourg, GermanyApril 2023HALDOI
- 4 inproceedingsInvestigating the Necessity of Delay in Marking Menu Invocation.CHI 2020 - Proceedings of the Conference on Human Factors in Computing SystemsHonolulu, United StatesMay 2020, 13HALDOIback to text
- 5 articleGUI Behaviors to Minimize Pointing-based Interaction Interferences.ACM Transactions on Computer-Human Interaction2024. In press. HAL
- 6 articleClarifying and differentiating discoverability.Human-Computer InteractionJune 2024, 1 - 26HALDOI
- 7 inproceedingsDirectGPT: A Direct Manipulation Interface to Interact with Large Language Models.Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI 2024)Honolulu, United StatesMay 2024HALDOI
- 8 inproceedingsDesignPrompt: Using Multimodal Interaction for Design Exploration with Generative AI.Proceedings of the 2024 ACM Designing Interactive Systems ConferenceDIS 2024 - Designing Interactive Systems ConferenceCopenhagen, DenmarkJuly 2024, 1-15HALDOI
- 9 inproceedingsMultiVibes: What if your VR Controller had 10 Times more Vibrotactile Actuators?Proceedings of the IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2023)Sidney, AustraliaOctober 2023, 1-10HAL
- 10 inproceedingsWithin or Between? Comparing Experimental Designs for Virtual Embodiment Studies.Proceedings of the IEEE Conference on Virtual Reality (VR 2022)Christchurch, New ZealandIEEEMarch 2022, 1-10HALDOI
11.2 Publications of the year
International journals
International peer-reviewed conferences
National peer-reviewed Conferences
Doctoral dissertations and habilitation theses
Other scientific publications
11.3 Cited publications
- 36 inproceedingsDesigning interaction, not interfaces.Proceedings of AVI'04ACM2004, 15-22URL: http://doi.acm.org/10.1145/989863.989865back to text
- 37 phdthesisRethinking ML Model Selection Using Sustainable HCI.Paris-Saclay UniversityDecember 2025HALback to text
- 38 articleA method and toolkit for digital musical instruments: generating ideas and prototypes.IEEE MultiMedia241January 2017, 63-71URL: https://doi.org/10.1109/MMUL.2017.18back to text
- 39 inproceedingsLooking through the eye of the mouse: a simple method for measuring end-to-end latency using an optical mouse.Proceedings of UIST'15ACMNovember 2015, 629-636URL: http://dx.doi.org/10.1145/2807442.2807454back to text
- 40 inproceedingsNo more bricolage! Methods and tools to characterize, replicate and compare pointing transfer functions.Proceedings of UIST'11ACMOctober 2011, 603-614URL: http://dx.doi.org/10.1145/2047196.2047276back to text
- 41 inproceedings1€ Filter: A Simple Speed-based Low-pass Filter for Noisy Input in Interactive Systems.CHI'12, the 30th Conference on Human Factors in Computing SystemsAustin, United StatesACMMay 2012, 2527-2530HALDOIback to text
- 42 articleSupporting novice to expert transitions in user interfaces.ACM Computing Surveys472November 2014, URL: http://dx.doi.org/10.1145/2659796back to textback to textback to text
- 43 techreportAugmenting human intellect: a conceptual framework.AFOSR-3233Stanford Research InstituteOctober 1962, URL: http://www.dougengelbart.org/pubs/augment-3906.htmlback to text
- 44 inproceedingsFlexStylus: leveraging flexion input for pen interaction.Proceedings of UIST'17ACMOctober 2017, 375-385URL: https://doi.org/10.1145/3126594.3126597back to text
- 45 articleLeveraging finger identification to integrate multi-touch command selection and parameter manipulation.International Journal of Human-Computer Studies99March 2017, 21-36URL: http://dx.doi.org/10.1016/j.ijhcs.2016.11.002back to text
- 46 articleToolkits and Interface Creativity.Multimedia Tools Appl.322February 2007, 139--159URL: http://dx.doi.org/10.1007/s11042-006-0062-yDOIback to text
- 47 incollectionA moving target: the evolution of Human-Computer Interaction.The Human Computer Interaction handbook (3rd edition)CRC PressMay 2012, xxvii-lxiURL: http://research.microsoft.com/en-us/um/people/jgrudin/publications/history/HCIhandbook3rd.pdfback to text
- 48 inproceedingsDirect manipulation in tactile displays.Proceedings of CHI'16ACMMay 2016, 3683-3693URL: http://dx.doi.org/10.1145/2858036.2858161back to text
- 49 phdthesisDesigneering interaction: a missing link in the evolution of Human-Computer Interaction.205 pagesUniversité Paris-Sud, FranceMay 2013, URL: https://hal.inria.fr/tel-00823763back to text
- 50 inproceedingsHow fast is fast enough? A study of the effects of latency in direct-touch pointing tasks.Proceedings of CHI'13ACMApril 2013, 2291-2300URL: http://doi.acm.org/10.1145/2470654.2481317back to text
- 51 phdthesisRepresentation of interactions based on hand microgestures.Université Grenoble Alpes (UGA)November 2025HALback to text
- 52 inproceedingsAutoGain: Gain Function Adaptation with Submovement Efficiency Optimization.Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI '20)Honolulu, United StatesACMApril 2020, 1-12HALDOIback to text
- 53 articleGUI Behaviors to Minimize Pointing-based Interaction Interferences.ACM Transactions on Computer-Human Interaction2024HALback to text
- 54 inproceedingsLag as a determinant of human performance in interactive systems.Proceedings of CHI'93ACMApril 1993, 488-493URL: http://doi.acm.org/10.1145/169059.169431back to text
- 55 articleClarifying and differentiating discoverability.Human–Computer Interaction002024, 1--26URL: https://doi.org/10.1080/07370024.2024.2364606DOIback to text
- 56 articleResponding to cognitive overload: coadaptation between users and technology.Intellectica301ARCo2000, 177-193URL: http://intellectica.org/SiteArchives/archives/n30/30_06_Mackay.pdfback to text
- 57 inproceedingsPromoting Hotkey use through rehearsal with ExposeHK.Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsCHI '13New York, NY, USAParis, FranceAssociation for Computing Machinery2013, 573–582URL: https://doi.org/10.1145/2470654.2470735DOIback to text
- 58 inproceedingsSkillometers: reflective widgets that motivate and help users to improve performance.Proceedings of UIST'13ACMOctober 2013, 321-330URL: http://doi.acm.org/10.1145/2501988.2501996back to text
- 59 bookProxemic Interactions: From Theory to Practice.Synthesis Lectures on Human-Centered InformaticsMorgan & Claypool2015, URL: https://books.google.fr/books?id=2dPtBgAAQBAJback to text
- 60 inproceedingsCommunityCommands: command recommendations for software applications.Proceedings of UIST'09ACMOctober 2009, 193-202URL: http://dx.doi.org/10.1145/1622176.1622214back to text
- 61 inproceedingsNext-Point Prediction for Direct Touch Using Finite-Time Derivative Estimation.Proceedings of the 31st Annual ACM Symposium on User Interface Software and TechnologyUIST '18New York, NY, USABerlin, GermanyACM2018, 793--807URL: http://doi.acm.org/10.1145/3242587.3242646DOIback to text
- 62 inproceedingsCausality: a conceptual model of interaction history.Proceedings of CHI'14ACMApril 2014, 1777-1786URL: http://dx.doi.org/10.1145/2556288.2556990back to text
- 63 articleMid-air pointing on ultra-walls.ACM ToCHI225October 2015, URL: http://dx.doi.org/10.1145/2766448back to text
- 64 inproceedingsNext-point prediction metrics for perceived spatial errors.Proceedings of UIST'16ACMOctober 2016, 271-285URL: http://dx.doi.org/10.1145/2984511.2984590back to text
- 65 incollectionHuman computing and machine understanding of human behavior: a survey.Artifical intelligence for human computing4451LNCSSpringer2007, 47-71URL: http://dx.doi.org/10.1007/978-3-540-72348-6_3back to text
- 66 inproceedingsPolyphony: Programming Interfaces and Interactions with the Entity-Component-System Model.EICS 2019 - 11th ACM SIGCHI Symposium on Engineering Interactive Computing Systems3Valencia, SpainJune 2019HALDOIback to text
- 67 inproceedingsShowMeHow: Translating User Interface Instructions Between Applications.Proceedings of UIST'11ACMOctober 2011, 127-134URL: http://doi.acm.org/10.1145/2047196.2047212back to text
- 68 inproceedingsImproving command selection with CommandMaps.Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsCHI '12New York, NY, USAAustin, Texas, USAAssociation for Computing Machinery2012, 257–266URL: https://doi.org/10.1145/2207676.2207713DOIback to text
- 69 inproceedingsDips and Ceilings: understanding and Supporting Transitions to Expertise in User Interfaces.Proceedings of CHI'11ACMMay 2011, 2741-2750URL: http://doi.acm.org/10.1145/1978942.1979348back to text
- 70 inproceedingsInteraction Interferences: Implications of Last-Instant System State Changes.Proceedings of the 33rd Annual ACM Symposium on User Interface Software and TechnologyUIST '20New York, NY, USAVirtual Event, USAAssociation for Computing Machinery2020, 516–528URL: https://doi.org/10.1145/3379337.3415883DOIback to text
- 71 phdthesisInteraction, Space, and Copresence in Co-Located Mixed Reality.Université de Lille, McGill UniversityNovember 2025back to textback to text
- 72 bookUnderstanding computers and cognition: a new foundation for design.Addison-WesleyMay 1986, URL: https://dl.acm.org/doi/book/10.5555/5245back to text