Miguel Angel Garcia-Ruiz

Dr. Miguel Angel Garcia-Ruiz

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Research Focus & Metrics

Academic Career Length

8Years (2019-Present)

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

Representative Publications

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7 May 2019 in Geriatrics
Verified
Journal Article
Open access
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LDLuis A. Durán-Vega
Luis A. Durán-Vega
Pedro C. Santana-MancillaPedro C. Santana-Mancilla
Pedro C. Santana-Mancilla
Raymundo Buenrostro-MariscalRaymundo Buenrostro-Mariscal
Raymundo Buenrostro-Mariscal
Juan Contreras CastilloJuan Contreras Castillo
Juan Contreras Castillo
LALuis Anido-Rifon
Luis Anido-Rifon
FEFermín Estrada-González
Fermín Estrada-González
With the increase in global life expectancy and the advance of technology, the creation of age-friendly environments is a priority in the design of new products for elderly people healthcare. This paper presents a proposal for a real-time health monitoring system of older adults living in geriatric residences. This system was developed to help caregivers to have a better control in monitoring the health of their patients and have closer communication with their patients’ family members. To validate the feasibility and effectiveness of this proposal, a prototype was built, using a biometric bracelet connected to a mobile application, which allows real-time visualization of all the information generated by the sensors (heart rate, body temperature, and blood oxygenation) in the bracelet. Using these data, caregivers can make decisions about the health status of their patients. The evaluation found that the users perceived the system to be easy to learn and use, providing initial evidence that our proposal could improve the quality of the adult’s healthcare.

16 July 2023 in Applied Sciences
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Journal Article
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Edwin Alejandro Romero MendezEdwin Alejandro Romero Mendez
Edwin Alejandro Romero Mendez
Pedro C. Santana-MancillaPedro C. Santana-Mancilla
Pedro C. Santana-Mancilla
Miguel Angel Garcia-RuizMiguel Angel Garcia-Ruiz
Miguel Angel Garcia-Ruiz
OMOsval Antonio Antonio Montesinos-López
Osval Antonio Antonio Montesinos-López
LALuis Anido-Rifon
Luis Anido-Rifon
The balance between game difficulty and player skill in the evolving landscape of the video game industry is a significant factor in player engagement. This study introduces a deep learning (DL) approach to enhance gameplay by dynamically adjusting game difficulty based on a player’s skill level. Our methodology aims to prevent player disengagement, which can occur if the game difficulty significantly exceeds or falls short of the player’s skill level. Our evaluation indicates that such dynamic adjustment leads to improved gameplay and increased player involvement, with 90% of the players reporting high game enjoyment and immersion levels.

Verified
Journal Article
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Miguel Angel Garcia-RuizMiguel Angel Garcia-Ruiz
Miguel Angel Garcia-Ruiz
BKBill Kapralos
Bill Kapralos
GRGenaro Rebolledo-Mendez
Genaro Rebolledo-Mendez
This paper describes an overview of olfactory displays (human–computer interfaces that generate and diffuse an odor to a user to stimulate their sense of smell) that have been proposed and researched for supporting education and training. Past research has shown that olfaction (the sense of smell) can support memorization of information, stimulate information recall, and help immerse learners and trainees into educational virtual environments, as well as complement and/or supplement other human sensory channels for learning. This paper begins with an introduction to olfaction and olfactory displays, and a review of techniques for storing, generating and diffusing odors at the computer interface. The paper proceeds with a discussion on educational theories that support olfactory displays for education and training, and a literature review on olfactory displays that support learning and training. Finally, the paper summarizes the advantages and challenges regarding the development and application of olfactory displays for education and training.

30 June 2021 in IEEE Latin America Transactions
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Journal Article
Closed access
Adriana Lorena Iniguez-CarrilloAdriana Lorena Iniguez-Carrillo
Adriana Lorena Iniguez-Carrillo
Laura S. Gaytán-LugoLaura S. Gaytán-Lugo
Laura S. Gaytán-Lugo
Miguel Angel Garcia-RuizMiguel Angel Garcia-Ruiz
Miguel Angel Garcia-Ruiz
RAROCIO MACIEL ARELLANO
ROCIO MACIEL ARELLANO
Voice user interfaces (VUI) have been increasingly used in everyday settings and they are growing in popularity. These interfaces have predominantly eyes-free and hands-free interactions. This kind of experiences continues to be an inceptive field compared to other input methods such as touch or using the keyboard/mouse. Thus, it is important to identify tools used to evaluate the usability of VUIs. This article presents a systematic review, in which we analyzed 57 articles and describes nine questionnaires used for evaluating the usability of VUIs, assessing the potential suitability of these questionnaires to measure different types of interactions and various usability dimensions. We found that these questionnaires were used to evaluate the usability of voice-only and voice-added VUIs: AttrakDiff, ICF-US, MOS-X, SUISQ-R, SUS, SASSI, UEQ, PARADISE and USE, where the SUS questionnaire is the most commonly used. However, its items do not directly assess voice quality, although it evaluates the general user interaction with a system. All the questionnaires include items related to three usability dimensions (effectiveness, efficiency, and satisfaction). The questionnaire with the most homogeneous coverage regarding the number of items in each aspect of usability is the SASSI questionnaire. It is a normal practice to use multiple questionnaires to obtain a more complete measurement of usability. We perceive the necessity to increase usability research about the differences between the voice interaction with diverse display types (voice-first, voice-only, voice-added) and the dialog types (command-based and conversational), and how usability affects the user expectations about the VUIs.

14 May 2019 in Informatics
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Pedro C. Santana-MancillaPedro C. Santana-Mancilla
Pedro C. Santana-Mancilla
Miguel Ángel Rodríguez OrtizMiguel Ángel Rodríguez Ortiz
Miguel Ángel Rodríguez Ortiz
Miguel Angel Garcia-RuizMiguel Angel Garcia-Ruiz
Miguel Angel Garcia-Ruiz
Laura S. Gaytán-LugoLaura S. Gaytán-Lugo
Laura S. Gaytán-Lugo
SFSilvia B. Fajardo-Flores
Silvia B. Fajardo-Flores
Juan Contreras CastilloJuan Contreras Castillo
Juan Contreras Castillo
Human-computer interaction (HCI) is an area with a wide range of concepts and knowledge. Therefore, a need to innovate in the teaching-learning processes to achieve an effective education arises. This article describes a proposal for teaching HCI through the development of projects that allow students to acquire higher education competencies through the design and evaluation of computer games. Finally, an empirical validation (questionnaires and case study) with 40 undergraduate students (studying their fifth semester of software engineering) was applied at the end of the semester. The results indicated that this teaching method provides the students with the HCI skills (psychology of everyday things, involving users, task-centered system design, models of human behavior, creativity and metaphors, and graphical screen design) and, more importantly, they have a positive perception on the efficacy of the use of videogame design in a higher education course.

Verified
Journal Article
Open access
PDF file
Miguel Angel Garcia-RuizMiguel Angel Garcia-Ruiz
Miguel Angel Garcia-Ruiz
Pedro C. Santana-MancillaPedro C. Santana-Mancilla
Pedro C. Santana-Mancilla
Laura S. Gaytán-LugoLaura S. Gaytán-Lugo
Laura S. Gaytán-Lugo
Adriana Lorena Iniguez-CarrilloAdriana Lorena Iniguez-Carrillo
Adriana Lorena Iniguez-Carrillo
Background: Chemistry and biology students often have difficulty understanding molecular structures. Sonification (the rendition of data into non-speech sounds that convey information) can be used to support molecular understanding by complementing scientific visualization. A proper sonification design is important for its effective educational use. This paper describes a participatory design (PD) approach to designing and developing the sonification of a molecular structure model to be used in an educational setting. Methods: Biology, music, and computer science students and specialists designed a sonification of a model of an insulin molecule, following Spinuzzi’s PD methodology and involving evolutionary prototyping. The sonification was developed using open-source software tools used in digital music composition. Results and Conclusions: We tested our sonification played on a virtual reality headset with 15 computer science students. Questionnaire and observational results showed that multidisciplinary PD was useful and effective for developing an educational scientific sonification. PD allowed for speeding up and improving our sonification design and development. Making a usable (effective, efficient, and pleasant to use) sonification of molecular information requires the multidisciplinary participation of people with music, computer science, and molecular biology backgrounds.