Roberto Álvarez

Mr. Roberto Álvarez

orcid

Research Focus & Metrics

Academic Career Length

12Years (2015-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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9 September 2022 in JMIR mHealth and uHealth
Verified
Journal Article
Open access
MAMaria Aguiar
Maria Aguiar
MTMaria Trujillo
Maria Trujillo
DCDeisy Chaves
Deisy Chaves
RÁRoberto Álvarez
Roberto Álvarez
Gorka EpeldeGorka Epelde
Gorka Epelde
Background: The popularization of mobile health (mHealth) apps for public health or medical care purposes has transformed human life substantially, improving lifestyle behaviors and chronic condition management. Objective: This review aimed to identify behavior change techniques (BCTs) commonly used in mHealth, assess their effectiveness based on the evidence reported in interventions and reviews to highlight the most appropriate techniques to design an optimal strategy to improve adherence to data reporting, and provide recommendations for future interventions and research. Methods: We performed a systematic review of studies published between 2010 and 2021 in relevant scientific databases to identify and analyze mHealth interventions using BCTs that evaluated their effectiveness in terms of user adherence. Search terms included a mix of general (eg, data, information, and adherence), computer science (eg, mHealth and BCTs), and medicine (eg, personalized medicine) terms. Results: This systematic review included 24 studies and revealed that the most frequently used BCTs in the studies were feedback and monitoring (n=20), goals and planning (n=14), associations (n=14), shaping knowledge (n=12), and personalization (n=7). However, we found mixed effectiveness of the techniques in mHealth outcomes, having more effective than ineffective outcomes in the evaluation of apps implementing techniques from the feedback and monitoring, goals and planning, associations, and personalization categories, but we could not infer causality with the results and suggest that there is still a need to improve the use of these and many common BCTs for better outcomes. Conclusions: Personalization, associations, and goals and planning techniques were the most used BCTs in effective trials regarding adherence to mHealth apps. However, they are not necessarily the most effective since there are studies that use these techniques and do not report significant results in the proposed objectives; there is a notable overlap of BCTs within implemented app components, suggesting a need to better understand best practices for applying (a combination of) such techniques and to obtain details on the specific BCTs used in mHealth interventions. Future research should focus on studies with longer follow-up periods to determine the effectiveness of mHealth interventions on behavior change to overcome the limited evidence in the current literature, which has mostly small-sized and single-arm experiments with a short follow-up period.

8 December 2017 in Frontiers in Neuroinformatics
Verified
Journal Article
Open access
AMAndoni Mujika
Andoni Mujika
PLPeter Leskovsky
Peter Leskovsky
RÁRoberto Álvarez
Roberto Álvarez
MOMiguel A. Otaduy
Miguel A. Otaduy
Gorka EpeldeGorka Epelde
Gorka Epelde
This paper focusses on the simulation of the neural network of the Caenorhabditis elegans living organism, and more specifically in the modeling of the stimuli applied within behavioral experiments and the stimuli that is generated in the interaction of the C. elegans with the environment. To the best of our knowledge, all efforts regarding stimuli modeling for the C. elegansare focused on a single type of stimulus, which is usually tested with a limited subnetwork of the C. elegansneural system. In this paper, we follow a different approach where we model a wide-range of different stimuli, with more flexible neural network configurations and simulations in mind. Moreover, we focus on the stimuli sensation by different types of sensory organs or various sensory principles of the neurons. As part of this work, most common stimuli involved in behavioral assays have been modeled. It includes models for mechanical, thermal, chemical, electrical and light stimuli, and for proprioception-related self-sensed information exchange with the neural network. The developed models have been implemented and tested with the hardware-based Si elegans simulation platform.

4 March 2022 in Electronics
Verified
Journal Article
Open access
PDF file
MHMikel Hernandez
Mikel Hernandez
Gorka EpeldeGorka Epelde
Gorka Epelde
ABAndoni Beristain
Andoni Beristain
RÁRoberto Álvarez
Roberto Álvarez
CMCristina Molina Moreno
Cristina Molina Moreno
Evdokimos KonstantinidisEvdokimos Konstantinidis
Evdokimos Konstantinidis
To date, the use of synthetic data generation techniques in the health and wellbeing domain has been mainly limited to research activities. Although several open source and commercial packages have been released, they have been oriented to generating synthetic data as a standalone data preparation process and not integrated into a broader analysis or experiment testing workflow. In this context, the VITALISE project is working to harmonize Living Lab research and data capture protocols and to provide controlled processing access to captured data to industrial and scientific communities. In this paper, we present the initial design and implementation of our synthetic data generation approach in the context of VITALISE Living Lab controlled data processing workflow, together with identified challenges and future developments. By uploading data captured from Living Labs, generating synthetic data from them, developing analysis locally with synthetic data, and then executing them remotely with real data, the utility of the proposed workflow has been validated. Results have shown that the presented workflow helps accelerate research on artificial intelligence, ensuring compliance with data protection laws. The presented approach has demonstrated how the adoption of state-of-the-art synthetic data generation techniques can be applied for real-world applications.

1 May 2018 in Neurocomputing
Verified
Journal Article
Open access
ACAlicia Costalago-Meruelo
Alicia Costalago-Meruelo
Pedro MachadoPedro Machado
Pedro Machado
KAKofi Appiah
Kofi Appiah
AMAndoni Mujika
Andoni Mujika
PLPeter Leskovsky
Peter Leskovsky
TMThomas Martin McGinnity
Thomas Martin McGinnity

1 November 2019 in Computer Methods and Programs in Biomedicine
Verified
Journal Article
Closed access
RÁRoberto Álvarez
Roberto Álvarez
ABAndoni Beristain
Andoni Beristain
Gorka EpeldeGorka Epelde
Gorka Epelde
PCPaul Carlin
Paul Carlin

ABAndoni Beristain
Andoni Beristain
RÁRoberto Álvarez
Roberto Álvarez
SHSantiago Hors-Fraile
Santiago Hors-Fraile
DPDespoina Petsani
Despoina Petsani
MTMichail Timoleon
Michail Timoleon
Evdokimos KonstantinidisEvdokimos Konstantinidis
Evdokimos Konstantinidis
Preventive care and telemedicine are expected to play an important role in reducing the impact of an increasingly aging global population while increasing the number of healthy years. Virtual coaching is a promising research area to support this process. This paper presents a user-centered virtual coach for older adults at home to promote active and healthy aging and independent living. It supports behavior change processes for improving on cognitive, physical, social interaction and nutrition areas using specific, measurable, achievable, relevant, and time-limited (SMART) goal plans, following the I-Change behavioral change model. Older adults select and personalize which goal plans to join from a catalog designed by domain experts. Intervention delivery adapts to user preferences and minimizes intrusiveness in the user’s daily living using a combination of a deterministic algorithm and incremental machine learning model. The home becomes an augmented reality environment, using a combination of projectors, cameras, microphones and support sensors, where common objects are used for projection and sensed. Older adults interact with this virtual coach in their home in a natural way using speech and body gestures on projected user interfaces with common objects at home. This paper presents the concept from the older adult and the caregiver perspectives. Then, it focuses on the older adult view, describing the tools and processes available to foster a positive behavior change process, including a discussion about the limitations of the current implementation.