Gabriel Fuertes

Mr. Gabriel Fuertes

CEO - Edison Desarrollos
+1
orcid

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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9 August 2019 in Sensors
Verified
Journal Article
Open access
PDF file
GFGabriel Fuertes
Gabriel Fuertes
Ramón MollinedaRamón Mollineda
Ramón Mollineda
JGJesús Gallardo
Jesús Gallardo
FPFiliberto Pla
Filiberto Pla
Current physiotherapy services may not be effective or suitable for certain patients due to lack of motivation, poor adherence to exercises, insufficient supervision and feedback or, in the worst case, refusal to continue with the rehabilitation plan. This paper introduces a novel approach for rehabilitation of upper limbs through KineActiv, a platform based on Microsoft Kinect v2 and developed in Unity Engine. KineActiv proposes exergames to encourage patients to perform rehabilitation exercises prescribed by a specialist, controls the patient′s performance, and corrects execution errors on the fly. KineActiv comprises a web platform where the physiotherapist can review session results, monitor patient health, and adjust rehabilitation routines. We recruited 10 patients for assessing the system usability as well as the system performance. Results show that KineActiv is a usable, enjoyable and reliable system, that does not cause any negative feelings.

8 January 2021 in Sensors
Verified
Journal Article
Open access
PDF file
GFGabriel Fuertes
Gabriel Fuertes
Ramón MollinedaRamón Mollineda
Ramón Mollineda
FPFiliberto Pla
Filiberto Pla
Virtually every country in the world is facing an unprecedented challenge: society is aging. Assistive technologies are expected to play a key role in promoting healthy lifestyles in the elderly. This paper presents a Kinect-based interactive system for home-assisted healthy aging, which guides, supervises, and corrects older users when they perform scheduled physical exercises. Interactions take place in gamified environments with augmented reality. Many graphical user interface elements and workflows have been designed considering the sensory, physical and technological shortcomings of the elderly, adapting accordingly the interaction methods, graphics, exercises, tolerance margins, physical goals, and scoring criteria. Experiments involved 57 participants aged between 65 and 80 who performed the same physical routine six times during 15 days. After each session, participants completed a usability survey. Results provided significant evidence that support (1) the effectiveness of the system in assisting older users of different age ranges, (2) the accuracy of the system in measuring progress in physical achievement of the elderly, and (3) a progressive acceptance of the system as it was used. As a main conclusion, the experiments verified that despite their poor technological skills, older people can adapt positively to the use of an interactive assistance tool for active aging if they experience clear benefits.