Jorge Fernando Ambros-Antemate

Dr. Jorge Fernando Ambros-Antemate

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

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24 June 2021 in JMIR Serious Games
Verified
Journal Article
Open access
MBMaría del Pilar Beristain-Colorado María del Pilar Beristain-Colorado
María del Pilar Beristain-Colorado María del Pilar Beristain-Colorado
JAJorge Fernando Ambros-Antemate
Jorge Fernando Ambros-Antemate
Marciano Vargas TreviñoMarciano Vargas Treviño
Marciano Vargas Treviño
JGJaime Gutiérrez Gutiérrez
Jaime Gutiérrez Gutiérrez
ARAdriana Moreno Rodriguez Adriana Moreno Rodríguez
Adriana Moreno Rodriguez Adriana Moreno Rodríguez
RTRafael Torres-Rosas
Rafael Torres-Rosas
Background: Serious games have been used as supportive therapy for traditional rehabilitation. However, most are designed without a systematic process to guide their development from the phases of requirement identification, planning, design, construction, and evaluation, which reflect the lack of adaptation of rehabilitation requirements and thus the patient’s needs.Objective: The aim of this study was to propose a conceptual framework with standardized elements for the development of information systems by using a flexible and an adaptable process centered on the patient’s needs and focused on the creation of serious games for physical rehabilitation.Methods: The conceptual framework is based on 3 fundamental concepts: (1) user-centered design, which is an iterative design process focused on users and their needs at each phase of the process, (2) generic structural activities of software engineering, which guides the independent development process regardless of the complexity or size of the problem, and (3) gamification elements, which allow the transformation of obstacles into positive and fun reinforcements, thereby encouraging patients in their rehabilitation process.Results: We propose a conceptual framework to guide the development of serious games through a systematic process by using an iterative and incremental process applying the phases of context identification, user requirements, planning, design, construction of the interaction devices and video game, and evaluation.Conclusions: This proposed framework will provide developers of serious games a systematic process with standardized elements for the development of flexible and adaptable software with a high level of patient commitment, which will effectively contribute to their rehabilitation process.

10 November 2023 in JMIR Formative Research
Verified
Journal Article
Open access
JAJorge Fernando Ambros-Antemate
Jorge Fernando Ambros-Antemate
MBMaría del Pilar Beristain-Colorado María del Pilar Beristain-Colorado
María del Pilar Beristain-Colorado María del Pilar Beristain-Colorado
Marciano Vargas TreviñoMarciano Vargas Treviño
Marciano Vargas Treviño
JGJaime Gutiérrez Gutiérrez
Jaime Gutiérrez Gutiérrez
PHPedro Antonio Hernández-Cruz
Pedro Antonio Hernández-Cruz
ARAdriana Moreno Rodriguez Adriana Moreno Rodríguez
Adriana Moreno Rodriguez Adriana Moreno Rodríguez
Background: Insufficient levels of treatment adherence can have adverse effects on the outcomes of physical rehabilitation. To address this issue, alternative approaches to traditional therapies, such as serious games, have been designed to enhance adherence. Nevertheless, there remain gaps in the development of serious games concerning the effective implementation of motivation, engagement, and the enhancement of treatment adherence. Objective: This study aims to design a conceptual framework for the development of serious games that incorporate essential adherence factors to enhance patient compliance with physical rehabilitation programs. Methods: We formulated a conceptual framework using iterative techniques inspired by a conceptual framework analysis. Initially, we conducted a comprehensive literature review, concentrating on the critical adherence factors in physical rehabilitation. Subsequently, we identified, categorized, integrated, and synthesized the concepts derived from the literature review to construct the conceptual framework. Results: The framework resembles a road map, comprising 3 distinct phases. In the initial phase, the patient’s characteristics are identified through an initial exploration. The second phase involves the development of a serious game, with a focus on enhancing treatment adherence by integrating the key adherence factors identified. The third phase revolves around the evaluation of the serious game. These phases are underpinned by 2 overarching themes, namely, a user-centered design and the GameFlow model. Conclusions: The conceptual framework offers a detailed, step-by-step guide for creating serious games that incorporate essential adherence factors, thereby contributing to improved adherence in the physical rehabilitation process. To establish its validity, further evaluations of this framework across various physical rehabilitation programs and user groups are necessary.

11 November 2021 in JMIR Serious Games
Verified
Journal Article
Open access
JAJorge Fernando Ambros-Antemate
Jorge Fernando Ambros-Antemate
MBMaría del Pilar Beristain-Colorado María del Pilar Beristain-Colorado
María del Pilar Beristain-Colorado María del Pilar Beristain-Colorado
Marciano Vargas TreviñoMarciano Vargas Treviño
Marciano Vargas Treviño
JGJaime Gutiérrez Gutiérrez
Jaime Gutiérrez Gutiérrez
PHPedro Antonio Hernández-Cruz
Pedro Antonio Hernández-Cruz
ARAdriana Moreno Rodriguez Adriana Moreno Rodríguez
Adriana Moreno Rodriguez Adriana Moreno Rodríguez
Background: Serious games are a support in the rehabilitation process for treating people with physical disabilities. However, many of these serious games are not adapted to the patient’s needs because they are not developed with a software engineering framework with a set of activities, actions, and tasks that must be executed when creating a software product. Better serious games for rehabilitation will be developed if the patient and therapist requirements are identified, the development is planned, and system improvements and feedback are involved. The goal is that the serious game must offer a more attractive environment, while maintaining patient interest in the rehabilitation process. Objective: This paper submits the results of a systematic review of serious games in physical rehabilitation identifying the benefits of using a software engineering framework. Methods: A systematic research was conducted using PubMed, PEDro (Physiotherapy Evidence Database), IEEE Xplore, ScienceDirect, ACM Digital Library, Mary Ann Liebert, Taylor & Francis Online, Wiley Online Library, and Springer databases. The initial search resulted in 701 papers. After assessing the results according to the inclusion criteria, 83 papers were selected for this study. Results: From the 83 papers reviewed, 8 used a software engineering framework for its development. Most of them focused their efforts on 1 or more aspects, such as data acquisition and processing, game levels, motivation, therapist supervision. Conclusions: This systematic review proves that most of the serious games do not use a software engineering framework for their development. As a result, development systems overlook several aspects and do not have a standardized process, eventually omitting important implementation aspects, which impact the patient’s recovery time.

18 November 2020 in JMIR Preprints
Verified
Preprint
Open access
MBMaría del Pilar Beristain-Colorado María del Pilar Beristain-Colorado
María del Pilar Beristain-Colorado María del Pilar Beristain-Colorado
JAJorge Fernando Ambros-Antemate
Jorge Fernando Ambros-Antemate
Marciano Vargas TreviñoMarciano Vargas Treviño
Marciano Vargas Treviño
JGJaime Gutiérrez Gutiérrez
Jaime Gutiérrez Gutiérrez
ARAdriana Moreno Rodriguez Adriana Moreno Rodríguez
Adriana Moreno Rodriguez Adriana Moreno Rodríguez
RTRafael Torres-Rosas
Rafael Torres-Rosas
BACKGROUND Serious games have been used as supportive therapy for traditional rehabilitation. However, most are designed without a systematic process to guide their development from the phases of requirement identification, planning, design, construction, and evaluation, which reflect the lack of adaptation of rehabilitation requirements and thus the patient’s needs. OBJECTIVE The aim of this study was to propose a conceptual framework with standardized elements for the development of information systems by using a flexible and an adaptable process centered on the patient’s needs and focused on the creation of serious games for physical rehabilitation. METHODS The conceptual framework is based on 3 fundamental concepts: (1) user-centered design, which is an iterative design process focused on users and their needs at each phase of the process, (2) generic structural activities of software engineering, which guides the independent development process regardless of the complexity or size of the problem, and (3) gamification elements, which allow the transformation of obstacles into positive and fun reinforcements, thereby encouraging patients in their rehabilitation process. RESULTS We propose a conceptual framework to guide the development of serious games through a systematic process by using an iterative and incremental process applying the phases of context identification, user requirements, planning, design, construction of the interaction devices and video game, and evaluation. CONCLUSIONS This proposed framework will provide developers of serious games a systematic process with standardized elements for the development of flexible and adaptable software with a high level of patient commitment, which will effectively contribute to their rehabilitation process.

17 November 2020 in JMIR Preprints
Verified
Preprint
Open access
JAJorge Fernando Ambros-Antemate
Jorge Fernando Ambros-Antemate
MBMaría del Pilar Beristain-Colorado María del Pilar Beristain-Colorado
María del Pilar Beristain-Colorado María del Pilar Beristain-Colorado
Marciano Vargas TreviñoMarciano Vargas Treviño
Marciano Vargas Treviño
JGJaime Gutiérrez Gutiérrez
Jaime Gutiérrez Gutiérrez
PHPedro Antonio Hernández-Cruz
Pedro Antonio Hernández-Cruz
ARAdriana Moreno Rodriguez Adriana Moreno Rodríguez
Adriana Moreno Rodriguez Adriana Moreno Rodríguez
BACKGROUND Serious games are a support in the rehabilitation process for treating people with physical disabilities. However, many of these serious games are not adapted to the patient’s needs because they are not developed with a software engineering framework with a set of activities, actions, and tasks that must be executed when creating a software product. Better serious games for rehabilitation will be developed if the patient and therapist requirements are identified, the development is planned, and system improvements and feedback are involved. The goal is that the serious game must offer a more attractive environment, while maintaining patient interest in the rehabilitation process. OBJECTIVE This paper submits the results of a systematic review of serious games in physical rehabilitation identifying the benefits of using a software engineering framework. METHODS A systematic research was conducted using PubMed, PEDro (Physiotherapy Evidence Database), IEEE Xplore, ScienceDirect, ACM Digital Library, Mary Ann Liebert, Taylor & Francis Online, Wiley Online Library, and Springer databases. The initial search resulted in 701 papers. After assessing the results according to the inclusion criteria, 83 papers were selected for this study. RESULTS From the 83 papers reviewed, 8 used a software engineering framework for its development. Most of them focused their efforts on 1 or more aspects, such as data acquisition and processing, game levels, motivation, therapist supervision. CONCLUSIONS This systematic review proves that most of the serious games do not use a software engineering framework for their development. As a result, development systems overlook several aspects and do not have a standardized process, eventually omitting important implementation aspects, which impact the patient’s recovery time.

2 July 2026 in JMIR Rehabilitation and Assistive Technologies
Verified
Journal Article
Open access
MBMaría del Pilar Beristain-Colorado María del Pilar Beristain-Colorado
María del Pilar Beristain-Colorado María del Pilar Beristain-Colorado
Patricia Batres-MendozaPatricia Batres-Mendoza
Patricia Batres-Mendoza
Erick Israel Guerra-HernandezErick Israel Guerra-Hernandez
Erick Israel Guerra-Hernandez
Jose Luis Cano PerezJose Luis Cano Perez
Jose Luis Cano Perez
Christian Perezcampos-MayoralChristian Perezcampos-Mayoral
Christian Perezcampos-Mayoral
JAJorge Fernando Ambros-Antemate
Jorge Fernando Ambros-Antemate
Background: Serious games have become an alternative support for traditional physical therapy. However, many of these games do not address the emotional needs of patients. People with disabilities often experience emotions such as sadness, frustration, and even anger, which can create a barrier to their rehabilitation treatment. Objective: This review presents a comprehensive overview of technologies, techniques, and methods in affective computing as applied to serious games for physical rehabilitation and identifies key gaps to guide future research in this field. Methods: A scoping review was conducted following PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines, using the databases PubMed, ScienceDirect, IEEE Xplore, ACM Digital Library, PEDro, Springer, and Google Scholar. Results: The initial search yielded 5293 records, of which 9 papers met the inclusion criteria. Data were systematically extracted from these papers based on predefined research questions. Notably, engagement, tiredness, and pain were the most identified emotions, reported in 4 of 9 (50%) studies. Only 3 studies applied theoretical frameworks for emotion classification. Facial expression analysis and gesture recognition were the most frequently used affective computing techniques, yet only 2 studies implemented adaptive gameplay based on affective feedback. Conclusions: The integration of affective computing into serious games represents a promising approach for detecting affective states in patients undergoing rehabilitation. However, the limited number of primary studies, methodological limitations, and potential selection and reference-standard biases limit the reliability and generalizability of the current findings. Future research should prioritize rigorous multicenter designs, standardized evaluation protocols, and multidisciplinary collaboration. Developing these areas is essential to establishing clinical effectiveness.