Cristian Rusu

Dr. Cristian Rusu

orcid

Research Focus & Metrics

Academic Career Length

11Years (2016-Present)

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

Representative Publications

View All Publications
16 October 2019 in Sensors
Verified
Journal Article
Open access
KVKatherine Valencia
Katherine Valencia
CRCristian Rusu
Cristian Rusu
Daniela QuiñonesDaniela Quiñones
Daniela Quiñones
EJErick Jamet
Erick Jamet
People with autism spectrum disorder (ASD) tend to enjoy themselves and be engaged when interacting with computers, as these interactions occur in a safe and trustworthy environment. In this paper, we present a systematic literature review on the state of the research on the use of technology to teach people with ASD. We reviewed 94 studies that show how the use of technology in educational contexts helps people with ASD develop several skills, how these approaches consider aspects of user experience, usability and accessibility, and how game elements are used to enrich learning environments. This systematic literature review shows that the development and evaluation of systems and applications for users with ASD is very promising. The use of technological advancements such as virtual agents, artificial intelligence, virtual reality, and augmented reality undoubtedly provides a comfortable environment that promotes constant learning for people with ASD.

29 October 2020 in Applied Sciences
Verified
Journal Article
Open access
PDF file
CBCamila Bascur
Camila Bascur
CRCristian Rusu
Cristian Rusu
The customer experience (CX) is a concept that has been closely studied by companies in recent years. This is because it is one of the most important factors in maintaining a competitive advantage. In addition, it is customers who seek to create an experience that goes beyond the acquisition of a product. In this article, we present a systematic literature review of the CX in retail. We reviewed articles published over the last ten years related to (1) the definition of the CX; (2) dimensions, attributes, and factors that influence the CX in retail; (3) methods used to evaluate the CX in retail; and (4) potential heuristics to evaluate the CX in general and, in particular, in retail. We analyzed 67 articles, and the obtained result shows that (1) multiple definitions exist in different contexts; (2) the dimensions, such as the conceptualization of the CX, vary depending on the context; (3) the evaluation methods found do not comprehensively evaluate the CX; (4) there is no evidence of heuristics used to evaluate the CX.

14 October 2021 in Applied Sciences
Verified
Journal Article
Open access
PDF file
NMNicolás Esteban Matus
Nicolás Esteban Matus
CRCristian Rusu
Cristian Rusu
SCSandra Cano
Sandra Cano
Students’ experiences have been covered by a large number of studies in different areas. Even so, the concept of student experience (SX) is diffuse, as it does not have a widely accepted meaning and is often shaped to the specific purposes of each study. Understanding this concept allows educational institutions to better address the needs of students. For this reason, we conducted a systematic literature review addressing the concept of SX in higher education, specifically aiming at undergraduate students. In this work, we approach the concept of SX from the perspective of customer experience (CX), based on the premise that students are users of higher education institutions’ products, systems and/or services. We reviewed articles published between 2011 and 2021, indexed in five databases (Scopus, Web of Sciences, ACM digital, IEEE Xplore and Science Direct), trying to address research questions concerning: (1) the SX definition; (2) dimensions, attributes and factors that influence SX; and (3) methods used to evaluate the SX. We selected 65 articles and analyzed various SX definitions, as well as scales and surveys to evaluate SX, mainly relating to satisfaction and quality in higher education. We propose a holistic definition of SX and recommend ways to achieve its better analysis.

8 November 2021 in Applied Sciences
Verified
Journal Article
Open access
PDF file
KVKatherine Valencia
Katherine Valencia
CRCristian Rusu
Cristian Rusu
FBFederico Botella
Federico Botella
Autism Spectrum Disorder (ASD) is a condition characterized by difficulties with social interaction and communication. Studies show that people with ASD tend to enjoy using technology, as it provides them with a safe and trustworthy environment. Evaluating User eXperience (UX) in people with disabilities has been a challenge that studies have addressed in recent times. Several studies have evaluated the usability and UX of systems designed for people with ASD using evaluation methods focused on end users without disabilities. In reviewing studies that evaluate systems designed for people with ASD, considering the characteristics of these users, we discovered a lack of particularized UX models. We present a proposal of nine UX factors for people with ASD based on two approaches: (1) the characteristics, affinities, and needs of people with ASD, and (2) design guidelines and/or recommendations provided in studies on technological systems for people with ASD and/or interventions with these users. The nine UX factors for people with ASD provide a theoretical basis from which to adapt and/or create UX evaluation instruments and methods and to generate recommendations and/or design guidelines that are adequate for this context.

18 November 2024 in Sustainability
Verified
Journal Article
Open access
PDF file
OOOriella Ortiz
Oriella Ortiz
CRCristian Rusu
Cristian Rusu
VRVirginica Rusu
Virginica Rusu
NMNicolás Esteban Matus
Nicolás Esteban Matus
AIAyaka Ito
Ayaka Ito
This article examines Tourist eXperience (TX) and cultural factors from the perspective of Customer eXperience (CX). TX is understood to be the interactions with and responses of tourists to the products, systems, and services provided by organizations they engage with before, during, and after their trip, which significantly impact their experience and thus their satisfaction and loyalty. Considering cultural factors allows us to understand how the values and beliefs of tourists and their destinations relate to and affect TX. Based on this understanding, this research conducted an exhaustive review of the literature in the databases of Scopus, Web of Science, and Science Direct from 2012 to 2024, identifying 45 publications directly related to the following research questions: (1) What is TX? (2) What dimensions/attributes/factors influence TX? (3) What methods are used to evaluate TX? (4) How is culture analyzed in TX? We found a holistic definition of TX that corresponds to a subjective perception developed before, during, and after the trip, influenced by both the tourist’s culture and the destination. The most used evaluation methods for data collection were questionnaires/surveys and interviews. Additionally, it is important to understand the significance of culture in TX, as cultural clashes can generate both positive and negative perceptions in tourists.

18 August 2020 in IEEE Access
Verified
Journal Article
Open access
SCSandra Cano
Sandra Cano
NANelson Araujo
Nelson Araujo
CGCristian Guzman
Cristian Guzman
CRCristian Rusu
Cristian Rusu
SASergio Albiol-Pérez
Sergio Albiol-Pérez
EEG signals are an important tool for monitoring the brain activity of a person, but equipment, expertise and infrastructure are required. EEG technologies are generally expensive, thus few people are normally able to use them. However, some low-cost technologies are now available. One of these is OPENBCI, but it seems that it is yet to be widely employed in Human-Computer Interaction. In this study, we used OPENBCI technology to capture EEG signals linked to brain activity in ten subjects as they interacted with two video games: Candy Crush and Geometry Dash. The experiment aimed to capture the signals while the players interacted with the video games in several situations. The results show differences due to the absence/presence of sound; players appear to be more relaxed without sound. In addition, consistent analysis of the EEG data, meCue 2.0 and SAM data showed high consistency. The evidence demonstrates that interesting results are able to be gathered based on low-cost EEG (standard) signal-based technologies.