John Edison Muñoz

John Edison Muñoz
University of Waterloo | UWaterloo · Department of Systems Design Engineering

PhD (Human Computer Interaction)

About

65
Publications
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459
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Publications

Publications (65)
Article
Full-text available
Background: Advancements in supporting personalized health care and well-being using virtual reality (VR) have created opportunities to use immersive games to support a healthy lifestyle for persons living with dementia and mild cognitive impairment (MCI). Collaboratively designing exercise video games (exergames) as a multistakeholder team is fund...
Chapter
Interactive gaming systems have the potential to create enjoyable experiences by challenging older adults and transporting them into computer-generated virtual environments. The use of serious games to promote health among older adults has grown significantly over the last decade. There has been a diversity of specialized games for health with grow...
Article
Background: Physical activity (PA) is associated with physical and cognitive benefits among people living with dementia or mild cognitive impairment (PLWD/MCI) and is a meaningful activity that can improve their confidence in everyday life. Exercising in virtual reality environments (VR Exergame) is becoming an increasingly feasible and enjoyable...
Preprint
BACKGROUND Despite the proven benefits of exercise in older adults, challenges such as access and motivation can deter older adults’ engagement. Interactive virtual reality games that are combined with exercise (VR exergames) are a plausible strategy to encourage physical activity among this population. However, there has been little research regar...
Article
Background: Despite the proven benefits of exercise in older adults, challenges such as access and motivation can deter their engagement. Interactive virtual reality (VR) games combined with exercise (exergames) are a plausible strategy to encourage physical activity among this population. However, there has been little research on the feasibility...
Conference Paper
Full-text available
Technological advancements in creating and commercializing novel unobtrusive and wearable physiological sensors generate new opportunities to develop adaptive human-robot interaction (HRI) scenarios. Detecting complex human states such as engagement and stress when interacting with social agents could bring numerous advantages to create meaningful...
Article
Objective: This research aimed to measure the benefits in older adults' motor performance and quality of life during a 12-week-long multidimensional training combining custom-made exergames and traditional exercise in a complementary manner, compared with traditional training alone. Materials and Methods: Community-dwelling older adults participate...
Article
Full-text available
Physical rehabilitation has been widely used to restore or maintain motor capabilities of patients with upper-limb mobility limitations. Despite its effectiveness, physical rehabilitation has several difficulties in engaging patients with the multiple therapeutical sessions required to obtain measurable benefits. Novel technologies incorporate gami...
Chapter
Full-text available
According to the World Health Organization (WHO), acute cerebrovascular diseases represent the third cause of death in the Western world. Access to rehabilitation therapies is very limited and often not very personalized due to its high cost. In recent decades, the use of information and communication technologies (ICT) has become popular as a solu...
Chapter
Full-text available
The design of physiologically adaptive systems entails several complex steps from acquiring human body signals to create responsive adaptive behaviors that can be used to enhance conventional communication pathways between human and technological systems. Categorizing and classifying the computing techniques used to create intelligent adaptation vi...
Article
Full-text available
The use of games as vehicles to study human-robot interaction (HRI) has been established as a suitable solution to create more realistic and naturalistic opportunities to investigate human behavior. In particular, multiplayer games that involve at least two human players and one or more robots have raised the attention of the research community. Th...
Preprint
BACKGROUND Advancements in supporting personalized healthcare and wellbeing using virtual reality (VR) has created opportunities to use immersive games to support a healthy lifestyle for persons living with dementia (PLWD) and mild cognitive impairment (MCI). Collaboratively designing exercise-video games (exergames) as a multi-stakeholder team is...
Conference Paper
Games have been used extensively to study human behavior. Researchers in the field of human-robot interaction (HRI) are becoming more aware of the importance of designing compelling and playful games to study interrelationships among players. Despite the growing interest, the use of game design techniques in the creation of playful experiences for...
Article
Full-text available
While exergames have been used with older adults in an attempt to promote higher physical activity (PA) levels, and its subsequent health benefits, there is a lack of research that objectively quantifies the PA levels that custom-made exergames can produce throughout an extended training program. In this paper, we describe a 3-month intervention st...
Conference Paper
Full-text available
The rise of available physiological sensors in recent years can be attributed to the widespread popularity of commercial sensing technologies equipped with health monitoring technology. To make more engaging human-robot interaction (HRI), social robots should have some ability to infer their social partner's affective state. Measurements of the aut...
Chapter
The rise of available physiological sensors in recent years can be attributed to the widespread popularity of commercial sensing technologies equipped with health monitoring technology. To make more engaging human-robot interaction (HRI), social robots should have some ability to infer their social partner’s affective state. Measurements of the aut...
Chapter
Full-text available
Exercise video games (exergames) are increasingly being employed as a complementary intervention to promote physical activity engagement in response to the need for creating sustainable strategies for supporting health. While exergames have shown that they can have comparable effects to conventional human-guided training programs in certain situati...
Conference Paper
Full-text available
Exercise video games (exergames) are increasingly being employed as a complementary intervention to promote physical activity engagement in response to the need for creating sustainable strategies for supporting health. While exergames have shown that they can have comparable effects to conventional human-guided training programs in certain situatio...
Article
Full-text available
Crucial elements for police firearms training include mastering very specific psychophysiological responses associated with controlled breathing while shooting. Under high-stress situations, the shooter is affected by responses of the sympathetic nervous system that can impact respiration. This research focuses on how frontal oscillatory brainwaves...
Conference Paper
Full-text available
Motor rehabilitation is known to have several difficulties regarding patient's engagement and therapy adherence. Since advances in physiological computing technologies have had an exponential grown in the last decade, its use in novel therapies for motor rehabilitation is being popularized. Serious games, for instance, have been applied as a comple...
Article
Virtual rehabilitation has been used during decades to provide a more personalized, controlled, and enjoyable experience on upper-limb motor rehabilitation. Since novel virtual reality (VR) technologies are now accessible and highly immersive, the challenge for a wide dissemination of virtual rehabilitation in clinical scenarios has shifted from th...
Article
Virtual rehabilitation has been used during decades to provide a more personalized, controlled, and enjoyable experience on upper-limb motor rehabilitation. Since novel virtual reality (VR) technologies are now accessible and highly immersive, the challenge for a wide dissemination of virtual rehabilitation in clinical scenarios has shifted from th...
Conference Paper
Full-text available
Virtual training has been proposed as a controlled, interactive and efficient way to learn new concepts and acquire new skills. Medical training has shown a fast adoption of virtual reality (VR) technologies in several applications. Although progress has been made to reduce the cost of novel and highly immersive hardware tools, the availability of...
Chapter
Full-text available
Training military readiness can significantly reduce potentially avoidable mistakes in real life situations. Virtual Reality (VR) has been widely used to provide a controlled and immersive medium for training both trainees’ physical and cognitive skills. Despite the tremendous advances in VR-based training for military personnel, the attention has...
Chapter
The opportunity to develop new natural user interfaces has come forward due to the recent development of inexpensive full body tracking sensors, which has made this technology accessible to millions of users. In this paper, we present a comparative study between two natural user interfaces, and a cardiorespiratory training exergame developed based...
Article
Background: The design of meaningful and enjoyable Exergames for fitness training in older adults possesses critical challenges in matching user's needs and motivators with game elements. These challenges are often due to the lack of knowledge of seniors' game preferences and technology literacy as well as a poor involvement of the target populatio...
Chapter
Physical activity plays a key role in the prevention and delay of health problems associated with sedentarism in the senior population. Configurable exergames that can be adapted to fit different needs have been proposed to address this issue because they are fun and enjoyable while promoting physical exercise. This paper describes the design proce...
Thesis
Full-text available
Physical inactivity in older adults is commonly associated with the development of chronic diseases, poor maintenance of functional status, possible cognitive declines and the loss of physical independence. With the aim of reducing the social and economic burdens generated by the high percentages of older adults in the population, active aging prog...
Conference Paper
Full-text available
Exergames help senior players to get physically active by promoting fun and enjoyment while exercising. However, most exergames are not designed to produce recommended levels of exercise that elicit adequate physical responses for optimal training in the aged population. In this project, we developed physiological computing technologies to overcome...
Conference Paper
Full-text available
Analyzing time series data using linear spatial/angular kinematics traditionally makes quantification of human movement using low-cost cameras such as the Kinect sensor. Through this conventional approach, interactions between body joints are difficult to analyze and coordination parameters remain hidden. Dynamic Systems Theory (DST) provides a non...
Conference Paper
Full-text available
Exergames have been used to increase physical activity levels to produce health benefits in older adults. However, only a small number of studies have quantified the physical activity levels produced by custom-made Exergames and their capacity to elicit recommended levels of exercise. This study investigates the effectiveness of custom-made Exergam...
Article
Full-text available
The exponential increase of wearable health-tracking technologies offers new possibilities but also poses new challenges in signal processing to enable fitness monitoring through multimodal physiological recordings. Although there are several software tools used for post-processing in physiological computing applications, limitations in the analysi...
Conference Paper
Full-text available
Exergames are videogames that use physical movement to mediate player's interactions with digital contents. Multiple adaptation mechanisms have been used to enhance the effectiveness of employing Exergames to promote physical exercise. One of the most interesting strategies utilizes physiological signals to infer the status of player's cardiorespir...
Conference Paper
Full-text available
Novel wearable systems allow the measure of very complex physiological phenomena extending their capabilities and maintaining their non-invasiveness. A good example of this is the use of superficial electrodes for recording electromyography signals (also called superficial electromyography- sEMG) which can reveal information regarding muscle force...
Conference Paper
Full-text available
Biocybernetic loops (BLs) are physiological adaptation mechanisms created to augment human-computer interaction by interpreting human behaviour via physiological responses. Because of its inherent complexity, the development of BLs has been mainly utilized within the academic environment, with limited use of physiologically adaptive systems in prom...
Conference Paper
Full-text available
Exergames are exercise-oriented games that offer opportunities to increase motivation for exercising and improving health benefits. However, Exergames need to be adaptive and provide accurate feedback for physiologically correct exercising, sustaining motivation and for better personalized experiences. To investigate the role of physiological compu...
Conference Paper
Full-text available
Virtual Reality (VR) is morphing into a ubiquitous technology by leveraging of smartphones and screenless cases in order to provide highly immersive experiences at a low price point. The result of this shift in paradigm is now known as mobile VR (mVR). Although mVR offers numerous advantages over conventional immersive VR methods, one of the bigges...
Conference Paper
Full-text available
The active monitoring of workload levels has been found to significantly reduce work-related stress. Heart rate and heart rate variability (HRV) measurements via photoplethysmography (PPG) sensors have shown a strong potential to accurately describe daily workload levels. However, due its complexity, HRV is commonly misunderstood and the associated...
Conference Paper
Full-text available
Biofeedback videogames are physiologically driven games that offer opportunities to individually improve emotional self-regulation and produce mental and physical health benefits. To investigate the feasibility of a novel collaborative multiplayer methodology, we created Space Connection, a videogame to promote empathy in teenagers. Space Connectio...
Conference Paper
Full-text available
Recently, with the advances in virtual reality and the use of markerless motion capture using artificial vision techniques have been proposed platforms that allow you to interact in immersive environments through low-cost tools to determine objectively the human movement. The aim of this paper is to show a training protocol with an Exergame for the...
Conference Paper
Full-text available
Attention Deficit Hyperactivity Disorder (ADHD) is a disorder that affects 1 out of 5 Colombian children, converting into a real public health problem in the country. Conventional treatments such as medication and neuropsychological therapy have been proved to be insufficient in order to decrease high incidence levels of ADHD in the principal Colom...
Conference Paper
Full-text available
The recent rise and popularization of wearable and ubiquitous fitness sensors has increased our ability to generate large amounts of multivariate data for cardiorespiratory fitness (CRF) assessment. Consequently, there is a need to find new methods to visualize and interpret CRF data without overwhelming users. Current visualizations of CRF data ar...
Conference Paper
Full-text available
Stroke is among the leading causes of long-term disability, leaving an increasing number of people with cognitive and motor impairments, loss of independence in their daily life and with a high societal cost. So far, the development of Brain– Computer Interfaces (BCIs) that translate brain activity into control signals in computers or external devi...
Conference Paper
Full-text available
Stroke is among the leading causes of long-term disability, leaving an increasing number of people with cognitive and motor impairments, loss of independence in their daily life and with a high societal cost. So far, the development of Brain-Computer Interfaces (BCIs) that translate brain activity into control signals in computers or external devic...
Article
Full-text available
This paper presents a cost-effective rehabilitation system based on videogames and multimodal recordings of physiological signals. The system targets patients with sensory-motor impairments resulting from lesions of the central nervous system (e.g., due to stroke or traumatic injuries). It relies on a wireless low-cost hybrid interface combining a...
Article
Full-text available
This paper proposes the hybridization between two types of videogames (VG) that can be complementary in motor restoration tasks: the VG based on motion capture systems and the VG based on brain computer interfaces. This hybrid system allow the interaction inside of a VG created for the rehabilitation of standing balance in hemiparetic stroke patien...
Article
Full-text available
The application of rehabilitation programs based on videogames with brain-computer interfaces (BCI) allows to provide feedback to the user with the expectation of stimulate the brain plasticity that will restore the motor control. The use of specific mental strategies such as Motor Imagery (MI) in neuroscientific experiments with BCI systems often...
Conference Paper
Full-text available
Pyramidal syndrome is a neuromotor disorder that affects quality of life of 1 out of 12,000 people around the world and most people in their middle- old age. Conventional methods are used generally for the rehabilitation of this disorder and studies are currently trying to rehabilitate patients through interaction with serious video games focused o...
Article
Full-text available
Introduction: within the context of digital animation and serious games we found the exercise-videogames (Exergames), which are intended to stimulate the mobility of the whole body by using interactive environments with immersive experiences that simulate different sensations of presence. The Exergames become the physical activity (PA) technologica...