
Karla Cristina Muñoz Esquivel- Ph.D. in Computing and Engineering
- Assistant Lecturer in Computing at Atlantic Technological University
Karla Cristina Muñoz Esquivel
- Ph.D. in Computing and Engineering
- Assistant Lecturer in Computing at Atlantic Technological University
Lecturer in Computing at the Atlantic Technological University and Principal Investigator at the WiSAR Lab
About
27
Publications
12,330
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218
Citations
Introduction
My research interests are Connected Health (E-Health/M-Health), wearable sensor technologies, AI/ Machine learning methods, data mining, Affective Computing and Student modelling, Intelligent Tutoring Systems, Virtual and Game Learning Environments. I have an M.Sc in Intelligent Systems (Distinction) and a PhD in Computing and Engineering from Ulster University. I am a former Electronic Systems Engineer from ITESM-CCM. Currently, I am Assistant Lecturer in Computing at the ATU.
Current institution
Education
October 2008 - October 2012
September 2007 - October 2008
Ulster University
Field of study
- MSc. in Computing and Intelligent Systems
September 2000 - May 2005
Instituto Tecnológico de Estudios Superiores de Monterrey
Field of study
- Electronic Systems Engineering
Publications
Publications (27)
Background
The increased use of wearable sensor technology has highlighted the potential for remote telehealth services such as rehabilitation. Telehealth services incorporating wearable sensors are most likely to appeal to the older adult population in remote and rural areas, who may struggle with long commutes to clinics. However, the usability o...
Falls are one of the most costly population health issues. Screening of older adults for fall risks can allow for earlier interventions and ultimately lead to better outcomes and reduced public health spending. This work proposes a solution to limitations in existing fall screening techniques by utilizing a hip-based accelerometer worn in free-livi...
UNSTRUCTURED
The increased use of sensor technology has highlighted the potential for remote telehealth services such as rehabilitation. Telehealth services incorporating wearable sensors are most likely to appeal to the elderly population in remote and rural areas who may struggle with lengthy commutes to clinics. However, the usability of such sy...
The increased use of sensor technology has been crucial in releasing the potential for remote rehabilitation. However, it is vital that human factors, that have potential to affect real-world use, are fully considered before sensors are adopted into remote rehabilitation practice. The smart sensor devices for rehabilitation and connected health (SE...
Biomechanical analysis of gait is commonly used in physiotherapy. Ground reaction forces during phases of gait is one element of kinetic analysis. In this article, we analyze if the MoveSole® smart insole is valid and accurate equipment for measuring ground reaction forces in clinical physiotherapy. MoveSole® StepLab is a mobile measurement system...
The objectives of this study were to evaluate the reliability of wearable inertial motion unit (IMU) sensors in measuring spinal range of motion under supervised and unsupervised conditions in both laboratory and ambulatory settings. A secondary aim of the study was to evaluate the reliability of composite IMU metrology scores (IMU-ASMI (Amb)). For...
Portable inertial measurement units (IMUs) are beginning to be used in human motion analysis. These devices can be useful for the evaluation of spinal mobility in individuals with axial spondyloarthritis (axSpA). The objectives of this study were to assess (a) concurrent criterion validity in individuals with axSpA by comparing spinal mobility meas...
Objective:
To evaluate the validity and reliability of inertial measurement unit (IMU) sensors in the assessment of spinal mobility in axial spondyloarthritis (axSpA).
Methods:
A repeated measures study design involving 40 participants with axSpA was used. Pairs of IMU sensors were used to measure the maximum range of movement at the cervical (C...
This handbook summarizes key findings from clinical and laboratory-controlled demonstrator trials regarding wearables to assist rehabilitation professionals, who are planning the use of wearable sensors in rehabilitation processes. The handbook can also be used by those developing wearable sensor systems for clinical work and especially for use in...
Background/Introduction:
A key measure for axSpA is spinal mobility, but this is highly variable and subjective when assessed using conventional tools (Mancini and Horak, 2010). Cervical rotation is the only movement test measured in degrees in the BASMI. Inertial Measurement Unit (IMU) sensors can attain accurate measures of body motion. Hence, we...
Background
Loss of spinal mobility is one of the most characteristic problems for people with axial spondyloarthritis (axSpA) and is predictive of loss of function. Traditional measures such as the BASMI fail to capture many elements of spinal mobility and lack responsiveness to change. Inertial Motion Unit (IMU) sensors can be used to accurately m...
The population across Northern Europe is aging. Coupled with socio-economic challenges, health care systems are at risk of overloading and incurring unsustainable high costs. Rehabilitation services are used disproportionately by older people. One solution pertinent to rural areas is to change the model of rehabilitation to incorporate new technolo...
Game-based Learning (GBL) environments make instruction flexible and interactive. Positive experiences depend on personalization. Student modelling has focused on affect. Three methods are used: (1) recognizing the physiological effects of emotion, (2) reasoning about emotion from its origin and (3) an approach combining 1 and 2. These have proven...
Students’ performance and motivation are influenced by their emotions. Game-based learning (GBL) environments comprise elements that facilitate learning and the creation of an emotional connection with students. GBL environments include Intelligent Tutoring Systems (ITSs) to ensure personalized learning. ITSs reason about students’ needs and charac...
Game-based learning offers key advantages for learning through experience in conjunction with offering multi-sensorial and engaging communication. However, ensuring that learning has taken place is the ultimate challenge. Intelligent Tutoring Systems (ITSs) have been incorporated into game-based learning environments to guide learners’ exploration....
Research in game-based learning environments aims to recognise and show emotion. This chapter describes the main approaches and challenges involved in achieving these goals. In addition, we propose an emotional student model that can reason about students’ emotions using observable behaviour and responses to questions. Our model uses Control-Value...
Teaching methods must adapt to learners' expectations. Computer game-based learning environments enable learning through experimentation and are inherently motivational. However, for identifying when learners achieve learning goals and providing suitable feedback, Intelligent Tutoring Systems must be used. Recognizing the learner's affective state...
Active learning simulators (ALSs) allow students to practice and carry out experiments in a safe environment - anytime, anywhere. Well-designed simulations may enhance learning, and provide the bridge from concept to practical understanding. Nevertheless, learning with ALS depends largely on the student's ability to explore and interpret the perfor...
Recent research defines achievement emotions as emotions that are strongly related to learning and achievement contexts, where behaviors and outcomes arise during activities. Game-based learning environments reward the mastering of skills and abilities. This paper is focused on a qualitative and quantitative approach to recognizing the learner's ac...
Attaining student understanding and motivation for learning is the main challenge of virtual learning environments (VLEs). Educational games easily obtain the student's attention, which is reinforced by an emotional link established between the game and the learner with a high level of interactivity. This research aims to enhance the human computer...
Virtual laboratories (VLs) have to overcome important challenges to improve student knowledge, understanding and motivation. This research aims to test the hypothesis that, through adding features of serious games to VLs and integrating artificial intelligence (AI) techniques, an enhancement of student motivation, knowledge and understanding can be...
Active Learning Simulators (ALS) allow students to practice and carry out experiments in a safe environment - at any time,
and in any place. Furthermore, well-designed simulations may enhance learning, and provide the bridge from conceptual to practical
understanding. By adding an Intelligent Tutoring System (ITS), it is possible to provide persona...
Research in the field of learning technologies is focused on finding the most effective way in which virtual learning environments (VLEs) and educational games comprehend and respond to students. Computer based tutoring is attempting to be comparable to one-to-one human tutoring. To address the stated problems, this research proposal investigates a...
To ensure learning, game-based learning environments must incorporate assessment mechanisms, e.g. Intelligent Tutoring Systems
(ITSs). ITSs are focused on recognising and influencing the learner’s emotional or motivational states. This research focuses
on designing and implementing an affective student model for intelligent gaming, which reasons ab...