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  • Carina Soledad González González
Carina Soledad González González

Carina Soledad González González
Universidad de La Laguna | ULL · Department of Systems Engineering, Automatic Control, Architecture and Computer Technology

Ph.D.

About

484
Publications
312,442
Reads
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3,348
Citations
Introduction
IEEE Senior Member. Ph.D. (Cum Laude) in Computer Science. Ph.D. (Cum Laude) in Social Sciences & Education. Full Prof. of the Department of Computer Engineering (ULL). Her focus research is the application of AI and HCI techniques, adaptive interfaces and videogames in Education, e-learning best practices, and LMS systems. Her current research focuses on interaction design, human factors & UX in educational software & videogames, cognitive factors & ambient assisted living elements.
Additional affiliations
September 2019 - December 2019
Open University of Catalonia
Position
  • Research Associate
January 2012 - March 2015
Universidad Internacional de La Rioja
Position
  • Profesora asociada
October 1997 - present
Universidad de La Laguna
Position
  • Professor (Full)

Publications

Publications (484)
Conference Paper
Full-text available
This paper presents a review of the literature on gamification design frameworks. Gamification, understood as the use of game design elements in other contexts for the purpose of engagement, has become a hot topic in the recent years. However, there's also a cautionary tale to be extracted from Gartner's reports on the topic: many gamification-base...
Article
Full-text available
World Health Organization (WHO) has declared obesity as an epidemic of the XXI century after reaching global proportions. In Spain, this disease is suffered by 62% of the population leading to the emergence of new health problems. Increasing numbers of childhood obesity in the world is a direct result of changes in the lifestyles of the population....
Chapter
Full-text available
The printed textbooks and the traditional instruction are in crisis. Some countries already have announced the establishment of educational politics destined to substitute the textbooks by digital educational materials. For example, the South Korea Department of Education has planned that the tables and other electronic devices will replace the tex...
Article
Full-text available
In this paper, a methodological educational proposal based on constructivism and collaborative learning theories is described. The suggested approach has been successfully applied to a subject entitled “Computer Architecture and Engineering” in a Computer Science degree in the University of La Laguna in Spain. This methodology is supported by two...
Article
Full-text available
In this paper we analyze the main areas of research into educational videogames and in the evolution of the technologies and design methodologies that are making these interactive systems increasingly natural, immersive and social. We present the design and development of a prototype for a collaborative educational videogame based on a Massively Mu...
Conference Paper
Full-text available
There are different types of Deepfakes, these can be computer-generated images, videos or audios that try to pass themselves off as real. They are made by using artificial intelligence (AI) to learn the human appearance and voice. Deepfakes can be used to create false content or to impersonate a person. In this article, we check the operation of th...
Poster
Older people represent a growing proportion of the world population, and in our occidental societies, these people often suffer from social and emotional isolation, and from ageism. The developed project is a disruptive vision of the intergenerational relations in the actual society, by using digital entertainment as a tool for motivating and for r...
Chapter
Educating children in healthy lifestyle habits is one of the most effective ways to prevent future diseases such as obesity and improve their health. This chapter presents an educational intervention project to promote healthy lifestyle habits using active video games and gamified activities as a motivational tool towards healthier habits. In parti...
Article
Full-text available
Foster diversity and inclusion are part of the strategic actions of public and private organizations. Some of these actions are focused on increasing the representation of historically underrepresented groups and investing in creating a culture where all employees can reach their potential. Moreover, there are sectors in which the lack of inclusive...
Presentation
Full-text available
Conferencia dada en el III Simposio de Educación Matemática (http://www.sem-basicas.unlu.edu.ar/). Universidad Nacional de Luján. Argentina
Article
Full-text available
This paper analyzes different player type models and game elements in the literature, particularly focusing on the case of online games. Research based on an exploratory study is presented; it aims to explore the different types of interaction with gameful digital applications. The study is based on a survey and provides findings from the literatur...
Chapter
Full-text available
La aceleración digital experimentada después del confinamiento por el COVID-19 y el auge de los medios sociales son consecuencia de la necesidad de socialización del ser humano, por todo ello, se están creando nuevos hábitos con el uso de tecnologías y nuevas formas de interactuar y construir colectivamente. Aunque el desarrollo de los procesos de...
Chapter
Full-text available
Desde la publicación de la Carta Europea sobre los Derechos de los Niños Hospitalizados, por el Parlamento Europeo en 1986 (si bien es cierto, que fue en 1984 que tiene origen dicho documento), el concepto de Pedagogía Hospitalaria (PH) ha estado muy de la mano de dichos derechos, en especial aquellos referidos a la Educación. Derechos que han teni...
Article
Full-text available
Pressure injuries are wounds caused by reduced blood circulation for regular and repetitive pe-riods when pressing the human body against a hard surface. It is a pathology that needs daily preventive care and health promotion to avoid incidences. Thus, this article aims to validate a platform based on the gamified collaborative practices model to p...
Article
Full-text available
Background: Digital health literacy (DHL) increases the self-efficacy and empowerment of pregnant and lactating women (PLW) in using the Internet for health issues. The European project IC-Health aimed to improve DHL among PLW, through the co-creation of Massive Open Online Courses (MOOCs). Methods: The co-creation of the MOOCs included focus gr...
Article
Full-text available
People with Down syndrome present cognitive difficulties that affect their reading skills. In this study, we present results about using gestural interaction with the Kinect sensor to improve the reading skills of students with Down syndrome. We found improvements in the visual association, visual comprehension, sequential memory, and visual integr...
Patent
Full-text available
IPTVCARE es una plataforma en la nube consecuencia del proyecto europeo WeTakeCare: Collaborative interaction in caring & training to improve the autonomy in Activities of Daily Living (2013-2016) http://wetakecare.ibv.org/ Este proyecto ha sido financiado con por el Ambient Assisted Living (AAL). Joint Programme: Call 5, ICT-based Solutions for S...
Chapter
Full-text available
Educar a los niños y niñas en hábitos de vida saludable es una de las formas más efectivas de prevenir enfermedades futuras como la obesidad y mejorar su salud. En este capítulo se presenta un proyecto de intervención educativa de promoción de hábitos de vida saludables que utiliza videojuegos activos y actividades gamificadas como una herramienta...
Conference Paper
Full-text available
Currently, there is a lack of tools to help design inclusive and value-ethical technologies and user experiences. Therefore, a design toolkit, based on design thinking principles, is presented in this paper. The main objective of this toolkit is to help technology designers to think of inclusive solutions that take into account gender, ethical valu...
Conference Paper
Though research on quantum computing continues at a good pace, learning quantum computing requires a deep and clear level of knowledge of a range of domains that diverge from classical computer science. There are not quantum computing interfaces that facilitate learning this new paradigm, only those to illustrate some quantum computations with some...
Conference Paper
Due to the COVID 19 pandemic, the use of video conferencing and video calls increased in education and work, but also in the family environment due to the dangers of face-to-face meetings. Many elderly people suffer from hearing problems, which makes it difficult to take full advantage of video calls, which is why an automatic subtitling tool for c...
Conference Paper
Higher education institutions should promote sustainable development, including teaching activities. University students should receive training on equality, to build inclusive and diverse spaces both inside and outside the institution. In particular, there is a compelling need for gender mainstreaming in engineering studies as a further measure to...
Conference Paper
In the following paper, we present a pilot study based on an online co-creation experience with older adults which aims to study the technological acceptance in this population. Our goals were to assess older adults' technological acceptance of voice assistants and to explore the possibilities of using voice assistants in the daily lives of older a...
Article
Full-text available
Research on affective communication for socially assistive robots has been conducted to enable physical robots to perceive, express, and respond emotionally. However, the use of affective computing in social robots has been limited, especially when social robots are designed for children, and especially those with autism spectrum disorder (ASD). So...
Article
Full-text available
This article performs a Systematic Review of studies to answer the question: What are the re-searches related to the learning process with (Serious) Business Games using data collection techniques with Electroencephalogram or Eye tracking signals? The PRISMA declaration method was used to guide the search and inclusion of works related to the elabo...
Article
Este estudio revisa la literatura científica sobre el uso de tecnologías tangibles en la educación infantil, a fin de: a) identificar qué tecnologías tangibles se han utilizado; b) reconocer los objetivos educativos de la utilización de estas tecnologías y c) presentar una síntesis de la evidencia empírica disponible sobre su efectividad educativa....
Article
Full-text available
Hospital environments are facing new challenges this century. One of the most important is the quality of services to patients. Social robots are gaining prominence due to the advantages they offer; in particular, several of their main uses have proven beneficial during the pandemic. This study aims to shed light on the current status of the design...
Conference Paper
Children with Complex Health Conditions (CHC) need specialized pediatric attention and spend periods of hospitalization in specialized centers of high technical complexity. For this reason, in this work, we aim to identify through game-based co-creation methods factors of well-being during hospitalization and home convalescence in children and adol...
Article
Full-text available
Hospital environments are facing new challenges this century. One of the most important is the quality of services to patients. Social robots are gaining prominence due to the advantages they offer; in particular, several of their main uses have proven beneficial during the pandemic. This study aims to shed light on the current status of the design...
Preprint
Full-text available
Hospital environments are facing new challenges this century. One of the most important 11 is the quality of services to patients. Social robots are gaining prominence due to the advantages 12 they offer; in particular, several of their main uses have proven beneficial during the pandemic. This 13 study aims to shed light on the current status of t...
Preprint
Full-text available
BACKGROUND Self-management education is a fundamental aspect in the health care of people with Diabetes Mellitus (DM) to develop the necessary skills for the improvement of health outcomes. Patients are required to have the competencies to manage electronic information resources, that is, an appropriate level of digital health literacy (DHL). The E...
Article
Full-text available
Background: Self-management education is a fundamental aspect in the health care of people with diabetes to develop the necessary skills for the improvement of health outcomes. Patients are required to have the competencies to manage electronic information resources-that is, an appropriate level of digital health literacy. The European project IC-...
Conference Paper
Equality and inclusion are part of the strategic plans of the universities. In particular, the Spanish government has established that the universities should have equality units to apply the principle of equality between women and men. These units are in charge of the definition of the Equality Plans. These Plans vary from one university to anothe...
Conference Paper
Full-text available
This paper presents findings on participants of a massive open online course named "Educational Robotics for all" developed under Open edX platform. The document describes the organization and structure of the MOOC and some of its preliminary results. As an example, Module 2 about Gender and STEAM is presented and discussed.
Presentation
Full-text available
Chapter
The goal of the following research is to know the User experience during the interaction into a scope of Conversational Artificial Intelligence, having “Max” the virtual assistant from Universidad Técnica Particular de Loja (UTPL) as the evaluation interface. The assessment is done through virtual form with the presence of 45 members from the unive...
Chapter
Emotions are psychophysiological expressions that are shown before a stimulus or situation, and their research in user experience environments has been growing exponentially. EMODIANA is an instrument for subjective measurement of emotions and their intensity, validated in experimental environments for academic and physical and motor rehabilitation...
Presentation
Full-text available
Conferencia invitada sobre "Neuroaprendizaje, Aprendizaje Inmersivo y Videojuegos" en el marco del Workshop INCOIN (Inteligencia Colectiva-Convergencia Interdisciplinaria), organizado por el grupo COIN y el Departamento de Ciencias Básicas de la Universidad Nacional de Luján (Argentina).
Article
Full-text available
Obesity is one of the biggest health problems globally that, together with sedentarism, requires solutions that increase the enthusiasm towards physical activity. Therefore, this paper describes two solutions based on active games using the Kinect sensor and biometric sensors, designed for the outpatient treatment of childhood obesity. The solution...
Article
Full-text available
La formación del profesional UX constituye un desafío al ser altamente interdisciplinar. En este artículo se analizan las principales iniciativas formales, informales y profesionales del profesional UX en Iberoamérica. Además, se presenta una serie de tópicos, contenidos y competencias que deben ser considerados en el diseño de la formación UX así...
Conference Paper
Full-text available
La baja representación de las mujeres en las carreras STEM (Science, Technology, Engineering and Mathematics) es un problema global que está siendo estudiado y afrontado a través de diversas iniciativas. En este trabajo se presenta un análisis de sobre los factores que influyen en la brecha de género en los estudios STEM, tanto en la elección de la...
Article
Full-text available
Los derechos fundamentales de los menores hospitalizados incluyen la necesidad de ofrecer la atención educativa comprendiendo los aspectos emocionales durante la situación de enfermedad y convalecencia. La garantía de estos derechos, desde una mirada en pedagogía hospitalaria, acompañado de profesionales formados, facilita las buenas prácticas. Act...
Chapter
Full-text available
Business simulation games have been adopted as a learning strategy by companies and universities. However, real-time monitoring and analysis of the use of these resources has not been sufficiently studied. This work presents initial results of a research whose final objective is to present the definition of an optimized model of simulators for orga...
Article
Full-text available
With the constant growth of information, data sparsity problems, and cold start have become a complex problem in obtaining accurate recommendations. Currently, authors consider the user's historical behavior and find contextual information about the user, such as social relationships, time information, and location. In this work, a systematic revie...
Book
Full-text available
Teorías sobre aprendizaje; Recursos educativos en abierto; Razonamiento aproximado; Aprendizaje automático; Gamificación ; Los MOOC
Conference Paper
Full-text available
IPTVCare es un sistema multimodal, interactivo accesible, usable, adaptativo, gamificado y colaborativo que facilita la capacitación online y la mejora de la autonomía en las actividades de la vida diaria, ADL (Activities of Daily Living) para personas mayores independientes y sus cuidadores. IPTVCare está construido principalmente por soluciones d...
Conference Paper
Full-text available
TELEDU es un ecosistema compuesto por una serie de componentes software y hardware que permite usar los recursos de Internet a través de la TV Digital Interactiva (iDTV) sin necesidad de estar continuamente conectado a Internet, es decir, este ecosistema está indicado para usuarios que no tienen Internet de banda ancha en casa, aunque es necesario...
Article
Full-text available
Background: The COVID-19 pandemic has been devastating in all senses, particularly psychologically. Physical activity (PA) is known to aid psychological well-being, therefore, it should be identified and analyzed whether PA has been a coping strategy during this pandemic. The objective of this literature review is to analyze the extent to which eng...
Article
Full-text available
Gamification faces an epistemological problem of game transversality presenting limits from the playfulness. However, describing these limits is difficult if there is no interpretive model that explain the transition between the game and the gamification. This work proposes a systemic game-gamification model to understand the phenomenon of the gami...
Article
Full-text available
This editorial identifies as a key to entry to engineering education at secondary schools' vocational STEM activities. I want to add to this discussion for the challenges of education in engineering and industry: the lack of women in STEM careers, which is mainly a vocational related issue, which starts at early ages. Currently, there is a huge pro...
Conference Paper
Full-text available
This article presents an exploratory study on the response of families to the educational emergency resulting from the interruption of face-to-face classes by COVID-19. The main results of the study show that the families in the Canary Islands had enough digital competence and that they have adapted satisfactorily to this new educational modality w...
Conference Paper
Full-text available
This article presents findings on participants of a massive open online course named "Artificial Intelligence in Education" in two different editions. The paper provides students' demographics and results of the following modules, comparing the editions' academic performance. The design of the MOOC is presented, and the characteristics of the platf...
Conference Paper
Emotions are psychophysiological expressions that are shown before a stimulus or situation, and their research in user experience environments has been growing exponentially. EMODIANA is an instrument for subjective measurement of emotions and their intensity, validated in experimental environments for academic and physical and motor rehabilitation...
Conference Paper
Full-text available
The goal of the following research is to know the User experience during the interaction into a scope of Conversational Artificial Intelligence, having "Max" the virtual assistant from Universidad Técnica Particular de Loja (UTPL) as the evaluation interface. The assessment is done through virtual form with the presence of 45 members from the unive...
Article
Full-text available
Nowadays, sexual robots are a new paradigm of social robots. In this paper, we developed a systematic literature review about sexual robots (sexbots). We have used Scopus and WoS databases to answer different research questions regarding design, interaction, and gender and ethical approaches from 1980 until 2020. We found a male bias in this discip...
Presentation
Full-text available
Presentación sobre HCI y COVID-19 realizada en la Asamblea de socios de AIPO.