Eva Cerezo

Eva Cerezo
University of Zaragoza | UNIZAR

About

151
Publications
44,439
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1,438
Citations
Citations since 2016
41 Research Items
714 Citations
2016201720182019202020212022020406080100120
2016201720182019202020212022020406080100120
2016201720182019202020212022020406080100120
2016201720182019202020212022020406080100120

Publications

Publications (151)
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...
Article
Video games can serve as educational tools that make easier the development of creative, critical, and communicative skills. After detecting that video games may decrease physical activity and social interactions, real world is coming back to computer entertainment, with a new gaming genre: Pervasive games. These games integrate physical and social...
Chapter
In this article, we first review the work carried out in the field of intergenerational digital games experiences as well as in the identification of the design factors involved. They are valued according to their applicability to put a common point to generate Intergenerational playful experiences based on digital games for interactive spaces. Sta...
Article
This correspondence introduces a correction on the survey entitled “A Survey on Empathetic Dialogue Systems”, recently published in the Information Fusion journal. The authors of this correspondence first presented in 2010 a methodology for the scalable fusion of affective channels in a 2D continuous emotional space, including a novel “emotional ki...
Article
Contribution: Significant gender differences are observed on primary school students' perception of self-efficacy and test anxiety in mathematics. Girls perceive themselves to be significantly worse than boys in mathematics and report higher test anxiety toward mathematics exams. Gender differences in self-efficacy become more pronounced as student...
Article
Full-text available
Purpose This work presents KitVision, a software toolkit based on the End-User Development paradigm to create and to customize tangible tabletop interactive activities for clients with cognitive impairments. The KitVision toolkit has been developed with therapists in mind to engage them in the creation of therapeutic activities, which is the final...
Article
Full-text available
Intelligent agents built on the basis of the BDI (belief-desire-intention) architecture are known as BDI agents. Currently, due to the increasing importance given to the affective capacities, they have evolved giving way to the BDI emotional agents. These agents are generally characterized by affective states such as emotions, mood or personality b...
Article
Full-text available
The progress in the development of pervasive games is slowing down because of the multiple challenges that these games brings to developers, due to the great variety of interaction paradigms that this kind of games involve and the difficulties of developing applications where so many innovative technologies converge. In this article we present JUGU...
Conference Paper
The final goal of persuasive technology is to change people's attitudes, behaviors, or both, through persuasion and social influence, and by using entertainment as the key to encourage people to keep using the persuasive application. In this work, we present the prototype of a persuasive hybrid game played in an Interactive Space, The Hidden Treasu...
Article
Attention deficit hyperactivity disorder is one of the most frequent neurodevelopmental disorders among children. In spite of this, there is a lack of HCI research specifically devoted to these children. This paper describes efforts to transfer previous experience with other neurodiverse children in the field of tangible tabletops to ADHD children....
Article
Full-text available
Most research into automatic emotion recognition is focused on facial expressions or physiological signals, while the exploitation of body postures has scarcely been explored, although they can be useful for emotion detection. This paper first explores a mechanism for self-reporting body postures with a novel easy-to-use mobile application called E...
Conference Paper
There is a need to re-design the entertainment systems for the older adults, incorporating the population of this age group into the digital culture. With this aim in mind this work presents an intergenerational experience carried out in an Interactive Space where tangible and gestures interaction are used to participate in pervasive gaming experie...
Article
In this work, we propose the application of a well-known psychotherapeutic model, the Ellis’s ABC theory, to the modelling of intelligent agents. The final aim is to be able to simulate human realistic behavior in situations in which varied reactions are possible and are determined by several factors such as personality, affective state, prior expe...
Article
Full-text available
In this work, we have studied the potentialities of tangible tabletops when applied to the therapy of children with developmental problems. The research question was if tangible tabletop activities would be useful for children with developmental delay. We present the development and evaluation of several activities for our tangible tabletop NIKVisi...
Chapter
In this article, a multidisciplinary experience with designers and developers to create pervasive games prototypes for an Interactive Space is presented. The Interactive Space, in which the experience took place, and the toolkit that the developers used in order to implement the games are explained. The different sessions with designers and develop...
Chapter
Full-text available
The field of pervasive games is gaining importance in the last times. These games are characterized by exceeding the usual dimensions of time, space and social component that are present in traditional games. These games are usually played in an interactive space, in which several user interfaces following a multimodal approach work together to obt...
Conference Paper
Outdoor and indoor pervasive games are an emerging concept in the entertainment field that seamlessly integrate novel technologies while keeping the playability aspects of traditional games. The characteristics of the technologies involved in this kind of games are quite different, but combined they can allow the creation of more complete games for...
Conference Paper
In this paper, we present an embodied conversational agent (ECA) that includes a cognitive-affective architecture based on the Soar cognitive architecture, integrates an emotion model based on ALMA that uses a three-layered model of emotions, mood and personality, from the point of view of the user and the agent. These features allow to modify the...
Conference Paper
This paper presents a novel initiative carried out in the Spanish region of Aragon in the last three years to promote engineering vocations among primary school children, especially among girls. Another objective is to make visible the role of women in the engineering field and to put into value their contributions. To do so, women working in this...
Conference Paper
In this paper StarLoop, a Tangible Programing Language designed to support the learning of computer programing concepts for middle school children, is presented. StarLoop has been designed as a game to be played in an Interactive Space by up to four middle-school children. The StarLoop game uses the four tabletop devices as well as image projection...
Conference Paper
This paper presents the development of a new tangible tabletop specially designed for interactive audiovisual and musical control. It explores a new interactive space based on 3D active tangible interaction and user's gestures that allows the user to extend the control of the musical events beyond the tabletop surface. It includes a vertical see-th...
Conference Paper
The evolution of technologies has allowed that every day more and more games are available on our mobile devices. These games have evolved in many ways depending on their field of application. Thus, one of those kinds of games is pervasive games (PG). Each one of those fields has its own features and targets, which is the reason why researchers hav...
Conference Paper
This paper presents an affective enhanced semantic ECA named E-VOX. The core of E-VOX is a cognitive-affective architecture based on Soar and extended with an affective model inspired by ALMA, that takes into account emotions, mood, and personality. E-VOX works as an assistant to provide useful information from Wikipedia, supporting real-feel human...
Article
Purpose The paper aims to explain the limitations of existing cognitive architectures and affective models, and propose a new cognitive-affective architecture that can be integrated in real intelligent agents to make them more realistic and believable. Design/methodology/approach The paper evaluates the state of the art, and describes the design a...
Article
Full-text available
En este trabajo se presenta el framework ABC-EDBI para el modelado afectivo de agentes inteligentes con comorptamiento BDI (Belief, Desire, Intention). El mismo integra afecto (emociones, estado de ánimo y personalidad) y capacidades afectivas (regulación del afecto), teniendo en cuenta la influencia de todos los aspectos afectivos en el proceso co...
Article
Full-text available
Aunque durante los últimos años los Espacios Colaborativos Interactivos (ECIs) están ofreciendo nuevas posibilidades y oportunidades para modalidades de interacción física, también implican nuevos retos para desarrolladores. Por tanto, se hace necesario el desarrollo de herramientas que faciliten la creación de aplicaciones para ECIs. En este traba...
Article
Full-text available
In this article, we present an assessment process on a tangible interaction application oriented to individuals with complex communication needs, called ACoTI, and details about the main results obtained thus far. The process is based on a set of decisions that have been surveyed as key elements for assessing this type of experiences, based on a ba...
Conference Paper
In this paper, we present E-VOX, an emotionally enhanced semantic ECA designed to work as a virtual assistant to search information from Wikipedia. It includes a cognitive-affective architecture that integrates an emotion model based on ALMA and the Soar cognitive architecture. This allows the ECA to take into account features needed for social int...
Article
The development of Embodied Conversational Agents (ECAs) involves a large number of challenges such as the modeling of cognitive and affective functions in order to achieve realism and believability in this type of intelligent agents. An approach to provide ECAs with capabilities for cognitive processing such as learning, decision making, planning,...
Article
Tabletop devices offer an attractive environment for the creation of hybrid board-games that seamlessly integrate physical and digital interaction. However, the prototyping of Tangible User Interfaces involves the integration of physical and virtual aspects, challenging both designers and developers, and hindering the rapid exploration of richer ph...
Conference Paper
Although during the last years the Interactive Collaborative Environments (ICEs) are offering new possibilities and opportunities to integrate new physical interactions modalities, they also bring new challenges for designers and developers. For that reason, the development of tools that facilitate the creation of applications for ICEs is needed. I...
Conference Paper
This work presents the design and implementation of activities for the tangible tabletop NIKVision, specially focused for children with developmental disorders. The evaluation carried out with final users was very satisfactory, and allowed to modify and improve, not only the activities but also the software used.
Conference Paper
This paper presents ImmertableApp, an innovative multimodal interface based in tangible interaction in which audio edition is managed through physical controllers. The system is composed by two different main components: a tangible tabletop interface in which the sound parameters can be changed by the manipulation of physical controllers; and a gra...
Conference Paper
This paper presents a set of activities specially designed for children with developmental delay to be run on vision-based tangible tabletops. This way, the benefits that the combination of tabletop devices and Tangible Interaction offers to the treatment of cognitive problems can reach the children, which is the final aim of the work presented her...
Article
The tangible interaction approach has, in recent years, become a promising alternative to tactile interaction for very young children. Children playing with Tangible User Interfaces (TUI) are motivated by the novel and digital environment and benefit from the same values as conventional physical playing. Young children build their mental image of t...
Conference Paper
In this paper, an Alternative and Augmentative Communication (AAC) tool called AraBoard, developed for facilitating the functional communication to persons with complex communication needs, is presented. In order to guarantee the tool's quality, an assessment process with experts has been carried out. The experts used as instrument a checklist prev...
Conference Paper
Nowadays, the number of female students that enroll in technical (architectural and engineering) degrees is quite low. So, numerous initiatives have arisen to promote these degrees and encourage female students to develop activities related to technical areas. In particular, we have organized the contest called WikinformáticA! in Aragón. This conte...
Conference Paper
The increasing amount of computational capacity of mobile devices allowed the development of real time multimodal applications. This kind of systems use to employ virtual agents for improving the communication between services and users. In this work, we present an agent-based application that allows multimodal and emotional interaction with the us...
Chapter
During recent years, our group has been combining tabletop devices and Tangible Interaction in several experiments in nurseries, schools and special education schools. The development of tangible tabletop games for children involves the integration of physical, virtual and social aspects, thus introducing new challenges to their design, implementat...
Chapter
This chapter discusses a novel methodology to deal with multimodal fusion of emotional channels. Affective computing is an emerging field aimed at developing intelligent systems able to provide a computer with the ability of recognizing, interpreting and processing human emotions. The chapter explains the step from the discrete perspective of emoti...
Article
Full-text available
We present AraBoard: an Alternative and Augmentative Communication (AAC) tool developed to facilitate functional communication to people with complex communication needs. The tool is formed by two different applications: AraBoard Constructor, for the creation and edition of communication boards, and AraBoard Player, for the visualization of the boa...
Conference Paper
This work presents ToyVision TUIML, a Tangible User Interface Modeling Language that enables interaction designers to ideate and express hybrid games for tabletop devices (computer games based on the physical manipulation of playing pieces over an active horizontal surface). This language is based on a hierarchical visual representation of all the...
Conference Paper
Full-text available
People with communication needs use Assistive Technology (AT) to participate in society, be at the family, school among others. There is a variety of different Alternative and Augmentative Communication (AAC) devices due to end-users have different communication needs. AraBoard is an AAC tool developed with the aim to facilitate the functional comm...
Conference Paper
Full-text available
Art and emotions are intimately related. This work proposes the application to arts of Emotracker, a novel tool that mixes eye tracking technology and facial emotions detection to track user behaviour. This combination offers intuitive and highly visual possibilities of relating eye gaze, emotions and artistic contents. The results obtained after c...
Article
The tangible interaction approach has in recent years become a promising alternative to multitouch tabletops for very young children. Children learning with tangible user interfaces can benefit from the same pedagogical values as learning with materials in physical play. The NIKVision tabletop and games have been designed to provide leisure and fun...
Conference Paper
Full-text available
Affective Computing researches use to be focused in the automatic extraction of human emotions and in increasing the success rates in the emotion recognition task. However, there is a lack of automatic tools that intuitively visualize the users' emotional information. In this paper, the development of a novel tool that allows the visualization of c...
Conference Paper
Full-text available
In the last years, Affective Computing investigations have focused the efforts in the automatic extraction of human emotions and in increasing the success rates in the emotion recognition task. However, there is a lack of automatic tools that intuitively visualize the users' emotional information. In this work, we propose Emotracker, a novel tool b...
Conference Paper
Full-text available
Nowadays, the percentage of elderly people is increasing, especially in developed countries. Technological products can be used to propel a cohesive and inclusive inter-generational society, although they should be adapted to satisfy the needs and preferences of elderly people. In this paper, we present 3D virtual agents as a promising system to im...
Conference Paper
Full-text available
This paper presents an application formed by a series of games based on tangible interaction, using an interactive horizontal surface (tabletop), oriented to the educational context. The set of games has been designed for the special education scenario, and in particular, for the development of communicational competencies in users of Augmentative...
Conference Paper
This paper presents "ToyVision": a software toolkit developed to facilitate the implementation of tangible games in visual-based tabletop devices. Compared to other toolkits for tabletops which offer very limited and tag-centered tangible possibilities, ToyVision provides designers with tools for modeling and implementing innovative tangible playin...
Conference Paper
Studio participants will design and prototype tangible board-games for NIKVision: a tabletop computer for young children. The goal of this studio is to give designers and developers hands-on experience of developing a functional prototype of a tangible tabletop application without the intrinsic difficulties of managing electronic sensors, actuators...
Article
Full-text available
User emotion detection is a very useful input to develop affective computing strategies in modern human computer interaction. In this paper, an effective system for facial emotional classification is described. The main distinguishing feature of our work is that the system does not simply provide a classification in terms of a set of discrete emoti...
Article
Full-text available
Interactive Digital TeleVision (IDTV) is emerging as a potentially important medium for learning at home. This paper presents a novel affective-aware tutoring platform for IDTV which makes use of automatic facial emotion recognition to improve the tutor-student relationship. The system goes further than simply broadcasting an interactive educationa...
Article
In this paper, the design process of a tangible game for a tabletop device (NIKVision) is presented. NIKVision is intended to give leisure and fun while reinforcing physical manipulation and co-located gaming for 3-6 year old children. Interaction is provided by the handling of conventional toys and computer augmentation on a table surface. The pre...
Chapter
Tabletop devices offer an attractive environment to create tangible games that seamlessly integrate physical and digital game interaction. However, the prototyping of Tangible User Interfaces (TUI) challenges designers, preventing the rapid exploration of richer physical interactions with the game. In spite of the toolkits that are emerging in the...
Chapter
”ToyVision” is a software toolkit aimed to make easy the prototyping of tangible games in visual based tabletop devices. Compared to other software toolkits, ToyVision provides designers and developers with intuitive tools for modeling innovative tangible controls and with higher level user’s manipulations data. Tutorial participants will create a...
Conference Paper
This paper presents "ToyVision", a software toolkit aimed to make easy the prototyping of tangible games in visual based tabletop devices. The architecture of ToyVision incorporates a new abstraction layer, the Widget layer. This layer is the distinguishing feature of ToyVision and allows developers to model, in a higher level, tangible controls wi...
Article
The present paper presents NeuroGame, a multidisciplinary project that aims to deepen the understanding of the measurement and analysis, in form of emotional and cognitive responses, of the information associated with the hedonic evaluation of videogames. The goal of the paper is twofold. First, a general methodology for evaluating games in both as...
Conference Paper
Full-text available
The capability of perceiving and expressing emotions through different modalities is a key issue for the enhancement of human-agent interaction. In this paper, an architecture for the development of intelligent multimodal affective interfaces is presented. It is based on the integration of Sentic Computing, a new opinion mining and sentiment analys...
Article
Full-text available
The purpose of this work is the semantic visualization of complex 3D city models containing numerous dynamic entities, as well as performing interactive semantic walkthroughs and flights without predefined paths. This is achieved by using a 3D multilayer scene graph that integrates geometric and semantic information as well as by the performance of...
Article
This paper presents "ToyVision", a software toolkit aimed to make easy the prototyping of tangible games in visual based tabletop devices. Compared to other software toolkits which offer very limited and tag-centered tangible possibilities, ToyVision provides designers and developers with intuitive tools for modeling innovative tangible controls an...
Article
This paper presents the design process of a set of games involving tangible interaction using toys handled on an active surface tabletop. The games are oriented to young children, so special care has been taken to involve them in a child-centred design life cycle. The iterative nature of this design paradigm was supported by frequent test sessions,...
Article
Full-text available
This paper deals with two main research focuses on Affective Computing: facial emotion recognition and multimodal fusion of affective information coming from different channels. The facial sensing system developed implements an emotional classification mechanism that combines, in a novel and robust manner, the five most commonly used classifiers in...
Conference Paper
Full-text available
In this paper a comparison of the same computer game with two interaction styles is achieved: through tactile interaction in a digital board or using tangible interaction on a tabletop. Tests were carried out with children with special needs, who have different degrees of disability. The aim of the paper is to compare usability and accessibility of...
Conference Paper
Full-text available
This paper proposes an effective system for continuous facial affect recognition from videos. The system operates in a continuous 2D emotional space, characterized by evaluation and activation factors. It makes use, for each video frame, of a classification method able to output the exact location (2D point coordinates) of a still facial image in t...
Article
Full-text available
Interactive Digital Television is emerging as a potential medium to create opportunities for learning at home. In most existing t-learning (TV-based interactive learning) applications, the interaction with the user is limited to a simple sequential navigation within the application. And, since the educational contents are broadcast, there is no fee...
Conference Paper
Full-text available
The success of affective interfaces lies in the fusion of emotional information coming from different modalities. This paper proposes a scalable methodology for fusing multiple affect sensing modules, allowing the subsequent addition of new modules without having to retrain the existing ones. It relies on a 2-dimensional affective model and is able...
Article
Despite the ever-increasing power of graphics workstations, rendering and animating virtual actors remains a very expensive task. Current scenegraphs are clearly oriented toward the management of static scenarios instead of toward scenes with multiple dynamic elements guided by complex behaviors, as in the case of virtual actors, human or not. Appl...
Conference Paper
Full-text available
Interactive Digital TV has arisen new forms of interaction not traditionally associated with this medium. One of its applications is the so-called “t-learning” or TV-based interactive learning. To date, most existing t-learning applications confine themselves to edutainment more than to more complex and pedagogical forms of learning, due to the tec...
Conference Paper
Full-text available
The interpretation of user facial expressions is a very useful method for emotional sensing and it constitutes an indispensable part of affective Human Computer Interface designs. Facial expressions are often classified into one of several basic emotion categories. This categorical approach seems poor to treat faces with blended emotions, as well a...
Article
Full-text available
In this paper, Maxine, a powerful engine to develop applications with embodied animated agents is presented. The engine, based on the use of open source libraries, enables multimodal real-time interaction with the user: via text, voice, images and gestures. Maxine virtual agents can establish emotional communication with the user through their faci...
Article
This paper explores both how male and female high school pupils (15-16 years old) perceive the engineering profession and their willingness to pursue a career in this area. A study was performed around a one-day outreach activity, Girls' Day, organized for the first time in Spain. During Girls' Day, students were exposed to specific activities deve...