Sébastien Kubicki
University of Valenciennes and Hainaut-Cambresis
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Featured researches published by Sébastien Kubicki.
International Journal of Human-computer Interaction | 2012
Sophie Lepreux; Sébastien Kubicki; Christophe Kolski; Jean Caelen
After having outlined the uses of new technologies such as smartphones, touch-screen tablets, and laptops, this article presents the TangiSense interactive tabletop, equipped with RFID technology tagged on tangible objects, as a new paradigm of interaction for ambient intelligence. Within its framework, this article aims to distribute surfaces (tables) interacting mainly with tangible objects. Leads for interactive surface distribution such as interactive tables are given. The article proposes to describe some tangible objects, which are the interaction supports; these are called Tangigets. They are defined according to an augmented Presentation-Abstraction-Control structure to take the tangibility element into account. Six categories of Tangigets are also proposed, which are tangible objects, and the supports of distributed collaboration. To validate the Tangiget concept and its use on the TangiSense tabletop, illustrations in centralized and distributed configurations are proposed. A first evaluation is also presented. To conclude, the article presents the directions under consideration for our future research.
international conference on human computer interaction | 2009
Sébastien Kubicki; Sophie Lepreux; Yoann Lebrun; Philippe Dos Santos; Christophe Kolski; Jean Caelen
This paper presents a new kind of interaction between users and a tabletop. The table described is interactive and associated with tangible and traceable objects using RFID technology. As a consequence, some Human-Computer Interactions become possible implying these tangible objects. The multi-agent architecture of the table is also explained, as well as a case study based on a scenario.
Simulation Modelling Practice and Theory | 2013
Sébastien Kubicki; Yoann Lebrun; Sophie Lepreux; Emmanuel Adam; Christophe Kolski; René Mandiau
By using an interactive table, it is possible to interact with several people (decision-makers) in a simultaneous and collaborative way, around the table, during a simulation session. Thanks to the RFID technology with which the table is fitted, it is possible to give tangible objects a unique identity to include and to consider them in the simulation. The paper describes a context model, which takes into consideration the specificities related to interactive tables. The TangiSense interactive table is presented; it is connected to a multi-agent system making it possible to give the table a certain level of adaptation: each tangible object can be associated to an agent which can bring roles to the object (i.e., the roles are the equivalent of a set of behaviors). The multi-agent system proposed in this paper is modeled according to an architecture adapted to the exploitation of tangible and virtual objects during simulation on an interactive table. A case study is presented; it concerns a simulation of road traffic management. The illustrations give an outline of the potentialities of the simulation system as regards the context-awareness aspect, following both the actions of the decision-makers implied in simulation, and the agents composing the road traffic simulation.
Archive | 2013
Sébastien Kubicki; Sophie Lepreux; Christophe Kolski
The User Interface distribution can also be applied on interactive tabletops which are connected and more or less remote. This distribution raises issues which concern collaboration (how to distribute the UI to collaborate?); besides, concerning the tangible interaction: which role and appearance (tangible or virtual) must have the objects? In this chapter we describe an extended context model in order to take into account both interactions on a single interactive tabletop and interactions which are distributed and collaborative. The model proposed can, from our point of view, be used to make sure that the usability of the interaction is guaranteed. Indeed, it is essential to know the interaction configuration in order to ensure the usability of the system. The model suggested is illustrated in a case study integrating collaboration and UI distribution. A conclusion gives the limits of the article before a presentation of prospects.
International Journal of Human-computer Interaction | 2016
Holly C. Miller; Sébastien Kubicki; Delphine Caffier; Christophe Kolski; Janick Naveteur
An interactive tabletop equipped with RFID technology implemented the Stroop and reverse-Stroop tasks. Participants moved a tangible object into one of four displayed virtual zones, which were identified either by a color border or the name of a color written in black. The correct target zone corresponded either to the color (Stroop) or meaning (reverse Stroop) of a word displayed in congruent or incongruent colored LED lights (e.g., “YELLOW” displayed in yellow or red, respectively). Participants took more time to place the object in a zone, made more errors, and found the task more difficult when the word was lit with an incongruent than congruent color. This interference was influenced by both the types of task and response zone in a way that fits with a dual step processing account. Results also showed that the outcomes of the conflicting information streams might be judged as fun.
Génie logiciel | 2009
Sébastien Kubicki; Yoann Lebrun; Sophie Lepreux; Emmanuel Adam; Christophe Kolski; René Mandiau
Archive | 2012
Sébastien Kubicki; Sophie Lepreux; Christophe Kolski
Journal d'Interaction Personne-Système (JIPS) | 2017
Sophie Lepreux; Julien Castet; Nadine Couture; Emmanuel Dubois; Christophe Kolski; Sébastien Kubicki; Valérie Maquil; Guillaume Rivière
Journal d'Interaction Personne-Système (JIPS) | 2016
Sophie Lepreux; Julien Castet; Nadine Couture; Emmanuel Dubois; Christophe Kolski; Sébastien Kubicki; Valérie Maquil; Guillaume Rivière
human factors in computing systems | 2013
Holly C. Miller; Sébastien Kubicki; Christophe Kolski; Janick Naveteur