Francisco Luis Gutierrez Vela - Academia.edu (original) (raw)
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Papers by Francisco Luis Gutierrez Vela
Journal of Universal Computer Science, Apr 28, 2013
Lecture Notes in Computer Science, 2013
PLAGER-VG is an architecture used to design, execute, analyze and adapt educational processes sup... more PLAGER-VG is an architecture used to design, execute, analyze and adapt educational processes supported by video games, especially those that include collaborative activities and which use collaborative learning techniques. In this paper, we have focused on the monitoring and adaptive processes in order to customize activities both within the game and the learning process to improve the results obtained from using these collaborative video games. To perform these processes we propose a mechanism based on the use of a set of specialized agents included in this architecture to collect relevant information and to process it in order to obtain the necessary adaptation actions.
Universal Access in The Information Society, Oct 31, 2020
Sustainability, Mar 14, 2020
Universal Access in The Information Society, Mar 18, 2021
Pervasive games are one of the types of gaming experiences that currently causes the most impact ... more Pervasive games are one of the types of gaming experiences that currently causes the most impact on players. They break the usual environment of the game in a spatial, temporal or social dimension. The integration of the narrative with the interactivity and the geolocalization of these games requires a model that represents and structures the story and its integration with the rest of the elements of the game. In addition, this model should allow us to analyze the effectiveness of the story and how it helps to create a good user experience. In this paper, we propose a strong structuring of the narrative that includes geolocalization support. Through an example of the design of an interactive geolocalized story, we explain several characteristics of the model that make possible the creation of a good interactive narrative.
Advances in intelligent systems and computing, 2018
Lecture Notes in Computer Science, 2017
International Journal of Environmental Research and Public Health, Jun 25, 2018
The significant growth of the older adult population in recent years, leads to an increase in the... more The significant growth of the older adult population in recent years, leads to an increase in the generation of strategies that allow a prosperous and healthy aging for this population group. This can be achieved through several strategies, one of the most used is to provide continuous learning activities that allow activating and favoring the cognitive processes of the elderly, including the possibility of providing useful knowledge applicable to their daily life with motivational tools such as serious games making use of the technology. This learning method has gained relevance in recent years due to the results obtained in all generational groups. In this line, some peripherals have been identified that have a better acceptance in the older adult population. This type of technology is characterized by direct and natural input devices such as those offered by mobile devices, virtual assistants, motion sensors, virtual and augmented reality glasses. These technologies make it possible to offer pervasive experiences to participants. In this way, this article identifies the different aspects that should be considered to offer serious games in pervasive environments with the objective of adjusting them to the particularities of this population.
Universal Access in The Information Society, Oct 24, 2020
Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM'21), Oct 26, 2021
Educational video games require problem-solving within a narrative context which situates the act... more Educational video games require problem-solving within a narrative context which situates the actions of the game and establishes rules of engagement to prompt certain learning. The design of the educational game must present a series of characteristics to lead to a really effective learning. However, it is not an easy task for an inexperienced team to develop an educational video game with a suitable fun-learning balance. With this aim, in this work, the four main axes to design successful educational games are identified and argued. As a study case, the design of the game The Time Invaders is described.
Videogames have gained great interest in the computer science community, this interest has expand... more Videogames have gained great interest in the computer science community, this interest has expanded to the area of health. This situation is because the results obtained with gaming experiences in the rehabilitation therapies. Most rehabilitation activities (such as physical and mental exercises) are monotonous and boring for patients. It is essential to generate and maintain the motivation of patients. The Pervasive Games (PG) is a proposal that helps patients to increase and maintain their motivation. This article presents an exhaustive review of 101 final studies, which seeks to identify the specific use of PG in the rehabilitation of patients. The objective of the review is to identify and classify the applications that are given to the PGs within the area of health. This research will help to propose a basis and strengthen the use of PG as a rehabilitation tool in some procedures.
Journal of Universal Computer Science, Apr 28, 2013
Lecture Notes in Computer Science, 2013
PLAGER-VG is an architecture used to design, execute, analyze and adapt educational processes sup... more PLAGER-VG is an architecture used to design, execute, analyze and adapt educational processes supported by video games, especially those that include collaborative activities and which use collaborative learning techniques. In this paper, we have focused on the monitoring and adaptive processes in order to customize activities both within the game and the learning process to improve the results obtained from using these collaborative video games. To perform these processes we propose a mechanism based on the use of a set of specialized agents included in this architecture to collect relevant information and to process it in order to obtain the necessary adaptation actions.
Universal Access in The Information Society, Oct 31, 2020
Sustainability, Mar 14, 2020
Universal Access in The Information Society, Mar 18, 2021
Pervasive games are one of the types of gaming experiences that currently causes the most impact ... more Pervasive games are one of the types of gaming experiences that currently causes the most impact on players. They break the usual environment of the game in a spatial, temporal or social dimension. The integration of the narrative with the interactivity and the geolocalization of these games requires a model that represents and structures the story and its integration with the rest of the elements of the game. In addition, this model should allow us to analyze the effectiveness of the story and how it helps to create a good user experience. In this paper, we propose a strong structuring of the narrative that includes geolocalization support. Through an example of the design of an interactive geolocalized story, we explain several characteristics of the model that make possible the creation of a good interactive narrative.
Advances in intelligent systems and computing, 2018
Lecture Notes in Computer Science, 2017
International Journal of Environmental Research and Public Health, Jun 25, 2018
The significant growth of the older adult population in recent years, leads to an increase in the... more The significant growth of the older adult population in recent years, leads to an increase in the generation of strategies that allow a prosperous and healthy aging for this population group. This can be achieved through several strategies, one of the most used is to provide continuous learning activities that allow activating and favoring the cognitive processes of the elderly, including the possibility of providing useful knowledge applicable to their daily life with motivational tools such as serious games making use of the technology. This learning method has gained relevance in recent years due to the results obtained in all generational groups. In this line, some peripherals have been identified that have a better acceptance in the older adult population. This type of technology is characterized by direct and natural input devices such as those offered by mobile devices, virtual assistants, motion sensors, virtual and augmented reality glasses. These technologies make it possible to offer pervasive experiences to participants. In this way, this article identifies the different aspects that should be considered to offer serious games in pervasive environments with the objective of adjusting them to the particularities of this population.
Universal Access in The Information Society, Oct 24, 2020
Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM'21), Oct 26, 2021
Educational video games require problem-solving within a narrative context which situates the act... more Educational video games require problem-solving within a narrative context which situates the actions of the game and establishes rules of engagement to prompt certain learning. The design of the educational game must present a series of characteristics to lead to a really effective learning. However, it is not an easy task for an inexperienced team to develop an educational video game with a suitable fun-learning balance. With this aim, in this work, the four main axes to design successful educational games are identified and argued. As a study case, the design of the game The Time Invaders is described.
Videogames have gained great interest in the computer science community, this interest has expand... more Videogames have gained great interest in the computer science community, this interest has expanded to the area of health. This situation is because the results obtained with gaming experiences in the rehabilitation therapies. Most rehabilitation activities (such as physical and mental exercises) are monotonous and boring for patients. It is essential to generate and maintain the motivation of patients. The Pervasive Games (PG) is a proposal that helps patients to increase and maintain their motivation. This article presents an exhaustive review of 101 final studies, which seeks to identify the specific use of PG in the rehabilitation of patients. The objective of the review is to identify and classify the applications that are given to the PGs within the area of health. This research will help to propose a basis and strengthen the use of PG as a rehabilitation tool in some procedures.
The efficiency of educational video games could be improved through the use of a specific develop... more The efficiency of educational video games could be improved through the use of a specific development method that allows them to keep both their educational and recreational goals and maintains their playability. Accordingly, we present a process for the incremental design of educational video games with collaborative activities based on Software Engineering principles. This process intends to make the specification and design of educational and recreational contents easier, and also ensures a balance between educational and playful components. To support this methodology, we present a pilot authoring tool that implements our design process.