Rita Q. Fuentes-Aguilar

Dr. Rita Q. Fuentes-Aguilar

Tecnológico de Monterrey, Monterrey, Nuevo León, Mexico
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Research Focus & Metrics

Academic Career Length

18Years (2009-Present)

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

Representative Publications

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17 February 2020 in IEEE Transactions on Neural Networks and Learning Systems
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Journal Article
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RFRita Q. Fuentes-Aguilar
Rita Q. Fuentes-Aguilar
ICIsaac Chairez
Isaac Chairez
The aim of this article is to investigate the trajectory tracking problem of systems with uncertain models and state restrictions using differential neural networks (DNNs). The adaptive control design considers the design of a nonparametric identifier based on a class of continuous artificial neural networks (ANNs). The design of adaptive controllers used the estimated weights on the identifier structure yielding a compensating structure and a linear correction element on the tracking error. The stability of both the identification and tracking errors, considering the DNN, uses a barrier Lyapunov function (BLF) that grow to infinity whenever its arguments approach some finite limits for the state satisfying some predefined ellipsoid bounds. The analysis guarantees the semi-globally uniformly ultimately bounded (SGUUB) solution for the tracking error, which implies the achievement of an invariant set. The suggested controller produces closed-loop bounded signals. This article also presents the comparison between the tracking states forced by the adaptive controller estimated with the DNN based on BLF and quadratic Lyapunov functions as well. The effectiveness of the proposal is demonstrated with a numerical example and an implementation in a real plant (mass-spring system). This comparison confirmed the superiority of the suggested controller based on the BLF using the estimates of the upper bounds for the system states.

29 November 2022 in Micromachines
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Marcos AvilesMarcos Aviles
Marcos Aviles
Luz-María Sánchez-ReyesLuz-María Sánchez-Reyes
Luz-María Sánchez-Reyes
RFRita Q. Fuentes-Aguilar
Rita Q. Fuentes-Aguilar
DPDiana Carolina Toledo Pérez
Diana Carolina Toledo Pérez
Juvenal RodriguezJuvenal Rodriguez
Juvenal Rodriguez
Electromyography (EMG) processing is a fundamental part of medical research. It offers the possibility of developing new devices and techniques for the diagnosis, treatment, care, and rehabilitation of patients, in most cases non-invasively. However, EMG signals are random, non-stationary, and non-linear, making their classification difficult. Due to this, it is of vital importance to define which factors are helpful for the classification process. In order to improve this process, it is possible to apply algorithms capable of identifying which features are most important in the categorization process. Algorithms based on metaheuristic methods have demonstrated an ability to search for suitable subsets of features for optimization problems. Therefore, this work proposes a methodology based on genetic algorithms for feature selection to find the parameter space that offers the slightest classification error in 250 ms signal segments. For classification, a support vector machine is used. For this work, two databases were used, the first corresponding to the right upper extremity and the second formed by movements of the right lower extremity. For both databases, a feature space reduction of over 65% was obtained, with a higher average classification efficiency of 91% for the best subset of parameters. In addition, particle swarm optimization (PSO) was applied based on right upper extremity data, obtaining an 88% average error and a 46% reduction for the best subset of parameters. Finally, a sensitivity analysis was applied to the characteristics selected by PSO and genetic algorithms for the database of the right upper extremity, obtaining that the parameters determined by the genetic algorithms show greater sensitivity for the classification process.
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1 June 2016 in Applied Soft Computing
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Journal Article
Closed access
OAO. Aguilar-Leal
O. Aguilar-Leal
RFRita Q. Fuentes-Aguilar
Rita Q. Fuentes-Aguilar
ICIsaac Chairez
Isaac Chairez
AGAlejandro Garcia-Gonzalez
Alejandro Garcia-Gonzalez
JHJoel Huegel
Joel Huegel

30 November 2022 in Applied Sciences
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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.

9 December 2020 in Sensors
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Salvador Ibarra AguilaSalvador Ibarra Aguila
Salvador Ibarra Aguila
GSGisel J. Sánchez
Gisel J. Sánchez
ESEric Sauvain
Eric Sauvain
BABeatriz Alemón
Beatriz Alemón
RFRita Q. Fuentes-Aguilar
Rita Q. Fuentes-Aguilar
JHJoel Huegel
Joel Huegel
The interface pressure between the residual limb and prosthetic socket has a significant effect on the amputee’s mobility and level of comfort with their prosthesis. This paper presents a socket interface pressure (SIFP) system to compare the interface pressure differences during gait between two different types of prosthetic sockets for a transtibial amputee. The system evaluates the interface pressure in six critical regions of interest (CROI) of the lower limb amputee and identifies the peak pressures during certain moments of the gait cycle. The six sensors were attached to the residual limb in the CROIs before the participant with transtibial amputation donned a prosthetic socket. The interface pressure was monitored and recorded while the participant walked on a treadmill for 10 min at 1.4 m/s. The results show peak pressure differences of almost 0.22 kgf/cm2 between the sockets. It was observed that the peak pressure occurred at 50% of the stance phase of the gait cycle. This SIFP system may be used by prosthetists, physical therapists, amputation care centers, and researchers, as well as government and private regulators requiring comparison and evaluation of prosthetic components, components under development, and testing.

27 June 2022 in IEEE Access
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COCarmen Orozco-Mora
Carmen Orozco-Mora
DOD. Oceguera-Cuevas
D. Oceguera-Cuevas
RFRita Q. Fuentes-Aguilar
Rita Q. Fuentes-Aguilar
GHGustavo Hernández-Melgarejo
Gustavo Hernández-Melgarejo
Virtual Reality (VR) video games have become popular in recent years with the emergence of a wide variety of enhanced VR hardware systems. Typically, current VR video games incorporate high-quality auditory and video feedback along with vibro-tactile cues to provide an immersive experience. However, the ongoing VR hardware and software do not consider the state of the user to determine whether the video game is generating an enjoyable experience, or if it has become a stressing or boring experience. This work provides an assessment of stress level estimation from features extracted from Electrocardiography (ECG), Electrodermal Activity (EDA), and Electromyography (EMG) signals of users while playing a VR video game with different difficulty levels. Statistical differences were found between the rest and gaming stages for several extracted features. Regardless of the fact that no significant statistical differences between the three levels of difficulty were found by analyzing the EDA and ECG features, an 83.1% accuracy was obtained for the classification between the three levels with a KNN model. For the EMG signal, the obtained accuracy ranged between 99% and 100% for the distinction between a difficult level 1 and rest stage for all models. When all features from the ECG, EDA and EMG signals were used, an accuracy of 99% was obtained for the differentiation between the three difficulty levels and a resting stage. The presented work results may serve as a reference for future work regarding feature extraction and game difficulty adaptation for user experience enhancement.