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Katya A. Alvarez-Molina

dblp:200/2278 · also Katya Alvarez · DBLP profile ↗
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3ranked-venue papers
2as first author
2since 2021 · last 2024
0000-0001-9505-8536ORCID · reported

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

Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 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
1 paper
Haptics and multimodal interaction · 77% Wearable and physiological sensing · 23%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction › auditory feedback
movement sonification
0.712023
Zens: Designing and evaluating a movement sonification interface to alter body and flexibility perception in Yoga · Int. J. Hum. Comput. Stud. 2023
Wearable and physiological sensing
body perception
0.212023
Zens: Designing and evaluating a movement sonification interface to alter body and flexibility perception in Yoga · Int. J. Hum. Comput. Stud. 2023

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

user evaluation · 0.7sonification interface design · 0.7
YearPublicationVenuePosition
2024 Can you feel the rhythm? Comparing vibrotactile and auditory stimuli in the rhythm video game Jump'n'Rhythm
abstract
Rhythm is essential in early music education. To acquire rhythm abilities, the synchronisation between body and rhythm patterns is fundamental. Extensive research has shown the link between the auditory-motor system and rhythm acquisition; however, other sensorimotor systems also improve rhythm skills. Rhythm acquisition can be trained using new technologies, such as video games; however, most of these use mainly auditory stimuli to improve it. Therefore, in this work, we explore tactile stimuli to improve rhythm skills using a video game and how visual elements affect rhythm perception using different stimuli. We evaluate and compare the synchronisation of 27 participants following either vibrotactile or auditory stimuli emitted through a rhythm video game in two difficulty levels and we evaluated the user experience. Consistent with the literature, our results indicate that participants synchronised slightly better using auditory than vibrotactile stimuli and players’ performance was better when they had visual guides. A fatigue effect persisted and increased over playtime in both conditions. In the current study, usability measures indicate no significant differences. These findings suggest that vibrotactile stimuli are also suitable to train rhythm skills in a video game environment and the game-elements play an important role in players' performance.
Katya A. Alvarez-Molina, Anke V. Reinschlüssel, Tim Kratky, Martin Scharpenberg, Rainer Malaka
Behav. Inf. Technol.1
2023 Zens: Designing and evaluating a movement sonification interface to alter body and flexibility perception in Yoga
María Concepción Valdez Gastelum, Katya A. Alvarez-Molina, Luís A. Castro 0001, Monica Tentori
Int. J. Hum. Comput. Stud.2
2018 Listen and Play: Auditory-Motor Interaction in a Bard's Tale Video Game
Katya A. Alvarez-Molina, Aaron Jöllenbeck, Rainer Malaka
iLRN1