Mathieu Raynal
University of Toulouse
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Featured researches published by Mathieu Raynal.
human factors in computing systems | 2005
Mathieu Raynal; Nadine Vigouroux
In this paper, we propose a genetic algorithm formal framework to optimize character location on a soft keyboard. This method is described regardless of the language and layout used and can then easily be adapted to any language and layout. In this scope, we present a measure, based on Mackenzies model, to estimate the performances of the best characters in a given layout. We apply our method to common English language and two different layouts (hexagonal and rectangular layout) in order to compare with FITALY, OPTI or Metropolis keyboards. In all configurations, our method has the best performance.
human factors in computing systems | 2015
Gary Perelman; Marcos Serrano; Mathieu Raynal; Celia Picard; Moustapha Derras; Emmanuel Dubois
We present the design and evaluation of the Roly-Poly Mouse (RPM), a rolling input device that combines the advantages of the mouse (position displacement) and of 3D devices (roll and rotation) to unify 2D and 3D interaction. Our first study explores RPM gesture amplitude and stability for different upper shapes (Hemispherical, Convex) and hand postures. 8 roll directions can be performed precisely and their amplitude is larger on Hemispherical RPM. As minor rolls affect translation, we propose a roll correction algorithm to support stable 2D pointing with RPM. We propose the use of compound gestures for 3D pointing and docking, and evaluate them against a commercial 3D device, the SpaceMouse. Our studies reveal that RPM performs 31% faster than the SpaceMouse for 3D pointing and equivalently for 3D rotation. Finally, we present a proof-of-concept integrated RPM prototype along with discussion on the various technical challenges to overcome to build a final integrated version of RPM.
international conference on human computer interaction | 2007
Mathieu Raynal; Philippe Truillet
In this article, we propose a soft keyboard with interaction inspired by research on visualisation information. Our objective is to find a compromise between readability and usability on a whole character layout for a PDA soft keyboard. The proposed interactions allow displaying all keys on a small screen while making pointing easier for the user by expanding any given key as a function of its distance from the stylus.
designing interactive systems | 2016
Gary Perelman; Marcos Serrano; Mathieu Raynal; Celia Picard; Moustapha Derras; Emmanuel Dubois
Numerous interaction devices are designed through device composition. However, there is no conceptual support for this process and designers are left out to explore the space of combinations in an ad-hoc manner. In this paper we propose a design space for device composition, DECO, which focuses on the physical aspects of the composition. This design space is built around two main axes, namely Physical arrangement, which describes how elements are physically combined, and Physical manipulation, which describes how users manipulate each element. We first classify existing devices using our design space and then compare four of them to illustrate their similarities and differences. Using DECO, we design a new compound device: RPM2. This device is based on the combination of a regular mouse with the Roly-Poly Mouse. We describe in detail the user-centered iterative design process that leads to the final prototype. Finally we propose a set of design guidelines to assist the use of DECO for device composition.
conference on computers and accessibility | 2014
Mathieu Raynal
This paper presents the KeyGlass system: a text entry system with dynamic addition of characters based on the previously entered ones. This system is optimized by the use of a prediction algorithm based on a lexicographic tree and bigrams.
International Conference on Human Factors in Computing and Informatics | 2013
Mathieu Raynal; Emmanuel Dubois; Bénédicte Schmitt
New visualization systems for large and complex datasets are emerging and 3D Virtual Environments turn out to be a relevant solution. Interaction tasks in these 3D VE have been defined, especially to support evaluation of these applications. Nevertheless there is a lack of unified protocol to assess these elementary tasks in this context. Moreover it can be complex to determine the appropriate technique to perform these tasks as there is a lack of reference data. A standard is available for 2D pointing task, but there is no equivalence in 3D. In this paper, we propose an adaptation of this standard to a pointing task in a 3D VE. We detail our protocol and an instrumentation, which aims at assessing performance, comfort of techniques and satisfaction of users. We also present results of a user experimentation conducted according to this standard’s adaptation.
human factors in computing systems | 2010
Theophanis Tsandilas; Emmanuel Dubois; Mathieu Raynal
Research on pointing devices has shown that rate control is appropriate for isometric and elastic devices but not effective when input control is purely isotonic. Human hand has been generally considered as an isotonic device. Therefore, pointing devices that are directly controlled by hand movements (e.g., the mouse) are based on position rather than rate control. In this work, we study the relevance of rate control in low-resolution input. Taking into account elastic properties of the human wrist, this work explores designs that mix position and rate control when input is handled by constrained hand movements.
international conference on universal access in human computer interaction | 2009
Georges Badr; Mathieu Raynal
For mobility and portability reasons, written communication devices are getting smaller and physical keyboards are replaced with virtual or on-screen one (PDA, pocket pc, GPS, etc.). Text entry has become a tiring job for people (ordinary and motor disabled people) because of the low entry speed. A list of predicted words can be presented to reduce the number of clicks to complete the word. However, these techniques present a disadvantage: lets consider the situation where the word the user wants to enter is not presented in the list. He has then to continue his writing. The prediction system narrows the possibilities in order to display the wanted word. In this paper we present a novel interaction technique in which the user can select a substring of the word. The user clicks on any letter, and the substring to this letter is inserted in the text. We also present the simulated experiments to compare our system to the classical list. The results are then discussed and analyzed.
international conference on human centered design held as part of hci international | 2009
Bruno Merlin; Christophe Hurter; Mathieu Raynal
The multilayer interface concept is used to promote the universal usability, to smooth the transition to new systems and working methods and to help the user optimize his interface for the management of contextual situations. In this article, we will explain how this concept can help to tackle a serious issue for R&D projects: the integration of the innovative concepts into the operational environment. To illustrate this, we will explain how we used a multilayer interface to promote a way to integrate different concepts currently in maturation in the R&D sphere.
international conference on computers helping people with special needs | 2002
Mathieu Raynal; Mathieu Serrurier
This paper deals with an HTML browser for visually impaired people, named CYNTHIA. After a short description of the principle and techniques of interaction, we present the two conception approaches of the intern structure of this browser: the first one integrates VOICEXML and a structure for the visual information. The other one is based on a chained structure allowing both the interaction and the presentation of information. We compare these two approaches and give the results in terms of conception and time.