Alberto L. Morán

Dr. Alberto L. Morán

orcid

Research Focus & Metrics

Academic Career Length

25Years (2002-Present)

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

Representative Publications

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1 August 2019 in Information and Software Technology
Verified
Journal Article
Closed access
GBGilberto Borrego
Gilberto Borrego
AMAlberto L. Morán
Alberto L. Morán
RPRamón R. Palacio
Ramón R. Palacio
AVAurora Vizcaíno
Aurora Vizcaíno
FGFélix O. García
Félix O. García

1 August 2016 in Journal of Biomedical Informatics
Verified
Journal Article
Closed access
VMVictoria Meza-Kubo
Victoria Meza-Kubo
AMAlberto L. Morán
Alberto L. Morán
ICIvan Carrillo
Ivan Carrillo
GGGilberto Galindo
Gilberto Galindo
Eloísa García-CansecoEloísa García-Canseco
Eloísa García-Canseco

3 August 2015 in EAI Endorsed Transactions on Pervasive Health and Technology
Verified
Journal Article
Open access
CRCristina Ramírez-Fernández
Cristina Ramírez-Fernández
AMAlberto L. Morán
Alberto L. Morán
EGEloísa García-Canseco
Eloísa García-Canseco
In this work we show that haptic feedback in upper limb motor therapy improves performance and generates a lower mental workload. To demonstrate this, two groups of participants (healthy adults and elders with hand motor problems) used a low-cost haptic device (Novint Falcon) and a non-robotic device (Leap Motion Controller). Participants conducted the same rehabilitation task by using a non-immersive virtual environment. Results show significant differences for all participants regarding precision on the use of the haptic feedback device. Additionally, participants in the older adult group demonstrated a lower mental workload while using the haptic device (Novint Falcon). Finally, qualitative results show that participants preferred to conduct their therapy exercises by using the haptic device, as they found it more useful, easier to use and easier to learn.

22 October 2015 in Universal Access in the Information Society
Verified
Journal Article
Open access
PDF file
RCRamón René Palacio Cinco
Ramón René Palacio Cinco
CAChristian O. Acosta
Christian O. Acosta
JCJoaquin Cortez
Joaquin Cortez
AMAlberto L. Morán
Alberto L. Morán
The purpose of this study was to evaluate the usability perception of seniors on video game use with different control devices. Twenty-four seniors participated in the study (12 women, 12 men, 69 years old in average) and eight children (8 years old in average). The setting included the use of two Kinect motion sensors, three computers, three projectors, three video cameras, two audio devices, the Angry Birds and Happy Sky videogames, one Xbox 360 console, a Nintendo Wii device and a Touchscreen configured so that participants could play the games in senior–child pairs. Data were collected according to user friendliness, experience and social interaction. This study suggests that video game control devices for seniors should be adapted to compensate for their function, sensor and cognitive limitations.

12 August 2015 in Journal of Medical Systems
Verified
Journal Article
Closed access
PDF file
AMAlberto L. Morán
Alberto L. Morán
CRCristina Ramírez-Fernández
Cristina Ramírez-Fernández
VMVictoria Meza-Kubo
Victoria Meza-Kubo
Felipe Orihuela-EspinaFelipe Orihuela-Espina
Felipe Orihuela-Espina
Eloísa García-CansecoEloísa García-Canseco
Eloísa García-Canseco
Luis Enrique SucarLuis Enrique Sucar
Luis Enrique Sucar

15 May 2012 in Personal and Ubiquitous Computing
Verified
Journal Article
Closed access
PDF file
Marcela D. RodríguezMarcela D. Rodríguez
Marcela D. Rodríguez
JRJosé R. Roa
José R. Roa
AMAlberto L. Morán
Alberto L. Morán
SNSandra Nava-Muñoz
Sandra Nava-Muñoz