Simon T. Perrault

ORCID: 0000-0002-3105-9350
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About
Contact & Profiles
Research Areas
  • Interactive and Immersive Displays
  • Tactile and Sensory Interactions
  • Social Media and Politics
  • Innovative Human-Technology Interaction
  • Topic Modeling
  • Gaze Tracking and Assistive Technology
  • Misinformation and Its Impacts
  • Data Visualization and Analytics
  • Impact of Technology on Adolescents
  • Hand Gesture Recognition Systems
  • Geographic Information Systems Studies
  • Usability and User Interface Design
  • Knowledge Management and Sharing
  • Multisensory perception and integration
  • Ethics and Social Impacts of AI
  • Technology Use by Older Adults
  • Mobile Crowdsensing and Crowdsourcing
  • Advanced Text Analysis Techniques
  • Smart Cities and Technologies
  • Explainable Artificial Intelligence (XAI)
  • Virtual Reality Applications and Impacts
  • Privacy, Security, and Data Protection
  • Software Engineering Research
  • Hate Speech and Cyberbullying Detection
  • EEG and Brain-Computer Interfaces

Singapore University of Technology and Design
2019-2024

Yale-NUS College
2015-2020

Korea Advanced Institute of Science and Technology
2019

National University of Singapore
2014-2018

Laboratoire Traitement et Communication de l’Information
2011-2015

Centre National de la Recherche Scientifique
2011-2015

Japan Advanced Institute of Science and Technology
2015

Sepuluh Nopember Institute of Technology
2015

Conference Board
2015

Télécom Paris
2011-2014

Journal Article Thinking With Animals: New Perspectives on Anthropomorphism Get access with Anthropomorphism. Edited by Lorraine Daston and Gregg Mitman. York: Columbia UP, 2005. 230 pp. Cloth $49.50. Sarah Perrault University of NevadaReno Search for other works this author on: Oxford Academic Google Scholar ISLE: Interdisciplinary Studies in Literature Environment, Volume 13, Issue 1, Winter 2006, Pages 276–277, https://doi.org/10.1093/isle/13.1.276 Published: 01 January 2006

10.1093/isle/13.1.276 article EN ISLE Interdisciplinary Studies in Literature and Environment 2006-01-01

We present WatchIt, a prototype device that extends interaction beyond the watch surface to wristband, and two techniques for command selection execution. Because small screen of wristwatch computers suffers from visual occlusion fat finger problem, we investigated use wristband as an available resource. Not only does WatchIt cheap, energy efficient invisible technology, but it involves simple, basic gestures allow good performance after little training, suggested by results pilot study....

10.1145/2470654.2466192 preprint EN 2013-04-27

Collaborative Qualitative Analysis (CQA) process can be time-consuming and resource-intensive, requiring multiple discussions among team members to refine codes ideas before reaching a consensus. We introduce CollabCoder, system leveraging Large Language Models (LLMs) support three CQA stages: independent open coding, iterative discussions, the development of final codebook. In coding phase, CollabCoder provides AI-generated code suggestions on demand allows users record decision-making...

10.1145/3584931.3607500 article EN 2023-10-13

We conducted an empirical investigation of wearable interactive rings on the noticeability four instantaneous notification channels (light, vibration, sound, poke) and a channel with gradually increased temperature (thermal) during five levels physical activity (laying down, sitting, standing, walking, running). Results showed that vibration was most reliable fastest to convey notification, followed by poke sound which shared similar noticeability. The these three not affected level...

10.1145/2702123.2702350 article EN 2015-04-17

The physical position of the display on a monocular OST-HMD in relative to our eye is an important factor performance and usability dual-task scenarios. We investigated 9 different positions modern scenario with 27 participants. experiment-involved participants responding 3 types notifications displayed HMD while performing visually intensive primary task. found that although at middle bottom center were noticed quicker, top peripheral more comfortable, unobtrusive, preferred. In particular,...

10.1145/2948708.2948713 article EN 2016-05-08

While AI-assisted individual qualitative analysis has been substantially studied, collaborative (CQA) – a process that involves multiple researchers working together to interpret data—remains relatively unexplored. After identifying CQA practices and design opportunities through formative interviews, we designed implemented CoAIcoder, tool leveraging AI enhance human-to-human collaboration within four distinct methods. With between-subject design, evaluated CoAIcoder with 32 pairs of...

10.1145/3617362 article EN ACM Transactions on Computer-Human Interaction 2023-08-24

Large language models (LLMs) stand to reshape traditional methods of working with data. While LLMs unlock new and potentially useful ways interfacing data, their use in research processes requires methodological critical evaluation. In this workshop, we seek gather a community HCI researchers interested navigating the responsible integration into data work: collection, processing, analysis. We aim create an understanding how are being used work research, document early challenges concerns...

10.1145/3613905.3636301 article EN 2024-05-11

Collaborative Qualitative Analysis (CQA) can enhance qualitative analysis rigor and depth by incorporating varied viewpoints. Nevertheless, ensuring a rigorous CQA procedure itself be both complex costly. To lower this bar, we take theoretical perspective to design one-stop, end-to-end workflow, CollabCoder, that integrates Large Language Models (LLMs) into key inductive stages. In the independent open coding phase, CollabCoder offers AI-generated code suggestions records decision-making...

10.1145/3613904.3642002 article EN 2024-05-11

Nudging participants with text-based reflective nudges enhances deliberation quality on online platforms. The effectiveness of multimodal nudges, however, remains largely unexplored. Given the multi-sensory nature human perception, incorporating diverse modalities into self-reflection mechanisms has potential to better support various styles. This paper explores how presenting different types (direct: persona and indirect: storytelling) in (text, image, video audio) affects quality. We...

10.1145/3706598.3714189 preprint EN arXiv (Cornell University) 2025-02-06

Most existing colorblind aids help their users to distinguish and recognize colors but not compare them. We present HaptiColor, an assistive wristband that encodes discrete color information into spatiotemporal vibrations support colors. ran three experiments: the first found optimal number placement of motors around wrist-worn prototype, second tested way represent points between vibration motors. Results suggested using pulses varying duration encode proximity in patterns is solution....

10.1145/2858036.2858220 article EN 2016-05-05

Previous works illustrate that one's palm can reliably recognize 10 or more spatiotemporal vibrotactile patterns. However, recognition of the same patterns on other body parts is unknown. In this paper, we investigate how users perceive arm, palm, thigh, and waist. Results first two experiments indicate precise either position orientation difficult across multiple parts. Nonetheless, were able to distinguish whether vibration pulses from location when played in quick succession. Based...

10.1145/2702123.2702341 article EN 2015-04-17

The widely-held view that Fitts' law expresses a speed/accuracy trade-off is presumably correct, but it vague. We outline simple resource-allocation theory of in which movement time and error trade for each other. accounts quite accurately the data (1954) seminal study, as well some fresh our own. In both sets we found time/error to obey power law. Our data, could analyze more thoroughly than Fitts', are consistent with square-root function single adjustable constant. suggest framework...

10.1145/1978942.1979179 preprint EN 2011-05-07

We present Botential, an on-body interaction method for a wearable input device that can identify the location of tapping gestures, using entire human body as interactive surface to expand usually limited space in context mobility. When sensor is being touched, Botential identifies part's unique electric signature, which depends on its physiological and anatomical compositions. This exhibits number advantages over previous approaches, include: 1) utilizing existing signal already emits,...

10.1145/2785830.2785859 article EN 2015-08-24

Physical Loci, a technique based on an ancient memory technique, allows users to quickly learn large command set by leveraging spatial, object and verbal/semantic create cognitive link between individual commands nearby physical objects in room (called loci). We first report experiment that showed for learning 25 items Loci outperformed mid-air Marking Menu baseline. A long-term retention with 48 then recall was nearly perfect one week later and, surprisingly, independent of whether the...

10.1145/2702123.2702126 preprint EN 2015-04-17

Bau and Mackays OctoPocus dynamic guide helps novices learn, execute, remember 2D surface gestures. We adapt to 3D mid-air gestures in Virtual Reality (VR) using an optimization-based recognizer, by introducing optional exploration mode help visualize the spatial complexity of guides a gesture set. A replication original experiment protocol is used compare VR with implementation crib-sheet. Results show that despite requiring 0.9s more reaction time than crib-sheet, enables participants...

10.1109/tvcg.2021.3101854 article EN IEEE Transactions on Visualization and Computer Graphics 2021-08-04

Copy-Paste (CP) operations on touchscreen smartphones are not as easy to perform compared with similar desktop computers. The smaller screen size and input area make both text selection application switching more difficult perform. To enable faster copy-paste smartphones, we introduce BezelCopy, a technique that uses bezel-swipe gesture determine rough of interest in the document. Chosen is magnified new panel fast precise selection. With panel, users can tap-and-drag gestures select exact...

10.1145/2598153.2598162 article EN 2014-05-27

Generative artificial intelligence (GenAI) can rapidly produce large and diverse volumes of content. This lends to it a quality creativity which be empowering in the early stages design. In seeking understand how creative ways address practical issues conceived between humans GenAI, we conducted rapid ideation workshop with 21 participants where they used language model (LLM) brainstorm potential solutions evaluate them. We found that LLM produced greater variety ideas were high quality,...

10.48550/arxiv.2403.12928 preprint EN arXiv (Cornell University) 2024-03-19

The deliberative potential of online platforms has been widely examined. However, little is known about how various interface-based reflection nudges impact the quality deliberation. This paper presents two user studies with 12 and 120 participants, respectively, to investigate impacts different reflective on In first study, we examined five distinct nudges: persona, temporal prompts, analogies metaphors, cultural prompts storytelling. Persona, storytelling emerged as preferred for...

10.1145/3613904.3642530 article EN 2024-05-11

The thumb has the unique property of being opposable to other fingers and is thus used perform specific tasks such as grasping objects, which cannot be done otherwise. In this paper we present an interactive ring that takes advantage biomechanical advantage, by enabling thumb-index interaction. We propose a set gestures involving coordinated movement against proximal phalanx index finger call bi-digit Further, several scenarios where performing interaction quick, easy advantageous for users.

10.1145/2851581.2892371 article EN 2016-05-06

Previous work has looked closely at the challenges of using patient-generated data to enable remote assessment and monitoring by healthcare professionals. In this paper, we examine family caregivers who act as proxies for patients may not have capacity capturing necessary data. We worked with occupational therapists develop an application safety patients' homes assistance caregivers. evaluated found two features unique communication between professionals: Caregivers want be able direct...

10.1145/3313831.3376607 article EN 2020-04-21

Cartograms are map-based data visualizations in which the area of each map region is proportional to an associated numeric value (e.g., population or gross domestic product). A cartogram called contiguous if it conforms this principle while also keeping neighboring regions connected. Because their distorted appearance, cartograms have been criticized as difficult read. Some authors suggested that may be more legible they accompanied by interactive features animations, linked brushing,...

10.1109/tvcg.2020.3041745 article EN cc-by IEEE Transactions on Visualization and Computer Graphics 2020-12-01

Previous research demonstrated the ability for users to accurately recognize Spatiotemporal Vibrotactile Patterns (SVP): sequences of vibrations on different motors occurring either sequentially or simultaneously. However, experiments were only run in a lab setting and SVP real-world environment remains unclear. In this paper, we investigate how several factors may affect recognition: (1) physical activity (running), (2) cognitive task (i.e. primary task, typing), (3) distribution vibration...

10.1145/3206505.3206511 article EN 2018-05-22

With ChatGPT's release, conversational prompting has become the most popular form of human-LLM interaction. However, its effectiveness is limited for more complex tasks involving reasoning, creativity, and iteration. Through a systematic analysis HCI papers published since 2021, we identified four key phases in interaction flow - planning, facilitating, iterating, testing to precisely understand dynamics this process. Additionally, have developed taxonomy primary modes: Mode 1: Standard...

10.1145/3613905.3650786 preprint EN 2024-05-11
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