Gerardo Herrera

Mr. Gerardo Herrera

orcid

Research Focus & Metrics

Academic Career Length

21Years (2006-Present)

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

Representative Publications

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14 February 2022 in Children
Verified
Journal Article
Open access
PDF file
PPPatricia Pérez-Fuster
Patricia Pérez-Fuster
GHGerardo Herrera
Gerardo Herrera
LKLila Kossyvaki
Lila Kossyvaki
AFAntonio Ferrer
Antonio Ferrer
In the present study, the effects of an intervention based on an augmented reality technology called Pictogram Room were examined. The objective of the intervention was to improve the responding to joint attention (RJA) skills of gaze following and pointing in six children on the autism spectrum between 3 and 8 years old. A multiple baseline single-subject experimental design was conducted for 12 weeks in a school setting. Results indicated that all of the participant children improved performance in RJA following the intervention. Improvements were maintained over time and generalised to real-world situations. These findings demonstrate that autistic children can improve their RJA skills with a targeted and engaging intervention based on an accessible augmented reality technology tool.

1 February 2021 in Children
Verified
Journal Article
Open access
PDF file
LDLorenzo Desideri
Lorenzo Desideri
PPPatricia Pérez-Fuster
Patricia Pérez-Fuster
GHGerardo Herrera
Gerardo Herrera
The aim of this systematic review is to identify recent digital technologies used to detect early signs of autism spectrum disorder (ASD) in preschool children (i.e., up to six years of age). A systematic literature search was performed for English language articles and conference papers indexed in Pubmed, PsycInfo, ERIC, CINAHL, WoS, IEEE, and ACM digital libraries up until January 2020. A follow-up search was conducted to cover the literature published until December 2020 for the usefulness and interest in this area of research during the Covid-19 emergency. In total, 2427 articles were initially retrieved from databases search. Additional 481 articles were retrieved from follow-up search. Finally, 28 articles met the inclusion criteria and were included in the review. The studies included involved four main interface modalities: Natural User Interface (e.g., eye trackers), PC or mobile, Wearable, and Robotics. Most of the papers included (n = 20) involved the use of Level 1 screening tools. Notwithstanding the variability of the solutions identified, psychometric information points to considering available technologies as promising supports in clinical practice to detect early sign of ASD in young children. Further research is needed to understand the acceptability and increase use rates of technology-based screenings in clinical settings.

14 December 2006 in Technology and Disability
Verified
Journal Article
Closed access
PDF file
GHGerardo Herrera
Gerardo Herrera
RJRita Jordan
Rita Jordan
LVLucia Vera
Lucia Vera
Virtual Reality (VR) has been claimed to provide a particularly facilitatory environment for people with Autistic Spectrum Disorders (ASD) in that it offers structure, opportunities for repetition, affective engagement and, control of the learning en

3 October 2013 in Autism
Verified
Journal Article
Closed access
CCCristina Campillo
Cristina Campillo
GHGerardo Herrera
Gerardo Herrera
CGConchi Remírez de Ganuza
Conchi Remírez de Ganuza
JCJosé-Luis Cuesta-Gómez
José-Luis Cuesta-Gómez
RARaquel Abellán
Raquel Abellán
FAFabián Amati
Fabián Amati
Deficits in the perception of time and processing of changes across time are commonly observed in individuals with autism. This pilot study evaluated the efficacy of the use of the software tool Tic-Tac, designed to make time visual, in three adults with autism and learning difficulties. This research focused on applying the tool in waiting situations where the participants exhibited anxiety-related behaviour. The intervention followed a baseline and intervention (AB) design, and a partial interval recording procedure was used to code the presence of stereotypes, nervous utterances, wandering or other examples of nervousness during the selected waiting situations. The results showed that the use of Tic-Tac resulted in lower levels of anxiety-related behaviour in all three participants, compared to the baseline, suggesting that this software may be an effective technology for helping people with autism with organisation and predictability during waiting periods. The results are discussed in terms of limitations and implications for further study.

27 September 2024 in Educational Technology Research and Development
Verified
Journal Article
Open access
PDF file
GHGerardo Herrera
Gerardo Herrera
LVLucía Vera
Lucía Vera
PPPatricia Pérez-Fuster
Patricia Pérez-Fuster
ALArturo López-Fernández
Arturo López-Fernández
ÁLÁlvaro López
Álvaro López
NNNigel Newbutt
Nigel Newbutt
The increased availability of low-cost, standalone and immersive virtual reality (VR) can facilitate adoption in autism education. An immersive VR implementation of the individual work system (IWS) from the TEACCH® approach has the potential to be a safe and predictable environment for autistic learners with or without intellectual disability. This study is a multi-site usability and safety trial examining an immersive VR implementation of the IWS co-designed with autistic pupils and their teachers from three educational centers in the UK, Spain, and Turkey. Twenty-one autistic students aged between 6 and 17 years were involved in the study, six of whom had an intellectual disability. The students tested a total of 164 customized tasks. All participants were able to finish all the tasks. No significant safety issues were identified. The student’s average score on the SUS Usability Scale was 85.36 points. A linear regression analysis showed that autistic children with intellectual disability scored significantly lower on feasibility than children without intellectual disability (p < 0.01) across all locations. This study concluded that an immersive VR-IWS proved usable and safe for the 21 students. However, our findings highlight the need for further adaptations and further research on those with an intellectual disability before recommending universal use. Our findings also have implications for game design for learners with special educational needs.

29 August 2023
Verified
Book Chapter
Closed access
PDF file
CCCristina Costescu
Cristina Costescu
CDCarmen David
Carmen David
ARAdrian Roșan
Adrian Roșan
PFPaula Ferreira
Paula Ferreira
AFAristides Ferreira
Aristides Ferreira
GHGerardo Herrera
Gerardo Herrera