Demo Data from EDBT 2026 / reviewers in the wild / expert
Daniel Martín-Albo
dblp:31/9794
· DBLP profile ↗
13ranked-venue papers
6as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5Databases, data management, data science and information retrieval · 4 · 3 first-authorArtificial intelligence and machine learning · 3 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author
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
3 papers |
Interaction techniques and input · 82% Accessibility and assistive technology · 18% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input
gesture input |
0.6 | 2 | 2018 | KeyTime: Super-Accurate Prediction of Stroke Gesture Production Times · CHI 2018 Synthesizing Stroke Gestures Across User Populations: A Case for Users with Visual Impairments · CHI 2017 |
Interaction techniques and input › gesture input
stroke gestures |
0.4 | 1 | 2020 | Omnis Prædictio: Estimating the full spectrum of human performance with stroke gestures · Int. J. Hum. Comput. Stud. 2020 |
Interaction techniques and input
touch and gesture input |
0.3 | 1 | 2018 | KeyTime: Super-Accurate Prediction of Stroke Gesture Production Times · CHI 2018 |
Interaction techniques and input › gesture input › gesture design
gesture generation |
0.3 | 1 | 2017 | Synthesizing Stroke Gestures Across User Populations: A Case for Users with Visual Impairments · CHI 2017 |
Accessibility and assistive technology › inclusive design
ability-based design |
0.1 | 1 | 2017 | Synthesizing Stroke Gestures Across User Populations: A Case for Users with Visual Impairments · CHI 2017 |
Methods — techniques the papers use, named apart from their topics
lognormal modeling · 0.3kinematic theory · 0.3kinematic theory of rapid human movements · 0.3gesture recognition training · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Omnis Prædictio: Estimating the full spectrum of human performance with stroke gestures
Luis A. Leiva, Radu-Daniel Vatavu, Daniel Martín-Albo, Réjean Plamondon |
Int. J. Hum. Comput. Stud. | 3 |
| 2018 | KeyTime: Super-Accurate Prediction of Stroke Gesture Production TimesabstractWe introduce KeyTime, a new technique and accompanying software for predicting the production times of users' stroke gestures articulated on touchscreens. KeyTime employs the principles and concepts of the Kinematic Theory, such as lognormal modeling of stroke gestures' velocity profiles, to estimate gesture production times significantly more accurately than existing approaches. Our experimental results obtained on several public datasets show that KeyTime predicts user-independent production times that correlate r=.99 with groundtruth from just one example of a gesture articulation, while delivering an average error in the predicted time magnitude that is 3 to 6 times smaller than that delivered by CLC, the best prediction technique up to date. Moreover, KeyTime reports a wide range of useful statistics, such as the trimmed mean, median, standard deviation, and confidence intervals, providing practitioners with unprecedented levels of accuracy and sophistication to characterize their users' a priori time performance with stroke gesture input. Luis A. Leiva, Daniel Martín-Albo, Réjean Plamondon, Radu-Daniel Vatavu |
CHI | 2 |
| 2018 | Crowdsourcing Online Handwriting Acquisition to Develop and Deploy a Unicode Character ClassifierabstractThere are thousands of Unicode characters and hence it can be hard to visually find a particular one. For this reason, we aimed at developing a tool that allows to handwrite a character and receive a list of the most similar candidates to that input. This tool will be integrated in a math editor which handles more than 5,000 different Unicode characters. Since no public datasets were found to fit our needs, we crowdsourced the acquisition of online handwritten data for training purposes. We developed a neural network combining convolutional layers with shape-based features to classify online handwritten Unicode characters. To make the model more robust to input variability, we used data augmentation in the form of affine transformations. We achieved a top-20 error rate of 12.64% on validation data and received positive feedback from users, thus validating that crowdsourcing is a proper method for online handwriting acquisition. Finally, we deployed the model wrapped in a JSON-based REST API and released a public demo using it. This way, we present the full development cycle of a Unicode character classifier. Francisco Alvaro, Daniel Martín-Albo |
ICFHR | 2 |
| 2018 | GATO: predicting human performance with multistroke and multitouch gesture inputabstractWe introduce GATO, a human performance analysis technique grounded in the Kinematic Theory that delivers accurate predictions for the expected user production time of stroke gestures of all kinds: unistrokes, multistrokes, multitouch, or combinations thereof. Our experimental results obtained on several public datasets (82 distinct gesture types, 123 participants, ≈36k gesture samples) show that GATO predicts user-independent gesture production times that correlate rs > .9 with groundtruth, while delivering an average relative error of less than 10% with respect to actual measured times. With its accurate estimations of users' a priori time performance with stroke gesture input, GATO will help researchers to understand better users' gesture articulation patterns on touchscreen devices of all kinds. GATO will also benefit practitioners to inform highly effective gesture set designs. Luis A. Leiva, Daniel Martín-Albo, Radu-Daniel Vatavu |
MobileHCI | 2 |
| 2017 | Synthesizing Stroke Gestures Across User Populations: A Case for Users with Visual ImpairmentsabstractWe introduce a new principled method grounded in the Kinematic Theory of Rapid Human Movements to automatically generate synthetic stroke gestures across user populations in order to support ability-based design of gesture user interfaces. Our method is especially useful when the target user population is difficult to sample adequately and, consequently, when there is not enough data to train gesture recognizers to deliver high levels of accuracy. To showcase the relevance and usefulness of our method, we collected gestures from people without visual impairments and successfully synthesized gestures with the articulation characteristics of people with visual impairments. We also show that gesture recognition accuracy improves significantly when using our synthetic gesture samples for training. Our contributions will benefit researchers and practitioners that wish to design gesture user interfaces for people with various abilities by helping them prototype, evaluate, and predict gesture recognition performance without having to expressly recruit and involve people with disabilities in long, time-consuming gesture collection experiments. Luis A. Leiva, Daniel Martín-Albo, Radu-Daniel Vatavu |
CHI | 2 |
| 2017 | The Kinematic Theory Produces Human-Like Stroke GesturesabstractWe show that the Kinematic Theory produces synthesized stroke gestures that ‘look and feel’ the same and hold the same statistical characteristics as human-generated gestures. Previous research in this vein has conducted such comparison from the classification accuracy performance, which is a legitimate though indirect measure. In this article, we synthesized two well-known public data sets comprising unistroke and multistroke gestures. We then compared geometric, kinematic and articulation aspects of human and synthetic gestures, and found no practical differences between both populations. We also conducted an online survey involving 236 participants and found that it is very difficult to tell human and synthetic gestures apart. We can finally be confident that synthesized gestures are actually reflective of how users produce stroke gestures. In sum, this work enables a deeper understanding of synthetic gestures’ production, which can inform the design of better gesture sets and development of more accurate recognizers. Luis A. Leiva, Daniel Martín-Albo, Réjean Plamondon |
Interact. Comput. | 2 |
| 2016 | On the Design of Personal Digital Bodyguards: Impact of Hardware Resolution on Handwriting AnalysisabstractHandheld touch-capable devices have become one of the most popular and fastest growing consumer products. It seems logical therefore to think of such devices as Personal Digital Bodyguards (PDBs) in charge for example of biometrical, biomedical, and neurocognitive monitoring by just inspecting the user's handwriting activity. However, it is unclear whether the hardware of today's devices is capable to handle this task. To this end, we conducted a comparative study regarding the capabilities of past and current tablets to allow for the design of PDBs based on the exploitation of the Kinematic Theory. Our study shows that, while some improvements are still necessary at the sampling frequency level, the conclusions drawn by the Kinematic Theory can be directly transferred to PDBs. Daniel Martín-Albo, Luis A. Leiva, Réjean Plamondon |
ICFHR | 1 |
| 2016 | Strokes of insight: User intent detection and kinematic compression of mouse cursor trails
Daniel Martín-Albo, Luis A. Leiva, Jeff Huang 0002, Réjean Plamondon |
Inf. Process. Manag. | 1 |
| 2016 | Gestures à Go Go: Authoring Synthetic Human-Like Stroke Gestures Using the Kinematic Theory of Rapid MovementsabstractTraining a high-quality gesture recognizer requires providing a large number of examples to enable good performance on unseen, future data. However, recruiting participants, data collection, and labeling, etc., necessary for achieving this goal are usually time consuming and expensive. Thus, it is important to investigate how to empower developers to quickly collect gesture samples for improving UI usage and user experience. In response to this need, we introduce Gestures à Go Go ( g 3), a web service plus an accompanying web application for bootstrapping stroke gesture samples based on the kinematic theory of rapid human movements. The user only has to provide a gesture example once, and g 3 will create a model of that gesture. Then, by introducing local and global perturbations to the model parameters, g 3 generates from tens to thousands of synthetic human-like samples. Through a comprehensive evaluation, we show that synthesized gestures perform equally similar to gestures generated by human users. Ultimately, this work informs our understanding of designing better user interfaces that are driven by gestures. Luis A. Leiva, Daniel Martín-Albo, Réjean Plamondon |
ACM Trans. Intell. Syst. Technol. | 2 |
| 2015 | Improving sigma-lognormal parameter extractionabstractA fully automatic framework based on the kinematic theory of rapid human movements was recently introduced for analyzing and modeling complex human movements patterns such as those involved in handwriting. In this paper, we present a new approach to better extract and estimate the lognormal primitives and parameters. Through a comprehensive evaluation using 32,000 words from a public database, we show that our approach greatly improves the state-of-the-art extractor. Daniel Martín-Albo, Réjean Plamondon, Enrique Vidal 0001 |
ICDAR | 1 |
| 2014 | Training of On-Line Handwriting Text Recognizers with Synthetic Text Generated Using the Kinematic Theory of Rapid Human MovementsabstractA method for automatic generation of synthetic handwritten words is presented which is based in the Kinematic Theory and its Sigma-lognormal model. To generate a new synthetic sample, first a real word is modelled using the Sigma-lognormal model. Then the Sigma-lognormal parameters are randomly perturbed within a range, introducing human-like variations in the sample. Finally, the velocity function is recalculated taking into account the new parameters. The synthetic words are then used as training data for a Hidden Markov Model based on-line handwritten recognizer. The experimental results confirm the great potential of the kinematic theory of rapid human movements applied to writer adaptation. Daniel Martín-Albo, Réjean Plamondon, Enrique Vidal 0001 |
ICFHR | 1 |
| 2013 | Interactive Off-Line Handwritten Text Transcription Using On-Line Handwritten Text as FeedbackabstractHandwritten Text Recognition is a problem that has gained attention in the last years mainly due to the interest in the transcription of historical documents. However, the automatic transcription is ineffectual in unconstrained handwritten documents. Thus, human intervention is typically needed to correct the results. Given that a post-editing approach is inefficient and uncomfortable, multimodal interactive approaches have begun to emerge in the last years. In this scheme, the user interacts with the system by means of an e-pen. This multimodal feedback, on the one hand, allows to improve the accuracy of the system and, on the other hand, increases user acceptability. In this work, we present a new approach on interaction based on character sequences. Here we present developments that allow taking advantage of interaction-derived context to significantly improve feedback decoding accuracy. Empirical tests suggest that, despite the loss of the deterministic accuracy of traditional peripherals, this approach can save significant amounts of user effort with respect to non-interactive post-editing correction. Daniel Martín-Albo, Verónica Romero 0001, Enrique Vidal 0001 |
ICDAR | 1 |
| 2012 | Multimodal Computer-Assisted transcription of Text Images at Character-Level InteractionabstractCurrently, automatic handwriting recognition systems are ineffectual in unconstrained handwriting documents. Therefore, to obtain perfect transcriptions, heavy human intervention is required to validate and correct the results of such systems. Given that this post-editing process is inefficient and uncomfortable, a multimodal interactive approach has been proposed in previous works, which aims at obtaining correct transcriptions with the minimum human effort. In this approach, the user interacts with the system by means of an e-pen and/or more traditional methods such as keyboard or mouse. This user's feedback allows to improve system accuracy and multimodality increases system ergonomics and user acceptability. Until now, multimodal interaction has been considered only at whole-word level. In this work, multimodal interaction at character-level is studied, that may lead to more effective interactivity, since it is faster and easier to write only one character rather than a whole word. Here we study this kind of fine-grained multimodal interaction and present developments that allow taking advantage of interaction-derived context to significantly improve feedback decoding accuracy. Empirical tests on three cursive handwritten tasks suggest that, despite losing the deterministic accuracy of traditional peripherals, this approach can save significant amounts of user effort with respect to fully manual transcription as well as to noninteractive post-editing correction. Daniel Martín-Albo, Verónica Romero 0001, Alejandro H. Toselli, Enrique Vidal 0001 |
Int. J. Pattern Recognit. Artif. Intell. | 1 |