About
40
Publications
14,335
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
493
Citations
Citations since 2017
Publications
Publications (40)
A key factor for successfully implementing gamified learning platforms is making students interact with the system from multiple digital platforms. Learning platforms that try to accomplish all their objectives by concentrating all the interactions from users with them are less effective than initially believed. Conversational bots are ideal soluti...
This paper analyzes different player type models and game elements in the literature,
particularly focusing on the case of online games. Research based on an exploratory study is
presented; it aims to explore the different types of interaction with gameful digital applications. The
study is based on a survey and provides findings from the literatur...
Nowadays, obesity and overweight are a global health epidemic. Traditional interventions for promoting healthy habits do not seem to work. However, emerging technological solutions based on wearables and mobile devices can be useful in promoting healthy habits. These applications generate a considerable amount of tracked activity data. Consequently...
Childhood obesity is nowadays a global epidemic. This illness sometimes comes with another associated problem, like Diabetes type II. In this paper we present a case of study about the results of the application of a gamified educational program. A 3-year longitudinal and prospective study was conducted a patient with obesity and diabetes. Differen...
Down syndrome causes a reduction in cognitive abilities, with visual-motor skills being particularly affected. In this work, we have focused on this skill in order to stimulate better learning. The proposal relies on stimulating the cognitive visual-motor skills of individuals with Down Syndrome (DS) using exercises with a gestural interaction plat...
One of the principal problems of rehabilitation is that therapy sessions can be boring due to the repetition of exercises. Serious games, and in particular exergames in rehabilitation can motivate, engage and increase the adherence of patients to their treatment. Also, the automatic personalization of exercises to each patient can help therapists....
Obesity is considered a global epidemic of the 21st century by the World Health Organization (WHO). Specifically, the Canary Islands has the highest level of this disease in Europe and 40% of children in Spain are overweight or obese. This increase is a direct result of changes in the lifestyles of the population and its nutrition. Because of this,...
Physical and active games can attract young people and children to have regular physical exercise and to promote healthy habits.The PROVITAO project has developed a gamified educational program for healthy habits, based on video games assets and motor games. The developed program consists of a plan of activities specifically designed on healthy hab...
Resumen El objetivo de este trabajo ha sido conseguir un sistema inteligente que analice las acciones del usuario con el sistema y en función de su interacción y evolución recomiende las actividades a realizar con el mismo. Las principales aportaciones de este trabajo consisten en la creación de un sistema de recomendación de actividades basado en...
Gamification is the use of game mechanics and strategies in non-game contexts. Currently, according to various reports, is an emerging trend in many application fields, including education. Many gamification initiatives use points, badges and leaderboards as a way to motivate and incent participants to alter their behavior. Some gamified systems us...
In this paper is described the design and development of a KINECT based interactive platform application aimed to physical rehabilitation and cognitive training of the minors in situations of illness. This platform, called TANGO:H, is highly configurable and customizable, thanks to exercises editor: TANGO:H Designer. So, the platform allows the ada...
This paper presents a methodological proposal based on current powerful approaches in the software development process: agile methodologies (SCRUM, Lean UX), and user-centered design (UCD) and user experience design (UXD). Specifically, we have adapted some of the characteristics of the agile methodologies which have allowed us to produce useful pr...
World Health Organization (WHO) has declared obesity as an epidemic of the XXI century after reaching
global proportions. In Spain, this disease is suffered by 62% of the population leading to the emergence of
new health problems. Increasing numbers of childhood obesity in the world is a direct result of changes in
the lifestyles of the population....
This paper presents a methodological proposal that is based on powerful current approaches to the software development process: agile methodologies (SCRUM, Lean UX), user-centered design (UCD) and user experience design (UXD). Specifically, we have adapted some of the characteristics of the agile methodologies, which have allowed us to produce usef...
The ProViTao project is an initiative aimed at helping children with obesity problems to overcome this disease in a fun and effective way through the use of gamification. In an obesity treatment of nine months, only the first three are supervised by a medical team into the hospital. After that period, the treatment is relegated to the family for th...
EMATIC project (Mathematics Education through ICT) is a multi-device Intelligent Tutorial System (ITS) focused on the teaching of mathematics, especially for children with educational difficulties. Logical thinking and learning different aspects of basic math are the main learning goals of EMATIC. Also, EMATIC allows students to perform non-repetit...
In this paper we present a proposal of inclusive educational software design based on principles of user-centered design (UCD), user experience design (UXD) and agile methodologies (SCRUM). The main goal of this proposal is to identify usability problems and UX factors in early stages of educational software development for users with special educa...
This paper presents a laboratory experiment for teaching Automation. The objective of this project is to allow the students of the Technical Engineering Schools of the University of La Laguna (Spain) to learn the theoretical and practical fundamentals of Automation Systems through a laboratory experiment based on a home automation application. Auto...
This paper presents the design approach of TANGO:H (Tangible Goals: Health): a platform for the creation of physical and cognitive rehabilitation exercises. This platform is adaptable to the characteristics of the population it is intended: children hospitalized and in home care. Also, it is highly configurable and customizable, thanks to exercises...
Children with serious illness face enormous challenges in their daily life. These individuals must not only deal with the direct consequences of their disease, but they must often cope with being in a hospital or at home, being unable in many cases go to school. Frequently, connections with classmates, neighbours, and sometimes even some with relat...
This paper presents an interactive platform called TANGO:H (Tangible Goals: Health) for the creation of social active play with gestural interaction. This platform has been specially designed and adapted for its recreational, educational and rehabilitation use in children at hospital. The platform has a game editor called TANGO:H Designer, which al...
An inclusive school requires attention to diversity. According to this, the teaching hospital should try to improve the quality of life of hospitalized children through the normalization of their life. In this sense, ensuring the collaboration and coordination among hospital, schools, families and implied professionals around the hospitalized minor...
Research and experience have already shown that games can be efficiently applied in a huge set of learning contexts, and that games can engage learners in ways other tools and approaches cannot. Hospitalized children have to cope with many disadvantages that can lead to physical, psychological, and technological impairments. New technologies and pa...
One of the most stressful events that can happen during parenthood is for a child to be admitted to a hospital for illness, surgery, or an accident. It is particularly stressful when the hospital stay is unplanned. This can be very frightening for the child and the parents. An extended stay at the hospital can be a very stressful thing. The use of...
The research and experience have proved that videogames can be applied effectively in a wide amount of learning contexts. With the objective to extend the use of educational videogames with children in hospitalization situation, we are working on the design of social educational videogames. Our proposal follows the foundations of digital game based...
This paper researches a collaborative strategy between an XCS learning classifier system (LCS) and a relational learning (RL) agent. The problem here is to learn a relational policy for a stochastic markovian decision process. In the proposed method the XCS agent is used to improve the performance of the RL agent by filtering the samples used at th...
Transfer learning, using systems with rich and general representations, to improve adaptive rule based systems designed to efficiently react in changing environments is the idea behind the problem studied in this paper. In this framework, the aim of this research is studying the benefits of using relational learning in combination with an evolution...
Children suffering a serious illness, experience enormous changes in their daily lives. Not only does the direct consequences of the disease affect the child, but also the fact of being at a hospital, or at home and not being allowed to go to school. Frequently, connections with classmates, neighbors, and sometimes even some with his relatives are...
This poster describes a challenging application field for EDM, in the context of collaborative learning open learner model frameworks. An open and challenging field arises from the situation lived by children suffering a serious illness. The responsibility of the government continuing their schooling process is harder to achieve, since different co...
A novel adaptive face detection method is presented. The main contribution of this paper is to show, how the zoom capabilities of a pan-tilt-zoom (PTZ) camera can be exploited so that the camera becomes part of the detection procedure itself. The high resolution images captured by the camera allow texture-based skin detection, which makes available...
Simulation-based optimization has been largely used to tackle complex problems where getting analytical solutions is computationally unfeasible. Process Network Synthesis (PNS) is an example of such high dimensional problems. The problem researched in this paper has been inspired by PNS, and focuses on finding the network structure that best fits t...
The objective of this research is to carry out the classification of cellular nuclei in cytological pleural fluid images. The article focuses on the feature extraction and classification processes. The extracted feature is a spatial measurement of the chromatin distribution in cellular nuclei. The designed classifiers are fuzzy classifiers that car...
The aim of this work is to provide a new approach to the classical problem of determining whether or not a set of data has been sampled from a univariate normal distribution. A simple neural network architecture is proposed as an efficient way of combining and reinforcing the discriminatory capabilities of different popular statistics commonly used...
In this paper, the development of a guidance system for electric vehicles in a non-structured roads environment is presented. The roads lack of any kind of horizontal signs. The vehicle was circulate in the "Instituto Tecnologico de Energias Renovables" (ITER) environment, within the framework of the project entitled "25 Bioclimatic Houses". The ve...
Projects
Projects (2)
El proyecto PROVITAO ha desarrollado un programa educativo gamificado para hábitos saludables, basado en videojuegos activos y juegos motores.
PROVITAO fue aplicado a un total 45 niños y niñas con obesidad infantil de Canarias.
Además de la intervención con los niños y niñas, el proyecto ha desarrollado una formación para los padres y madres sobre hábitos saludables.
Entidad Financiadora: Fundación CajaCanarias. 2014-2017
Didactical strategies with HCI (gestural) for children with Down syndrome in the classroom