EDBT 2026 Demo / reviewers in the wild / expert
Suzette Fernandes
dblp:180/6072
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2017
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
2 papers |
Immersive interaction · 32% Haptics and multimodal interaction · 32% Usability and user experience research · 28% | |
| Computer graphics and multimedia
1 paper |
Computational photography and imaging · 100% |
Topics — the 3 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Usability and user experience research
visual fatigue |
0.2 | 1 | 2016 | Impact of depth of field simulation on visual fatigue: Who are impacted? and how? · Int. J. Hum. Comput. Stud. 2016 |
Collaborative and social computing › collaborative virtual environments › social virtual reality
virtual reality social interaction |
0.1 | 1 | 2017 | Gaze-Contingent Auditory Displays for Improved Spatial Attention in Virtual Reality · ACM Trans. Comput. Hum. Interact. 2017 |
Computational photography and imaging
depth of field |
0.1 | 1 | 2016 | Impact of depth of field simulation on visual fatigue: Who are impacted? and how? · Int. J. Hum. Comput. Stud. 2016 |
Methods — techniques the papers use, named apart from their topics
user study · 0.8sound modulation · 0.3gaze tracking · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Gaze-Contingent Auditory Displays for Improved Spatial Attention in Virtual RealityabstractVirtual reality simulations of group social interactions are important for many applications, including the virtual treatment of social phobias, crowd and group simulation, collaborative virtual environments (VEs), and entertainment. In such scenarios, when compared to the real world, audio cues are often impoverished. As a result, users cannot rely on subtle spatial audio-visual cues that guide attention and enable effective social interactions in real-world situations. We explored whether gaze-contingent audio enhancement techniques driven by inferring audio-visual attention in virtual displays could be used to enable effective communication in cluttered audio VEs. In all of our experiments, we hypothesized that visual attention could be used as a tool to modulate the quality and intensity of sounds from multiple sources to efficiently and naturally select spatial sound sources. For this purpose, we built a gaze-contingent display (GCD) that allowed tracking of a user’s gaze in real-time and modifying the volume of the speakers’ voices contingent on the current region of overt attention. We compared six different techniques for sound modulation with a base condition providing no attentional modulation of sound. The techniques were compared in terms of source recognition and preference in a set of user studies. Overall, we observed that users liked the ability to control the sounds with their eyes. They felt that a rapid change in attenuation with attention but not the elimination of competing sounds (partial rather than absolute selection) was most natural. In conclusion, audio GCDs offer potential for simulating rich, natural social, and other interactions in VEs. They should be considered for improving both performance and fidelity in applications related to social behaviour scenarios or when the user needs to work with multiple audio sources of information. Margarita Vinnikov, Robert S. Allison, Suzette Fernandes |
ACM Trans. Comput. Hum. Interact. | 3 |
| 2016 | Impact of depth of field simulation on visual fatigue: Who are impacted? and how?
Margarita Vinnikov, Robert S. Allison, Suzette Fernandes |
Int. J. Hum. Comput. Stud. | 3 |