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Dr. Miguel A. Teruel
University of Alicante

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0 EHealth
0 Gamification
0 HCI
0 Software Engineering

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Article
Published: 27 March 2021 in Artificial Intelligence Review
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Electroencephalography (EEG) is used in the diagnosis and prognosis of mental disorders because it provides brain biomarkers. However, only highly trained doctors can interpret EEG signals due to its complexity. Machine learning has been successfully trained with EEG signals for classifying mental disorders, but a time consuming and disorder-dependant feature engineering (FE) and subsampling process is required over raw EEG data. Deep Learning (DL) is positioned as a prominent research field to process EEG data because (i) it features automated FE by taking advantage of raw EEG signals improving results and (ii) it can be trained over the vast amount of data generated by EEG. In this work, a systematic mapping study has been performed with 46 carefully selected primary studies. Our goals were (i) to provide a clear view of which are the most prominent study topics in diagnosis and prognosis of mental disorders by using EEG with DL, and (ii) to give some recommendations for future works. Some results are: epilepsy was the predominant mental disorder present in around half of the studies, convolutional neural networks also appear in approximate 50% of the works. The main conclusions are (i) processing EEG with DL to detect mental disorders is a promising research field and (ii) to objectively compare performance between studies: public datasets, intra-subject validation, and standard metrics should be used. Additionally, we suggest to pay more attention to ease the reproducibility, and to use (when possible) an available framework to explain the results of the created DL models.

ACS Style

Manuel J. Rivera; Miguel A. Teruel; Alejandro Maté; Juan Trujillo. Diagnosis and prognosis of mental disorders by means of EEG and deep learning: a systematic mapping study. Artificial Intelligence Review 2021, 1 -43.

AMA Style

Manuel J. Rivera, Miguel A. Teruel, Alejandro Maté, Juan Trujillo. Diagnosis and prognosis of mental disorders by means of EEG and deep learning: a systematic mapping study. Artificial Intelligence Review. 2021; ():1-43.

Chicago/Turabian Style

Manuel J. Rivera; Miguel A. Teruel; Alejandro Maté; Juan Trujillo. 2021. "Diagnosis and prognosis of mental disorders by means of EEG and deep learning: a systematic mapping study." Artificial Intelligence Review , no. : 1-43.

Journal article
Published: 14 August 2020 in Sensors
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Improving sustainability is a key concern for industrial development. Industry has recently been benefiting from the rise of IoT technologies, leading to improvements in the monitoring and breakdown prevention of industrial equipment. In order to properly achieve this monitoring and prevention, visualization techniques are of paramount importance. However, the visualization of real-time IoT sensor data has always been challenging, especially when such data are originated by sensors of different natures. In order to tackle this issue, we propose a methodology that aims to help users to visually locate and understand the failures that could arise in a production process.This methodology collects, in a guided manner, user goals and the requirements of the production process, analyzes the incoming data from IoT sensors and automatically derives the most suitable visualization type for each context. This approach will help users to identify if the production process is running as well as expected; thus, it will enable them to make the most sustainable decision in each situation. Finally, in order to assess the suitability of our proposal, a case study based on gas turbines for electricity generation is presented.

ACS Style

Ana LaValle; Miguel A. Teruel; Alejandro Maté; Juan Trujillo. Fostering Sustainability through Visualization Techniques for Real-Time IoT Data: A Case Study Based on Gas Turbines for Electricity Production. Sensors 2020, 20, 4556 .

AMA Style

Ana LaValle, Miguel A. Teruel, Alejandro Maté, Juan Trujillo. Fostering Sustainability through Visualization Techniques for Real-Time IoT Data: A Case Study Based on Gas Turbines for Electricity Production. Sensors. 2020; 20 (16):4556.

Chicago/Turabian Style

Ana LaValle; Miguel A. Teruel; Alejandro Maté; Juan Trujillo. 2020. "Fostering Sustainability through Visualization Techniques for Real-Time IoT Data: A Case Study Based on Gas Turbines for Electricity Production." Sensors 20, no. 16: 4556.

Journal article
Published: 11 July 2020 in Sustainability
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Fostering sustainability is paramount for Smart Cities development. Lately, Smart Cities are benefiting from the rising of Big Data coming from IoT devices, leading to improvements on monitoring and prevention. However, monitoring and prevention processes require visualization techniques as a key component. Indeed, in order to prevent possible hazards (such as fires, leaks, etc.) and optimize their resources, Smart Cities require adequate visualizations that provide insights to decision makers. Nevertheless, visualization of Big Data has always been a challenging issue, especially when such data are originated in real-time. This problem becomes even bigger in Smart City environments since we have to deal with many different groups of users and multiple heterogeneous data sources. Without a proper visualization methodology, complex dashboards including data from different nature are difficult to understand. In order to tackle this issue, we propose a methodology based on visualization techniques for Big Data, aimed at improving the evidence-gathering process by assisting users in the decision making in the context of Smart Cities. Moreover, in order to assess the impact of our proposal, a case study based on service calls for a fire department is presented. In this sense, our findings will be applied to data coming from citizen calls. Thus, the results of this work will contribute to the optimization of resources, namely fire extinguishing battalions, helping to improve their effectiveness and, as a result, the sustainability of a Smart City, operating better with less resources. Finally, in order to evaluate the impact of our proposal, we have performed an experiment, with non-expert users in data visualization.

ACS Style

Ana Lavalle; Miguel Teruel; Alejandro Maté; Juan Trujillo. Improving Sustainability of Smart Cities through Visualization Techniques for Big Data from IoT Devices. Sustainability 2020, 12, 5595 .

AMA Style

Ana Lavalle, Miguel Teruel, Alejandro Maté, Juan Trujillo. Improving Sustainability of Smart Cities through Visualization Techniques for Big Data from IoT Devices. Sustainability. 2020; 12 (14):5595.

Chicago/Turabian Style

Ana Lavalle; Miguel Teruel; Alejandro Maté; Juan Trujillo. 2020. "Improving Sustainability of Smart Cities through Visualization Techniques for Big Data from IoT Devices." Sustainability 12, no. 14: 5595.

Journal article
Published: 22 June 2020 in Applied Sciences
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Blockchain decentralized applications (ÐApp’s) are applications which run on blockchains nodes. Thus, to interact directly with this sort of applications, users need to have a blockchain address, wallet, and knowledge about how to make transactions to interact with ÐApp’s. Therefore, the knowledge required to use a ÐApp can easily make users to desist when trying to interact with them. To tackle this issue, we propose a software architecture that will be in the middle of the user and the ÐApp, thus making users initially unaware of the fact that they are interacting with a ÐApp. This is achieved by analyzing the relationship between ÐApps and Apps by using UML modelling. Next, based on the previous analysis, we created a middleware for users to interact with a ÐApp in the same manner they do with a traditional web app, i.e., by using usernames, passwords and user interface elements instead of addresses, private keys or transactions. To put the developed middleware into practice, we developed a ÐApp that makes use of it. This ÐApp registers the time control of workers from companies by using blockchain to store the data in a secure and non-modifiable manner. Finally, we performed an experiment, thus demonstrating that a ÐApp that implements the proposed middleware would improve its usability for users with no experience with blockchain.

ACS Style

Miguel A. Teruel; Juan Trujillo. Easing ĐApp Interaction for Non-Blockchain Users from a Conceptual Modelling Approach. Applied Sciences 2020, 10, 4280 .

AMA Style

Miguel A. Teruel, Juan Trujillo. Easing ĐApp Interaction for Non-Blockchain Users from a Conceptual Modelling Approach. Applied Sciences. 2020; 10 (12):4280.

Chicago/Turabian Style

Miguel A. Teruel; Juan Trujillo. 2020. "Easing ĐApp Interaction for Non-Blockchain Users from a Conceptual Modelling Approach." Applied Sciences 10, no. 12: 4280.

Preprint
Published: 16 May 2020
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Blockchain decentralized applications (ÐApps) are applications which run on Blockchains nodes. Thus, in order to interact directly with this sort of applications, users need to have a blockchain address, wallet and knowledge about how to make transactions in order to interact with ÐApps. Therefore, the knowledge required to use a ÐApp can easily make users to desist when trying to interact with them. In order to tackle this issue, we propose a software architecture that will be located in the middle of the user and the ÐApp, thus making users initially unaware that they are interacting with a ÐApp. This is achieved by analyzing the relationship between ÐApps and Apps by using UML modelling. Next, based in the previous analysis, we created a middleware for users to interact with a ÐApp in the same manner the do with a traditional web app, i.e. by using usernames, passwords and UI elements instead of addresses, private keys or transactions. Finally, in order to put the developed middleware into practice, we developed a ÐApp that makes use of it. This ÐApp registers the time control of workers from companies by using Blockchain to store the data in a secure and non-modifiable manner.

ACS Style

Miguel A. Teruel; Juan Trujillo. Easing ÐApp Interaction for Non-Blockchain Users from a Conceptual Modelling Approach. 2020, 1 .

AMA Style

Miguel A. Teruel, Juan Trujillo. Easing ÐApp Interaction for Non-Blockchain Users from a Conceptual Modelling Approach. . 2020; ():1.

Chicago/Turabian Style

Miguel A. Teruel; Juan Trujillo. 2020. "Easing ÐApp Interaction for Non-Blockchain Users from a Conceptual Modelling Approach." , no. : 1.

Conference paper
Published: 23 June 2019 in Advances in Intelligent Systems and Computing
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Rehabilitation encompasses a wide variety of activities aimed at reducing the impact of injuries and disabilities by applying different exercises. Frequently, such exercises are carried out at home as a repetition of the same movements or tasks to achieve both motor learning and the necessary cortical changes. Although this increases the patients’ available time for rehabilitation, it may also have some unpleasant side effects. That occurs because carrying out repetitive exercises in a more isolated environment may result in a boring activity that leads patients to give up their rehabilitation. Therefore, patients’ motivation should be considered an essential feature while designing rehabilitation exercises. In this paper, we present how we have faced this need by exploiting novel technology to guide patients in their rehabilitation process. It includes a game crafted to make recovery funny and useful, at the same time. The game and the use we made of the specific hardware follow the recommendations and good practices provided by medical experts.

ACS Style

Miguel A. Teruel; Víctor López-Jaquero; Miguel A. Sánchez-Cifo; Elena Navarro; Pascual González. Improving Motivation in Wrist Rehabilitation Therapies. Advances in Intelligent Systems and Computing 2019, 199 -206.

AMA Style

Miguel A. Teruel, Víctor López-Jaquero, Miguel A. Sánchez-Cifo, Elena Navarro, Pascual González. Improving Motivation in Wrist Rehabilitation Therapies. Advances in Intelligent Systems and Computing. 2019; ():199-206.

Chicago/Turabian Style

Miguel A. Teruel; Víctor López-Jaquero; Miguel A. Sánchez-Cifo; Elena Navarro; Pascual González. 2019. "Improving Motivation in Wrist Rehabilitation Therapies." Advances in Intelligent Systems and Computing , no. : 199-206.

Research paper
Published: 14 February 2019 in Business & Information Systems Engineering
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Collaborative business intelligence (BI) is widely embraced by enterprises as a way of making the most of their business processes. However, decision makers usually work in isolation without the knowledge or the time needed to obtain and analyze all the available information for making decisions. Unfortunately, collaborative BI is currently based on exchanging e-mails and documents between participants. As a result, information may be lost, participants may become disoriented, and the decision-making task may not yield the needed results. The authors propose a modeling language aimed at modeling and eliciting the goals and information needs of participants of collaborative BI systems. This approach is based on innovative methods to elicit and model collaborative systems and BI requirements. A controlled experiment was performed to validate this language, assessing its understandability, scalability, efficiency, and user satisfaction by analyzing two collaborative BI systems. By using the framework proposed in this work, clear guideless can be provided regarding: (1) collaborative tasks, (2) their participants, and (3) the information to be shared among them. By using the approach to design collaborative BI systems, practitioners may easily trace every element needed in the decision processes, avoiding the loss of information and facilitating the collaboration of the stakeholders of such processes.

ACS Style

Miguel A. Teruel; Alejandro Maté; Elena Navarro; Pascual González; Juan C. Trujillo. The New Era of Business Intelligence Applications: Building from a Collaborative Point of View. Business & Information Systems Engineering 2019, 61, 615 -634.

AMA Style

Miguel A. Teruel, Alejandro Maté, Elena Navarro, Pascual González, Juan C. Trujillo. The New Era of Business Intelligence Applications: Building from a Collaborative Point of View. Business & Information Systems Engineering. 2019; 61 (5):615-634.

Chicago/Turabian Style

Miguel A. Teruel; Alejandro Maté; Elena Navarro; Pascual González; Juan C. Trujillo. 2019. "The New Era of Business Intelligence Applications: Building from a Collaborative Point of View." Business & Information Systems Engineering 61, no. 5: 615-634.

Conference paper
Published: 05 November 2018 in Advances in Intelligent Systems and Computing
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After Spinal Cord Injury the loss of motor function, and mainly of the upper limb, is a sharp limitation that difficult people in performing many Activities of Daily Living essential for their autonomy. The Box and Block Test is one the most relevant clinical scale for the rehabilitation of the gross manual dexterity. However, the human-supervision of rehabilitation can introduce errors. For this aim, in this paper we present a tool that simulates this test by using a virtual environment, where patients can grasp a cube with their dominant hand, transport the block and release it into the opposite compartment. For controlling the hand and fingers we use leap motion, a low-cost 3D tracking device that tracks users’ palm and fingers. Moreover, in order to increase patients´ motivation, we have included additional feedback so that they become aware of their competence while carrying out their rehabilitation exercises.

ACS Style

Miguel A. Teruel; Ana De Los Reyes-Guzmán; Juan Villanueva; Vicente Lozano-Berrio; María Alvarez-Rodríguez; Silvia Ceruelo-Abajo; Elena Navarro; Pascual Gonzalez. Picking Cubes: A Rehabilitation Tool for Improving the Rehabilitation of Gross Manual Dexterity. Advances in Intelligent Systems and Computing 2018, 265 -273.

AMA Style

Miguel A. Teruel, Ana De Los Reyes-Guzmán, Juan Villanueva, Vicente Lozano-Berrio, María Alvarez-Rodríguez, Silvia Ceruelo-Abajo, Elena Navarro, Pascual Gonzalez. Picking Cubes: A Rehabilitation Tool for Improving the Rehabilitation of Gross Manual Dexterity. Advances in Intelligent Systems and Computing. 2018; ():265-273.

Chicago/Turabian Style

Miguel A. Teruel; Ana De Los Reyes-Guzmán; Juan Villanueva; Vicente Lozano-Berrio; María Alvarez-Rodríguez; Silvia Ceruelo-Abajo; Elena Navarro; Pascual Gonzalez. 2018. "Picking Cubes: A Rehabilitation Tool for Improving the Rehabilitation of Gross Manual Dexterity." Advances in Intelligent Systems and Computing , no. : 265-273.

Journal article
Published: 29 October 2018 in Sensors
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Higher life expectancy is increasing the number of age-related cognitive impairment cases. It is also relevant, as some authors claim, that physical exercise may be considered as an adjunctive therapy to improve cognition and memory after strokes. Thus, the integration of physical and cognitive therapies could offer potential benefits. In addition, in general these therapies are usually considered boring, so it is important to include some features that improve the motivation of patients. As a result, computer-assisted cognitive rehabilitation systems and serious games for health are more and more present. In order to achieve a continuous, efficient and sustainable rehabilitation of patients, they will have to be carried out as part of the rehabilitation in their own home. However, current home systems lack the therapist’s presence, and this leads to two major challenges for such systems. First, they need sensors and actuators that compensate for the absence of the therapist’s eyes and hands. Second, the system needs to capture and apply the therapist’s expertise. With this aim, and based on our previous proposals, we propose an ambient intelligence environment for cognitive rehabilitation at home, combining physical and cognitive activities, by implementing a Fuzzy Inference System (FIS) that gathers, as far as possible, the knowledge of a rehabilitation expert. Moreover, smart sensors and actuators will attempt to make up for the absence of the therapist. Furthermore, the proposed system will feature a remote monitoring tool, so that the therapist can supervise the patients’ exercises. Finally, an evaluation will be presented where experts in the rehabilitation field showed their satisfaction with the proposed system.

ACS Style

Miguel Oliver; Miguel A. Teruel; José Pascual Molina; Dulce Romero-Ayuso; Pascual González. Ambient Intelligence Environment for Home Cognitive Telerehabilitation. Sensors 2018, 18, 3671 .

AMA Style

Miguel Oliver, Miguel A. Teruel, José Pascual Molina, Dulce Romero-Ayuso, Pascual González. Ambient Intelligence Environment for Home Cognitive Telerehabilitation. Sensors. 2018; 18 (11):3671.

Chicago/Turabian Style

Miguel Oliver; Miguel A. Teruel; José Pascual Molina; Dulce Romero-Ayuso; Pascual González. 2018. "Ambient Intelligence Environment for Home Cognitive Telerehabilitation." Sensors 18, no. 11: 3671.

Journal article
Published: 01 June 2018 in Information and Software Technology
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When playing a co-operative game, being aware of your collaborators (where they are playing, what they are doing, the abilities they have, etc.) is essential for achieving the game's goals. This led to the definition of Gamespace Awareness in order to guide in the identification of the awareness needs in the form of a compilation of the awareness elements that a co-operative game should feature. Gamespace Awareness does not establish how much awareness information players must be provided with. This constitutes the main motivation for this work: to assess the impact of different levels of Gamespace Awareness elements on a co-operative game. A multiplayer action game was developed that supports three different awareness configurations, each one featuring different awareness levels (high, medium and low). The impact of these awareness levels was measured as regards game score, time, players’ happiness while playing, enjoyment and perceived usefulness. Several techniques such as subjective surveys and facial expression analysis were used to measure these factors. The analysis of the results shows that the higher the awareness, the better the game score. However, the highest level of player happiness was not achieved with the most awareness-enabled configuration; we found that the players’ enjoyment depends not only on their awareness level but also on their expertise level. Finally, the awareness elements related to the present and the future were the most useful, as could be expected in a multiplayer action game. The results showed that the medium level awareness obtained the best results. We therefore concluded that a certain level of awareness is necessary, but that excessive awareness could negatively affect the game experience.

ACS Style

Miguel A. Teruel; Nelly Condori-Fernández; Elena Navarro; Pascual González; Patricia Lago. Assessing the impact of the awareness level on a co-operative game. Information and Software Technology 2018, 98, 89 -116.

AMA Style

Miguel A. Teruel, Nelly Condori-Fernández, Elena Navarro, Pascual González, Patricia Lago. Assessing the impact of the awareness level on a co-operative game. Information and Software Technology. 2018; 98 ():89-116.

Chicago/Turabian Style

Miguel A. Teruel; Nelly Condori-Fernández; Elena Navarro; Pascual González; Patricia Lago. 2018. "Assessing the impact of the awareness level on a co-operative game." Information and Software Technology 98, no. : 89-116.

Original research
Published: 16 December 2017 in Journal of Ambient Intelligence and Humanized Computing
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The use of computers in the e-Health domain is becoming increasingly common, since technology is present in most aspects of our lives. In the rehabilitation field in particular, some additional issues requiring the use of computer-assisted therapies arise. On the one hand, there is a scarce availability of rehabilitation specialists and centers to satisfy the growing demand of their services. This problem gets even magnified because of the ageing population. On the other hand, the huge opportunities that the new interaction devices can bring to rehabilitation smooth the path towards novel therapies. Nevertheless, even if a proper rehabilitation therapy is prescribed, it can fail because of the patient´s lack of motivation There are assorted motivation theories available in the literature to address this demotivation of patients. Unfortunately, there is no model or guide to put those theories into practice in computer-assisted rehabilitation. This paper is aimed at filling this gap by providing a model, namely Influence Awareness, to support the specification of motivation aspects in those applications used in computer-assisted rehabilitation. Furthermore, some guidelines are also provided, so that the designer can get some extra guidance on some heuristics about how to design motivation. The integration of motivation design into a model-based development process is presented by showing how this motivation model is integrated into a task model. Finally, to better illustrate our approach a case study based on a collaborative e-Health system is also included.

ACS Style

Víctor López-Jaquero; Francisco Montero; Miguel A. Teruel. Influence awareness: considering motivation in computer-assisted rehabilitation. Journal of Ambient Intelligence and Humanized Computing 2017, 10, 2185 -2197.

AMA Style

Víctor López-Jaquero, Francisco Montero, Miguel A. Teruel. Influence awareness: considering motivation in computer-assisted rehabilitation. Journal of Ambient Intelligence and Humanized Computing. 2017; 10 (6):2185-2197.

Chicago/Turabian Style

Víctor López-Jaquero; Francisco Montero; Miguel A. Teruel. 2017. "Influence awareness: considering motivation in computer-assisted rehabilitation." Journal of Ambient Intelligence and Humanized Computing 10, no. 6: 2185-2197.

Research article
Published: 17 October 2017 in Mobile Information Systems
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Physical and cognitive rehabilitation is usually a challenging activity as people with any kind of deficit have to carry out tasks that are difficult due to their damaged abilities. Moreover, such difficulties become even harder while they have to work at home in an isolated manner. Therefore, the development of collaborative rehabilitation systems emerges as one of the best alternatives to mitigate such isolation and turn a difficult task into a challenging and stimulating one. As any other collaborative system, the need of being aware of other participants (their actions, locations, status, etc.) is paramount to achieve a proper collaborative experience. This awareness should be provided by using those feedback stimuli more appropriately according to the physical and cognitive abilities of the patients. This has led us to define an awareness interpretation for collaborative cognitive and physical systems. This has been defined by extending an existing proposal that has been already applied to the collaborative games field. Furthermore, in order to put this interpretation into practice, a case study based on an association image-writing rehabilitation pattern is presented illustrating how this cognitive rehabilitation task has been extended with collaborative features and enriched with awareness information.

ACS Style

Miguel A. Teruel; Elena Navarro; Pascual González. Exploiting Awareness for the Development of Collaborative Rehabilitation Systems. Mobile Information Systems 2017, 2017, 1 -15.

AMA Style

Miguel A. Teruel, Elena Navarro, Pascual González. Exploiting Awareness for the Development of Collaborative Rehabilitation Systems. Mobile Information Systems. 2017; 2017 ():1-15.

Chicago/Turabian Style

Miguel A. Teruel; Elena Navarro; Pascual González. 2017. "Exploiting Awareness for the Development of Collaborative Rehabilitation Systems." Mobile Information Systems 2017, no. : 1-15.

Conference paper
Published: 07 October 2017 in Transactions on Petri Nets and Other Models of Concurrency XV
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Patients suffering from Social Cognition Deficits have difficulties when trying to understand its interlocutor emotional status. In order to contribute to the treatment of this deficit, we have developed a distributed application to offer remote therapies and using the concept of avatars. By using this application, therapist embody avatars that convey their emotions, voices and gestures. Therefore, this application enables patient to recognize the avatars emotions which, in turn, are controlled by the therapist. For this aim, a distributed software has been developed along with different devices such as a Kinect v2 for motion tracking and a facial expression analyzer. Unity has been used for the development of this application to make this type of remote therapy possible.

ACS Style

Mario García-Sánchez; Miguel A. Teruel; Elena Navarro; Pascual González; Antonio Fernández-Caballero. A Distributed Tool to Perform Dynamic Therapies for Social Cognitive Deficit Through Avatars. Transactions on Petri Nets and Other Models of Concurrency XV 2017, 10586, 731 -741.

AMA Style

Mario García-Sánchez, Miguel A. Teruel, Elena Navarro, Pascual González, Antonio Fernández-Caballero. A Distributed Tool to Perform Dynamic Therapies for Social Cognitive Deficit Through Avatars. Transactions on Petri Nets and Other Models of Concurrency XV. 2017; 10586 ():731-741.

Chicago/Turabian Style

Mario García-Sánchez; Miguel A. Teruel; Elena Navarro; Pascual González; Antonio Fernández-Caballero. 2017. "A Distributed Tool to Perform Dynamic Therapies for Social Cognitive Deficit Through Avatars." Transactions on Petri Nets and Other Models of Concurrency XV 10586, no. : 731-741.

Conference paper
Published: 27 May 2017 in Transactions on Petri Nets and Other Models of Concurrency XV
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One of the most frequent disorders in childhood is the attention-deficit/hyperactivity disorder (ADHD). The symptoms of ADHD are present in approximately 5% of children and adolescents with a strong over-representation of boys, irrespectively of their cultural background. There are different treatment approaches but conventional therapies and pharmacological proposals have proved to be insufficient to supply an effective rehabilitation in all cases. The most promising therapies make use of neurofeedback to train attention self-regulation in children with ADHD. In this paper, a new tool that enables therapists to design their own therapies by creating specific neurofeedback videogames adapted to each child is presented.

ACS Style

Miguel A. Teruel; Elena Navarro; Dulce Romero; Mario García; Antonio Fernández-Caballero; Pascual González. An Innovative Tool to Create Neurofeedback Games for ADHD Treatment. Transactions on Petri Nets and Other Models of Concurrency XV 2017, 10337, 183 -192.

AMA Style

Miguel A. Teruel, Elena Navarro, Dulce Romero, Mario García, Antonio Fernández-Caballero, Pascual González. An Innovative Tool to Create Neurofeedback Games for ADHD Treatment. Transactions on Petri Nets and Other Models of Concurrency XV. 2017; 10337 ():183-192.

Chicago/Turabian Style

Miguel A. Teruel; Elena Navarro; Dulce Romero; Mario García; Antonio Fernández-Caballero; Pascual González. 2017. "An Innovative Tool to Create Neurofeedback Games for ADHD Treatment." Transactions on Petri Nets and Other Models of Concurrency XV 10337, no. : 183-192.

Article
Published: 21 February 2017 in Journal of Software: Evolution and Process
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As in any other system, an accurate requirements specification is essential to developing a collaborative system, which has special kinds of requirements that are hard to specify by means of current Requirements Engineering techniques. The Collaborative Systems Requirement Modeling Framework (CSRMF) was developed to address this problem; the original Collaborative Systems Requirement Modeling Language was extended and modeled to properly deal with collaboration and awareness requirements. The developed CSRMF framework consists of 3 components: an Requirements Engineering modeling language able to represent collaboration among users as well as awareness needs, a set of design guidelines that drive Computer Supported Cooperative Work system specification by means of 5 different types of diagrams, and a supporting computer-aided software engineering tool to specify and validate Computer Supported Cooperative Work system requirements. CSRMF provides Requirements Engineers with a complete solution to the specification of awareness-demanding collaborative systems, as they can now take advantage of a language and a set of guidelines supported by a tool to guide them in specifying system requirements.

ACS Style

Miguel A. Teruel; Elena Navarro; Víctor López-Jaquero; Francisco Montero; Pascual González. A comprehensive framework for modeling requirements of CSCW systems. Journal of Software: Evolution and Process 2017, 29, e1858 .

AMA Style

Miguel A. Teruel, Elena Navarro, Víctor López-Jaquero, Francisco Montero, Pascual González. A comprehensive framework for modeling requirements of CSCW systems. Journal of Software: Evolution and Process. 2017; 29 (5):e1858.

Chicago/Turabian Style

Miguel A. Teruel; Elena Navarro; Víctor López-Jaquero; Francisco Montero; Pascual González. 2017. "A comprehensive framework for modeling requirements of CSCW systems." Journal of Software: Evolution and Process 29, no. 5: e1858.

Conference paper
Published: 02 November 2016 in Research and Advanced Technology for Digital Libraries
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ACS Style

Miguel A. Teruel; Elena Navarro; Pascual González. Towards an Awareness Interpretation for Physical and Cognitive Rehabilitation Systems. Research and Advanced Technology for Digital Libraries 2016, 121 -132.

AMA Style

Miguel A. Teruel, Elena Navarro, Pascual González. Towards an Awareness Interpretation for Physical and Cognitive Rehabilitation Systems. Research and Advanced Technology for Digital Libraries. 2016; ():121-132.

Chicago/Turabian Style

Miguel A. Teruel; Elena Navarro; Pascual González. 2016. "Towards an Awareness Interpretation for Physical and Cognitive Rehabilitation Systems." Research and Advanced Technology for Digital Libraries , no. : 121-132.

Journal article
Published: 13 October 2016 in Sensors
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Tele-rehabilitation is one of the main domains where Information and Communication Technologies (ICT) have been proven useful to move healthcare from care centers to patients’ home. Moreover, patients, especially those carrying out a physical therapy, cannot use a traditional Window, Icon, Menu, Pointer (WIMP) system, but they need to interact in a natural way, that is, there is a need to move from WIMP systems to Post-WIMP ones. Moreover, tele-rehabilitation systems should be developed following the context-aware approach, so that they are able to adapt to the patients’ context to provide them with usable and effective therapies. In this work a model-based approach is presented to assist stakeholders in the development of context-aware Post-WIMP tele-rehabilitation systems. It entails three different models: (i) a task model for designing the rehabilitation tasks; (ii) a context model to facilitate the adaptation of these tasks to the context; and (iii) a bio-inspired presentation model to specify thoroughly how such tasks should be performed by the patients. Our proposal overcomes one of the limitations of the model-based approach for the development of context-aware systems supporting the specification of non-functional requirements. Finally, a case study is used to illustrate how this proposal can be put into practice to design a real world rehabilitation task.

ACS Style

Víctor López-Jaquero; Arturo C. Rodríguez; Miguel A. Teruel; Francisco Montero; Elena Navarro; Pascual Gonzalez. A Bio-Inspired Model-Based Approach for Context-Aware Post-WIMP Tele-Rehabilitation. Sensors 2016, 16, 1689 .

AMA Style

Víctor López-Jaquero, Arturo C. Rodríguez, Miguel A. Teruel, Francisco Montero, Elena Navarro, Pascual Gonzalez. A Bio-Inspired Model-Based Approach for Context-Aware Post-WIMP Tele-Rehabilitation. Sensors. 2016; 16 (10):1689.

Chicago/Turabian Style

Víctor López-Jaquero; Arturo C. Rodríguez; Miguel A. Teruel; Francisco Montero; Elena Navarro; Pascual Gonzalez. 2016. "A Bio-Inspired Model-Based Approach for Context-Aware Post-WIMP Tele-Rehabilitation." Sensors 16, no. 10: 1689.

Journal article
Published: 01 June 2016 in Information and Software Technology
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Collaborative computer games have evolved from single-player to massively multiplayer awareness-demanding games, usually involving collaboration to achieve team goals. As a consequence of such evolution, these players should be provided with awareness information that enables them to perform collaborative tasks with other team members. The objective of this work is the analysis of current awareness interpretations in order to develop an awareness interpretation that collects the awareness needs of such games. This analysis has been conducted by means of a step-by-step Thematic Analysis of current interpretations that led us to extract the most relevant awareness elements defined in existing interpretations. The developed awareness interpretation was empirically evaluated by means of several surveys aimed at assessing whether the implementation of the interpretation elements in a game would improve the players enjoyment. The Thematic Synthesis Analysis concluded that none of the current awareness interpretations can deal properly with collaborative computer games, specifically due to collaboration and social & group dynamics. This Thematic Synthesis Analysis led us to coin Gamespace Awareness, a new awareness interpretation based on a combination of the previously analyzed awareness interpretations, which is suitable for collaborative computer games. The interpretation was positively evaluated for two games, namely a first person shooter and a real-time strategy game. Gamespace Awareness combines the potential awareness elements needed for collaborative computer games, making it possible to identify the awareness requirements of these games from the very beginning.

ACS Style

Miguel A. Teruel; Elena Navarro; Pascual González; Víctor López-Jaquero; Francisco Montero. Applying thematic analysis to define an awareness interpretation for collaborative computer games. Information and Software Technology 2016, 74, 17 -44.

AMA Style

Miguel A. Teruel, Elena Navarro, Pascual González, Víctor López-Jaquero, Francisco Montero. Applying thematic analysis to define an awareness interpretation for collaborative computer games. Information and Software Technology. 2016; 74 ():17-44.

Chicago/Turabian Style

Miguel A. Teruel; Elena Navarro; Pascual González; Víctor López-Jaquero; Francisco Montero. 2016. "Applying thematic analysis to define an awareness interpretation for collaborative computer games." Information and Software Technology 74, no. : 17-44.

Conference paper
Published: 13 December 2015 in Transactions on Petri Nets and Other Models of Concurrency XV
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The way people interact with computers has greatly evolved over the last years. Nowadays, WIMP (Windows, Icons, Menus, Pointer) systems are being replaced and Post-WIMP systems are becoming more and more popular as new interaction techniques, based on virtual reality, gesture recognition, wearable computers and so on, are becoming more usual for end users. The languages used to specify Post-WIMP systems have to change in order to cope with the increasing complexity of these systems. Therefore, this paper presents a Post-WIMP task meta-model, based on CSRML, as an alternative to the current W3C one. This proposal offers two main advantages regarding the specification of Post-WIMP systems. First, since the current W3C task meta-model does not have the required mechanisms to specify collaboration, a cornerstone of current Post-WIMP applications, several elements and relationships have been included in this new meta-model to specify it. Second, this new meta-model features the required expressiveness to represent the awareness information that Post-WIMP users should be provided with during the interaction with the system. A case study related to a Post-WIMP first person shooter game, based on a virtual reality interface, is used to show how this new task meta-model works.

ACS Style

Miguel A. Teruel; Arturo C. Rodríguez; Francisco Montero; Elena Navarro; Víctor López-Jaquero; Pascual González. An Alternative to W3C Task Model for Post-WIMP. Transactions on Petri Nets and Other Models of Concurrency XV 2015, 297 -308.

AMA Style

Miguel A. Teruel, Arturo C. Rodríguez, Francisco Montero, Elena Navarro, Víctor López-Jaquero, Pascual González. An Alternative to W3C Task Model for Post-WIMP. Transactions on Petri Nets and Other Models of Concurrency XV. 2015; ():297-308.

Chicago/Turabian Style

Miguel A. Teruel; Arturo C. Rodríguez; Francisco Montero; Elena Navarro; Víctor López-Jaquero; Pascual González. 2015. "An Alternative to W3C Task Model for Post-WIMP." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 297-308.

Conference paper
Published: 07 September 2015 in Proceedings of the XVI International Conference on Human Computer Interaction
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New technologies are giving rise to new interaction paradigms that go beyond the classic WIMP (Window, Icon, Menu and Pointing) interfaces. At the same time, theses new interfaces, called Post-WIMP need the modeling languages to be adapted in order to be suitable for a development process. In this paper, the W3C Task Meta-model is analyzed within a Post-WIMP system modeling and a new Task meta-model, based on CSRML, is proposed to tackle the shortcomings.

ACS Style

Miguel A. Teruel; Arturo C. Rodríguez; Francisco Montero; Elena Navarro; Víctor López-Jaquero; Pascual González. W3C Task Meta-model Limitations in Post-WIMP Applications. Proceedings of the XVI International Conference on Human Computer Interaction 2015, 8 .

AMA Style

Miguel A. Teruel, Arturo C. Rodríguez, Francisco Montero, Elena Navarro, Víctor López-Jaquero, Pascual González. W3C Task Meta-model Limitations in Post-WIMP Applications. Proceedings of the XVI International Conference on Human Computer Interaction. 2015; ():8.

Chicago/Turabian Style

Miguel A. Teruel; Arturo C. Rodríguez; Francisco Montero; Elena Navarro; Víctor López-Jaquero; Pascual González. 2015. "W3C Task Meta-model Limitations in Post-WIMP Applications." Proceedings of the XVI International Conference on Human Computer Interaction , no. : 8.