Humberto Marín-Vega

Dr. Humberto Marín-Vega

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
15 November 2024 in Biosensors
Verified
Journal Article
Open access
PDF file
HCHernandez Hernandez capistran
Hernandez Hernandez capistran
GAGiner Alor-Hernandez
Giner Alor-Hernandez
HMHumberto Marín-Vega
Humberto Marín-Vega
MLMaritza Bustos Lopez
Maritza Bustos Lopez
LSLaura Nely Sánchez-Morales
Laura Nely Sánchez-Morales
José Luis Sánchez-CervantesJosé Luis Sánchez-Cervantes
José Luis Sánchez-Cervantes
Autism Spectrum Disorder (ASD) necessitates comprehensive management, addressing complex challenges in social communication, behavioral regulation, and sensory processing, for which wearable technologies offer valuable tools to monitor and support interventions. Therefore, this review explores recent advancements in wearable technology, categorizing devices based on executive function, psychomotor skills, and the behavioral/emotional/sensory domain, highlighting their potential to improve ongoing management and intervention. To ensure rigor and comprehensiveness, the review employs a PRISMA-based methodology. Specifically, literature searches were conducted across diverse databases, focusing on studies published between 2014 and 2024, to identify the most commonly used wearables in ASD research. Notably, 55.45% of the 110 devices analyzed had an undefined FDA status, 23.6% received 510(k) clearance, and only a small percentage were classified as FDA Breakthrough Devices or in the submission process. Additionally, approximately 50% of the devices utilized sensors like ECG, EEG, PPG, and EMG, highlighting their widespread use in real-time physiological monitoring. Our work comprehensively analyzes a wide array of wearable technologies, including emerging and advanced. While these technologies have the potential to transform ASD management through real-time data collection and personalized interventions, improved clinical validation and user-centered design are essential for maximizing their effectiveness and user acceptance.

27 November 2023 in Future Internet
Verified
Journal Article
Open access
PDF file
HMHumberto Marín-Vega
Humberto Marín-Vega
GAGiner Alor-Hernandez
Giner Alor-Hernandez
MLMaritza Bustos Lopez
Maritza Bustos Lopez
ILIgnacio López-Martínez
Ignacio López-Martínez
NCNorma Leticia Hernández Chaparro
Norma Leticia Hernández Chaparro
Extended Reality (XR) is an emerging technology that enables enhanced interaction between the real world and virtual environments. In this study, we conduct a scoping review of XR engines for developing gamified apps and serious games. Our study revolves around four aspects: (1) existing XR game engines, (2) their primary features, (3) supported serious game attributes, and (4) supported learning activities. We used the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) model to conduct the scoping review, which included 40 primary studies published between 2019 and 2023. Our findings help us understand how current XR engines support the development of XR-enriched serious games and gamified apps for specific learning activities. Additionally, based on our findings, we suggest a set of pre-established game attributes that could be commonly supported by all XR game engines across the different game categories proposed by Lameras. Hence, this scoping review can help developers (1) select important game attributes for their new games and (2) choose the game engine that provides the most support to these attributes.

30 December 2024 in Big Data and Cognitive Computing
Verified
Journal Article
Open access
PDF file
ISIsmael Santarrosa-López
Ismael Santarrosa-López
GAGiner Alor-Hernandez
Giner Alor-Hernandez
MLMaritza Bustos Lopez
Maritza Bustos Lopez
HCHernandez Hernandez capistran
Hernandez Hernandez capistran
LSLaura Nely Sánchez-Morales
Laura Nely Sánchez-Morales
HMHumberto Marín-Vega
Humberto Marín-Vega
Attention Deficit Hyperactivity Disorder (ADHD) diagnosis is often challenging due to subjective assessments and symptom variability, which can delay accurate detection and treatment. To address these limitations, this study introduces DETEC-ADHD, a web-based application that combines machine learning (ML) techniques with multi-source data to enhance diagnostic accuracy. Unlike traditional approaches, DETEC-ADHD primarily utilizes extensive personal, medical, and psychological information for its initial classification. DETEC-ADHD further refines diagnoses by identifying ADHD subtypes (inattentive, hyperactive, combined) through theta/beta wave ratio analysis from EEG data, offering neurophysiological insights that complement its classification process. Logistic Regression, selected for its validated accuracy and reliability, served as the ML model for the app. The case studies demonstrated DETEC-ADHD’s effectiveness, achieving 100% accuracy in children and 90% in adults. By integrating diverse data sources with real-time EEG analysis, DETEC-ADHD provides a scalable, cost-effective, and accessible solution for ADHD detection and subtype identification, addressing diagnostic challenges and supporting healthcare providers, particularly in resource-limited environments.

9 November 2021 in Multimedia Tools and Applications
Verified
Journal Article
Closed access
PDF file
HMHumberto Marín-Vega
Humberto Marín-Vega
GAGiner Alor-Hernandez
Giner Alor-Hernandez
Luis Omar Colombo-MendozaLuis Omar Colombo-Mendoza
Luis Omar Colombo-Mendoza
MLMaritza Bustos Lopez
Maritza Bustos Lopez
Ramón Zatarain CabadaRamón Zatarain Cabada
Ramón Zatarain Cabada

25 November 2024 in Future Internet
Verified
Journal Article
Open access
PDF file
HMHumberto Marín-Vega
Humberto Marín-Vega
GAGiner Alor-Hernandez
Giner Alor-Hernandez
MLMaritza Bustos Lopez
Maritza Bustos Lopez
HCHernandez Hernandez capistran
Hernandez Hernandez capistran
NCNorma Leticia Hernández Chaparro
Norma Leticia Hernández Chaparro
SISERGIO DAVID IXMATLAHUA-DIAZ
SERGIO DAVID IXMATLAHUA-DIAZ
Serious games play a significant role in the teaching and learning process by focusing on educational objectives rather than purely on entertainment. By addressing specific educational needs, these games provide targeted learning experiences. The integration of emotion recognition technology into serious games can further enhance teaching and learning by identifying areas where students may need additional support, The integration of emotion recognition into a serious game facilitates the learning of mathematics by allowing the identification of emotional impact on learning and the creation of a tailored learning experience for the student. This study proposes a challenge-based and task-based math serious game that integrates facial emotion recognition named TasksZE. TasksZE introduces a novel approach by adjusting gameplay based on detected emotions, which includes real-time emotion analysis and the cross-validation of emotions. We conducted a usability evaluation of the game using the System Usability Scale (SUS) as a reference, and the results indicate that the students feel that TasksZE is easy to use, the functions are well integrated, and most people can learn to use it very quickly. The students answered that they would use this system frequently since they felt motivated by game attributes, rewards, and level progression. These elements contributed to a more engaging and effective learning experience.

1 April 2020 in IET Software
Verified
Journal Article
Open access
PDF file
HMHumberto Marín-Vega
Humberto Marín-Vega
GAGiner Alor-Hernandez
Giner Alor-Hernandez
LCLuis Omar Colombo-Mendoza
Luis Omar Colombo-Mendoza
Cuauhtémoc Sánchez RamírezCuauhtémoc Sánchez Ramírez
Cuauhtémoc Sánchez Ramírez
Jorge Luis Garcia-AlcarazJorge Luis Garcia-Alcaraz
Jorge Luis Garcia-Alcaraz
LALiliana Avelar-Sosa
Liliana Avelar-Sosa
Gamification refers to the use of rules and game design techniques to involve and motivate people to achieve their goals. This work proposes an application development architecture that can generate game applications with gamification techniques. As proof of concept, the authors introduce Zeus, a platform for developing ruled‐based serious game applications with gamification techniques. Zeus aims at generating gamified applications that can meet the learning goals set by users. These goals will be reflected through both learning and game attributes that users can personally select. To assess the functionality of the authors tool, they conduct a qualitative evaluation of four rule‐based serious game applications developed with Zeus to help students learn about arithmetic. They make use of the Fun Toolkit to perform this evaluation in terms of the delivery of both fun and learning experiences. Their findings are encouraging in the context of learning basic arithmetic operations with Zeus game applications.