Demo Data from SIGIR 2026 / reviewers in the wild / expert
Txelo Ruiz-Vazquez
dblp:116/7625
· 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 · 2Systems, architecture and hardware · 1Human-computer interaction and ubiquitous computing · 1Applied, interdisciplinary, general and emerging computing · 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.
| Human-computer interaction and pervasive computing
1 paper |
Human-robot interaction · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Human-robot interaction
social robot |
0.2 | 1 | 2016 | Singing minstrel robots, a means for improving social behaviors · ICRA 2016 |
Human-robot interaction
robot communication |
0.1 | 1 | 2016 | Singing minstrel robots, a means for improving social behaviors · ICRA 2016 |
Human-robot interaction
social behavior |
0.1 | 1 | 2016 | Singing minstrel robots, a means for improving social behaviors · ICRA 2016 |
Methods — techniques the papers use, named apart from their topics
theatrical performance modeling · 0.2behavior design · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | Singing minstrel robots, a means for improving social behaviorsabstractBertsolaritza, Basque improvised contest poetry, offers another sphere to develop robot body language and robot communication capabilities, that shares some similarities with theatrical performances. It is also a new area to work on social robotics. The work presented in this paper makes some steps forward in designing and implementing the set of behaviors the robots need to show in the stage to increase, on the one hand robot autonomy and on the other hand, credibility and sociability. Igor Rodriguez Rodriguez, Aitzol Astigarraga, Txelo Ruiz-Vazquez, Elena Lazkano |
ICRA | 3 |
| 2016 | Using a Real Bare Machine in a Project-Based Learning Environment for Teaching Computer Structure: An Analysis of the Implementation Following the Action Research ModelabstractThe computer input/output (I/O) subsystem and its functioning are very abstract concepts that are difficult for undergraduate freshmen to understand. However, it is important that freshmen assimilate these low-level concepts if they are going to be taught about the operating systems (OS) working over that architecture layer, or working directly with them in embedded systems, real-time systems, or in the area of human--computer interaction (HCI). This article describes the use of a game console (Nintendo® DS, NDS) in a project-based learning (PBL or PjBL) environment in which the design of a game is the basis of the project in order to encourage the students to get more involved with the computer I/O subsystem abstraction. A 4yr experience is reported in which the action research model (planning, acting, observing, and reflecting) has been followed. The general procedure for the 4yr and the specific characteristics and achieved results for each year are reported. The aim of the study was twofold: to assess the learning effectiveness of the active PjBL educational approach and some related factors, and to analyze the motivation toward the subject fostered by the game console. The first aim is analyzed using the scores achieved by the students; the second aim is analyzed via satisfaction questionnaires. Edurne Larraza-Mendiluze, Nestor Garay-Vitoria, Iratxe Soraluze Arriola, José Ignacio Martín, Javier Muguerza, Txelo Ruiz-Vazquez |
ACM Trans. Comput. Educ. | 6 |
| 2015 | Dynamic selection of the best base classifier in One versus OneabstractClass binarization strategies decompose the original multi-class problem into several binary sub-problems. One versus One (OVO) is one of the most popular class binarization techniques, which considers every pair of classes as a different sub-problem. Usually, the same classifier is applied to every sub-problem and then all the outputs are combined by some voting scheme. In this paper we present a novel idea where for each test instance we try to assign the best classifier in each sub-problem of OVO. To do so, we have used two simple Dynamic Classifier Selection (DCS) strategies that have not been yet used in this context. The two DCS strategies use K-NN to obtain the local region of the test-instance, and the classifier that performs the best for those instances in the local region, is selected to classify the new test instance. The difference between the two DCS strategies remains in the weight of the instance. In this paper we have also proposed a novel approach in those DCS strategies. We propose to use the K-Nearest Neighbor Equality (K-NNE) method to obtain the local accuracy. K-NNE is an extension of K-NN in which all the classes are treated independently: the K nearest neighbors belonging to each class are selected. In this way all the classes take part in the final decision. We have carried out an empirical study over several UCI databases, which shows the robustness of our proposal. Iñigo Mendialdua, José María Martínez-Otzeta, Igor Rodriguez Rodriguez, Txelo Ruiz-Vazquez, Basilio Sierra |
Knowl. Based Syst. | 4 |
| 2012 | Nintendo® DS projects to learn computer input-outputabstractBeing the Input/Output subsystem an important topic in the area of Computer Architecture [1], in this work we propose a Project-Based Learning (PBL) methodology enhanced by the use of a Nintendo® DS machine. The use of both, methodology and platform, is endorsed by students' comments, the projects themselves and the scores obtained in the subject. Edurne Larraza-Mendiluze, Nestor Garay-Vitoria, José Ignacio Martín, Javier Muguerza, Txelo Ruiz-Vazquez, Iratxe Soraluze Arriola, Jose Francisco Lukas, Karlos Santiago |
ITiCSE | 5 |