Francisco J. Perales

Francisco J. Perales
University of the Balearic Islands | UIB · Department of Mathematic and Computer Sciences

Full Professor
is a senior researcher in the area of computer graphics and vision, human computer interaction and social robotics

About

187
Publications
40,855
Reads
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1,058
Citations
Introduction
Full Professor in the area of computer graphics & vision, human computer interaction and neurorehabilitation. He obtained his BS and MS in computer science at the Universidad Autonoma de Barcelona (UAB) in 1986. In 1993 he obtained a Master of Digital Image Processing at the UAB. He received a Ph. D. degree in Computer Science at the Universitat de les Illes Balears (UIB) in 1993. In 2013 he obtained a Master of Medicine at the UIB. Director of UVJIA (https://uvjia.uib.es/)
Additional affiliations
September 1987 - present
University of the Balearic Islands
Position
  • Professor (Full)
Description
  • Computer Science Courses
September 1986 - September 1987
Autonomous University of Barcelona
Position
  • Laboratory Assistant
Description
  • Practicum Computer Science
January 1986 - December 2018
University of the Balearic Islands
Position
  • Managing Director
Education
October 2010 - June 2013
August 1987 - June 1993
Autonomous University of Barcelona
Field of study
  • Computer Vision
April 1987 - April 1993
University of the Balearic Islands
Field of study
  • Computer Graphics & Vision

Publications

Publications (187)
Article
Full-text available
The a contrario framework is a statistical formulation of a perception principle that permits one to detect meaningful structures in data. It has been applied to the detection of lines and contours in images, moving objects in video, etc., but no attempt has been made to use it for the detection of faces. The goal of this paper is to show that the...
Article
Full-text available
Laughter and smiling are significant facial expressions used in human to human communication. We present a computational model for the generation of facial expressions associated with laughter and smiling in order to facilitate the synthesis of such facial expressions in virtual characters. In addition, a new method to reproduce these types of laug...
Preprint
We address the use of selfie ocular images captured with smartphones to estimate age and gender. Partial face occlusion has become an issue due to the mandatory use of face masks. Also, the use of mobile devices has exploded, with the pandemic further accelerating the migration to digital services. However, state-of-the-art solutions in related tas...
Article
Full-text available
In this work an affective computing approach is used to study the human-robot interaction using a social robot to validate facial expressions in the wild. Our global goal is to evaluate that a social robot can be used to interact in a convincing manner with human users to recognize their potential emotions through facial expressions, contextual cue...
Article
The recognition of human activities is usually considered to be a simple procedure. Problems occur in complex scenes involving high speeds. Activity prediction using Artificial Intelligence (AI) by numerical analysis has attracted the attention of several researchers. Human activities are an important challenge in various fields. There are many gre...
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
Full-text available
Recognizing facial expressions is a challenging task both for computers and humans. Although recent deep learning-based approaches are achieving high accuracy results in this task, research in this area is mainly focused on improving results using a single dataset for training and testing. This approach lacks generality when applied to new images o...
Poster
Full-text available
El dolor de miembro fantasma ha sido descrito como una condición en la que los pacientes experimentan una sensación de prurito, espasmo o dolor en un miembro o parte del cuerpo previamente amputado. A pesar de haber muchas terapias todavía no existe una que elimine las molestias totalmente. Una de las técnicas más innovadoras para ello, involucra l...
Presentation
Full-text available
Short General Presentation about XAI+Social Robotics
Presentation
Full-text available
Basics concepts in social robotics. (En Español)
Article
Full-text available
Abstract We address the use of selfie ocular images captured with smartphones to estimate age and gender. Partial face occlusion has become an issue due to the mandatory use of face masks. Also, the use of mobile devices has exploded, with the pandemic further accelerating the migration to digital services. However, state‐of‐the‐art solutions in re...
Article
Full-text available
A prototype portable device that allows for simultaneous hand and fingers motion and precise force measurements has been. Wireless microelectromechanical systems based on inertial and force sensors are suitable for tracking bodily measurements. In particular, they can be used for hand interaction with computer applications. Our interest is to desig...
Article
Full-text available
Technology and videogames have been proven as motivating tools for working attention and complex communication skills, especially in children with autism spectrum disorder (ASD). In this work, we present two experiences that used interactive games for promoting communication and attention. The first game considers emotions in order to measure child...
Preprint
La optimización del posicionamiento en motores de búsqueda de Internet garantiza una serie de ventajas competitivas en campañas de marketing digital. Las estrategias de optimización orgánica en motores de búsqueda (SEO) se basan en mejorar unos factores de posicionamiento (SEOF). Algunos de estos factores se relacionan con la propia programación HT...
Conference Paper
We analyze the use of images from face parts to estimate soft-biometrics indicators. Partial face occlusion is common in unconstrained scenarios, and it has become mainstream during the COVID-19 pandemic due to the use of masks. Here, we apply existing pre-trained CNN architec-tures, proposed in the context of the ImageNet Large Scale Visual Recogn...
Conference Paper
Full-text available
La línea de investigación y desarrollo presentada en este artículo realiza actividades de análisis, desarrollo y evaluación de aplicaciones de Realidad Extendida, siendo este un término para englobar en este contexto aplicaciones de Realidad Virtual, Realidad Aumentada, Interfaces Multimodales, Visión por computador. Uno de los principales objetivo...
Conference Paper
Full-text available
The GeniusUp project [1] comes from the Orientation and Transition to the University Program (POTU) developed by the University Of Balearic Islands (UIB). Within this program, multiple activities are carried out to promote the scientific and technological culture to new potential university students. In this project, a special version of GeniusUp i...
Conference Paper
Full-text available
The University of the Balearic Islands (UIB) organizes different activities for future students. Among these activities, we find the "Ciència per tothom", which consists of science and technology experiments in order to promote scientific and technological vocations among students from different levels of primary and secondary education. In this wo...
Article
Full-text available
The system proposed is oriented to evaluate the pain perceived by the user under a high controlled virtual reality environment (VR). A VR system is an implementation of a virtual world that the user perceives as the real one. The sensation of immersion affects the stimulus (visual, acoustic and haptic) perceived by the user and it is able to promot...
Article
Full-text available
Este artículo pretende dar una visión actualizada de la implantación de los procesos de diseño universal aplicados al diseño web. Para ello se presentan las pautas de accesibilidad actuales y su aplicación en el desarrollo de web accesibles y una valoración de su cumplimiento en un conjunto representativo de universidades públicas. Los resultados q...
Poster
Full-text available
Main Objetives: The system proposed is oriented to evaluate the pain perceived by the user under a high controlled virtual reality environment (VR). A VR system is an implementation of a virtual world that the user perceives as the real one. The sensation of immersion affects the stimulus (visual, acoustic and haptic) perceived by the user and it i...
Conference Paper
Full-text available
The GeniusUp project comes from the Orientation and Transition to the University Program (POTU) developed by the UIB. Within this program, multiple activities are carried out to promote the scientific and technological culture of new potential university students. In this project, we propose to use ICTs to approach in a playful way the primary, sec...
Conference Paper
Full-text available
Serious games in education have been proven to help students in learning and rehearsing new concepts in an entertaining environment, which improve their learning capacities and increase their motivation. Thus, in this work we propose a ludic application based on Microsoft Kinect that allows assessing the knowledge of students in Chemistry, namely t...
Conference Paper
Virtual Reality is defined as the implementation of a virtual world that the user perceives as the real one. This can lead having the physical feeling of teleportation into another environment, forgetting the real world and even the physical body. This sensation of immersion affects the stimulus (visual, acoustic and haptic) perceived by the user a...
Conference Paper
El artículo presenta un sistema de interacción multimodal avanzado basado en un robot social que permite a los usuarios replicar y aprender de forma lúdica las expresiones faciales básicas. Este paradigma de interacción pretende fomentar la atención y la motivación de los usuarios, especialmente de las personas con necesidades especiales. El sistem...
Conference Paper
Full-text available
La línea de investigación y desarrollo presentada en este artículo realiza actividades de análisis, desarrollo y evaluación de aplicaciones de Realidad Virtual, Realidad Aumentada, Interfaces Multimodales y Visión por computador. Uno de los principales objetivos es la formación de recursos humanos y el fortalecimiento de la investigación mediante e...
Poster
Full-text available
Aplicaciones de Realidad Virtual, Realidad Aumentada e Interfaces Multimodales
Article
Full-text available
The idea of virtuality is not new, as research on visualization and simulation dates back to the early use of ink and paper sketches for alternative design comparisons. As technology has advanced so the way of visualizing simulations as well, but the progress is slow due to difficulties in creating workable simulations models and effectively provid...
Poster
Full-text available
La realidad virtual (RV) es una técnica utilizada en el tratamiento del dolor crónico (DC) en adultos (Wiederhold, Gao, Sulea & wiederhold, 2014), pero todavía no para la gestión del dolor en niños. Se pretende demostrar la utilidad de la RV como terapia alternativa por sí misma, y en mayor medida presentada juntamente con tonos binaurales (SB) que...
Conference Paper
Technology and videogames have been proven as motivating tools for working attention and complex communication skills, especially in children with Autism Spectrum Disorder (ASD). In this work, we present two experiences that used interactive games for promoting communication and attention. The first game considers emotions in order to measure child...
Book
The AMDO 2018 conference, held at the University of Balearic Islands, Palma de Mallorca, on 12-13 July, 2018, was institutionally sponsored by the AERFAI (Spanish Association in Pattern Recognition and Arti�cial Intelligence) and the Mathematics and Computer Science Department of the UIB. The event was also supported by important commercial and res...
Conference Paper
Virtual Reality is defined as the implementation of a virtual world that the user perceives as the real one. This can lead having the physical feeling of teleportation into another environment, forgetting the real world and even the physical body. This sensation of immersion affects the stimulus (visual, acoustic and haptic) perceived by the user a...
Article
The system proposed is oriented to evaluate the pain perceived by the user under a high controlled virtual reality environment (VR). A VR system is an implementation of a virtual world that the user perceives as the real one. The sensation of immersion affects the stimulus (visual, acoustic and haptic) perceived by the user and it is able to promot...
Article
This guest editorial introduces the twenty two papers accepted for this Special Issue on Articulated Motion and Deformable Objects (AMDO). They are grouped into four main categories within the field of AMDO: human motion analysis (action/gesture), human pose estimation, deformable shape segmentation, and face analysis. For each of the four topics,...
Article
Full-text available
In this paper we present a conceptual solution of modular panel for measuring health parameters of the elderly. The conceptual solution was followed by a study that analyzed the design and evaluated interface of the system. Modular panel contains sensors, processing unit and interface that enables data acquisition and communication between the user...
Chapter
Full-text available
Electroencephalography (EEG) is an electrophysiological monitoring method to record the electrical activity of the brain in a not invasive manner, with low cost hardware, using wireless communication and with high temporal resolution. Serious Games (SG) have demonstrated their effectiveness as a therapeutic resource to deal with motor, sensory and...
Article
Full-text available
Neurotechnologies are those technologies aimed to study the nervous system, or to improve its function. In rehabilitation and assistance this term encompasses a very varied set of them. This paper reviews recent advances made in Spain in the investigation, development, and application of the technologies that play complementary and supportive roles...
Article
Full-text available
El Trastorno de Espectro Autista (TEA. 299.00; F84.0) es el segundo trastorno neurológico más prevalente entre los niños. La prevalencia estimada actual es de 1/68 según el CDC's Autism and Developmental Disabilities Monitoring (ADDM) Network. Uno de los aspectos más complicados de determinar en autismo, son las expresiones faciales y sus equivalen...
Preprint
Full-text available
The concept of this study is to collect data using games as the most applicable means of working with children with disabilities. Primary participants are children with cerebral palsy, autism and ADHD. The control group is formed to collect reference data that will later be used for conducting data analysis and video game used in the study is 3d La...
Research
Full-text available
ACTUAL RELEVANT PAPERS & RESEARCH AREAS
Article
Falls are a serious problem among older adults. Many research studies have reported that risk falls can be minimized with exercising and physical activity. This paper proposes a set of prototype games that include tasks for balance and postural control for elderly people. It can be integrated in rehabilitation programs in both clinics and home sett...
Conference Paper
Full-text available
In the recent years, consumption and usage of multimedia content has shifted to handheld devices, especially with the introduction of second screen applications. In this paper we address the situation of delivering multimedia information to users using modern and novel techniques to attract their attention in environments like fairs, parties or sho...
Book
Full-text available
This book constitutes the refereed proceedings of the 4th Iberoamerican Conference on Applications and Usability of Interactive TV, jAUTI 2015, and the 6th Congress on Interactive Digital TV, CTVDI 2015, held in Palma de Mallorca, Spain, in October 2015. The 10 revised full papers and two short papers presented together with an invited talk were c...
Chapter
Full-text available
The question “What is the meaning of a smile?” could be easily answered with the sentence “it means happiness”. But we can see in our daily lives that it is not always true. We also recognize that there is the context the one that makes us differentiate a happy smile from an embarrassed smile. The context is the framework that gives emotions a reas...
Conference Paper
Full-text available
Resumen Desde el año 2012 diversas universidades iberoamericanas conforman la Red de Aplicaciones y Usabilidad de la Televisión Digital Interactiva (RedAUTI) de la CYTED coordinada por la UNLP. La línea de investigación y desarrollo presentada consiste en estudiar, desarrollar y evaluar aplicaciones de Televisión Digital Interactiva (TVDi). Uno de...
Technical Report
Full-text available
This paper proposes an original and mathematically robust solution for lane detection and tracking purposes based on the rear view camera. Problems like radial distortion and a short field of view are overcome by means of a three stage solution: an optimized Hough transformation, a fast parametrical perspective effect removal and an empirical model...
Conference Paper
Full-text available
El objetivo de este trabajo identificar los gestos más intuitivos para la interacción con un dispositivo de consumo, más concretamente para el control básico de un smart-tv o cualquier dispositivo similar para el acceso a contenidos digitales. Para ello, se han recopilado y analizado unos 360 gestos a partir de 15 participantes. De los cuales se ha...
Conference Paper
Full-text available
The goal of this paper is to identify the most intuitive gestures for in-teracting with a Smart-TV or any similar device. Thus we will be able to access in an interactive way to the digital content. In this paper, we have gathered and analyzed 360 gestures from 15 participants. The 12 most natural gestures have been chosen to interact with this dev...
Conference Paper
Full-text available
This paper presents a method of animating the facial expressions of virtual characters based on data capture processes. A presentation is given of a facial rigging system capable of simulating facial muscle activity in a realistic way. A distance-based methodology is outlined in which curves are calculated that define animation by the rig contr...
Conference Paper
Full-text available
Abstract. This paper presents a method for the representation of mood in FACS-based facial expressions. To achieve this, a mapping of FACS Action Units (AUs) into the Pleasure-Arousal-Dominance (PAD) space is done. The PAD space is used as our mood model. From this mapping a set of rules are obtained, which compute the activation areas and in- tens...
Conference Paper
Full-text available
La l ínea de investigación y desarrol lo presentada consiste en estudiar, desarrol lar y evaluar apl icaciones de real idad virtual , real idad aumentada, interfaces avanzadas y Televisión Digi tal Interactiva (TVDi). Uno de los principales objetivos es la formación de recursos humanos y fortalecimiento de la investigación mediante el trabajo in...
Article
Full-text available
Biometric authentication systems are usually based on features extraction. Features are a collection of measurable details, obtained from the biometric trait that defines the identity of a certain person. This collection of data is known as template, and it's stored in the database. The acquired biometrics quality must be controlled in order to mod...
Data
Full-text available
Research studies show that serious games help to motivate users in rehabilitation processes, and rehabilitation results are better when users are motivated. In long term rehabilitation for maintaining capacities, the demotivation of chronic patients is common. In this work, we have implemented balance rehabilitation video game for cerebral palsy pa...
Article
Full-text available
Resumen En este documento se describe de forma resumida el trabajo que se ha realizado hasta ahora y que se presentó como DEA [4,5,6]. En este trabajo se presenta una interfaz basada en visión (VBI) que analiza los gestos de la cara y los movimientos de la cabeza del usuario para utilizarlo como dispositivo de interacción con el ordenador. Es una i...
Article
Full-text available
Physical and mental disabled people are an important group of our society that haven't yet received the same opportunities as the others in their addition in the Information Society. Therefore their inclusion within the new technologies should be a must-do task. This paper describes the use of a vision-based user interface that replaces the mouse f...
Article
Full-text available
Zusammenfassung In den letzten Jahren gewann die Kontextrepräsentation große Be- deutung in Bereichen wie Ambient Assisted Living (AAL), Geschichten erzählen oder Afective Computing. Einer der Gründe dafür ist nicht nur die Einschätzung der Reaktionen des Benutzers oder des Schauspielers auf be- stimmte Ereignisse, sondern auch das Verständnis für...
Article
Full-text available
Resumen En múltiples aplicaciones el estudio del movimiento humano mediante ordenador es de gran utilidad [1]. Una de ellas es la definición de modelos antropométricos virtuales sofisticados del cuerpo humano mediante secuencias de imágenes y modelos biomecánicos. Para que esta definición sea adecuada y precisa, la persona analizada y el humano vir...