--- /dev/null
+%!TEX root = ../hdrmain.tex
+
+\begin{figure}[htb]
+\centering
+\definecolor{cellred}{rgb} {0.98,0.17,0.15}
+\definecolor{cellblue}{rgb} {0.17,0.60,0.99}
+
+\newcommand{\labelcell}[2]{
+\node[minimum width=1.0cm, minimum height=.75cm,text width=3.0cm, align=center, outer sep=0, column sep=0cm](#1) {\textbf{#2}};
+}
+\newcommand{\bluecell}[2]{
+ \node[minimum width=3.0cm, minimum height=1.3cm,fill=cellblue, text=white,text width=3.5cm, align=center, rounded corners=2ex, outer sep=0](#1) {#2};
+}
+\newcommand{\redcell}[2]{
+ \node[minimum width=3.0cm, minimum height=1.3cm,fill=cellred, text=white,text width=3.5cm, align=center, rounded corners=2ex, outer sep=0](#1) {#2};
+}
+\tikzexternalenable
+\begin{tikzpicture}
+ \small
+ \node[anchor=south, minimum width=\textwidth,minimum height=25mm, inner sep=0,fill=black!10, outer sep=0](thebar3) at (0,1.35) {};
+ \node[anchor=south, minimum width=\textwidth,minimum height=.75mm, inner sep=0, outer sep=0](thebar3) at (0,3.25) {\textbf{Physical World}};
+ \matrix[row sep=1.25cm, column sep=7mm,inner sep=0, node distance=0, outer sep=0mm] (cells) {
+ \labelcell{elecmeca}{Electronics\\Mechanics} & \bluecell{mechanics}{Electro-Mechanical\\System} & & & \redcell{sensory}{Sensory\\system} & \labelcell{biopsycho}{Biology\\Psychology}\\
+ \labelcell{csmath}{Computer Science\\Mathematics} & \bluecell{software}{Software\\Controller} & & & \redcell{cognitive}{Cognitive\\system} & \labelcell{ergocs}{Ergonomy\\Cognitive Sciences}\\
+ & \labelcell{info}{Information} & & & \labelcell{perception}{Perception} \\
+ };
+ \draw [->, -stealth', thick] (info.north) -- (software.south) node [midway, left] {Data};
+ \draw [->, -stealth', thick] (software.north) -- (mechanics.south) node [midway, left] {Command};
+ \draw [->, -stealth', thick] (mechanics.east) -- (sensory.west) node [midway, above] {Physical };
+ \draw [->, -stealth', thick] (mechanics.east) -- (sensory.west) node [midway, below] { effect};
+ \draw [->, -stealth', thick] (sensory.south) -- (cognitive.north) node [midway, right] {Sensation};
+ \draw [->, -stealth', thick] (cognitive.south) -- (perception.north) node [midway, right] {Interpretation};
+
+% \draw [->, -stealth', thick]
+% edge ;
+% \draw [->, -stealth', thick]
+% (software.north) edge (mechanics.south);
+\end{tikzpicture}
+\tikzexternaldisable
+\caption[Haptic rendering pipeline.]{Haptic rendering pipeline with the system side and user side. Both have a hardware and a software aspect.}
+\label{fig:hapticpath}
+\end{figure}
+
+\begin{figure}[htb]
+ \centering
+ \definecolor{cellred}{rgb} {0.98,0.17,0.15}
+ \definecolor{cellblue}{rgb} {0.17,0.60,0.99}
+
+ \newcommand{\labelcell}[2]{
+ \node[minimum width=1.0cm, minimum height=.75cm,text width=3.0cm, align=center, outer sep=0, column sep=0cm](#1) {\textbf{#2}};
+ }
+ \newcommand{\bluecell}[2]{
+ \node[minimum width=3.0cm, minimum height=1.3cm,fill=cellblue, text=white,text width=3.5cm, align=center, rounded corners=2ex, outer sep=0](#1) {#2};
+ }
+ \newcommand{\redcell}[2]{
+ \node[minimum width=3.0cm, minimum height=1.3cm,fill=cellred, text=white,text width=3.5cm, align=center, rounded corners=2ex, outer sep=0](#1) {#2};
+ }
+ \tikzexternalenable
+ \begin{tikzpicture}
+ \small
+ \node[anchor=south, minimum width=\textwidth,minimum height=25mm, inner sep=0,fill=black!10, outer sep=0](thebar3) at (0,1.35) {};
+ \node[anchor=south, minimum width=\textwidth,minimum height=.75mm, inner sep=0, outer sep=0](thebar3) at (0,3.25) {\textbf{Physical World}};
+ \matrix[row sep=1.25cm, column sep=7mm,inner sep=0, node distance=0, outer sep=0mm] (cells) {
+ \labelcell{elecmeca}{Electronics\\Mechanics} & \bluecell{mechanics}{Electro-Mechanical\\System} & & & \redcell{sensory}{Sensory\\system} & \labelcell{biopsycho}{Biology\\Psychology}\\
+ \labelcell{csmath}{Computer Science\\Mathematics} & \bluecell{software}{Software\\Controller} & & & \redcell{cognitive}{Cognitive\\system} & \labelcell{ergocs}{Ergonomy\\Cognitive Sciences}\\
+ & \labelcell{info}{Information} & & & \labelcell{perception}{Perception} \\
+ };
+ \draw [->, -stealth', thick] (info.north) -- (software.south) node [midway, left] {Data};
+ \draw [->, -stealth', thick] (software.north) -- (mechanics.south) node [midway, left] {Command};
+ \draw [->, -stealth', thick] (mechanics.east) -- (sensory.west) node [midway, above] {Physical };
+ \draw [->, -stealth', thick] (mechanics.east) -- (sensory.west) node [midway, below] { effect};
+ \draw [->, -stealth', thick] (sensory.south) -- (cognitive.north) node [midway, right] {Sensation};
+ \draw [->, -stealth', thick] (cognitive.south) -- (perception.north) node [midway, right] {Interpretation};
+
+ % \draw [->, -stealth', thick]
+ % edge ;
+ % \draw [->, -stealth', thick]
+ % (software.north) edge (mechanics.south);
+ \end{tikzpicture}
+ \tikzexternaldisable
+ \caption[Haptic rendering pipeline.]{Haptic rendering pipeline with the system side and user side. Both have a hardware and a software aspect.}
+ \label{fig:hapticpath}
+ \end{figure}
+
\ No newline at end of file
--- /dev/null
+%!TEX root = ../hdrmain.tex
+
+\begin{figure}[htb]
+ \centering
+ \definecolor{cellred}{rgb} {0.98,0.17,0.15}
+ \definecolor{cellblue}{rgb} {0.17,0.60,0.99}
+
+ \newcommand{\labelcell}[2]{
+ \node[minimum width=1.0cm, minimum height=.75cm,text width=3.0cm, align=center, outer sep=0, column sep=0cm](#1) {\textbf{#2}};
+ }
+ \newcommand{\bluecell}[2]{
+ \node[minimum width=3.0cm, minimum height=1.3cm,fill=cellblue, text=white,text width=3.5cm, align=center, rounded corners=2ex, outer sep=0](#1) {#2};
+ }
+ \newcommand{\redcell}[2]{
+ \node[minimum width=3.0cm, minimum height=1.3cm,fill=cellred, text=white,text width=3.5cm, align=center, rounded corners=2ex, outer sep=0](#1) {#2};
+ }
+ \tikzexternalenable
+ \begin{tikzpicture}
+ \small
+ \node[anchor=south, minimum width=\textwidth,minimum height=25mm, inner sep=0,fill=black!10, outer sep=0](thebar3) at (0,1.35) {};
+ \node[anchor=south, minimum width=\textwidth,minimum height=.75mm, inner sep=0, outer sep=0](thebar3) at (0,3.25) {\textbf{Physical World}};
+ \matrix[row sep=1.25cm, column sep=7mm,inner sep=0, node distance=0, outer sep=0mm] (cells) {
+ \labelcell{biopsycho}{Biology\\Movement Sciences} & \redcell{motor}{Motor\\system} & & & \bluecell{mechanics}{Sensing\\System} & \labelcell{elecmeca}{Electronics\\Mechanics}\\
+ \labelcell{ergocs}{Cognitive sciences\\Psychology} & \redcell{movement}{Cognitive\\system} & & & \bluecell{software}{Software\\Controller} & \labelcell{csmath}{Computer Science\\Mathematics}\\
+ & \labelcell{action}{Action} & & & \labelcell{info}{Information} \\
+ };
+ \draw [->, -stealth', thick] (action.north) -- (movement.south) node [midway, left] {Intention};
+ \draw [->, -stealth', thick] (movement.north) -- (motor.south) node [midway, left] {Execution};
+ \draw [->, -stealth', thick] (motor.east) -- (mechanics.west) node [midway, above] {Physical};
+ \draw [->, -stealth', thick] (motor.east) -- (mechanics.west) node [midway, below] {effect};
+ \draw [->, -stealth', thick] (mechanics.south) -- (software.north) node [midway, right] {Signal};
+ \draw [->, -stealth', thick] (software.south) -- (info.north) node [midway, right] {Data};
+
+ % \draw [->, -stealth', thick]
+ % edge ;
+ % \draw [->, -stealth', thick]
+ % (software.north) edge (mechanics.south);
+ \end{tikzpicture}
+ \tikzexternaldisable
+ \caption[Motor sensing pipeline.]{Motor sensing pipeline with the user side and system side. Both have a hardware and a software aspect.}
+ \label{fig:motorpath}
+\end{figure}
\stage{sensing}{Sensing} & & \stage{physical}{Physical effect} \\
\stage{events}{Input Events} & & \stage{command}{Command} \\
\stage{phrase}{Input phrase} & & \stage{encoding}{Encoding} \\
- & \stage{application}{Application} & \\
+ & \stage{application}{Program} & \\
};
\node[anchor=south, minimum width=8.6cm,minimum height=.8cm,fill=black!10](world) at (cells.north) {World};
\draw [->, -stealth', thick]
\path[decorate, decoration={text along path, text={|\color{white}|Input pipeline},text align=center, raise=-0.5ex}] (270:\levelthree) arc[start angle=270, end angle=90, radius=\levelthree];
\end{tikzpicture}
\tikzexternaldisable
- \caption[Full pipeline.]{Full pipeline.}
+ \caption[Interaction between a user and a system.]{Interaction between a user and a system. Both the human model and the system model are connected in a shared environment of the physical world.}
\label{fig:all}
\end{figure}
This is indeed a simplified pipeline, which nevertheless shows that several scientific disciplines are interested in this topic. %, and each step is essentially studied by several distinct research communities.
While each step of the pipeline is essentially studied by one or two scientific fields, the role of Human-Computer Interaction is to connect them in a meaningful and useful way for people.
-\begin{figure}[htb]
-\centering
-\definecolor{cellred}{rgb} {0.98,0.17,0.15}
-\definecolor{cellblue}{rgb} {0.17,0.60,0.99}
-
-\newcommand{\labelcell}[2]{
-\node[minimum width=1.0cm, minimum height=.75cm,text width=3.0cm, align=center, outer sep=0, column sep=0cm](#1) {\textbf{#2}};
-}
-\newcommand{\bluecell}[2]{
- \node[minimum width=3.0cm, minimum height=1.3cm,fill=cellblue, text=white,text width=3.5cm, align=center, rounded corners=2ex, outer sep=0](#1) {#2};
-}
-\newcommand{\redcell}[2]{
- \node[minimum width=3.0cm, minimum height=1.3cm,fill=cellred, text=white,text width=3.5cm, align=center, rounded corners=2ex, outer sep=0](#1) {#2};
-}
-\tikzexternalenable
-\begin{tikzpicture}
- \small
- \node[anchor=south, minimum width=\textwidth,minimum height=25mm, inner sep=0,fill=black!10, outer sep=0](thebar3) at (0,1.35) {};
- \node[anchor=south, minimum width=\textwidth,minimum height=.75mm, inner sep=0, outer sep=0](thebar3) at (0,3.25) {\textbf{Physical World}};
- \matrix[row sep=1.25cm, column sep=7mm,inner sep=0, node distance=0, outer sep=0mm] (cells) {
- \labelcell{elecmeca}{Electronics\\Mechanics} & \bluecell{mechanics}{Electro-Mechanical\\System} & & & \redcell{sensory}{Sensory\\system} & \labelcell{biopsycho}{Biology\\Psychology}\\
- \labelcell{csmath}{Computer Science\\Mathematics} & \bluecell{software}{Software\\Controller} & & & \redcell{cognitive}{Cognitive\\system} & \labelcell{ergocs}{Ergonomy\\Cognitive Sciences}\\
- & \labelcell{info}{Information} & & & \labelcell{perception}{Perception} \\
- };
- \draw [->, -stealth', thick] (info.north) -- (software.south) node [midway, left] {Data};
- \draw [->, -stealth', thick] (software.north) -- (mechanics.south) node [midway, left] {Command};
- \draw [->, -stealth', thick] (mechanics.east) -- (sensory.west) node [midway, above] {Physical };
- \draw [->, -stealth', thick] (mechanics.east) -- (sensory.west) node [midway, below] { effect};
- \draw [->, -stealth', thick] (sensory.south) -- (cognitive.north) node [midway, right] {Sensation};
- \draw [->, -stealth', thick] (cognitive.south) -- (perception.north) node [midway, right] {Interpretation};
-
-% \draw [->, -stealth', thick]
-% edge ;
-% \draw [->, -stealth', thick]
-% (software.north) edge (mechanics.south);
-\end{tikzpicture}
-\tikzexternaldisable
-\caption[Haptic rendering pipeline.]{Haptic rendering pipeline with the system side and user side. Both have a hardware and a software aspect.}
-\label{fig:hapticpath}
-\end{figure}
+\input{figures/hapticpath.tex}
\paragraph{Haptic systems}
The objective of the pipeline is to render virtual objects or pieces of information into haptic sensations.
The movement range of each of these degrees of freedom depends on multiple factors, including morphology, physical condition, age, and gender~\cite{nasa14}.
It is therefore not surprising that input systems only sense a small part of the possible human movements.
-\begin{figure}[htb]
- \centering
- \definecolor{cellred}{rgb} {0.98,0.17,0.15}
- \definecolor{cellblue}{rgb} {0.17,0.60,0.99}
-
- \newcommand{\labelcell}[2]{
- \node[minimum width=1.0cm, minimum height=.75cm,text width=3.0cm, align=center, outer sep=0, column sep=0cm](#1) {\textbf{#2}};
- }
- \newcommand{\bluecell}[2]{
- \node[minimum width=3.0cm, minimum height=1.3cm,fill=cellblue, text=white,text width=3.5cm, align=center, rounded corners=2ex, outer sep=0](#1) {#2};
- }
- \newcommand{\redcell}[2]{
- \node[minimum width=3.0cm, minimum height=1.3cm,fill=cellred, text=white,text width=3.5cm, align=center, rounded corners=2ex, outer sep=0](#1) {#2};
- }
- \tikzexternalenable
- \begin{tikzpicture}
- \small
- \node[anchor=south, minimum width=\textwidth,minimum height=25mm, inner sep=0,fill=black!10, outer sep=0](thebar3) at (0,1.35) {};
- \node[anchor=south, minimum width=\textwidth,minimum height=.75mm, inner sep=0, outer sep=0](thebar3) at (0,3.25) {\textbf{Physical World}};
- \matrix[row sep=1.25cm, column sep=7mm,inner sep=0, node distance=0, outer sep=0mm] (cells) {
- \labelcell{biopsycho}{Biology\\Movement Sciences} & \redcell{motor}{Motor\\system} & & & \bluecell{mechanics}{Sensing\\System} & \labelcell{elecmeca}{Electronics\\Mechanics}\\
- \labelcell{ergocs}{Cognitive sciences\\Psychology} & \redcell{movement}{Cognitive\\system} & & & \bluecell{software}{Software\\Controller} & \labelcell{csmath}{Computer Science\\Mathematics}\\
- & \labelcell{action}{Action} & & & \labelcell{info}{Information} \\
- };
- \draw [->, -stealth', thick] (action.north) -- (movement.south) node [midway, left] {Intention};
- \draw [->, -stealth', thick] (movement.north) -- (motor.south) node [midway, left] {Execution};
- \draw [->, -stealth', thick] (motor.east) -- (mechanics.west) node [midway, above] {Physical};
- \draw [->, -stealth', thick] (motor.east) -- (mechanics.west) node [midway, below] {effect};
- \draw [->, -stealth', thick] (mechanics.south) -- (software.north) node [midway, right] {Signal};
- \draw [->, -stealth', thick] (software.south) -- (info.north) node [midway, right] {Data};
-
- % \draw [->, -stealth', thick]
- % edge ;
- % \draw [->, -stealth', thick]
- % (software.north) edge (mechanics.south);
- \end{tikzpicture}
- \tikzexternaldisable
- \caption[Motor sensing pipeline.]{Motor sensing pipeline with the user side and system side. Both have a hardware and a software aspect.}
- \label{fig:motorpath}
-\end{figure}
-
+\input{figures/motorpath.tex}
+
\paragraph{Motor ability}
\begin{definition}{ability}
They typically enable blind people to read printed books, or scan their environment with a haptic white cane.
Without active exploration, our brain cannot process such a complex tactile input stream.
+\paragraph{Affordance}
+
Gibson's theory involves a close relation between the animal (humans in our case) and its environment.
Gibson makes a difference between the physical world and the environment.
The physical world refers everything between the smallest particles to the biggest possible objects like galaxies.
%It is also used in other contexts like surgery, in which vision is required for a primary task, and haptics is used to replace vision at a different scale and point of view~\cite{robineau07}.
There are other practical models in HCI literature that guide the design of interaction techniques and interactive devices.
-One of the most universal mathematical models in interaction is certainly Fitts' law that measures the difficulty ($ID$) of a target selection movement $ID=\log_2\left(\frac{2D}{W}\right)$~\cite{fitts54}.
+One of the most universal mathematical models in interaction is certainly \defword{Fitts' law} that measures the difficulty ($ID$) of a target selection movement $ID=\log_2\left(\frac{2D}{W}\right)$~\cite{fitts54}.
The model says that the longer the distance and the smallest the target width, the higher the difficulty.
With the original experiment protocol, participants perform a reciprocal left-to-right movement between two targets of width $W$ and distance $D$ (also called movement amplitude).
The reciprocal aspect of the task reduces visual search, hence the influence of perception.
%ballistic\cite{meyer88}
Besides motor-behavior models, we discussed perceptual empirical evaluations and models in \refchap{chap:output}.
-GOMS models are examples of human behavior model that takes into account both perception and actions.
+\defword{GOMS} models are examples of human behavior model that takes into account both perception and actions.
They model humans with three components: a perceptual system, a motor system, and a cognitive system~\cite{card83}.
These are therefore more generic than models such as Fitts', they model a greater diversity of behavior.
-In particular the Keystroke-Level Model (KLM) defines several types of perations from mental activities to key presses~\cite{card80}.
+In particular the \defword{Keystroke-Level Model} (KLM) defines several types of perations from mental activities to key presses~\cite{card80}.
Typically it leverage models such as Fitts' to quantify pointing operations.
With these models we can describe interaction techniques as sequences of atomic operations, and predict average performance based on empirically-defined rules.
\input{figures/amplifiers.tex}
%\todo{Interest in human behavior for the design of interactive systems: 1) take inspiration of ot and reproduce a similar behavior. 2) make a better connection between humans and systems}
-The second reason to study human behavior is to improve interaction between humans and interactive systems.
+The second reason to study human behavior is to improve interaction between humans and machines.
Humans and interactive systems are distinct entities that need each other and must communicate to achieve their objective.
Hence we will discuss below the architecture of interactive systems, the similarities and differences with humans, and how this is critical for improving interactions between them.
\paragraph{Computation models}
-Initially, computers and programs were essentially based on theoretical models such as $\lambda$-calculus~\cite{church32} or Turing machines~\cite{turing38}.
+Initially, computers and programs were essentially based on theoretical models such as \defword{$\lambda$-calculus}~\cite{church32} or \defwords{Turing machines}{turing machine}~\cite{turing38}.
These are computing models, and they focus on solving numerical problem rather than helping people with their everyday activities.
A Turing machine has an infinite tape with symbols written in advance, and a pre-defined transition table that describes the behavior of the machine.
Therefore these machines ignore their environment, in which anything can change at anytime.
-All these models are equivalent (or Turing-equivalent), and the Church-Turing thesis says that everything these models can compute can be implemented with an algorithm.
+All these models are equivalent (or Turing-equivalent), and the \defword{Church-Turing thesis} says that everything these models can compute can be implemented with an algorithm.
Wegner and Goldin explain that both this universality and this limitation are due to their inductive nature~\cite{wegner99}.
%\paragraph{Induction and co-induction}
\paragraph{Software architectures and interaction paradigms}
Software architectures leverage this interaction machine to describe a higher-level structure that connects users to a functional \emph{model}.
This model, also called an \emph{abstraction}, defines the objects of the system, their properties and the operations on them.
-For example, the original MVC architectures distinguishes the model with \emph{views} that describe how objects are presented to users and \emph{controllers} that define the way users can manipulate them~\cite{reenskaug79,reenskaug79a}.
-Arch~\cite{arch92} and PAC~\cite{coutaz87} rather combine input and outputs as a \emph{presentation} component, and add a \emph{controler} component that manages transitions between abstract inputs/outputs and domain-specific properties of the model/abstraction.
+For example, the original \defacronym{MVC} architectures distinguishes the model with \emph{views} that describe how objects are presented to users and \emph{controllers} that define the way users can manipulate them~\cite{reenskaug79,reenskaug79a}.
+\defword{Arch}~\cite{arch92} and \defacronym{PAC}~\cite{coutaz87} rather combine input and outputs as a \emph{presentation} component, and add a \emph{controler} component that manages transitions between abstract inputs/outputs and domain-specific properties of the model/abstraction.
%The modern MVC architectures follow this structure as well.
The advantage of these architectures is to separate the objects of interest from the interaction with them.
It is therefore easy to display several synchronized representations of the same object, and provide multiple ways to manipulate them.
-These interactive properties contribute to leveraging human capacities and flexibility through multimodality \cite{nigay95,nigay04}.
+These interactive properties contribute to leveraging human capacities and flexibility through \defword{multimodality}~\cite{nigay95,nigay04}.
%Seeheim \cite{green85}
Last, the physical effect can be inconsistent for the same command.
Some haptic devices can behave differently depending on ambient conditions (\eg temperature, finger moisture, cleanliness).
-\paragraph{Computing affordance}
-
-
-
-\begin{idee}
- Communication: humans and system both have a perceptual model of the other.
- It does not necessarily match their conceptual model.
- On the human side, the conceptual model of systems is known by the designer, and the perceptual model comes from experience, and software part evolves.
- On the system side, the conceptual model of humans is unknown, studied by psychologists. The perceptual model depends on sensors and algorithms that
-
-=> Towards computing affordance, a generalized notion of computability
-\end{idee}
+\paragraph{Human and system behavior}
+
+Norman's theory of action is typically used to describe differences between the user's perceptual model and the system's conceptual model.
+The adaptation of this theory to systems describes a similar difference, but the conceptual and perceptual models are inverted.
+The systems' conceptual model of the user is based on the user's perceptual model of it that decribes the way the users interact with the sytem.
+This is what Norman describes with his seven stages of action (\reffig{fig:sevenstages}).
+The systems' perceptual model of the user is based on its own conceptual model that describe its ability to interact with humans.
+This is what I describe with the seven stages of reaction above (\reffig{fig:mysevenstages}).
+Usability ussues occur when these behaviors cannot connect together.
+
+There is a fundamental difference between human and system behavior though.
+We design the system behavior thanks to our engineering skills and scientific knowledge.
+Therefore we control it and we can adapt it to our needs.
+We can add sensors and actuators, tune their sensitivity and operating range, and change their software.
+At the opposite, human behavior depends on cultural and social background, experiences.
+We can only shape it through training and education.
+Moreover, we cannot change the human body to add another sense, or adjust their sensitivity and range for example.
+This is why we need tools and instruments to extend our capacities beyond human capacities.
+
+% Therefore, we can improve interaction between a user and a system by changing the user's behavior.
+% Learning and training are examples of ways to achieve this.
+% We can also improve this interaction by changing the system's behavior.
+% To do so we adapt or design new interaction techniques and interactive devices to leverage the human's perceptual and motor skills.
+
+The \reffig{fig:all} summarizes the difference between the two approaches we discussed in this manuscript.
+The outer circle shows the connection between the output path discussed in \refchap{chap:output} detailed on \reffig{fig:hapticpath}, and the input path described in \refchap{chap:input} detailed on \reffig{fig:motorpath}.
+It is similar to Abowd and Beale's interaction framework~\cite{abowd91}.
+The advantage of this approach is that it describes better the connections between the user and the system an takes both into account.
+The inner loop shown the connection between the human and the system through Norman's seven stages of action (\reffig{fig:sevenstages}), and the seven stages of reaction I described above (\reffig{fig:mysevenstages}).
+The advantage of this approach is that it leverages the sensorimotor and execution loops through both perception (resp. input) and action (resp. output).
% something…
-Abowd \& Beale's interaction framework\cite{abowd91}
-Extension of our capacities: instruments, delegates, collaborators…
-Importance of communication: throughput, time and space constraints, language
-
-\input{figures/wholeschema.tex}
+%Extension of our capacities: instruments, delegates, collaborators…
+%Importance of communication: throughput, time and space constraints, language
+\input{figures/wholeschema.tex}
-\begin{idee}
-Pb: it reacts always the same way to the same entries. Humans tend to evolve. => ML?
-Flexibility? Adaptability?
-
-Curiosity~\cite{laversannefinot18}
-
-Différent ? Ou pas ?
-(Not only machines behavior is different than human behavior), but most importantly the purpose of their behavior is different.
-
-Computers are human inventions, and they are build to follow human-made specifications.
-Their behavior is
-Control and automation: Moravec's paradox
-\end{idee}
% \begin{algorithm}[htb]
% \SetAlgoLined
Implementation depends on ethnographic background of programmers \cite{rode04}
Software architecture reproduce the organization structure\cite{conway68}
+
+\begin{idee}
+ We observe that any changes in either the human or system behavior will affect the other entity.
+ This is known as \defword{co-adaptation}~\cite{mackay90}.
+
+ => Towards computing affordance, a generalized notion of computability
+
+Pb: it reacts always the same way to the same entries. Humans tend to evolve. => ML?
+Flexibility? Adaptability?
+
+Curiosity~\cite{laversannefinot18}
+
+Computers are human inventions, and they are build to follow human-made specifications.
+Their behavior is
+
+Control and automation: Moravec's paradox
+Moravec paradox: sensorimotor and perception skills are harder for machines and processing intelligence is harder for humans\cite{moravec88}
+=> intelligence reduced to information processing
+
+\end{idee}