Miguel Gonzalez-Mendoza

Prof. Dr. Miguel Gonzalez-Mendoza

Tecnologico de Monterrey, School of Engineering and Science
orcid

Research Focus & Metrics

Academic Career Length

24Years (2003-Present)

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

Representative Publications

View All Publications
1 June 2023
Verified
Conference Paper
Open access
DLDavid Laines
David Laines
Miguel Gonzalez-MendozaMiguel Gonzalez-Mendoza
Miguel Gonzalez-Mendoza
GRGilberto Ruiz
Gilberto Ruiz
GBGissella Bejarano
Gissella Bejarano
Sign Language Recognition (SLR) systems aim to be embedded in video stream platforms to recognize the sign performed in front of a camera. SLR research has taken advantage of recent advances in pose estimation models to use skeleton sequences estimated from videos instead of RGB information to predict signs. This approach can make HAR-related tasks less complex and more robust to diverse backgrounds, lightning conditions, and physical appearances. In this work, we explore the use of a spatio-temporal skeleton representation such as Tree Structure Skeleton Image (TSSI) as an alternative input to improve the accuracy of skeleton-based models for SLR. TSSI converts a skeleton sequence into an RGB image where the columns represent the joints of the skeleton in a depth-first tree traversal order, the rows represent the temporal evolution of the joints, and the three channels represent the (x, y, z) coordinates of the joints. We trained a DenseNet-121 using this type of input and compared it with other skeleton-based deep learning methods using a large-scale American Sign Language (ASL) dataset, WLASL. Our model (SL-TSSI-DenseNet) overcomes the state-of-the-art of other skeleton-based models. Moreover, when including data augmentation our proposal achieves better results than both skeleton-based and RGB-based models. We evaluated the effectiveness of our model on the Ankara University Turkish Sign Language (TSL) dataset, AUTSL, and a Mexican Sign Language (LSM) dataset. On the AUTSL dataset, the model achieves similar results to the state-of-the-art of other skeleton-based models. On the LSM dataset, the model achieves higher results than the baseline. As far as we know, our work is the first to try TSSI for sign language recognition and our results suggest it presents a real alternative for isolated sign language representation. Code has been made available at: https://github.com/davidlainesv/SL-TSSI-DenseNet.

30 November 2022 in Applied Sciences
Verified
Journal Article
Open access
PDF file
ALAlicia Guadalupe Lazcano-Herrera
Alicia Guadalupe Lazcano-Herrera
RFRita Q. Fuentes-Aguilar
Rita Q. Fuentes-Aguilar
ICIsaac Chairez
Isaac Chairez
LALuz Maria Alonso-Valerdi
Luz Maria Alonso-Valerdi
Miguel Gonzalez-MendozaMiguel Gonzalez-Mendoza
Miguel Gonzalez-Mendoza
MAMariel Alfaro-Ponce
Mariel Alfaro-Ponce
Virtual reality has been widely used in various industries, such as entertainment, communication, and healthcare, to mention a few. In the health industry, in combination with the brain–computer interfaces (BCIs), virtual reality could produce rehabilitation measures that may contribute novel strategies such as remote rehabilitation or telerehabilitation. The design and development of BCIs integrate different processes, including biosignals acquisition and processing, feature extraction and selection, classification of signals, and application of the technology to patients under rehabilitation treatments. This manuscript presents a literature review of the papers focused on the implementation of BCI and assistive technologies for remote rehabilitation based on virtual reality implementation. The purpose of this comprehensive review is to identify those studies that take advantage of virtual reality in combination with a biomedical technology to improve the performances of diverse rehabilitation processes. Various revisited studies provided a complete system for remote rehabilitation. These findings could lead to applying these models in diverse rehabilitation tasks.

4 December 2018 in Journal of Ambient Intelligence and Humanized Computing
Verified
Journal Article
Closed access
PDF file
WSWendy Sanchez
Wendy Sanchez
ARAlicia Martinez Rebollar
Alicia Martinez Rebollar
YHYasmín Hernández
Yasmín Hernández
HEHugo Estrada Esquivel
Hugo Estrada Esquivel
Miguel Gonzalez-MendozaMiguel Gonzalez-Mendoza
Miguel Gonzalez-Mendoza

Verified
Journal Article
Open access
PDF file
FCFernando Camarena
Fernando Camarena
Miguel Gonzalez-MendozaMiguel Gonzalez-Mendoza
Miguel Gonzalez-Mendoza
LCLeonardo Chang
Leonardo Chang
RCRicardo Cuevas-Ascencio
Ricardo Cuevas-Ascencio
Artificial intelligence’s rapid advancement has enabled various applications, including intelligent video surveillance systems, assisted living, and human–computer interaction. These applications often require one core task: video-based human action recognition. Research in human video-based human action recognition is vast and ongoing, making it difficult to assess the full scope of available methods and current trends. This survey concisely explores the vision-based human action recognition field and defines core concepts, including definitions and explanations of the common challenges and most used datasets. Additionally, we provide in an easy-to-understand manner the literature approaches and their evolution over time, emphasizing intuitive notions. Finally, we explore current research directions and potential future paths. The core goal of this work is to provide future works with a shared understanding of fundamental ideas and clear intuitions about current works and find new research opportunities.

3 April 2019 in Sensors
Verified
Journal Article
Open access
PDF file
Oscar Herrera-AlcántaraOscar Herrera-Alcántara
Oscar Herrera-Alcántara
AAAri Yair Barrera Animas
Ari Yair Barrera Animas
Miguel Gonzalez-MendozaMiguel Gonzalez-Mendoza
Miguel Gonzalez-Mendoza
FCFélix Castro-Espinoza
Félix Castro-Espinoza
Motivated by the importance of studying the relationship between habits of students and their academic performance, daily activities of undergraduate participants have been tracked with smartwatches and smartphones. Smartwatches collect data together with an Android application that interacts with the users who provide the labeling of their own activities. The tracked activities include eating, running, sleeping, classroom-session, exam, job, homework, transportation, watching TV-Series, and reading. The collected data were stored in a server for activity recognition with supervised machine learning algorithms. The methodology for the concept proof includes the extraction of features with the discrete wavelet transform from gyroscope and accelerometer signals to improve the classification accuracy. The results of activity recognition with Random Forest were satisfactory (86.9%) and support the relationship between smartwatch sensor signals and daily-living activities of students which opens the possibility for developing future experiments with automatic activity-labeling, and so forth to facilitate activity pattern recognition to propose a recommendation system to enhance the academic performance of each student.

1 April 2023 in Multimedia Systems
Verified
Journal Article
Open access
PDF file
CVCarlos Vilchis
Carlos Vilchis
CPCarmina Perez
Carmina Perez
MMMauricio Mendez-Ruiz
Mauricio Mendez-Ruiz
Miguel Gonzalez-MendozaMiguel Gonzalez-Mendoza
Miguel Gonzalez-Mendoza
With the introduction of concepts for virtual interaction and digital doubles, a rich scenario has been created for embodied avatars to strive. These avatars, more recently referred to as digital humans, have become a popular area of research, resulting in various techniques and methods that focus on improving the perception of their realism, fidelity, emphatic response, and interactivity. This survey aims to explore the literature and recent advancements on the key processes behind the creation and animation of digital human faces through the view of a general pipeline. The extensive review carried out in this study explores the usual data collection protocols, the main facial codification paradigms and databases, the approaches for digital human asset creation, facial tracking solutions for performance-driven animation, the solving process, and the final rendering delivery. Different quantitative evaluation methods, visual perception tests, and empathetic response evaluations for digital humans are also included in the survey. Additionally, the paper presents an updated summary of public and private frameworks for digital humans that go through the complete general pipeline presented. Finally, the condensed knowledge is discussed, inquiring into the possible direction of future developments in the field.