
Pedro C. Santana-MancillaUniversidad de Colima · Faculty of Telematic
Pedro C. Santana-Mancilla
PhD
President of the Mexican Association on Human-Computer Interaction (AMexIHC)
About
148
Publications
31,539
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648
Citations
Citations since 2017
Introduction
My research interest focus in Human-Computer Interaction, ICT for elderly people, Serious Games, the Internet of Things and Intelligent Systems.
Additional affiliations
November 2005 - October 2006
Publications
Publications (148)
The Internet of Things (IoT) and convolutional neural networks (CNN) integration is a growing topic of interest for researchers as a technology that will contribute to transforming agriculture. IoT will enable farmers to decide and act based on data collected from sensor nodes regarding field conditions and not purely based on experience, thus mini...
Published at Engineering Proceedings journal.
An electronic nose (e-nose) is an electronic device composed of one or more odor sensors, a microcontroller, electronic components, and software that acquire and analyze a gas or volatile organic compound (VOC) present in an environment. E-noses attempt to identify the gas or VOC based on their chemical...
Real-life implementation of the Internet of Things (IoT) in healthcare requires sufficient quality of service (QoS) to transmit the collected data successfully. However, unsolved challenges in prioritization and congestion issues limit the functionality of IoT networks by increasing the likelihood of packet loss, latency, and high-power consumption...
An electronic nose (e-nose) is an electronic device composed of one or more odor sensors, a microcontroller, electronic components, and software that acquire and analyze a gas or volatile organic compound (VOC) present in an environment. E-noses attempt to identify the gas or VOC based on their chemical composition, sending electronic data about th...
Video games focused on deaf people, whether for entertainment or serious purposes, are a topic that has been little explored. An exploratory literature review is carried out in this work to find meaningful research works in this knowledge field. An analysis of the found works highlights the strengths and limitations of these technologies in terms o...
The presence of technology in physical retail sites has a great tendency to incorporate smart and interactive elements; given this situation, the concept of smart retail arises to reinvent and, at the same time reinforcing, the role of stores in offering a better customer experience to consumers through the use of technology. This study explores th...
According to the World Health Organization, 2.2 billion people have some vision impairment globally. Blind and vision impairment children can undergo poor motor, language, and cognitive evolution, bringing lower levels of educational success. Our proposal aims to design and develop a one-character refreshable braille display that is affordable and...
Chemistry and biology students often have difficulty understanding molecu-
lar structures. Sonification (the rendition of data into non-speech sounds that convey information) can be used to support molecular understanding by complementing scientific visualization. A proper sonification design is important for its effective educational use. This pap...
Olfactory displays (human-computer interfaces that generate and diffuse odors to a user with a purpose) have been researched to complement or supplement other human sensory modalities, as well as using odors as effective sensory stimuli. We developed an olfactory display with a commonly-used microcontroller board and off-the-shelf components. A cha...
This paper presents a 3D video game project that
incorporates smell generated by an olfactory display (an ultrasonic
humidifier and a PC fan) controlled by fuzzy logic. In order to
improve the olfactory display efficiency, we apply Edge computing
by running the fuzzy logic control software on the microcontroller
itself and not on the video game com...
Genomic selection (GS) changed the way plant breeders select genotypes. GS takes advantage of phenotypic and genotypic information to training a statistical machine learning model, which is used to predict phenotypic (or breeding) values of new lines for which only genotypic information is available. Therefore, many statistical machine learning met...
Olfactory displays (human-computer interfaces that generate and diffuse odors to a user with a purpose) have been researched to complement or supplement other human sensory modalities, as well as using odors as effective sensory stimuli. We developed an olfactory display with a commonly-used microcontroller board and off-the-shelf components. A cha...
Intelligence capabilities will be the cornerstone in the development of next-generation cognitive networks. These capabilities allow them to observe network conditions, learn from them, and then, using prior knowledge gained, respond to its operating environment to optimize network performance. This study aims to offer an overview of the current st...
This paper presents cross-cultural learning experiences between computer science students from a Canadian and a Japanese university participating in video game development projects in a Collaborative Online International Learning (COIL) approach. The paper also documents how those experiences were related to the development of cross-cultural and so...
Today, video games have come a long way compared to the video games offered by the first consoles, both in technology and gameplay. However, one thing today's video games have in common with respect to the early video games is the use of intelligent agents to create a more competitive gaming environment for the video gamer. This work proposes the u...
Wearable technology for non-invasive breathing monitoring has shown positive results in clinical tests for the early detection of more severe diseases. Due to the above, this project proposes to predict respiratory diseases by applying Artificial Intelligence techniques to the data obtained from the respiratory rate to identify risks to people's he...
Reading and writing are daily communicative activities for our integration in society. For Deaf people, whose first language is sign language, these skills result complicated. In Mexico, there is a high percentage of Deaf people who have not acquired these skills, mainly due to the lack of trained personnel and educational guidance. Our proposal ai...
COLUMNA: Ciencia y Futuro del periódico El Comentario: https://elcomentario.ucol.mx/columna-ciencia-y-futuro-46/
In this chapter, you will learn how to set up fundamental soft ware tools for programming
microcontrollers, as well as how to use basic electronic components as a starting point
for programming examples for beginners. We will begin with a general introduction to
microcontrollers and their definitions, as well as their importance and applications in...
In this chapter, you will review the basic configuration of the IDEs used for programming
the Blue Pill and Curiosity Nano microcontroller boards, as well as learn the basics of
the C programming language necessary for coding applications for the Blue Pill and the
Curiosity Nano. This is by no means a comprehensive C tutorial. It contains important...
Th is chapter focuses on how to connect a photoresistor, an electronic component that
measures the amount of light from the environment, to an input port of both the Blue Pill
and Curiosity Nano microcontroller boards. In this chapter's exercise, we will analyze with
a photoresistor whether a plant receives enough light.
In this chapter, we are goi...
An indoor environment with good air quality is essential to guarantee a healthy
environment (Marques and Pitarma, 2017). Th e MQ-2 gas sensor can be an excellent
way to measure the quality parameters of indoor air or as an early fi re detection system.
In this chapter, you will learn how to build a practical system for detecting gases in the
enviro...
Th is chapter describes how to build a very noticeable visual alarm with a super-bright
LED connected to a microcontroller board. Th e LED will show an SOS message (this
is used when someone or a group of people is in danger or in distress). In this chapter,
you will learn how to control a super-bright LED with a microcontroller board. Th e
reason...
In recent years, the use of the internet has increased. This same increase has allowed the
internet to evolve. Now we speak of things connected to this network; devices for everyday
use that were not originally designed to have connectivity. Th is evolution has created the
concept of the Internet of Things (IoT), which is defined by Morgan in Forbe...
In this chapter, we will review and practice how to turn an LED on or off using a push
button connected to a microcontroller board. A push button is a practical component that
acts like a switch and is used for closing or opening an electronic circuit. We can use them
to initialize or activate a process in a microcontroller board. Consequently, the...
When it comes to automating the home, one of the most desired features is often the ability to switch electronic devices on and off remotely (Colon, 2020). To address this, in this chapter – which covers the fi ft h project in this book – we will learn how to build
a wireless electronic remote control to turn an LED on when two successive clapping...
With the advent of the Internet of Things (IoT), we are immersed in the new industrial revolution—the so-called Industry 4.0. One of the industries that have benefited the most from these technologies is agriculture (Chalimov, 2020). Agricultural IoT applications
range from autonomous harvesting to sensors to recognize pests and diseases or to meas...
Solar energy is considered one of the most promising renewable energy sources in the face of global warming challenges. It has been considered one of the best alternatives to reduce the dependency on fossil fuels and meet the growing demand for electricity (Ryan,
2005). To achieve this, sunlight is converted into electricity, and the sunlight is co...
This chapter describes an interesting project where you will develop a touchless thermometer to measure human body temperature. This digital thermometer could be useful for supporting the diagnosis of people with COVID-19. The electronics project explained in this chapter involves the use of a very capable infrared (IR) temperature
sensor that will...
Th is chapter describes how to practically measure humidity and temperature in an
environment, as well as how to connect specialized sensors to a microcontroller board.
You will fi nd out how to use the commonly used sensors DHT11 and LM35. In this
chapter, you will gain valuable information regarding gaining data acquisition from a
temperature and...
When the world celebrated the arrival of the year 2020, a pandemic was arising due to a
new disease: COVID-19. With the emergence of this pandemic, all human activities were
affected to a lesser or greater degree.
The education sector has been one of the most affected in this sense. All schools worldwide temporarily suspended their activities, sinc...
This chapter describes a useful project where you will make a touchless timer by waving at an ultrasonic sensor. Th is timer will count the minimum time of 20 seconds recommended by health authorities for properly washing our hands for preventing contamination from viruses such as SARS-CoV-2 that produces COVID-19 symptoms.
The project involves an...
The ultimate project-based guide to building real-world embedded applications in C programming.
Discover how to apply microcontroller boards in real life to create interesting IoT projects.
Create innovative solutions to help improve the lives of people affected by the COVID-19 pandemic.
Book Description
We live in a world surrounded by electron...
Este capítulo presenta el diseño y la evaluación de la experiencia del usuario de un juego serio destinado a apoyar a los estudiantes de pregrado en el aprendizaje de intervenciones comunitarias derivado de su currículo en el área de trabajo social.
El presente libro es resultado de la experiencia de sus autores quienes, desde su perspectiva disciplinar, plantean la necesidad de trabajar en constante cambio por medio de la innovación en las Tecnologías de Información (TI) y que pretende ser de utilidad e informativo tanto para la academia, como para el sector salud y la industria. La obra está...
Scientific visualization of molecular models in the classroom
using high-quality computer graphics can be a powerful means to support students’ learning of molecular structure. The objective of this paper is to analyze the feasibility of using PyMOL (an easy-to-use molecular model visualization program) in a classroom for learning and teaching mole...
INTRODUCTION: Characteristics of different disabilities using digital technologies are presented. Web content Accessibility Guidelines (WCAG) are explained according to their principles and how each offers alternatives for the limitations of people with disabilities and the conformance levels A, AA, AAA.
OBJECTIVES: Perform an automatic evaluation...
Background
Several conventional genomic Bayesian (or no Bayesian) prediction methods have been proposed including the standard additive genetic effect model for which the variance components are estimated with mixed model equations. In recent years, deep learning (DL) methods have been considered in the context of genomic prediction. The DL methods...
Continuous health monitoring in real-time has become essential to improve people's quality of life through medical prescription or personal control. Our goal is to develop a wearable IoMT device with real-time monitoring of heart rate and breathing patterns while an athlete performs physical exercise at high-intensity intervals. The wearable IoMT d...
In this paper, we analyze the physical characteristics of a user with both visual and motor impairment, as well as the user’s context of smartphone use. In order to facilitate navigation using gestures that are easy to do by users with motor and visual impairment, we designed two hardware solutions as physical switches: a case mounted on the phone,...
Este artículo describe una propuesta de diseño de un sistema de Internet de las Cosas (IoT por sus siglas en inglés) para prevenir situaciones de riesgo en conducción vial por medio del monitoreo del ritmo cardiaco de los conductores. Se realizó una evaluación de aceptación en etapa temprana de desarrollo para conocer si la propuesta va a ser podrí...
Video game testing is an important topic that is taught in game design and development courses, including quality assurance (QA) testing (testers look for game "bugs" or game software errors) and playtesting (testers evaluate gameplay and analyze how fun the game is). Testing is a valuable activity done in game development projects, because it unco...
The changes of the Fourth Industrial Revolution (Industry 4.0) are inevitable in all areas of daily life, from government to healthcare and commerce, including the educational field. Education 4.0 brings potential challenges to schools around the globe, such as digital technology, personalized data, and a connected world. Thus, this paper presents...
Aim/background: in view of the growing demand for food, new methodologies are needed to improve the genomic selection (GS) methodology to obtain more pro- ductive plant varieties and there is empirical evidence that GS it is revolutionizing plant breeding for food production around the world. Methods: since the prediction models play a key role in...
This paper presents the usability assessment of the design of an Internet of Medical Things (IoMT) system for older adults; the evaluation, using heuristics, was held early on the design process to assess potential problems with the system and was found to be an efficient method to find issues with the application design and led to significant usab...
Virtual Learning Environments (VLE) provide platforms to make online education more convenient and affordable for learners. Although VLE are currently in great demand, their acceptance needs to be assessed. In this research, an instrument that measures thetechnology acceptance of a VLE is validated by applying a confirmatory factor analysis on 15 i...
En este documento se describen las principales dificultades enfrentadas por las personas con discapacidad visual y motriz que utilizan dispositivos móviles. Asimismo, se hace una revisión del estado del arte de las propuestas para subsanar las dificultades de navegación, lectura y escritura de contenidos, y se describe el desarrollo de nuestra prop...
Some students have difficulty analyzing physio-chemical properties of molecular structures from molecular models. This analysis has been highly visual, posing some challenges such as occlusion. Auditory display techniques, especially earcons (using musical sounds that represent meaningful information) have been positively used for supporting the an...
Human-computer interaction (HCI) is an area with a wide range of concepts and knowledge. Therefore, a need to innovate in the teaching-learning processes to achieve an effective education arises. This article describes a proposal for teaching HCI through the development of projects that allow students to acquire higher education competencies throug...
With the increase in global life expectancy and the advance of technology, the creation of age-friendly environments is a priority in the design of new products for elderly people healthcare.
This paper presents a proposal for a real-time health monitoring system of older adults living in geriatric residences. This system was developed to help care...
With the increase in global life expectancy and the advance of technology, the creation of age-friendly environments is a priority in the design of new products for elderly people healthcare. This paper presents a proposal for a real-time health monitoring system of older adults living in geriatric residences. This system was developed to help care...
Virtual Learning Environments (VLE) provide platforms to make online education more convenient and affordable for learners. Although VLE are currently in great demand, their acceptance needs to be assessed. In this research, an instrument that measures the technology acceptance of a VLE is validated by applying a confirmatory factor analysis on 15...
Algoma University holds an important collection of Canadian objects from the Anishinaabe culture dating from 1880. Some of those objects have been on display in the university's library, but most of them still remain stored in the university's archive, limiting opportunities to use them in teaching and learning activities. This chapter describes a...
This paper describes the design and application of short in-class projects conducted in Algoma University's Human-Computer Interaction (HCI) course taught at the Bachelor of Computer Science. The projects were based on the Maker Movement (people using and reusing electronic components and everyday materials to tinker with technology and make intera...
In the world, many older adults are living alone for most of the day. This work propose the use of the television set, a medium well known by seniors, to improve the way that seniors and their caregivers can track daily activities such as medication intakes reminders. Two evaluations were held, a heuristic usability assessment early on the design p...
Diabetes is a chronic degenerative disease with increasing number of patients due to unhealthy lifestyles and the lack of information regarding the disease and its correct treatment. In this research work, we propose the design and development of an application to educate patients with diabetes, about their disease, using interactive gamified activ...
In this paper we present the comparison between the results of two measurements of non-visual performance: Keystroke-Level Model (KLM) estimation and screen reader times. The estimation is done on an online multiple-question exam using three non-visual interaction scenarios. In both measurements we consider different speech rates, since they are de...
Virtual reality (VR), a computer-generated 3D world where people interact with it using their senses by donning special electronic equipment (Jerald, 2015) has been successfully applied for learning challenging scientific topics (Ott & Freina, 2015), such as molecular
structure, since it offers educational affordances, unlike other educational tool...
How will pedestrians from different regions interact with an approaching autonomous vehicle? Understanding differences in pedestrian culture and responses can help inform autonomous cars how to behave appropriately in different regional contexts. We conducted a field study comparing the behavioral response of pedestrians between metropolitan Mexico...
To date, mobile device users with disabilities still have access issues. While there exist satisfactory arrangements focused on specific impairments, users with multiple disabilities still struggle to find acceptable workarounds to everyday tasks that are straightforward for other users. In this paper we present a case study of an iPhone user with...
A small cultural object from Algoma University’s archive was digitized using a commercial 3D scanner and was visualized using a low-cost and easy-to-use virtual reality (VR) headset and a free online 3D graphics viewer. We ran a preliminary usability study with university students to see whether our VR setting may positively affect the object’s vis...
In Mexico, many seniors are alone for most of the day or live in public nursing homes. Simple interaction with computer systems is required for older people. This is why we propose the exploration of a medium well known by seniors, such as the television (TV). The primary objective of this study is to improve the quality of life of seniors through...
In this work, we present a proposal designed for
teaching topics in a Human-Computer Interaction
course using low-cost hardware to create prototypes
and learn the required competencies of the field. This
proposal has been applied in several projects in
collaboration between the University of Colima in
Mexico and Algoma University in Canada. These
p...