Puestos

  • Presente 2019

    Profesor Titular de Universidad

    Universidad de Castilla-La Mancha Escuela Superior de Informática

  • 2019 2015

    Profesor Contratado Doctor

    Universidad de Castilla-La Mancha Escuela Superior de Informática

  • 2015 2010

    Profesor Ayudante Doctor

    Universidad de Castilla-La Mancha Escuela Superior de Informática

  • 2010 2007

    Profesor Ayudante

    Universidad de Castilla-La Mancha Escuela Superior de Informática

Titulación académica

  • Doctor Europeo 2010

    Doctor en Ingeniería Informática

    Universidad de Castilla-La Mancha

  • Máster2008

    Máster en Tecnologías Informáticas Avanzadas

    Universidad de Castilla-La Mancha

  • Ingeniería2006

    Ingeniería en Informática

    Universidad de Castilla-La Mancha

Distinciones y Premios

  • CPE 2016
    Cambridge English: Proficiency
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    Certificado de Cambridge English Language Assessment que representa el título de nivel más avanzado certificado por Cambridge English, equivalente al nivel C2 del Marco Común Europeo de Referencia para las Lenguas (MCERL). Obtención del grado B con una puntuación de 214 sobre 230.
  • CEA 2014
    Cambridge English: Advanced
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    Certificado de Cambridge English Language Assessment que representa el certificado Cambridge English equivalente al nivel C1 del Marco Común Europeo de Referencia para las Lenguas (MCERL). Obtención del grado C con una puntuación de 70 sobre 100.
  • First 2012
    Cambridge First Certificate in English
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    Certificado de Cambridge English Language Assessment que representa el certificado Cambridge English equivalente al nivel B2 del Marco Común Europeo de Referencia para las Lenguas (MCERL). Obtención del grado B con una puntuación de 85 sobre 100.
  • PhD 2010
    PhD Summa Cum Laude
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    Obtención de la máxima distinción académica por la tesis titulada Arquitectura Multi-Agente basada en Servicios para un Sistema de Vigilancia Cognitivo, elaborada en el contexto del programa de Doctorado en Ingeniería Informática.
  • CIA 2007
    CIA 2007 System Innovation Awards
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    Distinción concedida, tras votación privada, en el congreso Cooperative Information Agents 2007 celebrado en Delft (Países Bajos) por la aplicación MAgARro: A Multi-Agent System for Physically based Rendering Optimization. Dicha aplicación tiene un artículo de investigación asociado cuyos autores son C. González, G. Weiss, L. Jiménez, D. Vallejo y J.A. Albusac.
  • BCS Honors 2006
    Premio Extraordinario Fin de Carrera 2005/2006
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    Concesión de la Junta de Centro de la Escuela Superior Informática que certifica el expediente con la nota más alta de la promoción 2005/2006.
  • PFC 2006
    Premio CCM al Mejor Proyecto Fin de Carrera
    Premio concedido por la Obra Social y Cultural de Caja Castilla-La Mancha por el Proyecto Fin de Carrera titulado MASYRO: Un Sistema Multi-Agente para la Optimización del Renderizado.

Artificial Intelligence and Representation

Javier A. Albusac

Doctor en Ingeniería Informática

Visitar Web

José J. Castro

Doctor en Ingeniería Informática

Visitar Web

Carlos González

Doctor en Ingeniería Informática

Visitar Web

Javier A. Albusac

Doctor en Ingeniería Informática

Visitar Web

José J. Castro

Doctor en Ingeniería Informática

Visitar Web

Carlos González

Doctor en Ingeniería Informática

Visitar Web

Grupo de Investigación

El grupo de investigación Artificial Intelligence and Representation (AIR) se constituye en el año 2014 en la Universidad de Castilla-La Mancha, y desde entonces ha establecido su sede en la Escuela Superior de Informática (ESI) de Ciudad Real, con objeto de promover el estudio, diseño, desarrollo y aplicación práctica de técnicas de Inteligencia Artificial para la resolución de problemas reales en el marco de proyectos de I+D+i con empresas o como proyectos de investigación.

Proyectos de Investigación

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    Immersive Virtual Reality-based platform for rehabilitation of upper extremity (REHAB-IMMERSIVE)

    REHAB-IMMERSIVE project aims at defining and validating novel techniques and methods that overcome the actual limitations of some therapies in the specific domain of functional upper extremity (UE) rehabilitation. The project will be focused on the development of novel technological solutions as a complement of conventional rehabilitation therapies and novel aspects in patient’s valoration with the aim of detecting indications about the effectiveness of virtual reality therapies, currently scarce. This platform will combine both therapeutic modalities (desktop and virtual reality therapies). From the clinical point of view, it is hypothesized that the way to plan and execute the UE movements will depend on the therapeutic modality (desktop therapy vs. immersive therapy). Therefore, as a novelty within this proposal, the analysis of the kinematic characteristics of the movements executed in both modalities is included.

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    EUMOVE: Let’s move Europa: School-based promotion of healthy lifestyles to prevent obesity

    The EUMOVE project is focused on the development and dissemination of high quality, evidence-based resources for school-based interventions targeting both primary and secondary schools with the aim to promote healthy lifestyles for health benefits. Specifically, it focuses on the analysis, design, development, implementation and evaluation of resources for implementing physical activities before, during and after the school day with the aim to reduce prolonged periods of sedentary time. This project is designed using the Creating Active Schools (CAS) Framework (Daly-Smith et al., 2020). This model identified seven opportunities for the implementation of PA from schools: events/visits, break/lunch (recess), physical education, curricular lessons, before/after school clubs, active commuting to school, and family/community. The current project will include all seven opportunities within the CAS Framework (Daly-Smith et al., 2020). [Página web del proyecto].

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    Desarrollo, validación y mejora de una herramienta de telemedicina para la supervisión remota de pacientes afectados por accidentes cerebrovasculares

    Los accidentes cerebrovasculares representan a nivel mundial la segunda causa de muerte y la tercera causa de discapacidad, según la OMS. En este contexto, la rehabilitación integral resulta esencial para mejorar la calidad de vida de las personas afectadas. Este proyecto plantea evaluar, validar y mejorar un prototipo existente de herramienta de telemedicina que permite la supervisión remota, por parte del personal médico, de ejercicios de rehabilitación realizados por pacientes. Para ello, será posible realizar pruebas en las instalaciones del Hospital General Universitario Nuestra Señora del Prado (Talavera de la Reina) con adultos que hayan sufrido un ictus. Los objetivos que se pretenden alcanzar son la definición de un esquema incremental de evaluación y validación, el estudio de técnicas, como la gamificación o los juegos serios, que motiven a pacientes reales y a terapeutas en lo que se refiere a la utilización del prototipo, la adaptación del mismo en función de las características de cada paciente y la mejora de la interfaz de usuario [Página web del proyecto].

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    iProg: Desarrollo de Sistemas Inmersivos para el Aprendizaje de la Programación

    El proyecto iProg tiene como objetivos destacados: (1) diseñar competencias detalladas relacionadas con la enseñanza de la Programación, dirigidas a los distintos niveles educativos; (2) diseñar entornos de aprendizaje que desarrollen las competencias para los distintos niveles educativos mediante tres elementos alineados entre sí: métodos de aprendizaje activo, sistemas software y métodos de evaluación; (3) desarrollar sistemas software avanzados para el aprendizaje de la Programación, orientados a los distintos niveles educativos y con enfoques tecnológicos y didácticos adecuados; y (4) evaluar cada entorno de aprendizaje con respecto a distintos criterios.

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    ARGOS: Modelo para el Análisis de la Normalidad de Eventos y Conductas en Entornos Monitorizados. Aplicación a la Videovigilancia.

    Se desarrollarán modelos y técnicas de aprendizaje para expresar y verificar la normalidad de los eventos y acciones que se desarrollen en un entorno monitorizado para la seguridad. El subproyecto se centrará en la seguridad en entornos abiertos (parkings, pasos de peatones, etc) a partir de la información proporcionada básicamente por cámaras de vigilancia sin perjuicio del empleo de otros sensores. A loss sistemas que configuren estos modelos se les pide que sean proactivos y autónomos en el sentido de ser capaces de reconocer situaciones anómalas y generar los avisos y alarmas correspondientes. En general estos modelos y sistemas, por su caracter distribuido y autónomo, se enfocarán mediante arquitecturas basadas en la computación orientada a servicios y los sistemas multiagente.

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    AMODES: Arquitectura Multiagente para la Monitorización de la Normalidad en Entornos Vigilados

    Este proyecto se centra en cómo representar el conocimiento de un dominio específico y cómo detectar las posibles anomalías mediante el análisis de los datos proporcionados por el nivel de sensorización. Con conocimiento de un dominio nos referimos a los elementos que participar en un entorno real y las relaciones que pueden existir entre ellos. Asi como el estudio, analisis y diseño de estos sistemas de vigilancia-monitorizacion mediante una arquitectura basada en la computación orientada a servicios y los sistemas multi-agente, ya que es el marco relevante para el diseño de los sistemas de vigilancia propuestos, facilitando la escalabilidad, la robustez y el despliegue de todos aquellos elementos que componen un sistema de seguridad.

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    ENERGOS: Tecnologías para la Gestión Automatizada e Inteligente de las Redes de Distribución Energética del Futuro

    El proyecto se dedica a la investigación de los elementos básicos que permitan hacer posible una red inteligente capaz de gestionar en tiempo real todos los flujos multidireccionales originados en el nuevo modelo de red eléctrica, que supondrá la incorporación masiva de fuentes renovables de energía a diferentes niveles en la red, una mayor participación de los clientes finales en su gestión de la energía, mayores niveles de eficiencia y los flujos bidireccionales creados por la incorporación del vehículo eléctrico. La investigación se lleva a cabo a tres niveles: infraestructura de red (nuevos elementos de arquitectura), plataforma de gestión de datos y, finalmente, superestructura o estructura de gestión inteligente de los datos de red.

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    HESPERIA: Homeland Security. Tecnologías para la Seguridad Integral en Espacios Públicos e Infraestructuras

    El proyecto Hesperia tiene por objeto el desarrollo de tecnologías que permitan la creación de sistemas punteros de seguridad, vídeo vigilancia y control de operaciones de infraestructuras y espacios públicos. El proyecto surge para dar respuesta a una demanda sostenida a medio y largo plazo, en particular, en países de la Unión Europea y en Estados Unidos. La gestión integrada de seguridad y control de operaciones permitirá la implantación de sistemas rentables que, en este momento, no existen en el mercado.

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    e-Pactos: Herramientas para Comercio Electrónico. Desarrollo de una Plataforma Abierta para Permitir Actividades de Comercio Electrónico, Aplicaciones y Agentes para su Uso

    El objetivo de este proyecto de investigación es crear conocimiento y tecnología que faciliten las actividades de comercio electrónico dentro de nuestra región, permitiendo de este modo incrementar la competitividad de las empresas de Castilla-La Mancha. Para ello se va a investigar y desarrollar una arquitectura que permita la implementación de un mercado virtual al que puedan conectarse y asociarse cualquier proveedor o comprador que lo desee. Ésta debe ser diseñada para dar acceso libre y abierto, estableciendo mecanismos para facilitar dicha conexión. Así mismo debe ser ampliable para su posible uso sobre distintas plataformas, especialmente en dispositivos móviles

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RTC-MR: A WebRTC-based Framework for Real-Time Communication in Mixed Reality

F.M. García, S. Schez-Sobrino, C. Glez-Morcillo, J.J. Castro-Schez, J. Albusac, D. Vallejo
Revista Software Impacts, Accepted (2025). Impact factor 1.3 (Q4).

Abstract

This paper presents RTC-MR, a real-time communications framework designed for integrating WebRTC into Mixed Reality (MR) environments, particularly optimized for Microsoft HoloLens 2. By reducing the complexity associated with WebRTC implementation, our proposal aims to simplify the creation of custom applications that demand real-time audiovisual interaction. Beyond facilitating the development of MR applications, RTC-MR provides a valuable resource for both developers and researchers interested in exploring the full potential of MR in remote support scenarios and various other applications.

Explainable AI-Driven Decision Support System for Personalizing Rehabilitation Routines in Stroke Recovery

Sergio Martínez-Cid, D. Vallejo, V. Herrera, S. Schez-Sobrino, J.J. Castro-Schez, J. Albusac
Revista Progress in Artificial Intelligence, Accepted, (2025). Impact factor 2.0 (Q3).

Abstract

The technological revolution driven by advancements in AI is radically transforming various sectors, with healthcare among the most positively impacted. This article is situated within the context of such transformation, highlighting the contribution of AI in supporting professionals dedicated to the physical rehabilitation of stroke survivors. Our study focuses on the design of a DSS integrated within a comprehensive remote rehabilitation framework, consisting of two interconnected applications: one for the therapist, designed to define routines and monitor patients, and another for the patient, enabling autonomous rehabilitation exercises at home. This DSS employs fuzzy logic, significantly enhancing its scalability and interpretability. We propose a system capable of automatically suggesting personalized adjustments to a patient's rehabilitation routine based on their performance. Our approach can offer physiotherapists considerable time savings by automating routine adjustments, thereby allowing them to allocate more attention to personalized patient care and complex case analysis. Furthermore, this system incorporates principles of XAI, providing justifications for its suggestions. This affords therapists a stronger basis for validating or rejecting the proposed modifications by the artificial system. The paper presents a case study where a stroke patient's rehabilitation routine is automatically adjusted by the system, demonstrating the applicability and benefits of our approach. The routine generated by the artificial system is compared with the routine that a physiotherapist could potentially assign and modify manually when monitoring the progress of a stroke patient.

Virtual Reality-Assisted Handball Goalkeeper Training for Upper Limb Rehabilitation

J. Albusac, V. Herrera, E. Angulo, C. Glez-Morcillo, A. de los Reyes, D. Vallejo
Revista IEEE Access, Accepted, (2025). Impact factor 3.9 (Q2).

Abstract

In this paper, we present a virtual reality-based serious game designed for upper limb rehabilitation and trunk mobility improvement by simulating the sport of wheelchair handball goalkeeping. The user interacts with virtual elements directly through hand movements, eliminating the need for external devices. The proposed serious game provides an immersive virtual environment, where patients can customise the training mode, and is supported by Rehab-Immersive, a cloud-based system that hosts a catalogue of serious games designed for VR-based upper limb rehabilitation in patients with cervical spinal cord injury. This system allows kinematics to be accurately recorded during exercise performance, providing therapists with objective data to assess patient progress. The system was tested by both patients and healthcare professionals at the Hospital Nacional de Parapléjicos de Toledo. This preliminary evaluation focused on assessing the functional capabilities of the proposal and ensuring that a safe testing environment is provided before starting longer-term clinical trials. Progressive improvements in performance were observed during the trials. Seven of the nine participants showed better results in the second session, as evidenced by an increased number of saves and longer active periods. The participants also completed a test designed to evaluate the user experience and usability, collecting feedback on the participant's previous experience with VR applications, the level of motivation generated by the proposal, the feeling of immersion, the level of comfort and well-being, and the applicability in rehabilitation routines. The level of immersion, a critical aspect of VR systems, was rated positively, highlighting the effectiveness of the proposal in creating an engaging experience, which is essential in physical rehabilitation.

RehabiliTEA: Gamification-based platform for assessing reactivity and connectivity in children with Autism Spectrum Disorder

A. Toledano, S. Schez-Sobrino, R. Plaza, D.N. Monekosso, D. Vallejo
Revista Multimedia Tools and Applications, Under Review, (2024). Impact factor 3.1 (Q2).

Abstract

The growing prevalence of Autism Spectrum Disorder (ASD) in recent years has highlighted the need for effective interventions in the cognitive domain to enable children with ASD to achieve success in their daily activities. In response to this need, we have developed RehabiliTEA, a platform for cognitive training in children with neurodevelopmental disorders. Our platform incorporates a Brain-Computer Interface module that allows for the collection of brain signals associated with neural activity. In addition, RehabiliTEA employs gamification techniques to engage users and provide additional information and adaptability based on their progress. Our platform has been evaluated by 38 therapists using the System Usability Scale, with results indicating its potential for clinical use.

Virtual Reality Shopping-Insights: a data-driven framework to assist the design and development of Virtual Reality shopping environments

R. Grande, J. Albusac, D. Vallejo, C. Glez-Morcillo, S. Schez-Sobrino, J.J. Castro-Schez
Revista SoftwareX, Accepted, (2024). Impact factor 2.4 (Q2).

Abstract

In this paper, Virtual Reality Shopping Insights (VRSI) is presented, a framework that aids the development of Virtual Reality (VR) shopping applications as well as collecting data and analysing it. VRSI aims to help software developers and researchers by abstracting the layers needed to setup VR technology on applications developed with Unity. Moreover, it provides data registration tools that monitors user activity from non invasive data sources. This data can be useful for marketing analysts to understand user behavior inside V-commerce applications, helping them to improve the setup and layout of such environments with data-driven decisions. Furthermore, we present an example of VR shopping application developed with VRSI.

E-Marketplace State of the Art and Trends: VR-ZOCO—An Architectural Proposal for the Future

J.J. Castro-Schez, R. Grande, V. Herrera, S. Schez-Sobrino, D. Vallejo, J. Albusac
Revista Applied System Innovation, Accepted, (2024). Impact factor 3.8 (Q2).

Abstract

E-commerce has become uniquely relevant to small- and medium-sized enterprises (SMEs) as an essential catalyst for their growth and sustainability. SMEs see e-commerce portals as a strategic way to engage in digital business activities without having to implement costly proprietary e-commerce solutions. In addition, partnering with these portals frees them from complex tasks such as positioning, portal maintenance, and adapting the portal to new technologies and trends. This multifaceted advantage positions e-commerce portals as invaluable partners, streamlining operations and allowing SMEs to focus more on their core business competencies. However, e-commerce portals or e-marketplaces are not without their challenges. Today, they face increasing pressure to reduce their environmental impact and to empower local commercial businesses, as well as local businesses in the entertainment and culture industry. To address these challenges, there is a pressing need to propose new types of e-marketplaces that support the concept of the 15-minute city and in which virtual and augmented reality play a key role. These marketplaces would not only boost environmental sustainability but also strengthen the connection between local businesses and the community, creating a stronger and more collaborative network that benefits both businesses and consumers.

Narrowing the Technological Gap by Promoting Small Commerce Through VR and AI for a Lifelike E-Commerce Experience: Needs and Solutions

R. Grande, S. Schez-Sobrino, D. Vallejo, J.J. Castro-Schez, J. Albusac
Capítulo de libro In: Filipe, J., Śmiałek, M., Brodsky, A., Hammoudi, S. (eds) Enterprise Information Systems. ICEIS 2023. Lecture Notes in Business Information Processing, vol 519. Springer.

Abstract

In recent years, the increasing popularity and demand of e-commerce services and online retail has adversely impacted small businesses without an online presence, leading to unfortunate consequences for local services and economies. Despite efforts to digitise small commerce, large retail businesses continue to maintain a superior position in technological capability. By foreseeing and adapting to the forthcoming stages of e-commerce’s field evolution, likely to be significantly dependent on Virtual Reality and Artificial Intelligence, small businesses need to close this technological gap in order to remain competitive and avoid disappearing. In this chapter, we introduce VR-ZOCO, a platform that integrates these two technologies, enabling local businesses to collaborate and overcome physical limitations, consequently offering a limitless virtual retail space. The system also incorporates retail collection points and constructs appealing leisure plans around these points via the results of a recommendation system, thus stimulating urban activity and strengthening local economies. Moreover, we will explore the needs of small businesses to obtain 3D models of their products and incorporate them into VR-ZOCO, as well as proposed solutions and how we will research them.

Comparative Evaluation of Non-immersive and Immersive Approaches for Upper Limb Rehabilitation: A Performance and Usability Study

V. Herrera, A. de los Reyes, D. Vallejo, J.J. Castro-Schez, D.N. Monekosso, C. Glez-Morcillo, J. Albusac
Capítulo de libro In: Filipe, J., Śmiałek, M., Brodsky, A., Hammoudi, S. (eds) Enterprise Information Systems. ICEIS 2023. Lecture Notes in Business Information Processing, vol 519. Springer.

Abstract

Emerging technologies have recently played a critical role in enhancing the upper extremity rehabilitation process, serving as an adjunct to the traditional therapeutic treatments that patients receive. Ideally, these technologies should facilitate accurate tracking of hand movements, collect data on patient performance during functional tasks, and provide an objective view of potential patient progress. While wearable and mechanical devices offer superior accuracy in capturing measurements, the physical limitations of patients require the introduction of hands-free solutions. This research explores hands-free hand tracking technologies in the Box and Block Test (BBT). It compares them to the actual test performed at the Hospital Nacional de Parapléjicos (Toledo, Spain). The study analyses the kinematics in order to evaluate the performance of the therapeutic exercises in three different environments: a technology-free physical environment, a non-immersive virtual space and a fully immersive virtual scenario. This evaluation includes a functional analysis based on the precision of the movements and the goals achieved to complete the therapy. In addition, the clinical study employs a comprehensive questionnaire to evaluate usability, user interaction, presence, and potential VR-induced effects. The results show a remarkable similarity between therapies delivered in traditional, technology-free environments and those delivered in virtual reality-based scenarios.

Performance Evaluation and Optimization of 3D models from Low-Cost 3D Scanning Technologies for Virtual Reality and Metaverse E-Commerce

R. Grande, J. Albusac, D. Vallejo, C. Glez-Morcillo, J.J. Castro-Schez
Revista Applied Sciences, Accepted, (2024). Impact factor 2.5 (Q2).

Abstract

Virtual Reality (VR) is and will be a key driver in the evolution of e-commerce, providing an immersive and gamified shopping experience. However, for VR shopping spaces to become a reality, retailers' product catalogues must first be digitised into 3D models. While this may be a simple task for retail giants, it can be a major obstacle for small retailers, whose human and financial resources are often more limited, making them less competitive. Therefore, this paper presents an analysis of low-cost scanning technologies for small business owners to digitise their products and make them available on VR shopping platforms, which aims to help improve the competitiveness of small businesses through VR and Artificial Intelligence (AI). The technologies to be considered are photogrammetry, LiDAR sensors and NeRF. In addition to investigating which technology provides the best visual quality of 3D models based on metrics and quantitative results, these models must also offer good performance in commercial VR headsets. In this way, we also analyse the performance of such models when running on Meta Quest 2, Quest Pro and Quest 3 headsets to determine their feasibility and provide use cases for each type of model from a scalability point of view. Finally, our work describes a model optimisation process that reduce the polygon count and texture size of high poly models, converting them into more performance-friendly versions without significantly compromising visual quality.

MR-LEAP: Mixed-Reality Learning Environment for Aspirational Programmers

S. Schez-Sobrino, Francisco M. García, J. Albusac, C. Glez-Morcillo, J.J. Castro-Schez, D. Vallejo
Revista Software Impacts, Vol. 20, pp. 100648 (2024). Impact factor 2.1 (Q2).

Abstract

This paper presents MR-LEAP (Mixed-Reality Learning Environment for Aspirational Programmers), a framework developed for learning programming through Mixed Reality and gamification mechanics. MR-LEAP's architecture is designed to facilitate the understanding of basic programming concepts while allowing the gradual incorporation of more complex concepts. The framework provides a simple visual level editor. MR-LEAP is supported by the Mixed Reality Toolkit framework to promote portability to new Mixed Reality devices. Our goal is to facilitate programming education using Mixed Reality technology. MR-LEAP has already been used in both research and educational.

Interactive Video Application: a web-based open-source framework to build interactive videos

S. Schez-Sobrino, D. Vallejo, V. Herrera, C. Glez-Morcillo, J.J. Castro-Schez, J. Albusac
Revista Software X, Vol. 27, pp. 101772 (2024). Impact factor 2.868 (Q2).

Abstract

This article introduces Interactive Video Application (IVA), an open source, web-based framework for creating and deploying interactive videos in the cloud. IVA has been designed and developed with modularity and scalability in mind, using a modern technological stack. A detailed description of the architecture that supports IVA is discussed to facilitate and promote its extension by other developers. The interactive components supported by IVA are easily specified in a YAML file format. IVA facilitates the integration of new interactive components and includes an analysis module that supports metrics related to performance, events, and how users interact with the video. Researchers from areas such as education, marketing or entertainment, among others, can benefit from the functional capabilities offered by IVA. The article also presents a case study on the creation of an interactive video.

Innovative Haptic-Based System for Upper Limb Rehabilitation in Visually Impaired Individuals: A Multilayer Approach

J. Albusac, V. Herrera, S. Schez-Sobrino, R. Grande, D.N. Monekosso, D. Vallejo
Revista Multimedia Tools and Applications, Vol. 83, pp. 60537–60563, (2024). Impact factor 3.1 (Q2).

Abstract

The integration of technology in healthcare has revolutionized physical rehabilitation of patients affected by neurological conditions, such as spinal cord injuries and strokes. However, a significant gap remains in addressing the needs of the visually impaired, as most current solutions are visually-centric. This paper presents a novel haptic-based system tailored for the visually impaired that aims to bridge this gap in upper limb rehabilitation. The system is underpinned by a multi-layer architecture that allows both patient guidance during rehabilitation and the definition and analysis of exercises by the therapist. The architecture design includes functionality to track the user's body by means of natural user interfaces, to register the user's movement, and to guide them through the vibrations of the haptic glove or through voice commands. Thus, the proposed solution empowers visually impaired individuals to perform therapist-defined hand exercises autonomously, fostering independence and optimizing therapeutic resources. The system captures detailed kinematic data, offering therapists a comprehensive insight into the patient's exercise execution. To assess the system's functionality, a pilot trial was conducted. This study also allowed us to compare the similarity of exercise performance under vibration-based guidance to the exercises defined by the therapist with that of verbal guidance. The results highlighted a significant increase in similarity to therapist-defined exercises when using the vibration-based guidance facilitated by the designed haptic glove.

GVIDI: A system to improve the safety of groups of hikers based on real-time monitoring and dataset generation

I. García, J. Albusac, J.J. Castro-Schez, V. Herrera, D. Vallejo
Revista Sofware X, Vol. 24, pp. 101586 (2023). Impact factor 2.868 (Q2).

Abstract

The number of hikers has increased significantly in recent years, but so has the number of accidents. Software solutions have emerged to mitigate this problem, but most focus on monitoring individual activity. When hikers are not walking alone, their activities and decisions as a group have a major impact on their safety. This paper presents GVIDI, a novel system for monitoring real-time group activity in natural environments and generating datasets for forensic analysis. GVIDI software and data can be used by researchers to study how environmental conditions, events, and decisions affect the safety of expedition groups.

A Virtual Reality Shopping platform for enhancing e-commerce activities of small businesses and local economies

R. Grande, J. Albusac, J.J. Castro-Schez, D. Vallejo, S. Schez-Sobrino
Congreso 22nd IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2023), October 16, Sydney - Australia [Rank A*].

Abstract

Large companies dominating the e-commerce field are exploring new ways to enhance their users' shopping experience through new technologies such as Virtual Reality (VR) and Artificial Intelligence (AI). However, small businesses and retailers do not have the necessary economic and technological resources to implement these trends. This may result in an even greater loss of competitiveness against large companies. Furthermore, during and after the pandemic, governmental measures were promoted to boost local consumption and prevent the disappearance of small businesses that sustain local economies in some countries. However, many of these businesses lacked e-commerce services, which was a disadvantage. In order to prevent small businesses and their locally-identifying products from disappearing, we propose a VR and AI-driven e-commerce platform that allows them to join forces and become more competitive through the use of the latest technologies that are penetrating the e-commerce field. Additionally, this platform will offer the option of picking up purchased products at pickup points with personalized plans associated with cultural and leisure activities in the locality, which can (a) boost tourism, (b) stimulate local economies, and (c) reduce packaging waste.

Rehab-Immersive: Improving Upper Limb Rehabilitation for Spinal Cord Injury Patients through Hand-Interactive Virtual Reality

V. Herrera, J. Albusac, A. de los Reyes, C. Glez-Morcillo, J.J. Castro-Schez, D. Vallejo, S. Schez-Sobrino
Congreso 22nd IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2023), October 16, Sydney - Australia [Rank A*].

Abstract

Virtual reality (VR) has become as a valuable tool in medicine and healthcare, benefiting physical and psychological treatments.The aim of this thesis is to address the specific needs of Spinal Cord Injury (SCI) patients by developing a VR cloud-based platform for upper limb rehabilitation. The research focuses on enabling patients to interact with an immersive virtual environment using their own hands, eliminating the need for external devices. To achieve this, the platform incorporates hand-tracking functions and ensures accurate recognition of functional grasps, allowing the patient to perform the activities necessary to improve dexterity and motor skills. By monitoring exercises and analyzing kinematic data, therapists and specialists can objectively assess progress and adjust treatment plans to optimize the rehabilitation process. The cloud-based approach allows remote access, data monitoring, and information sharing among healthcare professionals, enhancing treatment decision-making and optimizing outcomes for SCI patients. Finally, clinical trials will be conducted at the Hospital Nacional de Parapléjicos de Toledo (HNPT), a specialized SCI center. The objective is to carry out a functional and usability study of the developed platform, evaluating the physical impact and emotional well-being of the serious games implemented on the platform.

Health-5G: a mixed reality-based system for remote medical assistance in emergency situations

F.M. García, R. Moraleda, S. Schez-Sobrino, D.N. Monekosso, D. Vallejo, C. Glez-Morcillo
Revista IEEE Access, Vol. 11, pp. 59016-59032, (2023). Impact factor 3.476 (Q2).

Abstract

Mixed reality is the combination of virtual and augmented reality to interactively and believably merge physical and computer-generated environments. This paper discusses the design of Health-5G, a scalable mixed reality-based system that facilitates and supports emergency response by medical emergency teams. Health-5G is supported by a distributed architecture divided into four interrelated applications responsible for advanced computer-human interaction, effective real-time videoconference, medical device integration, and communication infrastructure, respectively. The mixed reality layer is provided by the headset Microsoft Hololens 2\texttrademark{}. Health-5G is based on scenarios in which emergency personnel wear mixed reality glasses that can transmit audio, video, and data streams bidirectionally over a 5G network to medical specialists stationed in a hospital at any distance. Thanks to Health-5G, the specialist will be able to access the emergency team's point of view at any time and provide verbal and visual instructions, including gestures and positioning of graphical markers in 3D space. In this way, emergency personnel can provide the best possible care to the patient without having to wait for them to arrive at the hospital, saving a lot of time in scenarios where every second can make a difference. Health-5G also addresses the integration of medical devices and the collection of the patient's medical data in a scalable way through optical character recognition. A case study is discussed where Health-5G is used to attend a patient in the street suffering from syncope due to third-degree atrioventricular block. Latency and performance tests over a 5G network are also discussed. To the best of our knowledge, there is no comprehensive solution in the literature that provides all the capabilities offered by Health-5G in terms of functionality and advanced interaction mechanisms within the context of remote, immersive support in emergency situations.

Rehab-Immersive: a framework to support the development of virtual reality applications in upper limb rehabilitation

V. Herrera, D. Vallejo, J.J. Castro-Schez, D.N. Monekosso, A. de los Reyes, C. Glez-Morcillo, and J. Albusac
Revista Sofware X, 23 (2023) 101412. Impact factor 2.868 (Q2).

Abstract

In this article, we present a framework, called Rehab-Immersive (RI), for the development of virtual reality clinical applications as a complement to the rehabilitation of patients with spinal cord injuries. RI addresses the interaction of patients with virtual worlds, considering upper limb motor impairments. A preconfiguration allows customization for each patient's specific needs. RI also stores kinematics data, providing clinical staff with a valuable tool to evaluate progress and patient exercise performance. As an example, a virtual version of the Box & Block test is presented.

Supporting small businesses and local economies through Virtual Reality shopping and Artificial Intelligence: a position paper

R. Grande, S.Schez-Sobrino, D. Vallejo, J.J. Castro-Schez, J. Albusac
Congreso ICEIS 25th International Conference on Enterprise Information Systems, April 24-26, Praga (República Checa).

Abstract

The rise of e-commerce and online sales has had a detrimental effect on small businesses that lacked an online presence in recent years, with negative consequences for local services and economies. Despite attempts to digitize businesses, large corporations continue to hold a privileged position that allows them to capture the majority of sales. Small businesses may regain a competitive edge against large platforms by anticipating and adapting to the next phases of commercial evolution, which are likely to be heavily reliant on Virtual Reality shopping and Artificial Intelligence. In this article, we propose a platform that combines these two technologies and enables local businesses to join forces and overcome physical barriers, thereby providing a virtual world of unrestricted retail spaces. The system also proposes retail collection points and develops attractive leisure plans around these points through the outcomes of a recommender system, thereby promoting city activity and bolstering local economies.

Performance Analysis for Upper Limb Rehabilitation in Non-Immersive and Immersive Scenarios

V. Herrera, A. de los Reyes, D. Vallejo, J.J. Castro-Schez, D.N. Monekosso, C. Glez-Morcillo, J. Albusac
Congreso ICEIS 25th International Conference on Enterprise Information Systems, April 24-26, Praga (República Checa).

Abstract

Recomendación difusa para la personalización automática de ejercicios de rehabilitación física de pacientes con ictus.

C. Gmez-Portes, J.J. Castro-Schez, J. Albusac, C. Glez-Morcillo, D.N. Monekosso, D. Vallejo
Congreso XXI Congreso Español sobre Tecnologías y Lógica Fuzzy (ESTYLF22), Toledo, septiembre de 2022.

Abstract

PhyRe Up! A system based on mixed reality and gamification to provide home rehabilitation for stroke patients

C. Gmez-Portes, D. Carneros-Prado, J. Albusac, J.J. Castro-Schez, C. Glez-Morcillo, and D. Vallejo
Revista IEEE Access, vol. 9, pp. 139122-139137, (2021). Impact factor 3.367 (Q2).

Abstract

Stroke represents a global concern that currently affects a significant part of the world's population. Physical rehabilitation plays a fundamental role for stroke patients to recover mobility and improve quality of life. This process is costly, considering that patients must attend face-to-face rehabilitation sessions in hospitals or rehabilitation centers. Plus, there is a lack of specialized medical staff, who are usually insufficient to properly address the growing number of stroke patients that need physical rehabilitation. This situation has been exacerbated by the COVID-19 pandemic, as some of the human resources have been devoted to fight against the pandemic, and the physical presence of rehabilitation patients in hospitals has been severely limited. This paper proposes PhyRe Up!, a novel remote rehabilitation system that uses mixed reality and gamification techniques. PhyRe Up! has been devised for stroke patients to perform therapeutic exercises at home, with great precision, and with the potential supervision of clinicians. The system aims to increase the patient's motivation as well as maintaining the quality of performance for the exercises, similar to the obtained levels when attending face-to-face sessions with therapists. The underlying architecture combines declarative, procedural, and conditional knowledge to manage the rehabilitation process, which offers flexibility and scalability to enhance the capabilities of the proposed system. Experimental results highlight how the combination of mixed reality and gamification significantly influences the accuracy of rehabilitation exercises previously defined by therapists. Particularly, the conducted experiments in the first validation phase of PhyRe Up! shows that our proposal drastically reduces the intermediate steps required to complete an exercise thanks to the provided visual feedback. The accuracy with which the patient performs the assessed exercise for the first time is greater than when using traditional rehabilitation techniques.

A fuzzy recommendation system for the automatic personalization of physical rehabilitation exercises in stroke patients

C. Gmez-Portes, J.J. Castro-Schez, J. Albusac, D.N. Monekosso, and D. Vallejo
Revista Mathematics (MDPI), 9(12), 1427, (2021). Impact factor 1,747 (Q2).

Abstract

Stroke is among the top 10 leading causes of death and disability around the world. Patients who suffer from this disease usually perform physical exercises at home to improve their condition. These exercises are recommended by therapists based on the patient’s progress level, and may be remotely supervised by them if technology is an option for both. At this point, two major challenges must be faced. The first one is the lack of specialized medical staff to remotely handle the growing number of stroke patients. The second one is the difficulty of dynamically adapt the patient’s therapy plan in real time whilst they rehabilitate at home, since their evolution varies as the rehabilitation process progresses. In this context, we present a fuzzy system that is able to automatically adapt the rehabilitation plan of stroke patients. The use of fuzzy logic greatly facilitates the monitoring and guidance of stroke patients. Moreover, the system is capable of automatically generating modifications of existent exercises whilst considering their particularities at any given time. A preliminary experiment was conducted to show the advantages of the proposal, and the results suggest that the application of fuzzy logic may help make correct decisions based on the patient’s progress level.

A Platform Based on Personalized Exergames and Natural User Interfaces to Promote Remote Physical Activity and Improve Healthy Aging in Elderly People

C. Gmez-Portes, D. Vallejo, A. Corregidor-Sánchez, M. Rodríguez-Hernández, J.L. Martín-Conty, S. Schez-Sobrino, and B. Polonio-López
Revista Sustainability (MDPI), 13(14):1-17, (2021). Impact factor 3,251 (Q2).

Abstract

In recent years, there has been a significant growth in the number of research works focused on improving the lifestyle and health of elderly people by means of technology. Telerehabilitation and the promotion of physical activity at home have been two of the fields that have attracted more attention, especially currently due to the COVID-19 pandemic. However, elderly people are sometimes reluctant to use technology at home, mainly due to fear of technology and lack of familiarity. In this context, this article presents a low-cost platform that relies on exergames and natural user interfaces to promote physical activity at home and improve the quality of life in elderly people. The underlying system is easy to use and accessible, offering a number of interaction mechanisms that guide users through the execution of routines and exercises. A relevant feature of the proposal is the ability to customize the exergames, making it possible for the therapist to adapt them according to the user’s needs. Motivation is also addressed within the developed platform to maintain the user’s engagement level as time passes by. An empirical experiment is conducted to measure the usability and motivational aspects of the proposal, which was evaluated by 17 users between 62 and 89 years of age. The obtained results showed that the proposal was well received, considering that most of the users were not experienced at all with exergame-based systems.

A Modern Approach to Personalize Exergames for the Physical Rehabilitation of Children Suffering from Lumbar Spine

C. Gomez, C. Lacave, A.I. Molina, D. Vallejo, and S. Schez-Sobrino
Capítulo de Libro Springer Book Selection, Part of the Lecture Notes in Business Information Processing book series (LNBIP, volume 417) (2021).

Abstract

Physical rehabilitation of people with injuries or illnesses related to the lumbar spine involves an intensive treatment to reduce pain or improve mobility. Research studies have evidenced the benefits of complementing the patient’s regular treatment with exercise routines at home. However, in the case of children and adolescents, there is a risk of abandoning the exercise routine if it is not motivating enough. Currently, there is a trend which consists in using games for rehabilitation exercises, called exergames, as a possible solution for motivating patients while they perform physical rehabilitation. However, both customizing and creating them is still a task that requires considerable investment both in time and effort. Thus, this paper presents a language along with a system based on the physical rehabilitation of children suffering from some sort of lower back pain, which enables the customization and the automatic generation of exergames. We have conducted an experiment with children for evaluating the capabilities of our approach. The obtained results show that the tool is fun, interesting and easy to use.

Multi-analysis surveillance and dynamic distribution of computational resources: towards extensible, robust, and efficient monitoring of environments

J. Albusac, D. Vallejo, J.J. Castro-Schez, S. Schez-Sobrino, and C. Gmez-Portes
Revista Expert Systems with Applications (Elsevier), Vol. 175 (2021). Impact factor 5,452 (Q1).

Abstract

Intelligent surveillance has been a hot area of research for the past two decades. However, the integral security of environments remains a challenge due to the presence of new types of threats and the very dynamism and complexity of these environments. To make further progress, new proposals are needed to facilitate the design and deployment of multi-analysis surveillance systems where different types of analysis are simultaneously performed and the available computation resources are limited. Such systems need to provide three main characteristics: extensibility, robustness and efficiency. Extensibility to add new analysis components when new events of interest must be monitored. Robustness to avoid that failures in one analysis component affect the rest. Efficiency to analyze environments in real-time and to support decision-making processes that address the detected anomalies. This paper proposes a formal model for the multi-analysis surveillance of environments by means of the named components of normality, designed to deploy surveillance systems that satisfies the three previously mentioned characteristics. Extensibility thanks to the activation and deactivation of components of normality based on the monitoring needs of the analyzed environment. Robustness as a result of the isolation of these components such that a failure in one of them does not spread to the rest. Finally, efficiency due to the dynamic allocation of resources that benefits the components that detect anomalies at a given time. The experimental results prove that such dynamic allocation improves execution times and reduces waiting times.

An intelligent tutoring system for supporting active learning: a case study on predictive parsing learning

J.J. Castro-Schez, C. Glez-Morcillo, J. Albusac, and D. Vallejo
Revista Information Sciences (Elsevier), 544(12):446-468 (2021). Impact factor 5,524 (Q1).

Abstract

The ever-increasing impact of technology on people’s lives is affecting many fields, including education. The way in which people learn and institutions teach is changing. People can access the Internet anywhere, anytime and request online training. This has brought about the creation of numerous online learning platforms which offer comprehensive and effective educational solutions which are 100% online. These platforms are benefiting from intelligent tutoring systems which have been designed to help and guide students through the learning process, emulating the behavior of a human tutor. However, these systems give the student little freedom to experiment with the knowledge of the subject, that is, they do not allow him/her to propose and carry out tasks on his/her own initiative. They are very restricted systems in term of what the student can do with them, as the tasks are very well defined in advance. An intelligent tutoring system is proposed in this paper to encourage students to learn through experimentation, proposing tasks on their own initiative, which involves putting into use all the skills, abilities, tools and, knowledge needed to successfully solve them. This system has been designed, developed, and applied for learning predictive parsing techniques and has been used by Computer Science students during four academic courses to evaluate its suitability for improving the student’s learning process.

A Novel Approach to Learning Music and Piano based on Mixed Reality and Gamification

D. Molero, S. Schez-Sobrino, D. Vallejo, C. Glez-Morcillo, and J. Albusac
Revista Multimedia Tools and Applications (Springer), 80:165-186 (2021). Impact factor 2,313 (Q2).

Abstract

Learning music has been demonstrated to provide many benefits for children. However, music students, especially beginners, often suffer from lack of motivation and even can be frustrated if their musical skills do not improve as they practice over and over. In such situations, they usually end up dropping out of music school. To face this challenge, in this work a novel approach based on mixed reality and gamification is proposed to motivate music students. This approach has been validated thanks to HoloMusic XP, a multimedia tool that helps students learn music and piano. The devised architecture that supports HoloMusic XP has been designed and developed to scale when new music concepts must be addressed. Thanks to the use of mixed reality, the usually steep learning curve for beginner students can be mitigated and complex music concepts can be simplified due to the use of visual metaphors. The system has been evaluated in a real environment by teachers and students to measure its effectiveness and usability. After conducting the experiments, an increase in the students' motivation and a general understanding of the multimedia representation have been achieved.

A modern approach to supporting program visualization: from a 2D notation to 3D representations using augmented reality

S. Sánchez, M.A. García, C. Lacave, A.I. Molina, C. Glez-Morcillo, D. Vallejo, and M.A. Redondo
Revista Multimedia Tools and Applications, 80(1): 543-574 (2021). Impact factor 2,313 (Q2).

Abstract

The visualization of programs and algorithms has been demonstrated to be essential when learning to program. Nevertheless, existing graphic representations require a high level of abstraction that most beginner programmers cannot understand. Current state-of-the-art approaches provide promising alternatives, but a significant part leaves the advantages of graphic representation in the background. These advantages include abstracting the source code by means of symbols that make them easier to understand without previous training. This work introduces the evolution of a 2-D graphic notation to a 3-D environment, which represents an improvement to a complete platform for collaborative programming learning through problem solving, named COLLECE-2.0. This improvement provides the platform with capabilities to visualize programs through augmented reality by using a new set of graphic representations, which are based on roads and traffic signs in the context of programming learning. These visual models have been evaluated by Computer Science students to know whether the proposed notation is intuitive and useful. The obtained results show that the proposed notation is suitable for representing programming concepts and easy to understand. We also present a series of improvements, integrated as a new subsystem in the aforementioned platform, which allows the automatic construction of 3-D visualizations on an augmented reality environment. These visualizations use the proposed notation and leverage the scalability and architecture of COLLECE-2.0.

Home rehabilitation based on gamification and serious games for young people: a systematic mapping study

C. Gmez-Portes, C. Lacave, A.I. Molina, D. Vallejo
Revista Applied Sciences (MDPI), Special Issue on Therapy and Health, 10(24):8849 (2020). Impact factor 2,474 (Q2).

Abstract

Physical rehabilitation of people who suffer from some motor disability involves an intensive treatment to reduce pain and improve quality of life. Research studies have proven the benefits of technologies based on home-rehabilitation, which complement regular therapy in hospitals. Although there is a significant number of studies that face this challenge when dealing with adults, it has not been exploited with young people. In this research article we focus on this population, since the repetition of the physical exercises decreases the youth's motivation, which entails a high risk of dropping out of therapy. That is why we present a systematic mapping study of the techniques, devices, and methods used to address home rehabilitation for children and teenagers. The conclusions indicate that it is essential to use gamification techniques to adopt a plug-and-play metaphor, based on natural interaction mechanisms and on the use of non-intrusive devices, and to customise the rehabilitation process for each individual along with a methodology. We also present the improvements applied to an existing gamification-based software prototype for home rehabilitation. In this system, physical exercises can be customised, laying the foundations to promote precision rehabilitation within the context of young people.

Personalized Exergames Language: A Novel Approach to the Automatic Generation of Personalized Exergames for Stroke Patients

D. Vallejo, C. Gmez-Portes, J. Albusac, C. Glez-Morcillo, J.J. Castro-Schez
Revista Applied Sciences (MDPI), 10(20):7378 (2020). Impact factor 2,474 (Q2).

Abstract

Physical rehabilitation of stroke patients is based on the daily execution of exercises with face-to-face supervision by therapists. This model cannot be sustained in the long term, due to the involved economic costs, the growing number of patients, and the aging population. Remote rehabilitation tools have emerged to address this unmet clinical need, but they face the double challenge of motivating patients and ensuring an effective remote rehabilitation. In this context, exergames allow patients to play while performing repetitive therapeutic tasks in a safe and ecological environment. This work proposes the design of Personalized Exergames Language (PEL), a language whose sentences can be processed via software to automatically generate exergames. The definition of exergames through PEL, guided by an effective methodology of design and generation of personalized exergames, will include both the game mechanics and the necessary metrics to monitor, guide, and adapt the rehabilitation of each patient. The integration of authoring tools are considered to visually guide the therapist when designing exergames. A study has been carried out with stroke patients and therapists from a hospital and two community centers, to evaluate several exergames, automatically generated using PEL, in terms of usability, understanding, and suitability.

A low-cost Automatic Vehicle Identification sensor for traffic networks analysis

F. Álvarez-Bazo, S. Sánchez-Cambronero, D. Vallejo, C. Glez-Morcillo, A. Rivas, I. Gallego
Revista Sensors (MDPI), 20(19):5589 (2020). Impact factor 3,275 (Q2).

Abstract

In recent years, different techniques to address the problem of observability in traffic networks have been proposed in multiple research projects, being the technique based on the installation of automatic vehicle identification sensors (AVI), one of the most successful in terms of theoretical results, but complex in terms of its practical application to real studies. Indeed, a very limited number of studies consider the possibility of installing a series of non-definitive plate scanning sensors in the elements of a network, which allow technicians to obtain a better conclusions when they deal with traffic network analysis such as urbans mobility plans that involve the estimation of traffic flows for different scenarios. With these antecedents, the contributions of this paper are (1) an architecture to deploy low-cost sensors network able to be temporarily installed on the city streets as an alternative of rubber hoses commonly used in the elaboration of urban mobility plans; (2) a design of the low-cost, low energy sensor itself, and (3) a sensor location model able to establish the best set of links of a network given both the study objectives and of the sensor needs of installation. A case of study with the installation of as set of proposed devices is presented, to demonstrate its viability.

RoboTIC: a serious game based on augmented reality for learning programming

S. Sánchez, D. Vallejo, C. Glez-Morcillo, M.A. Redondo and J.J. Castro-Schez
Revista Multimedia Tools and Applications (Springer), 79:34079-34099 (2020). Impact factor 2,313 (Q2).

Abstract

Coding skills are becoming more and more important in today’s world, especially within the context of the fourth industrial revolution. They also help practice other 21 century skills such as computational thinking, problem solving and teamwork. Unfortunately, learning how to program is tough and can be also frustrating for beginner students. In this article we introduce RoboTIC, a serious game based on augmented reality and visual metaphors that facilitates learning programming to students who are facing this challenge for the first time. The architecture that supports RoboTIC has been designed to allow the integration of multimedia components when new programming concepts and techniques must be addressed and to add game levels that enable students to learn incrementally. Special consideration has been paid to motivate and draw the students’ attention by means of 3-D graphics, augmented reality and visual resources that guide the process of learning programming. Experiments have been conducted in a youth center with children who do not have coding skills at all to demonstrate the feasibility of the proposal. The results show promising conclusions in terms of children’s motivation and interest in programming.

A Distributed Gamified System Based on Automatic Assessment of Physical Exercises to Promote Remote Physical Rehabilitation

S. Sánchez, D. Vallejo, D.N. Monekosso, C. Glez-Morcillo, and P. Remagnino
Revista IEEE Access, 8(1):91424-91434 (2020). Impact factor 4,098 (Q1).

Abstract

Neurological disorders such as strokes, dementia, or ABI, among others, represent a major burden on European and world-wide healthcare systems, and can be understood as an unmet clinical need, recognised as a global challenge. This work discusses how agent technology can contribute to increase the autonomy of patients affected by neurological diseases who require physical rehabilitation. This approach can reduce face-to-face rehabilitation and the associated costs. We propose an architecture composed of software agents that play different roles to support the rehabilitation process from the point of view of patients and clinicians. This architecture has been used to deploy a multi-agent system for the physical rehabilitation of patients affected by a stroke. The involved rehabilitation exercises can be automatically assessed, classified and supervised. The conducted performance tests allow to conclude that the system can provide feedback to the patients in real-time.

An Agent-based Approach to Physical Rehabilitation of Patients affected by Neurological Diseases

D. Vallejo, S. Sánchez, J. Albusac, J.J. Castro-Schez, and C. Glez-Morcillo
Congreso The 9th International Conference on Current and Future Trends of Information and Communication Technologies in Healthcare (ICTH 2019).

Abstract

Neurological disorders such as strokes, dementia, or ABI, among others, represent a major burden on European and world-wide healthcare systems, and can be understood as an unmet clinical need, recognised as a global challenge. This work discusses how agent technology can contribute to increase the autonomy of patients affected by neurological diseases who require physical rehabilitation. This approach can reduce face-to-face rehabilitation and the associated costs. We propose an architecture composed of software agents that play different roles to support the rehabilitation process from the point of view of patients and clinicians. This architecture has been used to deploy a multi-agent system for the physical rehabilitation of patients affected by a stroke. The involved rehabilitation exercises can be automatically assessed, classified and supervised. The conducted performance tests allow to conclude that the system can provide feedback to the patients in real-time.

Towards Precision Rehabilitation for Neurological Diseases: A Data-Driven Approach to the Personalization of Exergames

S. Sánchez, D. Vallejo, C. Glez-Morcillo, J.J. Castro-Schez, and J. Albusac
Congreso UCAmI 2019 : International Conference on Ubiquitous Computing and Ambient Intelligence

Abstract

Physical rehabilitation of patients affected by neurological diseases currently represents an unmet clinical need, due to the high cost for health systems and the impact rehabilitation has on patients and their families. This paper introduces an approach based on the idea of precision rehabilitation, where the personalization of physical rehabilitation for each patient and the accessibility to technological tools that support it are pursued. A general architecture that contemplates functional modules related to multiple work areas and different roles is proposed. One of these modules is related to gamification and delves into the design and development of exergames, defined from a general data model, in order to increase the level of patients' motivation when making exercises. The paper discusses the creation of an exergame designed for the rehabilitation of lower limbs.

Programación de Videojuegos con Unreal Engine 4: Volumen 1

D. Vallejo, S. Schez-Sobrino
Libro ISBN 978-1079650372 (2019)

Abstract

De los autores del Bestseller en Amazon.es "Desarrollo de Videojuegos. Un enfoque Práctico", posicionado en el Top 5 de los libros más vendidos en Informática en 2017, descubre el arte y la ciencia de la programación de videojuegos en esta nueva colección completamente revisada y ampliada empleando el motor de videojuegos líder en la industria: Unreal Engine 4. Este primer volumen de la colección tiene como objetivo principal abordar cuestiones transversales vinculados al diseño y desarrollo de videojuegos desde el punto de vista de la programación y empleando el motor de juegos Unreal Engine 4. Dicho motor será utilizado como base para introducir conceptos y técnicas de programación en C++, así como funcionalidades concretas del entorno que proporcionan mecanismos para la gestión de niveles, la definición del gameplay básico a través del lenguaje de scripting Blueprints, el diseño e implementación de interfaces de usuario, patrones de diseño adaptados a los requisitos del motor y la gestión de proyectos, entre otras cuestiones. Todo esto será tratado mediante explicaciones teóricas y prácticas a través de ejemplos y casos de estudio.

An Intelligent Tutoring System to Facilitate the Learning of Programming through the Usage of Dynamic Graphic Visualizations

S. Schez-Sobrino, C. Gmez-Portes, D. Vallejo, C. Glez-Morcillo, and M.A. Redondo,
Revista Applied Sciences (MDPI), 10(4):1-14 (2020). Impact factor 2,217 (Q1).

Abstract

The learning of programming is a field of research with relevant studies and publications for more than 25 years. Since its inception, it has been shown that its difficulty lies in the high level of abstraction required to understand certain programming concepts. However, this level can be reduced by using tools and graphic representations that motivate students and facilitate their understanding, associating real-world elements with specific programming concepts. Thus, this paper proposes the use of an intelligent tutoring system (ITS) that helps during the learning of programming by using a notation based on a metaphor of roads and traffic signs represented by 3D graphics in an augmented reality (AR) environment. These graphic visualizations can be generated automatically from the source code of the programs thanks to the modular and scalable design of the system. Students can use them by leveraging the available feedback system, and teachers can also use them in order to explain programming concepts during the classes. This work highlights the flexibility and extensibility of the proposal through its application in different use cases that we have selected as examples to show how the system could be exploited in a multitude of real learning scenarios.

Multi-Agent Architecture for Information Retrieval and Intelligent Monitoring by UAVs in Environments Affected by Catastrophes

D. Vallejo, J.J. Castro-Schez, C. Glez-Morcillo, and J. Albusac
Revista Engineering Applications in Artificial Intelligence (Elsevier), vol. 87 (2020). Impact factor 3,526 (Q1).

Abstract

The consequences of natural or man-made catastrophes can be devastating. To minimize its impact, it is crucial to carry out a rapid analysis of the affected environment in the moments after they occur, especially from the perspective of alert notification or crisis management. In this context, the use of UAVs, understood as the technological basis on which intelligent systems capable of providing support to rescue teams is built, has positively contributed to face this challenge. In this article the design of a multi-agent architecture which enables the deployment of systems made up of intelligent agents that can monitor environments affected by a catastrophe and provide support to human staff in the decision-making process is proposed. To conduct an intelligent information analysis, a formal model of normality analysis is employed, which makes possible the definition of surveillance components. These represent the knowledge bases of the agents responsible for monitoring environments. Likewise, the architecture envisages communication and cooperation mechanisms between the different agents, as the basis for fusing information to assess the overall level of risk of the monitored environment. A case study is presented in which the spread of toxic smoke in an industrial complex which has just suffered a hypothetical earthquake is monitored.

ANGELA: a novel approach of graphic notation based on the metaphor of road signs to facilitate the learning of programming

S. Schez-Sobrino, M.A. García, C. Gómez, D. Vallejo, C. Lacave, C. Glez-Morcillo, A. Molina, J. Albusac, and M.A. Redondo
Congreso Seventh International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM 2019).

Abstract

Programming is a field that influences other disciplines in a transversal way, so its learning is necessary considering the emergence of new jobs that will require programming knowledge in the future. However, programming raises certain difficulties during its learning, especially in understanding programming concepts due to the high level of abstraction required. This level of abstraction can be reduced by using graphic representations that motivate the student and facilitate the understanding of certain programming concepts that arise at the beginning of the learning process. Therefore, this paper introduces ANGELA, a graphic notation based on the metaphor of roads and traffic signs that is meant to complement the learning process of beginner students who are starting to program by visualizing programs. These visualizations can be automatically generated from the source code of the programs, thanks to the modular and scalable design of the notation, and used by teachers to explain programming concepts during classes. The proposal has been evaluated with students in order to validate if the notation is appropriate to represent the concepts it tries to abstract from and if it results easy for the students to understand. Additionally, some use cases are presented in real-world scenarios in order to demonstrate the flexibility of the proposal.

Automatic recognition of physical exercises performed by stroke survivors to improve remote rehabilitation

S. Schez-Sobrino, D.N. Monekosso, P. Remagnino, D. Vallejo, and C. Glez-Morcillo
Congreso MAPR 2019: The Second International Conference on Multimedia Analysis and Pattern Recognition.

Abstract

Strokes are the second cause of death and the third cause of disability in the world. Currently, there is not an actual cure for stroke victims, but physiotherapy can be used to restore as much mobility as possible until a plateau is reached again. However, performing these exercises implies that both patient and therapist are together in the same place, so that the latter can guide the former through a correct execution of physical exercises. This raises additional difficulties when it comes to continuously monitoring the recovery of stroke patients, due to the economic costs involved and the requirements of both geographical and temporal availability. These issues can be addressed by leveraging technology, specifically computer vision-based assistive systems and remote rehabilitation tools, so as to the affected person can check whether the exercises are being performed correctly. This paper is focused on the automatic classification of exercises, within the context of a gamification-based remote rehabilitation tool used to automatically assess the performance of stroke patients when making physical rehabilitation. To this end, we use the DTW algorithm for analyzing and comparing open-ended motion curves, so that the exercises do not have to be fully performed until existing candidates can be matched. This increases the system flexibility and offers an interaction mechanism much more simple, which is usually a needed requirement by stroke patients.

Reconocimiento automático de ejercicios realizados por supervivientes de ictus para mejorar la rehabilitación remota

S. Schez-Sobrino, D.N. Monekosso, D. Vallejo, C. Glez-Morcillo, J.J. Castro-Schez, M.A. Redondo
Congreso XX Congreso Internacional de Interacción Persona-Ordenador (Interacción 2019).

Abstract

The population of stroke survivors needing rehabilitation is a few millions across Europe and expected to rise. Unfortunately, there is no cure for stroke victims, but physical rehabilitation can be employed so that patients can gain mobility and improve their quality of life. Usually, therapies involve that the patient and the therapist are together for the latter to correctly guide the former when performing physical exercises. This is where telemedicine and remote rehabilitation tools can address the previously mentioned limitation, addressing not only economic costs but also geographical and temporal constraints. Particularly, a scenario is devised where the patient carries out exercises at home through computer vision-based assistive systems and the therapist can remotely supervise whether these are correctly done. This article is about the automatic classification of exercises, a new feature integrated in an existing gamification- based remote rehabilitation tool that is able to assess how stroke victims performs when making physical rehabilitation. The proposed approach relies on the DTW algorithm for studying and comparing open-ended motion curves. Thus, patients are not required to fully perform exercises in order for the system to classify them. This allows to increase the system flexibility and provides an implicit interaction mechanism so that patients do not have to explicitly establish which exercise will be carried out in every moment.

An expert fuzzy system for improving safety on pedestrian crossings by means of visual feedback

J. Albusac, D. Vallejo, J.J. Castro-Schez, and C. Glez-Morcillo
Revista Control Engineering Practice (Elsevier), vol. 75, pp. 38-54 (2018). Impact factor 2,616 (Q1).

Abstract

Despite the continuous measures taken in large cities to improve road safety, pedestrian run-overs are still some of the main problems. In this paper an expert system is presented, whose aim is to reduce the number of run overs on pedestrian crossings with a luminous reinforcement system. An expert fuzzy system analyses the speed approaching vehicles travel at and the distance between them and pedestrians, in order to determine the degree of danger. This analysis is used to calculate the number of barriers that must be lit, from which position and their blinking frequency. Moreover, the system can recommend a speed to the driver so that he or she can return to a state of normality if this has been altered. The barriers light up according to how the driver behaves. If he or she slows down gradually on seeing a pedestrian, the barriers turn off at a similar pace. However, if the vehicle is approaching too fast, a path of light will be shown from the actual position of the pedestrian towards the vehicle. The number of barriers lit up and the blinking frequency will depend on the degree of danger the expert system estimates there is. In short, the light path shows if drivers are behaving suitably or not and tries to make him or her aware of it.

Applying Mixed Reality Techniques for the Visualization of Programs and Algorithms in a Programming Learning Environment

S. Sánchez, M.A. García, C. Lacave, A.I. Molina, C. González, D. Vallejo, M.A. Redondo
Congreso eLmL 2018: The Tenth International Conference on Mobile, Hybrid, and On-line Learning.

Abstract

Program and algorithm visualization has been a research topic for more than 25 years. Correct graphical representations have a demonstrated impact on how students understand programming concepts. Previous works on visualization tools based on trees and graphs representations tend to be too difficult for teachers to use them in their classrooms and for students to understand how they work. Moreover, new mixed reality learning environments can improve this learning experience thanks to the latest technology on the market. This paper discusses a whole new set of graphical representations used to visualize programs and algorithms through augmented reality devices. It also presents these visualizations integrated into the architecture of a newly mixed reality programming learning feature for the COLLECE 2.0 Eclipse plugin, a collaborative and distributed environment for programming learning. This new approach is expected to improve students’ learning experience in introductory programming courses.

Model for Detecting Academic Failure Automatically and Early On

J. Albusac, J.J. Castro-Schez, C. Glez-Morcillo, and D. Vallejo
Congreso INTED 2018 Conference (2018).

Abstract

Planning a subject for any university qualification, entails having a series of learning aims and examinations which enable an assessment to be made of whether students have reached these objectives. Throughout the academic year, these examinations are held at different stages. On the way towards achieving these objectives, there are usually certain points or key tests after which students begin to fail, that is, students who do not reach the objectives and do not pass the subject at the end of the academic year. Detecting the possibility of a student finishing with a fail early on is the key to putting him or her back on to the road to success as soon as possible. When a professor is in control of a reduced-size class of students, it is possible to monitor each student personally and thoroughly. Monitoring classes like this enables the professor to detect natural deviations and to make the best decisions. However, when the classes are big, this task becomes far more complex. In this case, using external tools which can assist him or her to do this task could be really helpful. In this article we have set out a model which is capable of learning from past experiences and of analyzing the current situation of each student in order to determine if he or she is at risk of failure. The model studies how the students are progressing according to the results obtained from the assessment examinations in previous academic years. Every time a student takes a new examination in the current academic year, the model is capable of determining the chances of ending the academic year successfully by making a comparative analysis with previous students who were in a similar situation.

Knowledge based systems to enhance learning: A case study on formal languages and automata theory

J.J. Castro-Schez, J. Gallardo, R. Miguel, and D. Vallejo
Revista Knowledge-Based Systems (Elsevier), vol. 122, pp. 180-198, (2017)

Abstract

TODO

A Novel Approach to the Automatic Analysis of Tactics and Actions in Team Sports

D. Vallejo, G. Alises, J. Albusac, C. Glez-Morcillo, and J.J. Castro-Schez
Capítulo de Libro Sports Science Research and Technology Support (Springer), pp. 126-141 (2017)

Desarrollo de Videojuegos. Un enfoque Práctico. Volumen 1. Arquitectura del Motor

D. Vallejo, C. Angelina
Libro ISBN 978-1517309558 (2015)

Abstract

Bestseller en Amazon.es. En el Top 5 de los libros más vendidos en Informática en Marzo de 2017. Descubre el arte y la ciencia de la programación de videojuegos en los cuatro volúmenes de "Desarrollo de Videojuegos". Este primer libro de la colección introduce los conceptos básicos relativos a estructuras y principios de diseño de videojuegos, proporcionando una visión general de la arquitectura de un motor de juegos. Dentro del contexto de esta arquitectura general se hace especial hincapié en aspectos como los subsistemas de bajo nivel, el bucle de juego, la gestión básica de recursos, como el sonido, y la gestión de la concurrencia. Para llevar a cabo una discusión práctica de todos estos elementos se hace uso del motor de renderizado Ogre3D. Por otra parte, en este primer volumen también se estudian los fundamentos del lenguaje de programación C++ como herramienta fundamental para el desarrollo de videojuegos profesionales. Este estudio se complementa con una discusión en profundidad de una gran variedad de patrones de diseño y de la biblioteca STL. Además, también se realiza un recorrido por herramientas que son esenciales en el desarrollo de proyectos software complejos, como por ejemplo los sistemas de control de versiones, o procesos como la compilación o la depuración.

Desarrollo de Videojuegos. Un enfoque Práctico. Volumen 4. Desarrollo de Componentes

F. Jurado, J. Albusac, J.J. Castro, D. Vallejo
Libro ISBN 978-1517443504 (2015)

Abstract

Bestseller en Amazon.es. En el Top 5 de los libros más vendidos en Informática en Marzo de 2017. Descubre el arte y la ciencia de la programación de videojuegos en los cuatro volúmenes de "Desarrollo de Videojuegos". El objetivo de este cuarto volumen es profundizar en técnicas específicas vinculadas al desarrollo de videojuegos, como por ejemplo el uso de técnicas de Inteligencia Artificial o la programación multijugador en red. Para ello, una de las principales metas es la de complementar la visión general de la arquitectura de un motor de juegos con cuestiones específicas que resultan fundamentales para su desarrollo. Dentro del contexto de la Inteligencia Artificial, en este módulo se estudian técnicas fundamentales como la Lógica Difusa o los algoritmos genéricos, entre otras. Así mismo, se realiza una discusión del diseño orientado a agentes como pilar esencial en el desarrollo del componente inteligente de un videojuego. En la parte relativa al juego multijugador se exploran las posibilidades que ofrecen los sockets y, posteriormente, se discute cómo el uso de herramientas de más alto nivel, como los middlewares de comunicaciones pueden contribuir a facilitar el desarrollo del módulo de networking. Finalmente, este módulo también contempla aspectos relativos a la edición de audio, la gestión de vídeo y la importancia de la integración de nuevos dispositivos de interacción. En el contexto del desarrollo de videojuegos, técnicas como la visión por computador o la realidad aumentada pueden contribuir a mejorar la experiencia del jugador.

SIDANE: Towards the Automatic Analysis of Football Tactics and Actions

D. Vallejo, G. Alises, J. Albusac, C. Glez-Morcillo, and J.J. Castro-Schez
Congreso 3rd International Congress on Sport Sciences Research and Technology Support, (2015)

Programación Concurrente y Tiempo Real (3ª Edición)

D. Vallejo, C. González, J. Albusac
Libro ISBN 978-1518608261 (2015)

Abstract

Entrevista de trabajo en IBM: "Describa una condición de interbloqueo." Entrevista de trabajo en Dropbox: "¿Qué es una condición de carrera?". ¿Sabrías contestar adecuadamente estas preguntas?. Este libro es para ti. Domina conceptos esenciales en el ámbito de la programación concurrente y de tiempo real. Ponlos en práctica con plantillas de código fuente y soluciones. El contexto de uso es el relativo a segundo o tercer curso de Grado en Ingeniería Informática.

Intelligent Surveillance for understanding events in urban traffic environments

D. Vallejo, F. Villanueva, J. Albusac, C. Glez-Morcillo, and J.J. Castro-Schez
Revista Special Issue on Sensing, Perceiving, and Understanding Actions, Journal of Distributed Sensor Networks (Hindawi), Volume 2014, pp. 1-11 (2014)

Abstract

TODO

A Multi-Agent Approach to Intelligent Monitoring in Smart Grids

D. Vallejo, J. Albusac, C. Glez-Morcillo, J.J. Castro-Schez, and L. Jiménez
Revista Special Issue on Intelligent Multisensory Systems, Journal of Systems Science (Taylor & Francis), 45(4):756-777 (2014)

Abstract

TODO

Videojuegos Multiplaforma con OpenFL

C. González and D. Vallejo
Libro ISBN 978-8494211645 (2014)

Abstract

El principal objetivo de este libro consiste en estudiar el diseño y desarrollo de un videojuego completo utilizando un framework multiplataforma que permita la generación de ejecutables para distintas plataformas. En concreto, el framework utilizado es OpenFL, el cual está basado en el popular lenguaje de programación multi-plataforma Haxe. Asi, el libro plantea una introducción al desarrollo de videojuegos, mostrando la arquitectura típica de un motor de juegos, y discute como diseñar y desarrollar un videojuego completo con OpenFL mediante un tutorial incremental.

Distributed FPGA-based Architecture to Support Indoor Localisation and Orientation Services

J. Dondo, F.J. Villanueva, D. Vallejo, C. Glez-Morcillo, and J.C. López
Revista Journal of Network and Computer Applications (Elsevier), 45(0):181-190 (2014)

Abstract

TODO

Dynamic Weighted Aggregation for Normality Analysis in Intelligent Surveillance Systems

J. Albusac, D. Vallejo, J.J. Castro-Schez, C. Glez-Morcillo, and L. Jiménez
Revista Expert Systems with Applications (Elsevier), 41(4):2008-2022 (2013)

An agent-based approach to understand events in surveillance environments

D. Vallejo, F.J. Villanueva, L.M. García, C. Glez-Morcillo, and J. Albusac
Congreso SPUnd 2013 Workshop of 2013 IEEE/WIC/ACM International Conference on Web Intelligence and Intelligent Agent Technology, Atlanta (2013)

Efficient indoor localization and orientation distributed architecture

F.J. Villanueva, J. Dondo, D. Villa, D. Vallejo, C. Mora, C. Glez-Morcillo, and J.C. López
Congreso IEEE International Conference on Consumer Electronics 2013, Las Vegas (2013)

Combining Degrees of Normality Analysis in Intelligent Surveillance Systems

J. Albusac, D. Vallejo, L. Jiménez, J.J. Castro-Schez, and C. Glez-Morcillo
Congreso 15th International Conference on Information Fusion, Singapur (2012)

Una Aproximación a la Evaluación de Laboratorio en Programación de Sistemas

C. Glez-Morcillo, F. Jurado, and D. Vallejo
Congreso XVIII Jornadas de Enseñanza Universitaria de la Informática (JENUI 2012), Ciudad Real, Spain (2012)

Enfoque de Diseño de Herramientas Informáticas Educativas para Metodologías Activas de Aprendizaje

J.J. Castro-Schez, J. Albusac, D. Vallejo, and M.A. Redondo
Congreso XVIII Jornadas de Enseñanza Universitaria de la Informática (JENUI 2012), Ciudad Real, Spain (2012)

Developing Intelligent Surveillance Systems with an Agent Platform

D. Vallejo, L.M. García Muñoz, J. Albusac, C. Glez-Morcillo, and L. Jiménez
Congreso 6th International KES Conference on Agents and Multi-agent Systems, Technologies and Applications (KES AMSTA 2012), Dubrovnik, Croatia (2012)

Using Expert Knowledge for Distributed Rendering Optimization

C. Glez-Morcillo and D. Vallejo
Capítulo de Libro Best Papers from the 6th International Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2011), Springer-Verlag (2012)

Abstract

TODO

Realidad Aumentada. Un enfoque práctico con ARToolkKit y Blender

C. González, D. Vallejo, J. Albusac, J.J. Castro-Schez
Libro ISBN 978-8468611518 (2012)

Abstract

La Realidad Aumentada permite integrar elementos digitales sobre imágenes obtenidas del mundo real. A diferencia de la Realidad Virtual, la Realidad Aumentada no sustituye la realidad, sino que la complementa. Este libro proporciona una visión práctica para desarrollar aplicaciones de Realidad Aumentada, utilizando la biblioteca ARToolkit y la suite de gráficos 3D Blender. Los ejemplos proporcionan código de complejidad incremental para el aprendizaje de todos los aspectos de tracking visual basado en marcadores.

Using Augmented Reality Technologies and Natural Interfaces in Museology. Case Study: Computer Science Museum at the University of Castilla-La Mancha (Spain)

C. Glez-Morcillo, D. Vallejo, and M. López-Menchero
Congreso 3rd Iberoamerican Seminar in Museology, Madrid, Spain (2012)

Distributed Rendering of Images through Intelligent Task Distribution

D. Vallejo, C. Glez-Morcillo, J.Angulo, and J. Albusac
Congreso 1st International Workshop on Advances on Distributed and Parallel Computer Graphics and Artificial Intelligence (DCG-AI 2011), Barcelona, Spain (2011)

A New Approach to Grid Computing for Distributed Rendering

C. Glez-Morcillo, D. Vallejo, J. Albusac, L. Jiménez, and J.J. Castro-Schez
Congreso Sixth International Conference on P2P, Parallel, Grid, Cloud and Internet Computing (3PGCIC 2011), Barcelona, Spain (2011)

OCULUS Surveillance System: Fuzzy On-Line Speed Analysis from 2D Images

J. Albusac, D. Vallejo, J.J. Castro-Schez, L. Jiménez
Revista Expert Systems with Applications, Elsevier, 38(10):12791-12806 (2011)

Abstract

TODO

Gaining Experience in Computer Graphics: Developing a 3D Content Creation Tool

D. Vallejo, C. Glez-Morcillo, and J. Albusac
Congreso International Technology, Education and Development Conference (INTED 2011), Valencia, Spain (2011)

A Scalable Approach based on Normality Components for Intelligent Surveillance

J. Albusac, J.J. Castro-Schez, D. Vallejo, L. Jiménez, and C. Glez-Morcillo
Capítulo de Libro Innovations in Defense Support Systems - 3, Springer, Vol. 336/2011, pp. 105-145 (2011)

Abstract

TODO

A Multi-Agent Architecture for Supporting Distributed Normality-based Intelligent Surveillance

D. Vallejo, J. Albusac, J.J. Castro-Schez, C. Glez-Morcillo, L. Jiménez
Revista Engineering Applications of Artificial Intelligence, Elsevier, 24(2):325-340 (2011)

Abstract

TODO

A Highly Adaptive Recommender System based on Fuzzy Logic for B2C e-Commerce Portals

J.J. Castro-Schez, R. Miguel, D. Vallejo, L.M. Lopez-Lopez
Revista Expert Systems with Applications, Elsevier, 38(3):2441-2454 (2011)

Abstract

TODO

Monitoring Complex Environments Using a Knowledge-Driven Approach Based on Intelligent Agents

J. Albusac, D. Vallejo, J.J. Castro-Schez, P. Remagnino, and L. Jiménez
Revista IEEE Intelligent Systems, Special Issue on Intelligent Monitoring of Complex Environments, 25(3):24-31 (2010)

Abstract

TODO

Gaudii: An Automated Graphic Design Expert System

C. Glez-Morcillo, V.J. Martin, D. Vallejo, J.J. Castro-Schez, and J. Albusac
Congreso Innovative Applications of Artificial Intelligence Conference (IAAI 2010), Atlanta, EEUU (2010)

Abstract

TODO

A Normality Analysis-based Approach to Monitor Behaviors in AAL Domains

D. Vallejo, J. Albusac, C. Glez-Morcillo, and L. Jiménez
Congreso 14th International Conference on Knowledge-based and Intelligent Information & Engineering Systems, Cardif, Wales (2010)

A Multi-Agent Architecture to Support B2C e-Marketplaces: the e-ZOCO Case Study

J.J. Castro-Schez, R. Miguel, D. Vallejo, and V. Herrera
Revista Internet Research, Special Issue on Intelligent e-Services and Multi-Agent Systems for B2C e-Commerce, Emerald, 20(3):255-275 (2010)

Abstract

TODO

B2C and C2C E-Marketplaces: A Multi-Layer/Multi-Agent Architecture to Support Them

J.J. Castro-Schez, R. Miguel, D. Vallejo, C. Glez-Morcillo, and V. Herrera
Congreso ICEIS 2010, Funchal, Portugal (2010)

Cálculo del Grado de la Normalidad en Sistemas Expertos de Videovigilancia Escalables,

J. Albusac, D. Vallejo, J.J. Castro-Schez, L. Jiménez
Congreso CEDI 2010, Valencia, Spain (2010)

A Multi-Agent Architecture for 3D Rendering Optimization

C. Gonzalez-Morcillo, G. Weiss, D. Vallejo, L. Jiménez-Linares, and J.J. Castro-Schez
Revista Applied Artificial Intelligence, Taylor & Francis, 24(4):313-349 (2010)

Abstract

TODO

A Modern Approach to MultiAgent Development

D. Vallejo, J. Albusac, J.A. Mateos, C. Glez-Morcillo, and L. Jiménez
Revista Journal of Systems and Software, Elsevier, 83(3):467-484 (2010)

Abstract

TODO

Informática en Grados de Ingeniería

J. Albusac, D. Vallejo, C. González
Libro ISBN 978-8468642864 (2010)

Este libro engloba los principales temas de las asignaturas de informática en el primer curso de cualquier Grado en Ingeniería. Tras la lectura del libro, el lector poseerá una visión global sobre el funcionamiento de un computador, su arquitectura y se habrá iniciado en la programación de computadores mediante el lenguaje MATLAB. El libro está estructurado en cinco capítulos.

TODO

A Supervised Learning Approach to Automate the Acquisition of Knowledge in Surveillance Systems

J. Albusac, J.J. Castro-Schez, L.M. López-López, D. Vallejo, and L. Jiménez
Revista Signal Processing, Special issue on Visual Information Analysis for Security, Elsevier, 89(12):2400-2414, (2009)

Abstract

TODO

Foundations of 3D Image Synthesis. A Practical Approach to Blender

C. González and D. Vallejo
Libro ISBN 978-84-613-2782-9 (2009)

Abstract

En los últimos años se ha experimentado un crecimiento muy importante en el mundo del diseño por computador, y en concreto de la síntesis de imágenes tridimensionales. Las necesidades de personal cualificado en este sector son notables y continúan creciendo unidas al cada día mayor ámbito de aplicación del diseño 3D. Estas necesidades, igualmente patentes desde hace años en el mundo del Software Libre, han sido cubiertas con aplicaciones de calidad y uso profesional. Este libro utiliza algunas de las herramientas libres más extendidas (Blender, Yafray, Gimp...) para introducir los conceptos teóricos y prácticos en la síntesis de imagen realista 3D.

A Cognitive Surveillance System for Detecting Incorrect Traffic Behaviors

D. Vallejo, J. Albusac, L. Jiménez, C. Gonzalez, and J. Moreno
Revista Expert System with Applications, Elsevier, 36(7):10503-10511, (2009)

Abstract

TODO

Intelligent Surveillance based on Normality Analysis to Detect Abnormal Behaviors

J. Albusac, D. Vallejo, L. Jiménez-Linares, J.J Castro-Schez, L. Rodriguez-Benitez
Revista International Journal of Pattern Recognition and Artificial Intelligence (Special issue on Visual Analysis and Understanding for Surveillance Applications), World Scientific Publishing, 23(7):1223-1244 (2009)

Abstract

TODO

Yafrid-NG: A Peer to peer Architecture for Physically Based Rendering

J.A. Mateos, C. González, D. Vallejo, and L.M. López
Congreso Congreso Español de Informática Gráfica CEIG 2009, San Sebastián, Spain (2009)

A Recommender System based on a Machine Learning Algorithm for B2C Portals

L.M. López-López, J.J. Castro-Schez, D. Vallejo, and J. Albusac
Congreso 2009 IEEE/WIC/ACM International Conference on Web Intelligence, Milano, Italy (2009)

A Multi-Agent Architecture for Multi-Robot Surveillance

D. Vallejo, P. Remagnino, N.D. Monekosso, L. Jiménez, C. González
Capítulo de Libro 1st International Conference on Computational Collective Intelligence, Semantic Web, Social Networks and Multiagent Systems, Wroclaw (Poland). Lecture Notes in Computer Science. Volume 5796/2009, pp. 266-278 (2009)

A Multi-Agent Architecture for Augmented Reality Applications

J.A. Mateos Ramos, D. Vallejo, I. Arriaga, C. González Morcillo
Congreso IADIS Multi Conference on Computer Science and Information Systems 2009, Algarve, Portugal (2009)

Learning and Classification of Events in Monitored Environments

J. Albusac, J.J Castro-Schez, L.M. Lopez-Lopez, D. Vallejo, L. Jiménez
Congreso IFSA-EUSFLAT 2009, Lisbon, Portugal (2009)

Intelligent Surveillance for Trajectory Analysis

J. Albusac, J.J Castro-Schez, L. Jiménez, D. Vallejo, L.M. Lopez-Lopez
Congreso ICEIS 2009, Milan, Italy (2009)

A Service-Oriented MultiAgent Architecture for Cognitive Surveillance

D. Vallejo, J. Albusac, C. Glez-Morcillo, L. Jiménez
Capítulo de Libro Cooperative Information Agents CIA 2008, Prague (Czech Republic). Lecture Notes in Artificial Intelligence, Volume 5180/2008, pp. 101-115 (2008)

Learning maximal structure rules with pruning based on distances between fuzzy sets

J. Albusac, J.J. Castro-Schez, D. Vallejo, L. Jiménez
Congreso IPMU 2008, Málaga, Spain (2008)

Aprendizaje de reglas difusas para la clasificación de comportamientos en un sistema de vigilancia cognitiva

J. Albusac, J.J. Castro-Schez, D. Vallejo, L. Jiménez
Congreso ESTYLF 2008, Asturias, Spain (2008)

Integrating a Standard Communication Protocol into an E-Commerce Environment Based on Intelligent Agents

D. Vallejo, J.J. Castro-Schez, J. Albusac-Jiménez, C. Glez-Morcillo
Congreso ICEIS 2008, Barcelona, Spain (2008)

A Fuzzy Logic Based Approach to Improve Cataloguing and Searching in E-commerce Portals

J.J. Castro-Schez, D. Vallejo, L. Rodríguez, J. Moreno
Capítulo de Libro Enterprise Information Systems IX, J. Cardoso, J. Cordeiro, J. Filipe and V. Pedrosa (Eds), Springer-Verlag, Lecture Notes in Business Information Processing, 2008. Lecture Notes in Business Information Processing. Volume 12, pp. 316-327 (2008)

Un sistema difuso para la optimización del renderizado

D. Vallejo, C. Glez-Morcillo, L. Jiménez
Congreso CEDI 2007, Zaragoza, Spain (2007)

A MultiAgent System for Physically based Rendering Optimization

C. Glez-Morcillo, G. Weiss, L. Jiménez, D. Vallejo, J. Albusac
Congreso Cooperative Information Agents CIA 2007 [System Innovation Award], Delft (The Nederlands). Lecture Notes in Computer Science. Volume 4676/2007, pp. 149-163 (2007)

A MultiAgent Approach to Distributed Rendering Optimization

C. Glez-Morcillo, G. Weiss, L. Jiménez, D. Vallejo
Congreso Innovative Applications of Artificial Intelligence Conference (IAAI 2007), Vancouver, Canadá (2007)

A QUalitative Expert Knowledge Approach to Rendering Optimization

D. Vallejo, C. Glez-Morcillo, L. Jiménez
Congreso ICEIS 2007, Funchal, Portugal (2007)

3D Distributed Rendering and Optimization using Free Software

C. Glez-Morcillo, G. Weiss, D. Vallejo, L. Jiménez, J.A. Fdez-Sorribes
Congreso FLOSSIC 2007 [Best Paper Award], Jerez de la Frontera, Spain (2007)

Docencia Actual

  • Presente 2011

    Programación Concurrente y Tiempo Real

    Asignatura obligatoria en el 2º curso de Grado en Ingeniería Informática. Sus resultados de aprendizaje giran en torno a la resolución de problemas de concurrencia, usando herramientas como semáforos y segmentos de memoria compartida, y a la planificación de sistemas de tiempo real. En las prácticas de laboratorio se utilizan los lenguajes C y Ada.

Más Docencia

  • 2019 2011

    Curso de Experto en Desarrollo de Videojuegos

    Este curso por y para programadores se ha establecido como un referente a nivel nacional. Con un enfoque basado en proyectos, este curso cubre las necesidades de formación que requieren las empresas del sector.

  • 2018 2012

    Sistemas Operativos

    Asignatura obligatoria en el 2º curso de Grado en Ingeniería Informática. Sus resultados de aprendizaje se focalizan en comprender y utilizar los sistemas operativos, especialmente a nivel de programación. En las prácticas de laboratorio se utiliza el lenguaje C.

  • 2017 2012

    Interacción y Visualización de la Información

    Asignatura obligatoria en el Máster Universitario en Ingeniería Informática. Está centrada en capacitar a los estudiantes para conceptualizar y diseñar sistemas de interacción persona-ordenador y en crear y explotar entornos virtuales. En las prácticas de laboratorio se utilizan C/C++ y bibliotecas como OpenGL y ARToolKit.

  • 2012 2007

    Informática Gráfica / Computer Graphics

    Asignatura optativa de la titulación de Ingeniería Informática dedicada a cubrir el pipeline gráfico y el proceso de rendering 3D. En el laboratorio se estudiaba OpenGL como biblioteca de programación de aplicaciones gráficas interactivas.

  • 2011 2010

    Estructuras de Datos y de la Información

    Asignatura troncal de la titulación de Ingeniería Informática dedicada al estudio de las principales estructuras de datos, tanto lineales (pilas, colas y listas) como no lineales (árboles y grafos).

  • 2011 2010

    Ampliación de Programación

    Asignatura obligatoria de la titulación de Ingeniería Informática dedicada al estudio de la complejidad algorítmica y a técnicas básicas de diseño de algoritmos, como Divide y Vencerás, Algoritmos Voraces, Programación Dinámica o Backtracking.

Escuela Superior de Informática

Puedes encontrarme en el despacho 2.01 de la ESI de Ciudad Real (edificio Fermín Caballero). Suelo estar allí a primera hora de la mañana de lunes a viernes, pero te recomiendo que me escribas un e-mail para fijar una reunión.

Spin-off Furious Koalas

Nos puedes encontrar en la oficina 0.07 del Instituto de Tecnologías y Sistemas de Información.