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Yolanda Vazquez-Alvarez

dblp:79/5384 · DBLP profile ↗
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11ranked-venue papers
7as first author
1since 2021 · last 2026
0000-0002-0029-3478ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 7 · 5 first-authorArtificial intelligence and machine learning · 3 · 2 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 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
2 papers
Interaction techniques and input · 56% Haptics and multimodal interaction · 34% Immersive interaction · 10%
Artificial intelligence
1 paper
Face, body and person analysis · 100%

Topics — the 4 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction › sonic interaction design
auditory display design
0.212016
Designing Interactions with Multilevel Auditory Displays in Mobile Audio-Augmented Reality · ACM Trans. Comput. Hum. Interact. 2016
Interaction techniques and input › non-visual interaction
eyes-free interaction
0.112011
Eyes-free multitasking: the effect of cognitive load on mobile spatial audio interfaces · CHI 2011
Immersive interaction › augmented reality
audio augmented reality
0.112016
Designing Interactions with Multilevel Auditory Displays in Mobile Audio-Augmented Reality · ACM Trans. Comput. Hum. Interact. 2016
Interaction techniques and input
mobile interaction
0.012011
Eyes-free multitasking: the effect of cognitive load on mobile spatial audio interfaces · CHI 2011

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

user study · 0.2spatialization · 0.2sonification · 0.2facial appearance mapping · 0.2big-five trait prediction · 0.2selective-attention task · 0.1divided-attention task · 0.1comparative user study · 0.1
YearPublicationVenuePosition
2026 ARTICULATE: Science in your Own Language
abstract
The ARTICULATE project is an ambitious and interdisciplinary initiative funded by the CHIST-ERA call 2025. Its vision is to revolutionize science education and democratize scientific knowledge beyond academia and English-speaking audiences through the integration of AI with self-regulated learning. The aim is to translate science not just across language but across language style, to create engaging spoken digital experiences. We present an introduction to this project, an overview of the consortium and research approach, and a number of expected impacts.
Yolanda Vazquez-Alvarez, Matthew P. Aylett, Benjamin R. Cowan, Justin Edwards, Sanna Järvelä, Ioannis Konstas, Madeleine Steeds
EAMT (2)1
2016 Designing Interactions with Multilevel Auditory Displays in Mobile Audio-Augmented Reality
abstract
Auditory interfaces offer a solution to the problem of effective eyes-free mobile interactions. In this article, we investigate the use of multilevel auditory displays to enable eyes-free mobile interaction with indoor location-based information in non-guided audio-augmented environments. A top-level exocentric sonification layer advertises information in a gallery-like space. A secondary interactive layer is used to evaluate three different conditions that varied in the presentation (sequentialversussimultaneous) and spatialisation (non-spatialisedversusegocentric/exocentric spatialisation) of multiple auditory sources. Our findings show that (1) participants spent significantly more time interacting with spatialised displays; (2) using the same design for primary and interactive secondary display (simultaneous exocentric) showed a negative impact on the user experience, an increase in workload and substantially increased participant movement; and (3) the other spatial interactive secondary display designs (simultaneous egocentric, sequential egocentric, and sequential exocentric) showed an increase in time spent stationary but no negative impact on the user experience, suggesting a more exploratory experience. A follow-up qualitative and quantitative analysis of user behaviour support these conclusions. These results provide practical guidelines for designing effective eyes-free interactions for far richer auditory soundscapes.
Yolanda Vazquez-Alvarez, Matthew P. Aylett, Stephen A. Brewster, Rocio von Jungenfeld, Antti Virolainen
ACM Trans. Comput. Hum. Interact.1
2014 Face-Based Automatic Personality Perception
abstract
Automatic Personality Perception is the task of automatically predicting the personality traits people attribute to others. This work presents experiments where such a task is performed by mapping facial appearance into the Big-Five personality traits, namely Openness, Conscientiousness, Extraversion, Agreeableness and Neuroticism. The experiments are performed over the pictures of the FERET corpus, originally collected for biometrics purposes, for a total of 829 individuals. The results show that it is possible to automatically predict whether a person is perceived to be above or below median with an accuracy close to 70 percent (depending on the trait).
Noura Al Moubayed, Yolanda Vazquez-Alvarez, Alex McKay, Alessandro Vinciarelli
ACM Multimedia2
2012 Auditory display design for exploration in mobile audio-augmented reality
Yolanda Vazquez-Alvarez, Ian Oakley, Stephen A. Brewster
Pers. Ubiquitous Comput.1
2011 Eyes-free multitasking: the effect of cognitive load on mobile spatial audio interfaces
abstract
As mobile devices increase in functionality, users perform more tasks when on the move. Spatial audio interfaces offer a solution for eyes-free interaction. However, such interfaces face a number of challenges when supporting multiple and simultaneous tasks, namely: 1) interference amongst multiple audio streams, and 2) the constraints of cognitive load. We present a comparative study of spatial audio techniques evaluated in a divided- and selective-attention task. A podcast was used for high cognitive load (divided-attention) and classical music for low cognitive load (selective-attention), while interacting with an audio menu. Results showed that spatial audio techniques were preferred when cognitive load was kept low, while a baseline technique using an interruptible single audio stream was significantly less preferred. Conversely, when cognitive load was increased the preferences reversed. Thus, given an appropriate task structure, spatial techniques offer a means of designing effective audio interfaces to support eyes-free mobile multitasking.
Yolanda Vazquez-Alvarez, Stephen A. Brewster
CHI1
2011 The effect of clothing on thermal feedback perception
abstract
Thermal feedback is a new area of research in HCI. To date, studies investigating thermal feedback for interaction have focused on virtual reality, abstract uses of thermal output or on use in highly controlled lab settings. This paper is one of the first to look at how environmental factors, in our case clothing, might affect user perception of thermal feedback and therefore usability of thermal feedback. We present a study into how well users perceive hot and cold stimuli on the hand, thigh and waist. Evaluations were carried out with cotton and nylon between the thermal stimulators and the skin. Results showed that the presence of clothing requires higher intensity thermal changes for detection but that these changes are more comfortable than direct stimulation on skin.
Martin Halvey, Graham A. Wilson, Yolanda Vazquez-Alvarez, Stephen A. Brewster, Stephen A. Hughes
ICMI3
2011 "Can we work this out?": an evaluation of remote collaborative interaction in a mobile shared environment
abstract
We describe a novel dynamic method for collaborative virtual environments designed for mobile devices and evaluated in a mobile context. Participants interacted in pairs remotely and through touch while walking in three different feedback conditions: 1) visual, 2) audio-tactile, 3) spatial audio-tactile. Results showed the visual baseline system provided higher shared awareness, efficiency and a strong learning effect. However, and although very challenging, the eyes-free systems still offered the ability to build joint awareness in remote collaborative environments, particularly the spatial audio one. These results help us better understand the potential of different feedback mechanisms in the design of future mobile collaborative environments.
Dari Trendafilov, Yolanda Vazquez-Alvarez, Saija Lemmelä, Roderick Murray-Smith
Mobile HCI2
2010 Designing spatial audio interfaces for mobile devices: supporting multitasking and context information
abstract
Audio interfaces are becoming more important due to the increasing functionality of today’s mobile devices. As a result, more complex audio-driven eyes-free interactions are required when mobile. The aim of my work is to evaluate 3D audio techniques used to implement auditory displays that support multitasking and access to context information in interactive mobile environments.
Yolanda Vazquez-Alvarez
Mobile HCI1
2010 Designing spatial audio interfaces to support multiple audio streams
abstract
Auditory interfaces offer a solution to the problem of effective eyes-free mobile interactions. However, a problem with audio, as opposed to visual displays, is dealing with multiple simultaneous outputs. Any audio interface needs to consider: 1) simultaneous versus sequential presentation of multiple audio streams, 2) 3D audio techniques to place sounds in different spatial locations versus a single point of presentation, 3) dynamic movement versus fixed locations of audio sources. We present an experiment using a divided-attention task where a continuous podcast and an audio menu compete for attention. A sequential presentation baseline assessed the impact of cognitive load, and as expected, dividing attention had a significant effect on overall performance. However, spatial audio still increased the users' ability to attend to two streams, while dynamic movement of streams led to higher perceived workload. These results will provide guidelines for designers when building eyes-free auditory interfaces for mobile applications.
Yolanda Vazquez-Alvarez, Stephen A. Brewster
Mobile HCI1
2007 Modelling prominence and emphasis improves unit-selection synthesis
abstract
We describe the results of large scale perception experiments showing improvements in synthesising two distinct kinds of prominence: standard pitch-accent and strong emphatic accents. Previously prominence assignment has been mainly evaluated by computing accuracy on a prominence-labelled test set. By contrast we integrated an automatic pitch-accent classifier into the unit selection target cost and showed that listeners preferred these synthesised sentences. We also describe an improved recording script for collecting emphatic accents, and show that generating emphatic accents leads to further improvements in the fiction genre over incorporating pitch accent only. Finally, we show differences in the effects of prominence between child-directed speech and news and fiction genres. Index Terms: speech synthesis, prosody, prominence, pitch accent, unit selection
Volker Strom, Ani Nenkova, Robert A. J. Clark, Yolanda Vazquez-Alvarez, Jason M. Brenier, Simon King 0001, Daniel Jurafsky
INTERSPEECH4
2002 The reliability of the ITU-t p.85 standard for the evaluation of text-to-speech systems
Yolanda Vazquez-Alvarez, Mark A. Huckvale
INTERSPEECH1