Eva Villegas

Dr. Eva Villegas

orcid

Research Focus & Metrics

Academic Career Length

8Years (2019-Present)

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

Representative Publications

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10 June 2021 in Sustainability
Verified
Journal Article
Open access
PDF file
Josep PetchaméJosep Petchamé
Josep Petchamé
Ignasi IriondoIgnasi Iriondo
Ignasi Iriondo
EVEva Villegas
Eva Villegas
DRDavid Riu
David Riu
David FonsecaDavid Fonseca
David Fonseca
The COVID-19 pandemic significantly disrupted traditional face-to-face teaching worldwide and forced education institutions to adopt new, online teaching formats to enable students to continue with their studies. This research focuses on students’ perceptions of three teaching different modalities: face-to-face (F2F), Emergency Remote Teaching (ERT) and Smart Classroom (SC), which were implemented in response to the restrictions enforced to combat the spread of COVID-19. A qualitative study based on two user experience techniques, Pocket Bipolar Laddering and Emotional Appraisal, was carried out on a group of second-year ICT engineering university students at La Salle Campus Barcelona. The former technique consists in identifying a maximum of three positive and three negative salient items, while the latter is intended to rate pairs of opposite feelings. In the SC format, saving time on travel to university was considered an advantage of online learning, while disadvantages included less effective instructor–student interaction, distractions when off-campus and teamwork issues. These shortcomings can be addressed by specific online teaching training to develop a more active form of learning and foment student participation. However, both ERT and SC modalities were considered effective solutions to cope with the social and mobility restrictions imposed during the pandemic.

15 June 2019
Verified
Book Chapter
Closed access
PDF file
EVEva Villegas
Eva Villegas
ELEmiliano Labrador
Emiliano Labrador
DFDavid Fonseca
David Fonseca
SFSara Fernández-Guinea
Sara Fernández-Guinea
Fernando MoreiraFernando Moreira
Fernando Moreira

22 July 2019 in Universal Access in the Information Society
Verified
Journal Article
Closed access
PDF file
EVEva Villegas
Eva Villegas
ELEmiliano Labrador
Emiliano Labrador
David FonsecaDavid Fonseca
David Fonseca
SGSara Fernández Guinea
Sara Fernández Guinea

12 July 2021 in Sensors
Verified
Journal Article
Open access
PDF file
Josep PetchaméJosep Petchamé
Josep Petchamé
Ignasi IriondoIgnasi Iriondo
Ignasi Iriondo
EVEva Villegas
Eva Villegas
David FonsecaDavid Fonseca
David Fonseca
SRSusana Romero
Susana Romero
MAMarian Aláez
Marian Aláez
Qualitative research activities, including first-day of class surveys and user experience interviews on completion of a subject were carried out to obtain students’ feedback in order to improve the design of the subject ‘Information Systems’ as a part of a general initiative to enhance ICT (Information and Communication Technologies) engineering programs. Due to the COVID-19 (corona virus disease 2019) pandemic, La Salle URL adopted an Emergency Remote Teaching tactical solution in the second semester of the 2019–2020 academic year, just before implementing a strategic learning approach based on a new Smart Classroom (SC) system deployed in the campus facilities. The latter solution was developed to ensure that both on-campus and off-campus students could effectively follow the course syllabus through the use of new technological devices introduced in classrooms and laboratories, reducing the inherent difficulties of online learning. The results of our findings show: (1) No major concerns about the subject were identified by students; (2) Interaction and class dynamics were the main issues identified by students, while saving time on commuting when learning from home and access to recorded class sessions were the aspects that students considered the most advantageous about the SC.

6 April 2021 in Sensors
Verified
Journal Article
Open access
PDF file
EVEva Villegas
Eva Villegas
David FonsecaDavid Fonseca
David Fonseca
EPEnric Peña
Enric Peña
PBPaula Bonet
Paula Bonet
SGSara Fernández Guinea
Sara Fernández Guinea
This research focuses on the study and qualitative assessment of the relationships between motivators and game mechanics per the ratings of expert gamification consultants. By taking this approach, it is intended that during the design phase of a gamified system, decisions can be made about the design of the system based on the motivators of each of the profiles. These motivators can be determined from the information provided by the potential players themselves. The research presented starts from a previous analysis in which, based on the three most used gamification frameworks and through a card sorting technique that allows the user to organize and classify the content, a set of mechanics are determined. In the present study, each of the mechanics is analyzed, and a more precise motive is decided. As a result, a higher level of personalization is achieved and, consequently, approximates a higher level of gamification effectiveness. The main conclusions are implemented in the development of the Game4City 3.0 project, which addresses gamified and interactive strategies to visualize urban environments in 3D at an educational and social level.

2 December 2023 in Sensors
Verified
Journal Article
Open access
PDF file
EVEva Villegas
Eva Villegas
EGElisabet Fonts Gonzalez
Elisabet Fonts Gonzalez
MFMarta Fernández-Ruiz
Marta Fernández-Ruiz
SGSara Fernández Guinea
Sara Fernández Guinea
Video game trailers are very useful tools for attracting potential players. This research focuses on analyzing the emotions that arise while viewing video game trailers and the link between these emotions and storytelling and visual attention. The methodology consisted of a three-step task test with potential users: the first step was to identify the perception of indie games; the second step was to use the eyetracking device (gaze plot, heat map, and fixation points) and link them to fixation points (attention), viewing patterns, and non-visible areas; the third step was to interview users to understand impressions and questionnaires of emotions related to the trailer’s storytelling and expectations. The results show an effective assessment of visual attention together with visualization patterns, non-visible areas that may affect game expectations, fixation points linked to very specific emotions, and perceived narratives based on the gaze plot. The innovation in the mixed methodological approach has made it possible to obtain relevant data regarding the link between the emotions perceived by the user and the areas of attention collected with the device. The proposed methodology enables developers to understand the strengths and weaknesses of the information being conveyed so that they can tailor the trailer to the expectations of potential players.