Demo Data from EDBT 2026 / reviewers in the wild / expert
Patrick Susini
dblp:79/4892
· DBLP profile ↗
4ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 2Human-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.
| Computer graphics and multimedia
1 paper |
Audio and music processing · 100% | |
| Human-computer interaction and pervasive computing
2 papers |
Personal fabrication and tangible interfaces · 48% User interface design and tools · 38% Haptics and multimodal interaction · 14% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Audio and music processing
sonification |
0.2 | 1 | 2016 | Data sonification and sound design in interactive systems · Int. J. Hum. Comput. Stud. 2016 |
Audio and music processing
sound design |
0.2 | 1 | 2016 | Data sonification and sound design in interactive systems · Int. J. Hum. Comput. Stud. 2016 |
Personal fabrication and tangible interfaces
tangible interaction |
0.1 | 1 | 2009 | Toward the design and evaluation of continuous sound in tangible interfaces: The Spinotron · Int. J. Hum. Comput. Stud. 2009 |
User interface design and tools
interactive systems |
0.1 | 1 | 2016 | Data sonification and sound design in interactive systems · Int. J. Hum. Comput. Stud. 2016 |
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | Data sonification and sound design in interactive systems
Sandra Pauletto, Howard Cambridge, Patrick Susini |
Int. J. Hum. Comput. Stud. | 3 |
| 2014 | The Role of Sound Source Perception in Gestural Sound DescriptionabstractWe investigated gesture description of sound stimuli performed during a listening task. Our hypothesis is that the strategies in gestural responses depend on the level of identification of the sound source and specifically on the identification of the action causing the sound. To validate our hypothesis, we conducted two experiments. In the first experiment, we built two corpora of sounds. The first corpus contains sounds with identifiable causal actions. The second contains sounds for which no causal actions could be identified. These corpora properties were validated through a listening test. In the second experiment, participants performed arm and hand gestures synchronously while listening to sounds taken from these corpora. Afterward, we conducted interviews asking participants to verbalize their experience while watching their own video recordings. They were questioned on their perception of the listened sounds and on their gestural strategies. We showed that for the sounds where causal action can be identified, participants mainly mimic the action that has produced the sound. In the other case, when no action can be associated with the sound, participants trace contours related to sound acoustic features. We also found that the interparticipants’ gesture variability is higher for causal sounds compared to noncausal sounds. Variability demonstrates that, in the first case, participants have several ways of producing the same action, whereas in the second case, the sound features tend to make the gesture responses consistent. Baptiste Caramiaux, Frédéric Bevilacqua, Tommaso Bianco, Norbert Schnell, Olivier Houix, Patrick Susini |
ACM Trans. Appl. Percept. | 6 |
| 2012 | Feelings Elicited by Auditory Feedback from a Computationally Augmented Artifact: The FlopsabstractThis 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. | 3 |
| 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. | 6 |