Luis V. Calderita

Dr. Luis V. Calderita

University of Leon
orcid

Research Focus & Metrics

Academic Career Length

17Years (2010-Present)

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

Representative Publications

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1 January 2010
Verified
Book Chapter
Closed access
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LMLuis J. Manso
Luis J. Manso
PBPilar Bachiller
Pilar Bachiller
PCPablo Bustos García De Castro
Pablo Bustos García De Castro
PNPedro Núñez
Pedro Núñez
RCRamón Cintas
Ramón Cintas
LCLuis V. Calderita
Luis V. Calderita

18 July 2020 in Sensors
Verified
Journal Article
Open access
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LCLuis V. Calderita
Luis V. Calderita
AVAraceli Vega
Araceli Vega
SBSergio Barroso-Ramírez
Sergio Barroso-Ramírez
PCPablo Bustos García De Castro
Pablo Bustos García De Castro
PNPedro Núñez
Pedro Núñez
The advances of the Internet of Things, robotics, and Artificial Intelligence, to give just a few examples, allow us to imagine promising results in the development of smart buildings in the near future. In the particular case of elderly care, there are new solutions that integrate systems that monitor variables associated with the health of each user or systems that facilitate physical or cognitive rehabilitation. In all these solutions, it is clear that these new environments, usually called Ambient Assisted Living (AAL), configure a Cyber-Physical System (CPS) that connects information from the physical world to the cyber-world with the primary objective of adding more intelligence to these environments. This article presents a CPS-AAL for caregiving centers, with the main novelty that includes a Socially Assistive Robot (SAR). The CPS-AAL presented in this work uses a digital twin world with the information acquired by all devices. The basis of this digital twin world is the CORTEX cognitive architecture, a set of software agents interacting through a Deep State Representation (DSR) that stored the shared information between them. The proposal is evaluated in a simulated environment with two use cases requiring interaction between the sensors and the SAR in a simulated caregiving center.

14 January 2020 in Data
Verified
Journal Article
Open access
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LMLuis J. Manso
Luis J. Manso
PNPedro Núñez
Pedro Núñez
LCLuis V. Calderita
Luis V. Calderita
Diego Resende FariaDiego Resende Faria
Diego Resende Faria
PBPilar Bachiller
Pilar Bachiller
Datasets are essential to the development and evaluation of machine learning and artificial intelligence algorithms. As new tasks are addressed, new datasets are required. Training algorithms for human-aware navigation is an example of this need. Different factors make designing and gathering data for human-aware navigation datasets challenging. Firstly, the problem itself is subjective, different dataset contributors will very frequently disagree to some extent on their labels. Secondly, the number of variables to consider is undetermined culture-dependent. This paper presents SocNav1, a dataset for social navigation conventions. SocNav1 aims at evaluating the robots’ ability to assess the level of discomfort that their presence might generate among humans. The 9280 samples in SocNav1 seem to be enough for machine learning purposes given the relatively small size of the data structures describing the scenarios. Furthermore, SocNav1 is particularly well-suited to be used to benchmark non-Euclidean machine learning algorithms such as graph neural networks. This paper describes the proposed dataset and the method employed to gather the data. To provide a further understanding of the nature of the dataset, an analysis and validation of the collected data are also presented.

7 October 2014 in JMIR Rehabilitation and Assistive Technologies
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Journal Article
Open access
LCLuis V. Calderita
Luis V. Calderita
LMLuis J. Manso
Luis J. Manso
PCPablo Bustos García De Castro
Pablo Bustos García De Castro
CSCristina Suárez-Mejías
Cristina Suárez-Mejías
FFFernando Fernández
Fernando Fernández
ABAntonio Bandera
Antonio Bandera
Neurorehabilitation therapies exploiting the use-dependent plasticity of our neuromuscular system are devised to help patients who suffer from injuries or diseases of this system. These therapies take advantage of the fact that the motor activity alters the properties of our neurons and muscles, including the pattern of their connectivity, and thus their functionality. Hence, a sensor-motor treatment where patients makes certain movements will help them (re)learn how to move the affected body parts. But these traditional rehabilitation processes are usually repetitive and lengthy, reducing motivation and adherence to the treatment, and thus limiting the benefits for the patients. Our goal was to create innovative neurorehabilitation therapies based on THERAPIST, a socially assistive robot. THERAPIST is an autonomous robot that is able to find and execute plans and adapt them to new situations in real-time. The software architecture of THERAPIST monitors and determines the course of action, learns from previous experiences, and interacts with people using verbal and non-verbal channels. THERAPIST can increase the adherence of the patient to the sessions using serious games. Data are recorded and can be used to tailor patient sessions. We hypothesized that pediatric patients would engage better in a therapeutic non-physical interaction with a robot, facilitating the design of new therapies to improve patient motivation. We propose RoboCog, a novel cognitive architecture. This architecture will enhance the effectiveness and time-of-response of complex multi-degree-of-freedom robots designed to collaborate with humans, combining two core elements: a deep and hybrid representation of the current state, own, and observed; and a set of task-dependent planners, working at different levels of abstraction but connected to this central representation through a common interface. Using RoboCog, THERAPIST engages the human partner in an active interactive process. But RoboCog also endows the robot with abilities for high-level planning, monitoring, and learning. Thus, THERAPIST engages the patient through different games or activities, and adapts the session to each individual. RoboCog successfully integrates a deliberative planner with a set of modules working at situational or sensorimotor levels. This architecture also allows THERAPIST to deliver responses at a human rate. The synchronization of the multiple interaction modalities results from a unique scene representation or model. THERAPIST is now a socially interactive robot that, instead of reproducing the phrases or gestures that the developers decide, maintains a dialogue and autonomously generate gestures or expressions. THERAPIST is able to play simple games with human partners, which requires humans to perform certain movements, and also to capture the human motion, for later analysis by clinic specialists. The initial hypothesis was validated by our experimental studies showing that interaction with the robot results in highly attentive and collaborative attitudes in pediatric patients. We also verified that RoboCog allows the robot to interact with patients at human rates. However, there remain many issues to overcome. The development of novel hands-off rehabilitation therapies will require the intersection of multiple challenging directions of research that we are currently exploring.

1 February 2019 in Pattern Recognition Letters
Verified
Journal Article
Closed access
ATAdriana Tapus
Adriana Tapus
ABAntonio Bandera
Antonio Bandera
RMRicardo Vázquez Martín
Ricardo Vázquez Martín
LCLuis V. Calderita
Luis V. Calderita

1 April 2015
Verified
Conference Paper
Closed access
ARAdrián Romero-Garcés
Adrián Romero-Garcés
LCLuis V. Calderita
Luis V. Calderita
Jesus Martínez-GómezJesus Martínez-Gómez
Jesus Martínez-Gómez
JRJuan Pedro Bandera Rubio
Juan Pedro Bandera Rubio
RMRebeca Marfil
Rebeca Marfil
PCPablo Bustos García De Castro
Pablo Bustos García De Castro
Over the past decades, the number of robots deployed in museums, trade shows and exhibitions have grown steadily. This new application domain has become a key research topic in the robotics community. Therefore, new robots are designed to interact with people in these domains, using natural and intuitive channels. Visual perception and speech processing have to be considered for these robots, as they should be able to detect people in their environment, recognize their degree of accessibility and engage them in social conversations. They also need to safely navigate around dynamic, uncontrolled environments. They must be equipped with planning and learning components, that allow them to adapt to different scenarios. Finally, they must attract the attention of the people, be kind and safe to interact with. In this paper, we describe our experience with Gualzru, a salesman robot endowed with the cognitive architecture RoboCog. This architecture synchronizes all previous processes in a social robot, using a common inner representation as the core of the system. The robot has been tested in crowded, public daily life environments, where it interacted with people that had never seen it before nor had a clue about its functionality. Experimental results presented in this paper demonstrate the capabilities of the robot and its limitations in these real scenarios, and define future improvement actions.