\section{The limits of the separated approach}
\label{sec:limits}
-During my postdoc at the University of Toronto, I worked on the lack of haptic feedback in 3D gestural interaction.
+During my postdoc at the University of Toronto under the supervision of Ravin Balakrishnan, I worked on the lack of haptic feedback in 3D gestural interaction.
The Microsoft Kinect\footurl{https://tiny.one/Kinect} was just released.
It featured a motion capture system affordable for households.
It followed the trend of \emph{natural} user interfaces, and was advertised as “\emph{You} are the controller”\footurl{https://tiny.one/youAreTheController}.
Here we propose a new interaction paradigm that gets around these limitations.
Then, we will discuss a new interaction paradigm that brings direct manipulation to tactile displays.
I implemented both paradigms with the device described in \refsec{sec:limits}.
+These two studies were the continuation of my postdoc work discussed above.
+I collaborated with Aakar Gupta during his Ph.D. at the University of Toronto under the supervision of Ravin Balakrishnan.
+He came twice for 6 months internships to work on these projects, during which I co-supervised him with Nicolas Roussel.
\subsubsection{Summon interactions}
\label{sec:summon}
\defword{Agency} refers to “the sense of having global motor control” over the virtual body.
And \defword{ownership} refers to “one’s self-attribution of a body”.
+We studied this notion of avatar embodiment within the Avatar project funded by Inria.
+These studies are part of Grégoire Richard's Ph.D. thesis, which I co-supervise with Géry Casiez, Anatole Lécuyer, and Ferran Argelaguet.
+
\subsubsection{Methodologies for measuring the sense of embodiment}
\section*{Future work}
In \refchap{chap:loop} I described interaction with three components: users and their sensorimotor loop, systems and their execution loop, and a shared environment.
-Each of these components is a source of research questions.
+Each of these components is a source of research questions, as they are potential bottlenecks of the Human-System loop.
+This integrated view helps me to look at interaction as the whole, with complementarity between users and systems, between inputs and outputs, and between the physical and software worlds.
+My research follows principles that I will refine in the next years.
+
+First I like to propose simple yet expressive solutions.
+The simplicity can wear different forms.
+It can be simple from an engineering point of view, like the vibrotactile devices discussed in \refsec{sec:limits}.
+It can be simple interactions that increase the input or output vocabulary, like Métamorphe in \refsec{sec:metamorphe-livingdesktop}.
+This principle follows Kay's famous quote: \emph{“Simple things should be simple, complex things should be possible”}\footurl{https://tiny.one/kayquote}.
+%https://www.quora.com/What-is-the-story-behind-Alan-Kay-s-adage-Simple-things-should-be-simple-complex-things-should-be-possible
+
+Second, the digital world is an occasion to perform actions that are impossible in the physical world.
+Therefore I refrain as much as possible from the necessity to reproduce the physical world in the digital world.
+By this, I do not mean to ignore Nielsen's “Match between system and the real world” heuristic~\cite{nielsen90}.
+I mean that simulating the physical world is difficult, and it is difficult to validate that the replicate has the same properties as the original one.
+Moreover, slight discrepancies can trigger an uncanny valley effect \cite{mori70}.
+On the opposite, artificial effects and objects encourage my simplicity principle above and are a source of expressivity.
+Graphical widgets on our interactive devices are artificial, they are not meant to be realistic.
+And we are fine with it.
+Conversely, the physical world enables interactions that are more difficult to implement and perform in the digital world.
+This is especially true for object manipulation because we can leverage all the degrees of freedom of our hands and fingers.
+We leverage the full capacities of our sense of touch.
+Therefore, I am interested in developing more work on tangible interaction~\cite{ishii97}.
+
+Third, my background is in Computer Science and I have studied theoretical Computer Science topics like logic and formal systems for years.
+I always believed I could make connections between these approaches and Human-Computer Interaction.
+The Human-System loop is an early vision that positions them.
+In my vision, computation is one of the components of the loop, and it is at times one of the bottlenecks we should study to improve interaction.
+The rigidity of the algorithmic approach is today compensated by the promising flexibility of machine learning mechanisms.
+The idea here is not to replace humans, or even perform activities on their behalf as in the computer-as-a-partner paradigm.
+The idea here is to leverage mechanisms such as reinforcement learning to break the rigidity of traditional computer programs.
+I belive it will enable them to probe their environment, try, evolve to avoid making repeatedly the same mistakes, or even avoid Gödel's incompleteness phenomenon by developing new features and capabilities by themselves~\cite{godel31}.
+I believe we can leverage a proper combination of rational and empirical methods to improve interaction.
+
So far, my research did not focus on any category of users, technology, or interaction context.
I rather had a horizontal approach consisting in searching for appropriate solutions to any problem for any user.
-In my future research, I would like to focus on particular contexts, in order to favor incremental research and facilitate transfer of research results to the industry as I will continue to shape my vision of HCI.
+In my medium-term future research, I would like to focus on particular contexts, in order to favor incremental research and facilitate transfer of research results to the industry as I will continue to shape my vision of HCI.
-\paragraph{Interaction in the Metaverse}
+\paragraph{Interaction in immersive virtual environments}
There is an increased interest in immersive virtual environments over the past few years.
The idea of metaverses was already there decades ago in popular culture \cite{gibson84,stephenson92,cline11}.