Paloma Díaz

Paloma Díaz
University Carlos III de Madrid, Leganés, Spain · Computer Science and Engineering

PhD Computer Science and Eng.

About

363
Publications
75,024
Reads
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2,921
Citations
Citations since 2016
82 Research Items
1399 Citations
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Introduction
Paloma Díaz currently works at the Department of Computer Science and Engineering, University Carlos III de Madrid. Paloma does research in Human-computer Interaction, Information Systems and Software Engineering. Their current projects are about semantic visualization for big data, augmented and mixed reality and civic engagement.
Additional affiliations
October 1992 - present
University Carlos III de Madrid
Position
  • Professor (Full)

Publications

Publications (363)
Conference Paper
Full-text available
Virtual Reality (VR) can support engaging and effective learning and current VR devices commercially available are opening up opportunities and expectations in higher education. An open research question is determining whether the fidelity of the VR device (e.g. resolution, framerate, etc.) impacts learning. This work aims to address this question...
Article
Full-text available
Taxonomies are semantic resources that help to categorize and add meaning to data. In a hyperconnected world where information is generated at a rate that exceeds human capacities to process and make sense of it, such semantic resources can help to access relevant information more efficiently by extracting knowledge from large and unstructured data...
Article
Full-text available
The use of Augmented Reality to support the learning process has been extensively researched but its use to support the teaching practice has just started to be explored. In this paper, we present a communication system that makes use of a pair of Google Glass to provide the teacher with a constant and private flow of information on the students’ c...
Conference Paper
In this paper, we introduce the Immersive Bubble Chart, a visualization for hierarchical datasets presented in a virtual reality (VR) world. Users get immersed into the visualization and interact with the bubbles using gestures with a view to overcoming some limitations of 2D visualizations due to the capabilities and interaction affordances of the...
Chapter
Creating rewarding and resonant user experiences usually requires a designerly approach, that is, to explore multiple ideas and later converge to a specific design outcome that can be eventually implemented. Engaging novice designers as well as end users in fuzzy ideation processes can cause participants’ discouragement and disengagement when they...
Chapter
This paper presents an immersive visualization of a taxonomy containing the most relevant words to describe the COVID-19 pandemic. In a hyper-informed world, people could feel frustrated when looking for news about a sensitive topic. Counterbalancing information overload involves offering reliable information to learn about a topic of interest in a...
Article
Full-text available
The concept of Playable City situates games in public spaces to create connections between the citizens and the urban environment. To this end, Augmented Reality (AR) and pervasive technologies can provide additional information about urban objects or places and support innovative and engaging experiences to increase the user interest in the surrou...
Article
Full-text available
In the context of smart communities , it is essential an active and continuous collaboration between citizens, organizations and institutions. There are several cases where citizens may be asked to participate such as in public decision-making process by informing, voting or proposing projects or in crisis management by sharing precise and timely i...
Article
Full-text available
Cross-reality media technology creates alternate reality experiences in which the physical and the virtual world are interconnected and influence each other through a network of sensors and actuators. Despite technological advances, the landscape of cross-reality technology as an enabler of alternate reality educational experiences has not been exp...
Conference Paper
Early warning is the activity of the mitigation phase concerned with monitoring precursors of a potential hazard to decide whether it is evolving to real risk and eventually initiate an early response. The first step consists of collecting updated and reliable data to support situational awareness from emergency operators. Data-centered Early Warni...
Article
Full-text available
Virtual reality offers unique benefits to support remote collaboration. However, the way of representing the scenario and interacting within the team can influence the effectiveness of a collaborative task. In this context, this research explores the benefits and limitations of two different visual representations of the collaboration space, shared...
Conference Paper
Full-text available
While implementing gamification in software applications might seem easy, there are many questions and doubts about it when it comes to execution. Engineers always ask where to start, what elements should be used, and how they should work. Despite the public's belief, gamification is not only points, levels, and leaderboards. It can implement in so...
Chapter
Recent advances and availability of consumer hardware has enabled the proliferation of voice, head-gaze, haptic and gesture-based interactions in VR applications. However, interactions are often the result of idiosyncratic designs and little has been investigated about user preferences and behaviour. Elicitation and Wizard of Oz (WOz) studies showe...
Conference Paper
Full-text available
This paper presents findings on participants of a massive open online course named "Educational Robotics for all" developed under Open edX platform. The document describes the organization and structure of the MOOC and some of its preliminary results. As an example, Module 2 about Gender and STEAM is presented and discussed.
Chapter
Full-text available
This chapter presents a systematic review of over thirty (30) types of online marketing methods. It describes different methods like email marketing, social network marketing, in-game marketing and augmented reality marketing, among other approaches. The researchers discuss that the rationale for using these online marketing strategies is to increa...
Article
Full-text available
Well-designed educational Augmented Reality (AR) experiences support collaboration, transferability to the real world, situated, and experiential learning. Nevertheless, envisioning engaging yet effective learning and teaching experiences is a challenge. Most teachers are not technologically ready to create AR experiences and rely upon closed produ...
Article
Full-text available
Geographical Information Systems (GIS) can be visualized using immersive technologies like Virtual Reality (VR). Before using this kind of technologies it is required to explore which interactions are affordable, efficient and satisfactory from the users’ point of view. The purpose of this work is to provide insight on how to design efficient and n...
Article
Designing augmented and tangible experiences that intertwine human practices and expectations, interaction spaces and complex digital artifacts is a complex and multifaceted task that relies upon iterative and multidisciplinary ideation processes. Design thinking techniques have been traditionally used in ideation of such digital artifacts. In this...
Conference Paper
Full-text available
Robotics and computational thinking are valuable tools for developing the pedagogy of science, technology, engineering, arts, and mathematics (STEAM), and for promoting the inclusion and integration of diverse groups of students. There is a multitude of robotic teaching tools at our disposal intended to promote innovation and motivation of students...
Conference Paper
Traditional therapy methods for people with cognitive disabilities involve long periods of time performing exercises that can be tedious or unattractive for both patients and the professionals who work with them in specialized centers. In this work we aim at investigating the possibilities that combining music and virtual reality technology might o...
Article
Full-text available
This resource was created to support researchers who might be newly conducting crisis informatics research in light of the pandemic of 2020. It also might support creation of new course syllabi on related topics. It has been produced by members of the crisis informatics research community in May 2020 to consolidate and organize the literature on in...
Conference Paper
This paper presents an Augmented Reality (AR) pervasive game that aims to promote learning about the plants in our local environment. Players collect plants in their locale, grow them at home as they grow a real plant, and compose an AR garden with them. The game combines physical elements (i.e. a plant pot with sensors, RFID tags containing plant...
Chapter
In recent years, several scholars have called for more inquiry on the role of interactive media in learning in the digital and hyperconnected world. While the interplay of technology and learning may be difficult to fully unfold, current evidence suggests that technological innovations have an important effect on learning, engagement, and achieveme...
Conference Paper
Full-text available
The combination of Augmented Reality (AR) and pervasive games in urban environments offers a great opportunity for learning about a specific urban environment. Since pervasive games are played in a physical space, the user familiarity with such environment might play a key role in the user motivation and in the whole user experience. In this paper,...
Article
Full-text available
In this paper, we propose an approach for supporting the design and implementation of interactive and realistic Augmented Reality (AR). Despite the advances in AR technology, most software applications still fail to support AR experiences where virtual objects appear as merged into the real setting. To alleviate this situation, we propose to combin...
Book
This book aims at guiding the educators from a variety of available technologies to support learning and teaching by discussing the learning benefits and the challenges that interactive technology imposes. This guidance is based on practical experiences gathered through developing and integrating them into varied educational settings. It compiles e...
Article
Technologies such as the Internet of Things (IoT) and Social Computing offer promising opportunities to envision and shape augmented experiences in a wide variety of cultural spaces. Such interactive technologies act as a hook to attract visitor's attention, but if they do not provide opportunities to engage people in a more personal and meaningful...
Article
Full-text available
Early warning consists of monitoring precursors of a potential hazard to understand if it is evolving to a real risk and then be able to orchestrate an early response before the event happens in order to reduce its impact and damages. It mainly consists on collecting updated and reliable data that can help emergency operators to understand how a si...
Conference Paper
Virtual Reality (VR) technologies offer new ways to visualize and use map interfaces in Geographical Information Systems (GIS). But to explore the potential benefits that this technology might provide in this context, it is necessary to deploy an affordable interaction that is both efficient and satisfactory from the users' point of view. This work...
Conference Paper
Full-text available
Nowadays pervasive devices like smartphones are extremely common and people use them at any moment to share normal and exceptional circumstances through social networks. Emergency Management (EM) organizations and small and medium enterprises have demonstrated a growing interest towards this people's inclination and are developing smart application...
Conference Paper
Full-text available
The combination of augmented reality and pervasive games in urban environments can be exploited to enable situated and informal learning through ludic and engaging activities. In this research, we explore how to use such technologies to improve citizens' awareness about their urban environment by means of an AR pervasive game to learn about a speci...
Article
In this special issue of IEEE-RITA “ICT for Education on no ICT” we focus in the opportunities and challenges that information technologies might offer in educational contexts not related with STEM (Science, Mathematics, Technology and Engineering) were plenty of research has been carried out. This can be due to the fact that most research in innov...
Conference Paper
Augmented Reality¹ (AR) and Pervasive games can be combined to improve citizens awareness about their urban environment. While AR will provide additional information in situ, pervasive games can be used to implement playable cities that support informal learning about the environment through ludic activities performed physically in the same environ...
Conference Paper
The Virtual Reality (VR) technology offers new possibilities to implement Geographical Information Systems (GIS), allowing the user to visualize and interact with map interfaces in more natural and immersive way. Moreover, they can provide the user with a wide field of view similar to the one obtained when using large displays. In this paper, we pr...
Conference Paper
Building an electronic circuit is an error-prone activity for novice users; many errors can occur, such as incorrect wirings or wrong component values. This work explores the use of Augmented Reality (AR) as a technology to mitigate the issues that arise when users construct circuits. We present a study that investigates the effectiveness, usabilit...
Article
Social networks are today a communication channel for citizens to share their messages about crisis situation, and a source of information for emergency operation centers to improve the situation awareness. However, to actually use this source of information, emergency operators and decision makers have to deal with large and unstructured data whos...
Presentation
Full-text available
In this talk given at OEB2017, I review some of the unique learning affordances that make immersive technologies valuable for education. I also focus on the concept of affordable technologies that can be used and enjoyed to learn and can be integrated in educational centers with an adequate benefit-cost ratio.
Article
Full-text available
In case of emergency, hearing-impaired people are not always able to access emergency services, and hence, they do not have equal access to social support and infrastructure. In this work, we describe an action research study that undertakes the development and evaluation of a system aiming to meet the communication needs of hearing-impaired citize...
Conference Paper
Despite the increasing popularity of Virtual Reality (VR) technology, the designers of these type of environments stick lack the necessary support for designing effective and usable interfaces for their creations. This works aim to provide support to VR designers by comparing the efficiency (task completion time and error rate) and usability of fou...
Conference Paper
Early warning contributes to reduce the damages when updated and reliable information is collected before a hazard happens, so that early response can be orchestrated. Integrating volunteers and citizens into data collection can help to get a better picture of the situation, since they are intelligent sensors equipped with mobile devices that can b...
Conference Paper
Building physical spaces interconnected with virtual worlds is a complex task that requires high technical knowledge and hours of programming and, as a matter of fact, is relegated to the work of expert professionals. The goal of this research is to lower the development threshold through the design of an end-user toolkit that provides a visual int...
Article
Full-text available
To really exploit the full potential of computer games in areas other than entertainment, it will be necessary to reduce the high cost associated with their design and development and to put their production directly into the hands of the domain experts. Although these experts might be interested in integrating games in their activities, they norma...
Article
Full-text available
Building and exploring physical user interfaces requires high technical skills and hours of specialized work. The behavior of multiple devices with heterogeneous input/output channels and connectivity has to be programmed in a context where not only the software interface matters, but also the hardware components are critical (e.g., sensors and act...
Book
This book constitutes the refereed proceedings of the 4th International Conference on Information Systems for Crisis Response and Management in Mediterranean Countries, ISCRAM-med 2017, held in Xanthi, Greece, in October 2017. ISCRAM-med conferences aim to enhance the collaboration and solidarity between Mediterranean countries in issues related t...
Article
Full-text available
In this paper, we propose a semantic approach for monitoring information published on social networks about a specific event. In the era of Big Data, when an emergency occurs information posted on social networks becomes more and more helpful for emergency operators. As direct witnesses of the situation, people share photos, videos or text messages...
Conference Paper
We present an immersive virtual reality tool, called VR GREP, to empower end users with the capacity to design and develop virtual reality environments by themselves. To investigate the potential benefits that this technology might provide to support the end user development of virtual environments we conducted a study in which 23 participants coll...
Conference Paper
Full-text available
Nowadays, the rapid spread of new technologies has certainly revolutionized the way how people communicate and access information. Cultural practitioners deal with this issue endlessly and look to the new technologies as an opportunity to enhance their results in terms of exhibit experience and expressiveness. Such technology adoption needs to come...
Conference Paper
Full-text available
Nowadays, an increasing amount of cities tend to improve their community life applying smart city principles. The basic idea is to connect citizens to each other, to services, infrastructures and political and non-political organizations to take advantage of a continuous collective collaboration. In this context, the Emergency Management (EM) proce...
Conference Paper
The information shared by people through social networks and adhoc collaborative applications can help emergency operation centers to understand better the situation and orchestrate a more efficient response. However, collecting and analyzing data generated by citizens is a challenging task due to the quantity and the heterogeneity of sources, not...
Conference Paper
Co-design as a tactic of exploring and shaping possible futures would benefit from contributions of unwitting participants. That is, researchers gather information from them while performing some activities without participants being explicitly aware of it. We propose a platform that supports co-designers in capturing unwitting user-generated contr...
Conference Paper
Despite the recent advances in augmented reality (AR) technology most AR applications still fail to provide a seamless integration of the virtual objects in the augmented environment. To help alleviating this situation in this paper we propose an approach for supporting the implementation of interactive and realistic AR experiences, in which virtua...
Article
Full-text available
Social and mobile computing open up new possibilities for integrating citizens’ information, knowledge, and social capital in emergency management (EM). This participation can improve the capacity of local agencies to respond to unexpected events by involving citizens not only as first line informants, but also as first responders. This participati...