Jorge Azorin-Lopez

Dr. Jorge Azorin-Lopez

University of Alicante
orcid

Research Focus & Metrics

Academic Career Length

10Years (2017-Present)

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

Representative Publications

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10 October 2017 in Sensors
Verified
Journal Article
Open access
PDF file
HMHiginio Mora
Higinio Mora
David GilDavid Gil
David Gil
Jorge Azorin-LopezJorge Azorin-Lopez
Jorge Azorin-Lopez
Jorge Azorin-LopezJorge Azorin-Lopez
Jorge Azorin-Lopez
JSjulian szymanski
julian szymanski
The new Internet of Things paradigm allows for small devices with sensing, processing and communication capabilities to be designed, which enable the development of sensors, embedded devices and other ‘things’ ready to understand the environment. In this paper, a distributed framework based on the internet of things paradigm is proposed for monitoring human biomedical signals in activities involving physical exertion. The main advantages and novelties of the proposed system is the flexibility in computing the health application by using resources from available devices inside the body area network of the user. This proposed framework can be applied to other mobile environments, especially those where intensive data acquisition and high processing needs take place. Finally, we present a case study in order to validate our proposal that consists in monitoring footballers’ heart rates during a football match. The real-time data acquired by these devices presents a clear social objective of being able to predict not only situations of sudden death but also possible injuries.

7 February 2025 in Electronics
Verified
Journal Article
Open access
PDF file
DADavid Alfaro
David Alfaro
MHMauricio Andrés Zamora Hernández
Mauricio Andrés Zamora Hernández
MFMichael Fernandez-Vega
Michael Fernandez-Vega
Jose Garcia-RodriguezJose Garcia-Rodriguez
Jose Garcia-Rodriguez
Jorge Azorin-LopezJorge Azorin-Lopez
Jorge Azorin-Lopez
Digital twins (DTs) represent a transformative technology in manufacturing, facilitating significant advancements in monitoring, simulation, and optimization. This paper offers an extensive bibliographic review of AI-Based DT applications, categorized into three principal dimensions: operator, process, and product. The operator dimension focuses on enhancing safety and ergonomics through intelligent assistance, utilizing real-time monitoring and artificial intelligence, notably in human–robot collaboration contexts. The process application concerns itself with optimizing production flows, identifying bottlenecks, and dynamically reconfiguring systems through predictive models and real-time simulations. Lastly, the product dimension emphasizes the applications focused on the improvements in product design and quality, employing lifecycle and historical data to satisfy evolving market requirements. This categorization provides a structured framework for analyzing the specific capabilities and trends of DTs, while also identifying knowledge gaps in contemporary research. This review highlights the key challenges of technological interoperability, data integration, and high implementation costs while emphasizing how digital twins, supported by AI, can drive the transition toward sustainable, human-centered manufacturing systems in line with Industry 5.0. The findings provide valuable insights for advancing the state of the art and exploring future opportunities in digital twin applications.

13 December 2019 in Frontiers in Psychology
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Journal Article
Open access
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Andres Fuster-GuilloAndres Fuster-Guillo
Andres Fuster-Guillo
Maria Luisa Pertegal-FelicesMaria Luisa Pertegal-Felices
Maria Luisa Pertegal-Felices
AJAntonio Jimeno-Morenilla
Antonio Jimeno-Morenilla
Jorge Azorin-LopezJorge Azorin-Lopez
Jorge Azorin-Lopez
MSMaría Luisa Rico Soliveres
María Luisa Rico Soliveres
FRFelipe Restrepo-Calle
Felipe Restrepo-Calle
Gamification methods adapt the mechanics of games to educational environments for the improvement of the teaching-learning process. Serious games play an important role as tools for gamification, in particular in the context of software engineering courses because of the idiosyncratic nature of the topic. However, the studies on the improvement of student performance resulting from the use of gamification and serious games in courses with different contexts are not conclusive. More empirical research is thus needed to obtain reliable results on the effectiveness, benefits and drawbacks. The overall objective of this work is to study the benefits generated by serious games in the teaching-learning process of Computer Engineering degrees, analyzing the impact on the motivation and student satisfaction, as well as on the learning outcomes and results finally achieved. To this end, an intervention is proposed in the subject of Computer Architecture based on two components covering theoretical and practical sessions. In the theoretical sessions, a serious game experience using Kahoot has been introduced, complementing the master classes and class exercises. For the practical sessions, the development of projects with groups of students has been proposed, whose results in terms of computer performance can be compared through a competition (hackathon). Evaluation of the serious game-based intervention has been approached in terms of student satisfaction and motivation, as well as improved academic performance. In order to assess student satisfaction, surveys have been used to assess the effect on student motivation and satisfaction. For the evaluation of academic performance, a comparative analysis between an experimental and a control group has been carried out, noting a slight increase in the experimental group students’ marks.

1 October 2021 in Computers in Industry
Verified
Journal Article
Closed access
MZMauricio-Andrés Zamora-Hernández
Mauricio-Andrés Zamora-Hernández
JCJohn Alejandro Castro-Vargas
John Alejandro Castro-Vargas
Jorge Azorin-LopezJorge Azorin-Lopez
Jorge Azorin-Lopez
Jose Garcia-RodriguezJose Garcia-Rodriguez
Jose Garcia-Rodriguez

26 October 2020 in Applied Sciences
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Journal Article
Open access
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VVVictor Villena-Martinez
Victor Villena-Martinez
SOSergiu Ovidiu Oprea
Sergiu Ovidiu Oprea
MCMarcelo Saval Calvo
Marcelo Saval Calvo
Jorge Azorin-LopezJorge Azorin-Lopez
Jorge Azorin-Lopez
Andres Fuster-GuilloAndres Fuster-Guillo
Andres Fuster-Guillo
RFRobert Fisher
Robert Fisher
This paper reviews recent deep learning-based registration methods. Registration is the process that computes the transformation that aligns datasets, and the accuracy of the result depends on multiple factors. The most significant factors are the size of input data; the presence of noise, outliers and occlusions; the quality of the extracted features; real-time requirements; and the type of transformation, especially those defined by multiple parameters, such as non-rigid deformations. Deep Registration Networks (DRNs) are those architectures trying to solve the alignment task using a learning algorithm. In this review, we classify these methods according to a proposed framework based on the traditional registration pipeline. This pipeline consists of four steps: target selection, feature extraction, feature matching, and transform computation for the alignment. This new paradigm introduces a higher-level understanding of registration, which makes explicit the challenging problems of traditional approaches. The main contribution of this work is to provide a comprehensive starting point to address registration problems from a learning-based perspective and to understand the new range of possibilities.

1 September 2015 in Applied Soft Computing
Verified
Journal Article
Closed access
MCMarcelo Saval Calvo
Marcelo Saval Calvo
Jorge Azorin-LopezJorge Azorin-Lopez
Jorge Azorin-Lopez
Andres Fuster-GuilloAndres Fuster-Guillo
Andres Fuster-Guillo
Jose Garcia-RodriguezJose Garcia-Rodriguez
Jose Garcia-Rodriguez