
Pablo A. HayaInstituto de Ingeniería del Conocimiento · Social Business Analytics (SBA)
Pablo A. Haya
PhD
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Publications (96)
Information and Communication Technologies (ICT) provide different opportunities to students with intellectual disabilities and to professionals who work with them. However, few studies address the use of collaborative learning platforms and handheld devices to enhance the integration of people with intellectual disabilities in the labour market. W...
Using information and communication technology (ICT) in childhood education is becoming more relevant as research shows that it can be used to foster children's academic and non-academic skills. ICT can help build environments where children can communicate and collaborate, but creating effective learning environments is not trivial. It is thus nec...
Information and Communication Technologies offer new possibilities for teachers to enhance their teaching methods. The increasing use of personal computers, tablets, interactive whiteboards or even multitouch tabletops in the classrooms seems to attract the interest of the students. However, there are not many tools that allow teachers to create mu...
Lay Description
What is already known about this topic: The use of ICT in childhood education offers new possibilities for teachers to provide new and more visual digital learning content to their students.
Touch technologies seem suitable for young students. Because their motor skills are not fully developed yet, interacting with computers through...
In recent years, touch devices are used in the educational field. Lots of efforts have been put into creating educational contents and applications for these kinds of surfaces. However, few authoring tools have been developed that allow the creation of educational activities which can be performed in them and other devices. This paper presents DEDO...
STEM (Science, Technology, Engineering and Math) education is currently receiving much attention from governments and educational institutions. Our work is based on active learning and video-based learning approaches to support STEM education. Here we aimed to increase student’s engagement through reflective processes that embrace video film-making...
Few teachers include information and communication technology in the classroom, despite their potential for increasing attention and motivation for students. Educational authoring tools are intended to turn teachers into designers and deliverers of technology-enhanced educational content, and increasing the adoption of these tools is a key element...
This paper describes two datasets extracted from a video-based educational experience using a social and collaborative platform. The length of the trial was 3 months. It involved 111 students from two different courses. Twenty-nine came from Computer Engineering (CE) course and 82 from Media and Communication (M&C) course. They were organised into...
This paper presents a proof of concept from which the metaphor of "fair trade" is validated as an alternative to manage the private information of users. Our privacy solution deals with user's privacy as a tradable good for obtaining environmental services. Thus, users gain access to more valuable services as they share more personal information. T...
This dataset was extracted from a video-based educational experience using a social and collaborative platform. The length of the trial was 3 months. It involved 111 students from two different courses. 29 came from Computer Engineering (CE) course and 82 from Media and Communication (M&C) course. They were organized into 9 interdisciplinary groups...
In the educational context, there is an increasing interest in learning networks. Recommender systems (RSs) can play an important role in achieving educational objectives. Although we can find many papers focused on recommendation techniques and algorithms, in general, less attention has been dedicated to social factors that influence the recommend...
Learning Analytics constitutes a key tool for supporting Learning Design and teacher-led inquiry into student learning. In this paper, we demonstrate how a Social Learning Analytics toolkit can combine social network analysis and content analysis for supporting a global and formal teacher inquiry. This toolkit not only supports teachers in improvin...
This document introduces the GHIA research group, summarizes its main research areas regarding e-Learning systems and spot out some of its future work, exposing all this information within the context of the eMadrid network.
This paper describes the datasets extracted from a video-based educational experience using a social and collaborative platform. The length of the trial was 3 months. It involved 111 students from two different courses. 29 came from Computer Engineering (CE) course and 82 from Media and Communication (M&C) course. They were organized into 9 interdi...
ClipIt is an online social learning platform focused on reflective learning using videos created by students. ClipIt does not follow a fixed methodology, nor is classroom based or teacher-led. Instead it responds to the online distance education paradigm, promoting both social and collaborative interaction and inducing to follow activity steps with...
Social software platforms foster the creation of non formal connections among employees in a company by which they share information and knowledge, or workflows take place. The ultimate goal is to create a collaboration network structure more conducive to innovation and to overcome the face-to-face communication hurdles within an organization, thus...
Learning technologies offer new opportunities to people with disabilities to develop their autonomy and independence. This paper shows how multitouch tabletops support collaborative learning activities for people with cognitive disabilities and people with ASD. We report two educational experiences that have been set up in different contexts. The f...
This courseware contribution describes the work done based on a social networking platform for educational purposes. The main task of the students will be creating videos related to concepts of inheritance. One of the main roles of the platform is to facilitate communication and discussion among students during the video creation process. Students...
There are a multiple papers focused on recommendation techniques and algorithms. However, less attention has been dedicated to social factors that influence in the recommendation process. Depending on the context where the recommendation system is applied, it is necessary to understand human and social factors that affect the output of the recommen...
The use of new technical tools as a mean to increase the motivation and improve the education of students is an intriguing and pressing issue. Specifically, great interest has been shown in the use of videogames since they constitute a common leisure-time activity of many young students, a circumstance that shows their motivational, if not their ed...
One of the goals in Ambient Intelligence is to enable Intelligent Environments to take decisions based on the perceived context. In our previous work, we successfully explored how the inhabitants can communicate their own preferences with the environment using Event-Condition-Action ECA rules. The easiness of the communication language combined wit...
We present an approach – evocative computing – that demonstrates how ‘at hand’ technologies can be ‘picked up’ and used by people to create meaningful and lasting experiences, through connecting and interacting with the past. The approach is instantiated here through a suite of interactive technologies configured for an indoor-outdoor setting that...
We present an approach – evocative computing – that demonstrates how ‘at hand’ technologies can be ‘picked up’ and used by people to create meaningful and lasting experiences, through connecting and interacting with the past. The approach is instantiated here through a suite of interactive technologies configured for an indoor-outdoor setting that...
Assistive technologies and ubiquitous computing can be related since both try to help people in their lives. This common objective motivated us to develop and evaluate a system that puts ubiquitous computing technologies into the rehabilitation process of people with acquired brain injury. Thus, in this paper, we present and evaluate a system that...
The goal of this chapter is to bring light about how adaptation technologies can ease daily living for people with special needs. Assistive technologies, adaptive systems and context-aware applications are three well-established research areas whose findings can be interestingly merged. In particular, adaptation methods and techniques support the a...
The high number of people with Cognitive Disabilities (CD) is a serious social issue. A significant number of workers in the society provide care to family members with CD. The working caregivers either need to reschedule their working hours or spend less time with their elders. This article proposes PAIR, a Personal Ambient Intelligent Reminder th...
People interact with each other in many levels of attention, intention and meaning. This Interaction Continuum is used daily to deal with different contexts, adapting the interaction to communication needs and available resources. Nevertheless, computer-supported interaction has mainly focused on the most direct, explicit and intrusive types of hum...
Machine learning methods have been applied to infer activities of users. However, the small number of training samples and their primitive representation often complicates the learning task. In order to correctly infer inhabitant’s behavior a long time of observation and data collection is needed. This article suggests the use of MFE3/GA\(^{D\!R}\)...
During our life, we are involved in different routines and decision- making tasks that we repeat daily in diverse contexts. While some people can cope with this easily, it may be harder for others. For example, travelling from one place to another can constitute a major problem for people with cognitive disabilities, which may represents a great ba...
A variety of computing technologies, in addition to the personal computer, are now commonly used in many settings. As networking infrastructures mature, it is increasingly feasible and affordable to consider closer integration and use of these heterogeneous devices in tandem. However, little is known about how best to design or evaluate such ‘devic...
Resumen: Es este documento se resumen las principales líneas actuales de investigación del grupo GHIA en lo que a informática educativa se refiere, así como su contexto y proyectos de futuro. Palabras clave: GHIA, e-learning, sistemas adaptativos, modelado de usuario, mundos virtuales, aprendizaje móvil, modelización, social media, trabajo colabora...
Over the last forty years computer games have transformed the way people spend their leisure time. More recently there has been an increasing interest in developing games for more serious purposes such as learning or skill acquisition. In this paper we propose a game design that allows students to create a serious game based on two tasks: programmi...
In this paper, we present the interpretation and generation processes of a spoken dialogue interface for ambient intelligence. The interface is automatically created for each specific environment and the interpretation and generation vary depending on the environment and its context. These processes rely on a dialogue tree structure. Several module...
Interaction is, intrinsically, a multi-thread process. Supported by our various senses, our ability to speak, and the structure of our body and mind we can get simultaneously involved in multiple interactions, using different resources for each of them. This paper analyses natural interactions and the impact of using parallel channels in peripheral...
This paper presents a summary of the main contributions to the 2nd International Workshop on User Modeling and Adaptation for Daily Routines: Providing Assistance to People with Special and Specific Needs, held in conjunction with UMAP'2011. It describes the discussions carried out during the workshop as well, and includes some reflections about ke...
As technology evolves (e.g. 3D cameras, accelerometers, multitouch surfaces, etc.) new gestural interaction methods are becoming part of the everyday use of computational devices. This trend forces practitioners to develop applications for each interaction method individually. This paper tackles the problem of interpreting gestures in a multiple wa...
People with cognitive disabilities have some difficulties with memory, literacy skills, attention and problem solving. Computers and specifically, adaptation mechanisms can be used to improve their learning. The adaptation allows fitting the learning process to each user. This paper presents a proposal to adapt learning activities while people are...
In this work we present a middleware developed for Ambient Intelligence environments. The proposed model is based on the blackboard metaphor, which is logically centralized but physically distributed. Although it is based on a data-oriented model, some extra services have been added to this middle layer to improve the functionality of the modules t...
This article presents a rule-based agent mechanism as the kernel of a ubiquitous end-user, UI-independent programming system. The underlying goal of our work is to allow end-users to control and program their environments in a uniform, application-independent way. The heterogeneity of environments, users and programming skills, as well as the coexi...
In this paper, we present the interpretation and generation processes of a spoken dialogue interface for ambient intelligence. The interface is automatically created for each specific environment and the interpretation and generation vary depending on the environment and its context. These processes rely on a dialogue tree structure. Several module...
Tesis doctoral inédita. Universidad Autónoma de Madrid, Escuela Politécnica Superior, septiembre de 2009 Bibliografía
This article presents WAI-Routes, a system whose main
goal is to calculate the best route between two coordinates
in space using the public transport network of the
Comunidad de Madrid regional area, taking into account
the user’s profile. WAI-Routes has been designed bearing
in mind mentally disabled users; routes are calculated with
the particula...
In this article we present a middleware developed for Ambient Intelligence environments. The proposed model is based on the blackboard metaphor, which is logically centralized but physically distributed. Although it is based on a data-oriented model, some extra services have been added to this middle layer to improve the functionality of the module...
Ubiquitous computing research have extended traditional en- vironments in the so{called Intelligent Environments. All of them use their capabilities for pursuing their inhabitants's satisfaction, but the ways of getting it are most of the times unclear and frequently unshared among dierent users. This last problem becomes patent in shared en- viron...
This paper covers those aspects of modern interfaces which expand and enhance the way in which people interact with computers,
like multi-touch table systems, presence-detection led displays and interactive virtualized real-life environments. It elaborates
on how disabled or conditioned people take great advantage of natural interaction as interfac...
Exploitational Interaction is an accessibility and control paradigm to allow individuals to make full use of the technologies
around them, to exploit their combination and possibilities and adapt and shape their surroundings to their benefit. Focusing
on programming personal environments as a pushing problem for the future home and facing the chall...
This article analyses the nature of personal information according to privacy and proposes different privacy managing solutions
for each type of information. Mainly focused on short-term information, the “Fair Trade” metaphor will be presented as a mean
to control privacy in a balance between sharing and getting information. Combined with the appro...
In this paper we present the results in the evaluation of the use of a virtual agent together with a spoken dialogue system
in an ambient intelligence environment. To develop the study, 35 different subjects had to perform eight different tasks and
fill in a questionnaire with their impressions. From the answers we can conclude that the use of the...
Social-aware computing is an emerging trend based on ubiquitous computing technologies and collaborative work. A successful design demands a better understanding of group tasks, adaptation mechanisms and support for dynamic changes in a nomadic computing paradigm. This paper proposes the use of a hypermedia model to describe and support group activ...
This paper analyses the requirements of automation and adaptation in the so called perceptive environments. These environments are places with the ability of perceiving the context through sensors and other mechanisms. Focusing on personal/home environments, we present a first approach and prototype to semi-automatic adaptation of Perceptive Enviro...
So far, the Ambient Intelligence (AmI) paradigm has been applied to the development of a great variety of real systems. They use advanced technologies such as ubiquitous computing, natural interaction and active spaces, which become part of social environments. In the design of AmI systems, the inherent collaboration among users (with the purpose o...
Ambient Intelligence is a promising research area that opens attractive perspective for improving human-computer interaction. Since Aml systems require knowing user's private information, privacy issues are especially relevant. This paper follows a two-fold approach. Firstly, a privacy framework for Aml systems is introduced. We analyses the elemen...
This article presents a proposal for managing privacy in pervasive environments. These environments are capable of sensing personal information anywhere and at anytime. This implies a risk to privacy that might not be assumed if a clear and trustable privacy management model is not provided. However, since this kind of environments posses a set of...
Wrapped on our current research on Automatic Adaptation [3] this paper presents an exploration on the apparently minor but most fundamental trend of Personalization. As Computing evolved to Personal Computing, Intelligent Environments must evolve to Personal Intelligent Environments too but, in contrast to traditional Computing, Intelligent Environ...
Social-aware computing is an emerging trend based on ubiquitous computing technologies and collaborative work. A successful design demands a better understanding of group tasks, adaptation mechanisms and support for dynamic changes involved in a nomadic computing paradigm. This paper proposes the use of a hypermedia model to describe and support gr...
Resumen En esta comunicación presentamos el resultado de la integración de un agente animado virtual con un entorno de inteligencia ambiental. El agente animado proporciona información de contexto del entorno y se incorpora dentro de la interfaz de interacción oral del mismo. Para su integración se ha empleado un sistema de definición de reglas que...
Computer aided learning environments is one of the main interests for computer scientists. Ambient Intelligence represents a novel and promising paradigm to be applied to blended-learning systems. These systems handle very dynamic contextual information that can be used in task scheduling to increase the benefits of proactiveness and context-aware...
Environments based on ambient intelligence require new interfaces that allow a natural interaction. The development of these
interfaces has to be done in a standard way, considering the dynamic characteristics of these environments. In this paper
we present the results in the development of an intelligent environment and a description language for...
Ambient Intelligence scenarios describe situations in which multitude of devices and agents live together. In this kind of scenarios is frequent to see the appearance of conflicts when modifying the state of a device as for example a lamp. Those problems are not as much of sharing of resources as of conflict of orders coming from different agents....
Ambient intelligence (AmI) is a promising paradigm for human-centred interaction based on mobile and context-aware computing, nat-ural interfaces and collaborative work. AMENITIES (a conceptual and methodological framework based on task-based models) has been spe-cially devised for collaborative systems and is the starting point for a new design pr...