Patricia Pons

Patricia Pons
Instituto Tecnológico de Informática Valencia | ITI · HCI

PhD

About

39
Publications
6,500
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448
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Introduction
Patricia Pons holds a PhD in Computer Science by the Universitat Politècnica de València. Patricia does research in HCI, ACI, XR and NUIs. Her current research focuses on the design and development of mixed reality experiences for mental health treatment.
Additional affiliations
December 2013 - October 2018
Polytechnic University of Valencia
Position
  • Researcher

Publications

Publications (39)
Chapter
Play stands as one of the most natural and inherent behavior among the majority of living species, specifically humans and animals. Human play has evolved significantly over the years, and so have done the artifacts which allow us to play: from children playing tag games without any tools other than their bodies, to modern video games using haptic...
Article
There is growing interest in the automatic detection of animals’ behaviors and body postures within the field of Animal Computer Interaction, and the benefits this could bring to animal welfare, enabling remote communication, welfare assessment, detection of behavioral patterns, interactive and adaptive systems, etc. Most of the works on animals’ b...
Article
Full-text available
Virtual and augmented reality have been used to diagnose and treat several mental health disorders for decades. Technological advances in these fields have facilitated the availability of commercial solutions for end customers and practitioners. However, there are still some barriers and limitations that prevent these technologies from being widely...
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Full-text available
This research paper explores the significant transformative potential of Mixed Reality (MR) technology as enabler of the metaverse, specifically aimed at enhancing mental health therapies. The emerging world of the metaverse, a multiuser, adaptive, three-dimensional digital space, paired with the interactive and immersive benefits of MR technology,...
Article
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The objective was to assess risk of hospitalization and mortality of comorbidities using divisive hierarchical risk clustering to advice clinical interventions. Subjects and Methods: Data from the EHR of a general population, 3799885 adults, followed by 5 years. Model were performed using Spark and Scikit-learn and accuracy for the models was analy...
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Eye-tracking techniques are widely used to analyze user behavior. While eye-trackers collect valuable quantitative data, the results are often described in a qualitative manner due to the lack of a model that interprets the gaze trajectories generated by routine tasks, such as reading or comparing two products. The aim of this work is to propose a...
Conference Paper
Full-text available
Technology (digital or otherwise) is a great enabler; it bridges gaps and opens doors and, in the process, alters the reality within which it and its users exist. As technology aimed at non-human animals is becoming commonplace, questions about its efficacy and the ethical implications of its use are becoming ever more pertinent. To explore these i...
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Interactive spaces for education are emerging as a mechanism for fostering children’s natural ways of learning by means of play and exploration in physical spaces. The advanced interactive modalities and devices for such environments need to be both motivating and intuitive for children. Among the wide variety of interactive mechanisms, robots have...
Chapter
This paper describes the experiences of organizing an event to celebrate women in computing in Spain. We present how the idea of the event was conceived and what the aims with its organization are from its conception, including providing a network and role models for the participants based on role model theory. We then explain how these aims have b...
Article
Play is an essential activity for both humans and animals as it provides stimulation and favors cognitive, physical and social development. This paper proposes a novel pervasive playful environment that allows hospitalized children to participate in remote interspecies play with dogs in a dog daycare facility, while it also allows the dogs to play...
Conference Paper
Playing with food is both a common taboo and a secret desire. From a young age children are taught not to play with their food but are fed in playful ways ("here comes the aeroplane"). The food we consume be it a fruit picked from a tree or an elaborate restaurant dish is full of play opportunities and recent technological advances such as miniatur...
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As technologies diversify and become embedded in everyday lives, the technologies we expose to animals, and the new technologies being developed for animals within the field of Animal Computer Interaction (ACI) are increasing. As we approach seven years since the ACI manifesto, which grounded the field within Human Computer Interaction and Computer...
Conference Paper
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While animals’ playful interactions with technology are gaining attention, little research within Animal Computer Interaction has addressed how humans’ would like to participate in such games. This paper presents a study in which children designed interspecies games between humans and animals, with and without technological artifacts. The resulting...
Conference Paper
User-centered design applied to non-human animals is showing to be a promising research line known as Animal Computer Interaction (ACI), aimed at improving animals' wellbeing using technology. Within this research line, intelligent systems for animal entertainment could have remarkable benefits for their mental and physical wellbeing, while providi...
Conference Paper
Orangutans show interest in sound-based stimuli, but the auditory enrichment they are usually provided with is either based on human-music, or does not allow for control and choice. In this work-in-progress paper, we describe the design of sound-based enrichment by means of the manipulation of tangible non-technological elements. In doing so, we de...
Conference Paper
Full-text available
This one day workshop examines the interactions and the space between HCI (Human Computer Interaction) and ACI (Animal Computer Interaction) focusing on the transferability of methods and ideas between the two fields. The workshop will begin with short presentations followed by plenary discussions. The aim is to strengthen connected thinking whilst...
Conference Paper
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This introductory paper presents the field of Animal Computer Interaction (ACI) and the work that is being presented at the ACI Symposium at Measuring Behavior. In recent years there has been growing interest in developing systems to improve animal's wellbeing and to support the interaction of animals within the digital domain. The field of Animal-...
Conference Paper
There is growing interest in developing playful experiences for animals within the field of Animal-Computer Interaction (ACI). These digital games aim to improve animals' wellbeing and provide them with enriching activities. However, little research has been conducted to analyze the factors and stimuli that could lead animals to engage with a speci...
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Full-text available
The design of technological enrichment scenarios in zoo enclosures is usually limited by the kind of devices and technologies which can be used in order to preserve the animals’ welfare. Due to the animals’ strength and spontaneity, technological devices could be broken, swallowed or cause harm to the animal if manipulated improperly. However, ther...
Conference Paper
Digital games for animals within Animal Computer Interaction are usually single-device oriented, however richer interactions could be delivered by considering multimodal environments and expanding the number of technological elements involved. In these playful ecosystems, animals could be either alone or accompanied by human beings, but in both cas...
Conference Paper
We are evolving towards an interconnected and ubiquitous world, where digital devices and interfaces progressively adapt themselves to fit our needs and ease our daily activities. Although we coexist with plenty of animal species, such as our pets, we are approaching the evolution of technology in a strictly human-centric manner. A new field in Com...
Article
Smart environments are becoming a reality in our society and the number of intelligent devices integrated in these spaces is increasing very rapidly. As the combination of intelligent elements will open a wide range of new opportunities to make our lives easier, final users should be provided with a simplified method of handling complex intelligent...
Article
The creation of artefacts and entities to be used in simulated worlds and games has been used in practice to foster creativity in informal activities. Motivational issues and entertainment have therefore been combined along with creative tasks. The systems with higher complexity and more creative capabilities are usually based on WIMP interfaces, w...
Conference Paper
When looking for effective ways to understand how animals interact with computer-mediated systems, ACI studies should rely on their most natural and intrinsic behavior: play. Animals were playing before humans could teach them how to do it. Playful environments are thus a promising scenario in which to start developing systems which have animals as...
Chapter
Digital media and software have been used in supporting learning. Activities based on games should place the emphasis on the phase of creating artifacts for the game world, not on just playing or consuming contents. This chapter briefly reviews a number of outstanding efforts on providing advanced systems for the creation of digital games or simula...
Chapter
Creativity is of vital importance for human development since it allows individuals and ultimately society to successfully overcome new challenges. Besides social factors, the environment can also influence the development of such an important skill. We therefore considered it of interest to explore this capacity in the context of the new informati...
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Full-text available
A considerable part of the behavior in smart environments relies on event-driven and rule specification. Rules are the mechanism most often used to enable user customization of the environment. However, the expressiveness of the rules available to users in editing and other tools is usually either limited or the available rule editing interfaces ar...
Conference Paper
This paper revisits the idea of involving creativity along entertainment. The review of the related work shows that the creation of artifacts is usually directed to programming simulations and the creation of entities to be involved during the play. It is observed that proposals providing more creative capabilities are usually based on WIMP interfa...
Conference Paper
Full-text available
Interactive tabletops are considered as useful tools to enrich activities requiring collaboration between co-located users involved in tasks in which organizational or spatial information is meaningful. Creative learning could also benefit from tabletop technologies because their interaction specific characteristics could better support or improve...
Conference Paper
Children nowadays consume and manage lots of interactive digital software. This makes it more interesting and powerful to use digital technologies and videogames supporting learning experiences. However, in general, current digital proposals lack of in-situ social interaction supporting natural exchange and discussion of ideas in the course of crea...
Article
Pese a que los entornos y lenguajes específicamente diseñados para programadores noveles deberían ser de utilidad, programar todavía resulta complicado para adolescentes no expertos. Más aún si se trata de juegos reactivos basados en reglas, en los que el usuario marca el hilo de la historia. Para este tipo de entornos en los que escribir código pa...

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