Maite Frutos Pascual

Orcid: 0000-0001-5861-1259

According to our database1, Maite Frutos Pascual authored at least 32 papers between 2011 and 2023.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

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Bibliography

2023
A Review of Interaction Techniques for Immersive Environments.
IEEE Trans. Vis. Comput. Graph., 2023

2022
Inclusive Multimodal Voice Interaction for Code Navigation.
Proceedings of the International Conference on Multimodal Interaction, 2022

Voice Snapping: Inclusive Speech Interaction Techniques for Creative Object Manipulation.
Proceedings of the DIS '22: Designing Interactive Systems Conference, Virtual Event, Australia, June 13, 2022

2021
Virtual Object Categorisation Methods: Towards a Richer Understanding of Object Grasping for Virtual Reality.
Proceedings of the VRST '21: 27th ACM Symposium on Virtual Reality Software and Technology, Virtual Event / Osaka, Japan, December 8, 2021

Freehand Grasping: An Analysis of Grasping for Docking Tasks in Virtual Reality.
Proceedings of the IEEE Virtual Reality and 3D User Interfaces, 2021

Socially Distanced: Have user evaluation methods for Immersive Technologies changed during the COVID-19 pandemic?
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality Adjunct, 2021

A Grasp on Reality: Understanding Grasping Patterns for Object Interaction in Real and Virtual Environments.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality Adjunct, 2021

Character Input in Augmented Reality: An Evaluation of Keyboard Position and Interaction Visualisation for Head-Mounted Displays.
Proceedings of the Human-Computer Interaction - INTERACT 2021 - 18th IFIP TC 13 International Conference, Bari, Italy, August 30, 2021

Inclusive Voice Interaction Techniques for Creative Object Positioning.
Proceedings of the ICMI '21: International Conference on Multimodal Interaction, 2021

2020
Evaluation of Drop Shadows for Virtual Object Grasping in Augmented Reality.
IEEE Computer Graphics and Applications, 2020

Action Modelling for Interaction and Analysis in Smart Sports and Physical Education.
Proceedings of the Companion Publication of the 2020 International Conference on Multimodal Interaction, 2020

Multimodal Gaze Interaction for Creative Design.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Too Hot to Handle: An Evaluation of the Effect of Thermal Visual Representation on User Grasping Interaction in Virtual Reality.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Voiceye: A Multimodal Inclusive Development Environment.
Proceedings of the DIS '20: Designing Interactive Systems Conference 2020, 2020

2019
Virtual Object Grasping in Augmented Reality: Drop Shadows for Improved Interaction.
Proceedings of the 11th International Conference on Virtual Worlds and Games for Serious Applications, 2019

Head Mounted Display Interaction Evaluation: Manipulating Virtual Objects in Augmented Reality.
Proceedings of the Human-Computer Interaction - INTERACT 2019, 2019

Evaluation of Ultrasound Haptics as a Supplementary Feedback Cue for Grasping in Virtual Environments.
Proceedings of the International Conference on Multimodal Interaction, 2019

2017
Review of the Use of AI Techniques in Serious Games: Decision Making and Machine Learning.
IEEE Trans. Comput. Intell. AI Games, 2017

Composite Realism: Effects of Object Knowledge and Mismatched Feature Type on Observer Gaze and Subjective Quality.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2017

Usability Analysis of an Off-the-Shelf Hand Posture Estimation Sensor for Freehand Physical Interaction in Egocentric Mixed Reality.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2017

Freehand grasping in mixed reality: analysing variation during transition phase of interaction.
Proceedings of the 19th ACM International Conference on Multimodal Interaction, 2017

2016
Improving freehand placement for grasping virtual objects via dual view visual feedback in mixed reality.
Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology, 2016

Analysis of Medium Wrap Freehand Virtual Object Grasping in Exocentric Mixed Reality.
Proceedings of the 2016 IEEE International Symposium on Mixed and Augmented Reality, 2016

Measuring Observer Response to Object-Scene Disparity in Composites.
Proceedings of the 2016 IEEE International Symposium on Mixed and Augmented Reality, 2016

2015
Assessing Visual Attention Using Eye Tracking Sensors in Intelligent Cognitive Therapies Based on Serious Games.
Sensors, 2015

Where do they look at? Analysis of gaze interaction in children while playing a puzzle game.
Proceedings of the Computer Games: AI, 2015

2014
Adaptive cognitive rehabilitation interventions based on serious games for children with ADHD using biofeedback techniques: assessment and evaluation.
Proceedings of the 8th International Conference on Pervasive Computing Technologies for Healthcare, 2014

Guided crossword-puzzle games aimed at children with Attentional Deficit: Preliminary results.
Proceedings of the Computer Games: AI, 2014

2012
Improvement in Cognitive Therapies Aimed at the Elderly Using a Mixed-Reality Tool Based on Tangram Game.
Proceedings of the Computer Applications for Graphics, Grid Computing, and Industrial Environment, 2012

Diagnosis of the attention deficit disorder using 'D2' and 'Symbols Search' tests through a game-based tool.
Proceedings of the 17th International Conference on Computer Games, 2012

2011
Language Improvement System Based on Serious Games and Voice Recognition Algorithms for Children and Teenagers with Autism Spectrum and Lack of Language Competences.
Int. J. Intell. Games Simul., 2011

Computer game to learn and enhance speech problems for children with autism.
Proceedings of the 16th International Conference on Computer Games, 2011


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