105 2.1. Pourquoi modéliser le contexte ?, p.110 ,
120 3.3. Quelles informations pour quel contexte ?, p.120 ,
121 4.1. Gestion du contexte par le biais de serveurs dédiés 122 4.2. Context server, p.131 ,
154 1.1. Acquisition de l'activité au sein de la scène réelle 155 1.2. Restitution de la réponse visuelle par le biais de l'immersion, Gestion des ressources matérielles et logicielles, p.155 ,
175 1.1. 'Capture 175 1.1.1. La 'capture', un processus de détection, d'acquisition 175 1.1.2. 3 processus de 'capture 176 1.2. 'Mouvement 179 1.2.3. L'action au sein d'une gestuelle, Chap. 3. : Architecture générale de notre système Contextualisation & Capture de Gestuelles Utilisateur Contributions à l'adaptativité des applications interactives scénarisées 1, 2002. ,
188 2.3. Les différents systèmes de capture de mouvements du corps, 190 2.3.2. Systèmes de capture, p.203 ,
206 3.2. Aspects matériels et logiciels, Connaissances & hypothèses ,
Connaissances utilisées par notre système, 286 2.2. Connaissances construites à partir de la scène. 287 2.2.1. Connaissances établies à partir de la scène réelle ....................................... 288 2.2.2. Connaissances construites à partir de l'exploitation de la scène, p.288 ,
300 3.2.1. Règles quantitatives et qualitatives, 303 3.2.4. Mouvement, geste, action, p.304 ,
Application 325 6.0.1. Univers, situation d'interaction et contexte d'interaction 328 6.1. Hypothèses sur le déroulement de l'interactivité 328 6.2. Réaction de l'utilisateur au cours d'un lancer de balle, . ,
349 6.4. Présence de spectateurs au sein de la scène réelle, ., p.352 ,
nous présentons les versions, de plus en plus détaillées, de l'architecture du système interactif que nous développons (Chapitre 1., Chapitre 3.) Il nous semble donc important de nous positionner sur plusieurs points, dans le cadre de l'élaboration de notre système, pour bien comprendre ce que nous entendons par 'architecture', 'logique concepteur' ou encore 'scénario ,
nous nous référons à l'architecture logicielle du système. C'est pourquoi la prochaine section traite de plusieurs remarques sur l'architecture matérielle du système, justifiant notre positionnement. La Section A.2. donnera une définition et une description de l'architecture logicielle du système. La Section A.3. introduira la notion de logique concepteur, définissant les logiques de conception de l'architecte du système et du développeur de l'application, Cette logique concepteur définit un ensemble de scénarios que nous distinguerons au cours de la Section A.4. Enfin, nous exposerons les différentes propriétés d'une bonne architecture de système ,
1.) est une synthèse faite à partir de Beaudouin-Lafon 07 Renevier-Gonin 10] et peut être complété plus exhaustivement par [Sears & Jacko 08]. Il a pour but d'offrir au lecteur un aperçu de l'évolution du domaine de l'IHM au cours du temps. L'objectif de cet historique est également de montrer que l'IHM, initialement l'étude des interfaces entre l'utilisateur et le système ,
Historique de l'IHM Contextualisation & Capture de Gestuelles Utilisateur Contributions à l'adaptativité des applications interactives scénarisées Contextualisation & Capture de Gestuelles Utilisateur Contributions à l'adaptativité des applications interactives scénarisées 375 ,
Bien que les moyens techniques et les besoins de l'utilisateur deviennent plus importants, aucune évolution notable au niveau de ces interfaces n'a eu lieu depuis ces 40 dernières années. De nombreux travaux, comme [Beaudouin-Lafon 04] ont prouvé qu'actuellement, la manière d'interagir avec un système informatique, l'interaction standard, 1984. ,
Toujours cantonnée à l'étude de l'interface avec l'utilisateur, de nouvelles façons d'enrichir celle-ci sont apparues dans le but de permettre une interaction plus directe avec les éléments relatifs à la tâche : nouveaux périphériques et nouveaux outils logiciels Puis les concepteurs sont sortis du cadre restrictif de l'interface. L'étude du processus d'interaction entre l'utilisateur et le système ne se réduit plus à l'étude des interfaces mais tend à être pensé et élaboré en premier lieu. Le but est bien sûr de permettre à l'utilisateur d'interagir naturellement avec un système, comme il le ferait avec une autre personne, et de lui offrir les mêmes possibilités d'action, riches et nombreuses, qu'il peut réellement avoir. L'historique présenté dans cette section (Fig. B.7.) indique même que les fondements de cette nouvelle façon d'interagir remontent à plus de 40 ans ,
Historique de l'IHM Contextualisation & Capture de Gestuelles Utilisateur Contributions à l'adaptativité des applications interactives scénarisées 376 ,
interface matérielle s'est diversifiée, mais de nouveaux outils logiciels, les outils semi-transparents, ont été développés, illustrant ainsi l'inconfort ressenti d'interagir par le biais d'interfaces WIMP. Les outils semi-transparents les plus fréquemment cités sont la Toolglass et la Magic Lens ,
une illusion de manipuler directement les éléments relatifs à la tâche que doit accomplir l'utilisateur [Olsen & Klemmer 05]. L'utilisateur peut maintenant interagir avec le système avec ses mains, ses doigts, ses bras et jambes, sa tête, sa voix, ses expressions, des objets familiers? De plus ,
initiatives et réagit de manière adaptée à ses gestuelles implicites et explicites Cette nouvelle forme d'interaction prend donc en compte des modèles efficaces d'interaction, une meilleure compréhension des niveaux sensori-moteur et cognitif de l'interaction au niveau de l'utilisateur et un cadrage pertinent et contextualisé des gestuelles de l'utilisateur ,
de nouveaux paradigmes d'interaction ont été étudiés (Section 1.2.2. du Chapitre 1.) : interaction gestuelle, interaction parallèle (interaction bimanuelle, interaction multidigitale, multimodalité), réalités virtuelle & mixte? Ces nouveaux paradigmes sont qualifiés de Post-WIMP [Beaudouin-Lafon 04], traduisant une rupture évidente vis-à-vis de l'interaction standard ,
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