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Guillaume Lemaitre

dblp:53/8033 · also Guillaume Lemaître · DBLP profile ↗
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5ranked-venue papers
3as first author
0since 2021 · last 2018
0000-0001-5442-6857ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 3 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1

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.

Artificial intelligence
1 paper
Learning paradigms · 50% Learning theory · 50%
Human-computer interaction and pervasive computing
2 papers
Haptics and multimodal interaction · 79% Personal fabrication and tangible interfaces · 21%
Computer graphics and multimedia
1 paper
Audio and music processing · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Learning paradigms
class imbalance
0.312017
Imbalanced-learn: A Python Toolbox to Tackle the Curse of Imbalanced Datasets in Machine Learning · J. Mach. Learn. Res. 2017
Machine learning › Learning theory
resampling
0.312017
Imbalanced-learn: A Python Toolbox to Tackle the Curse of Imbalanced Datasets in Machine Learning · J. Mach. Learn. Res. 2017
Audio and music processing
sound design
0.112018
Embodied sound design · Int. J. Hum. Comput. Stud. 2018
Personal fabrication and tangible interfaces
tangible interaction
0.112009
Toward the design and evaluation of continuous sound in tangible interfaces: The Spinotron · Int. J. Hum. Comput. Stud. 2009

Methods — techniques the papers use, named apart from their topics

under-sampling · 0.3oversampling · 0.3ensemble learning · 0.3
YearPublicationVenuePosition
2018 Embodied sound design
Stefano Delle Monache, Davide Rocchesso, Frédéric Bevilacqua, Guillaume Lemaitre, Stefano Baldan, Andrea Cera
Int. J. Hum. Comput. Stud.4
2017 Imbalanced-learn: A Python Toolbox to Tackle the Curse of Imbalanced Datasets in Machine Learning
abstract
imbalanced-learn is an open-source python toolbox aiming at providing a wide range of methods to cope with the problem of imbalanced dataset frequently encountered in machine learning and pattern recognition. The implemented state-of-the- art methods can be categorized into 4 groups: (i) under- sampling, (ii) over-sampling, (iii) combination of over- and under-sampling, and (iv) ensemble learning methods. The proposed toolbox depends only on numpy, scipy, and scikit-learn and is distributed under MIT license. Furthermore, it is fully compatible with scikit-learn and is part of the scikit-learn-contrib supported project. Documentation, unit tests as well as integration tests are provided to ease usage and contribution. Source code, binaries, and documentation can be downloaded from github.com/scikit-learn-contrib/imbalanced-learn.
Guillaume Lemaitre, Fernando Nogueira, Christos K. Aridas
J. Mach. Learn. Res.1
2016 Classifying DME vs normal SD-OCT volumes: A review
abstract
This article reviews the current state of automatic classification methodologies to identify Diabetic Macular Edema (DME) versus normal subjects based on Spectral Domain OCT (SD-OCT) data. Addressing this classification problem has valuable interest since early detection and treatment of DME play a major role to prevent eye adverse effects such as blindness. The main contribution of this article is to cover the lack of a public dataset and benchmark suited for classifying DME and normal SD-OCT volumes, providing our own implementation of the most relevant methodologies in the literature. Subsequently, 6 different methods were implemented and evaluated using this common benchmark and dataset to produce reliable comparison.
Joan Massich Vall, Mojdeh Rastgoo, Guillaume Lemaitre, Carol Yim-lui Cheung, Tien Yin Wong, Desire Sidibé, Fabrice Mériaudeau
ICPR3
2012 Feelings Elicited by Auditory Feedback from a Computationally Augmented Artifact: The Flops
abstract
This paper reports on emotions felt by users manipulating a computationally and acoustically augmented artifact. Prior studies have highlighted systematic relationships between acoustic features and emotions felt when individuals are passively listening to sounds. However, during interaction with real or computationally augmented artifacts, acoustic feedback results from users' active manipulation of the artifact. In such a setting, both sound and manipulation can contribute to the emotions that are elicited. We report on a set of experimental studies that examined the respective roles of sound and manipulation in eliciting emotions from users. The results show that, while the difficulty of the manipulation task predominated, the acoustical qualities of the sounds also influenced the feelings reported by participants. When the sounds were embedded in an interface, their pleasantness primarily influenced the valence of the users' feelings. However, the results also suggested that pleasant sounds made the task slightly easier, and left the users feeling more in control. The results of these studies provide guidelines for the measurement and design of affective aspects of sound in computationally augmented artifacts and interfaces.
Guillaume Lemaitre, Olivier Houix, Patrick Susini, Yon Visell, Karmen Franinovic
IEEE Trans. Affect. Comput.1
2009 Toward the design and evaluation of continuous sound in tangible interfaces: The Spinotron
Guillaume Lemaitre, Olivier Houix, Yon Visell, Karmen Franinovic, Nicolas Misdariis, Patrick Susini
Int. J. Hum. Comput. Stud.1