Jonnathan Santiago Berrezueta-Guzman

Dr. Jonnathan Santiago Berrezueta-Guzman

orcid

Research Focus & Metrics

Academic Career Length

7Years (2020-Present)

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

Representative Publications

View All Publications
19 March 2024 in Healthcare
Verified
Journal Article
Open access
PDF file
JBJonnathan Santiago Berrezueta-Guzman
Jonnathan Santiago Berrezueta-Guzman
MKMohanad Kandil
Mohanad Kandil
MRMª Luisa Martín Ruiz
Mª Luisa Martín Ruiz
IPIván Pau
Iván Pau
SKStephan Krusche
Stephan Krusche
This study explores the integration of large language models (LLMs), like ChatGPT, to improve attention deficit hyperactivity disorder (ADHD) treatments. Utilizing the Delphi method for its systematic forecasting capabilities, we gathered a panel of child ADHD therapy experts. These experts interacted with our custom ChatGPT through a specialized interface, thus engaging in simulated therapy scenarios with behavioral prompts and commands. Using empirical tests and expert feedback, we aimed to rigorously evaluate ChatGPT’s effectiveness in therapy settings to integrate AI into healthcare responsibly. We sought to ensure that AI contributes positively and ethically to therapy and patient care, thus filling a gap in ADHD treatment methods. Findings show ChatGPT’s empathy, adaptability, and communication strengths, thereby highlighting its potential to significantly improve ADHD care. The study points to ChatGPT’s capacity to transform therapy practices through personalized and responsive patient care. However, it also notes the need for enhancements in privacy, cultural sensitivity, and interpreting nonverbal cues for ChatGPT’s effective healthcare integration. Our research advocates for merging technological innovation with a comprehensive understanding of patient needs and ethical considerations, thereby aiming to pioneer a new era of AI-assisted therapy. We emphasize the ongoing refinement of AI tools like ChatGPT to meet ADHD therapy and patient care requirements more effectively.

28 June 2021 in IEEE Access
Verified
Journal Article
Open access
JBJonnathan Santiago Berrezueta-Guzman
Jonnathan Santiago Berrezueta-Guzman
IPIván Pau
Iván Pau
MMMaria-Luisa Martin-Ruiz
Maria-Luisa Martin-Ruiz
NMNuria Máximo-Bocanegra
Nuria Máximo-Bocanegra
Robotics, Artificial Intelligence (AI), and the Internet of Things (IoT) support various processes in many scenarios of modern life such as e-health and psychological treatments. This article presents the design, development, implementation, and assessment of a Robotic Assistant (RA), named “Atent@”, as a support tool in the homework activities of children with Attention Deficit Hyperactivity Disorder (ADHD). Interacting with the children the RA helps them correct their bad habits and misbehavior caused by the disorder. Its features and functionalities were designed by therapists, implementing AI algorithms to process information and make decisions in real-time to help children to be focused on their homework. This RA interacts with smart objects deployed at home, which are associated with the activity under observation (desk and chair). This solution allows therapists to receive more accurate information about the homework sessions inside the home. At the same time, remote interaction with the child is made possible (through the RA) to provide new instructions and support him/her along with the sessions. This RA is a significant evolution of an earlier version. All the improvements brought to the project by the modifications in technical and qualitative features are explained. Furthermore, the experiment and its results are presented to illustrate the clinical potential. This project shows that the RA can not only make observations with a high degree of precision like an expert (teacher/therapist) but also positively influences the homework performance of children with and without ADHD.

20 February 2025 in IEEE Access
Verified
Journal Article
Open access
NDNadia Damianova
Nadia Damianova
JBJonnathan Santiago Berrezueta-Guzman
Jonnathan Santiago Berrezueta-Guzman
Serious games supported by virtual reality (VR) offer innovative solutions across diverse fields, such as education, therapy, and professional training, leveraging immersive and interactive environments to enhance engagement and learning outcomes. This paper provides a comprehensive literature review of VR-based serious games, focusing on their applications, benefits, and challenges. Key themes include the transformative impact of VR on education through improved motivation and experiential learning, therapeutic applications addressing physical and mental health, and professional training in hazardous and high-skill environments. Despite their potential, adoption is hindered by challenges such as high costs, limited accessibility, ethical concerns, and technical limitations, including cybersickness and scalability issues. This review also highlights emerging trends, including AI-driven adaptive learning, advancements in haptic feedback, and the integration of multisensory experiences, offering opportunities to address these barriers. By synthesizing current research and identifying critical gaps, this paper provides actionable recommendations for researchers and developers to maximize the impact of serious VR games in creating inclusive, effective, and scalable solutions for diverse user needs.

31 August 2020 in IEEE Access
Verified
Journal Article
Open access
JBJonnathan Santiago Berrezueta-Guzman
Jonnathan Santiago Berrezueta-Guzman
IPIván Pau
Iván Pau
MMMaria-Luisa Martin-Ruiz
Maria-Luisa Martin-Ruiz
NMNuria Máximo-Bocanegra
Nuria Máximo-Bocanegra
The Central Nervous System of humans continuously evolves when children engage in new activities. These activities are progressing from learning to eat as a baby over playing during childhood up to homework in all its dimensions. These activities, which are meaningful and relevant to everyone, constitute what occupational therapists call “occupations”. The successful execution of these occupations makes the development of new roles as well as the construction of a correct state of health possible. Due to these reasons, occupational performance is a fundamental part of development throughout childhood. Homework is complex and extends beyond the school context to the home. For many children, the performance of these homework items is a difficult challenge or even impossible to overcome without the help of an adult. This article presents the design, implementation, and functional validation of an intelligent home environment that uses homework activities as a support tool for children with or without attention disabilities. In this project, the Internet of Things (IoT) paradigm is combined with the development of robotic assistance to implement an intelligent home environment. In this environment, we have included intelligent things (where the usual study chairs and desks become smart objects) that determine in real-time the child’s behavior during the development of homework and a robotic assistant which interacts with the children providing the necessary accompaniment (supervision and guidelines) just as a therapist would do. This development has been functionally validated by tests on several school-aged children without pathologies. In a later phase of the study, the proposal will be validated with children with different pathologies with an impact on learning, including Attention Disorder Hyperactivity Disorder (ADHD). The goal is the generation of intelligent places for therapeutic purposes within the home as assistance for children having difficulties to work with their homework assignment due to ADHD.

20 December 2021 in IEEE Access
Verified
Journal Article
Open access
JBJonnathan Santiago Berrezueta-Guzman
Jonnathan Santiago Berrezueta-Guzman
Vladimir Robles-BykbaevVladimir Robles-Bykbaev
Vladimir Robles-Bykbaev
IPIván Pau
Iván Pau
FPFernando Pesantez-Aviles
Fernando Pesantez-Aviles
MMMaria-Luisa Martin-Ruiz
Maria-Luisa Martin-Ruiz
Robotics has made it possible to change and improve many support processes for vulnerable people in different settings. In recent years, its use has been oriented toward supporting therapeutic interventions of neurodevelopmental disorders (NDD), including attention deficit hyperactivity disorder (ADHD). This review of the literature highlights how advances in robotics have evolved in different scenarios of ADHD treatment, its collaboration with other emerging technologies, its results, its limitations, and the research challenges for the future development of robotics in the field of supporting children with ADHD. The authors conducted a literature review based on the location of keywords ‘robotics’ and several NNDs such as ‘ADHD’, ’Autism Spectrum Disorder (ASD)’, ‘cerebral palsy’, and ‘dementia’ in titles, abstracts, and introduction of scientific articles in the Scopus and Web of Science (WoS) database. The reviewed literature was classified according to the type of therapy supported by the robots, the type of robot and the associated technologies. From this analysis, we can solve the research question: Which types of robots have the potential for specific applications in ADHD treatment? Furthermore, this article shows that despite favorable technical results, robotic technologies that support ADHD therapies require significant improvements in terms of scalability, human-machine interaction, and treatment and processing of acquired information to be applied effectively in real-world therapies. The most significant research challenges are proposed to drive research efforts to develop new approaches to enable robotic assistants to participate in ADHD therapies.

11 November 2025 in IEEE Access
Verified
Journal Article
Open access
SÖSüeda Özkaya
Süeda Özkaya
JBJonnathan Santiago Berrezueta-Guzman
Jonnathan Santiago Berrezueta-Guzman
Stefan WagnerStefan Wagner
Stefan Wagner
Integrating Large Language Models (LLMs) into Virtual Reality (VR) games marks a paradigm shift in the design of immersive, adaptive, and intelligent digital experiences. This paper presents a scoping review of recent research at the intersection of LLMs and VR, aiming to map current work, identify key applications, and highlight open challenges. We examine how LLMs transform non-player character (NPC) interactions, narrative generation, intelligent game mastering, personalization, and accessibility. Drawing from an analysis of 66 peer-reviewed studies published between 2018 and 2025, we outline major application domains—ranging from emotionally intelligent NPCs and procedurally generated storytelling to AI-driven adaptive systems and inclusive gameplay interfaces.We also discuss critical challenges facing this convergence, including real-time performance constraints, memory limitations, ethical risks, and scalability barriers. The findings suggest that while LLMs significantly enhance realism, creativity, and engagement in VR environments, their effective deployment requires robust design strategies integrating multimodal interaction, hybrid AI architectures, and ethical safeguards. The paper outlines future research directions in multimodal AI, affective computing, reinforcement learning, and open-source development, aiming to guide intelligent VR systems’ responsible and inclusive advancement.