VLDB 2026 Research / reviewers in the wild / expert
Francisco Luis Gutiérrez Vela
dblp:18/3443 · also Francisco L. Gutiérrez
· DBLP profile ↗
23ranked-venue papers
2as first author
7since 2021 · last 2026
0000-0001-6629-7597ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Applied, interdisciplinary, general and emerging computing · 13 · 5 since 2021Human-computer interaction and ubiquitous computing · 8 · 1 first-author · 1 since 2021Artificial intelligence and machine learning · 2 · 1 since 2021Software engineering, systems software and programming languages · 2 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | PLEISAR: Playful Experiences with Interactive Social Agents and Robots
Carina Soledad González-González, Francisco Luis Gutiérrez Vela, Eva Cerezo Bagdasari, Raquel Lacuesta Gilaberte, Francisco José Perales López, Jose Maria Buades Rubio |
WorldCIST (5) | 2 |
| 2025 | Supporting Narrative Design in Video Games: Proposal and Case Study with an Educational Video GameabstractAmong the elements to consider when designing a video game, narrative stands out due to its importance in contextualizing and motivating. However, there are no standard processes for creating interactive digital narratives. In educational video games, a suitable narrative is even more essential to captivate players with a story, which serves as a vehicle for transmitting and evaluating knowledge. Consequently, this article proposes a narrative design process for video games, developed for general application but particularly useful for educational games. It defines a narrative structure, a set of design steps, and the documents generated during the process, each one representing a different perspective of the game’s narrative. To validate the proposal, a narrative-rich game called Time Invaders was designed to teach reading comprehension. It was tested with 237 school-age children, measuring their experience and satisfaction. The study revealed that the narrative was the most valued element of the game. Francisco Luis Gutiérrez Vela, Nuria Medina-Medina, Jesús Gallardo 0001, Patricia Paderewski, Eva Cerezo Bagdasari |
Int. J. Hum. Comput. Interact. | 1 |
| 2024 | Heuristics for Designing Pervasive Game Experiences in the Older Adult Population
Johnny Salazar Cardona, Francisco Luis Gutiérrez Vela, Jeferson Arango-López, Fernando Moreira |
WorldCIST (4) | 2 |
| 2023 | Considerations in the Design of Pervasive Game-Based Systems for the Older Adult Population
Johnny Salazar Cardona, Jeferson Arango-López, Francisco Luis Gutiérrez Vela, Fernando Moreira |
WorldCIST (2) | 3 |
| 2023 | Building a pervasive social gaming experience using SocialPGabstractAbstract Pervasive computing has become a key element to build applications that use fun as a motivating component because it allows exploring new interaction schemes by making the concept of space and time ambiguous and confusing. The present research describes a pervasive social gaming experience, using as a reference SocialPG, which is a model that describes social expansion as a strategy to improve gaming experiences supported by pervasive computing. In this article a description of the model is offered, software architecture is proposed to support it and a case study related to the process of error resolution and detection of improvement opportunities in software products is developed, finally, a general idea about the final software product that will support the game experience is offered together with an evaluation performed by a set of users, where some important findings are highlighted, such as the importance of the missions as a unit of cooperative work and the spectator's participation. Ramón Valera-Aranguren, Patricia Paderewski, Francisco Luis Gutiérrez Vela, Jeferson Arango-López, Fernando Moreira |
Expert Syst. J. Knowl. Eng. | 3 |
| 2022 | Older Adults and Games from a Perspective of Playability, Game Experience and Pervasive Environments: A Systematics Literature Review
Johnny Salazar Cardona, Jeferson Arango-López, Francisco Luis Gutiérrez Vela, Fernando Moreira |
WorldCIST (2) | 3 |
| 2021 | SocialPG: Proposed Model for Building Pervasive Social Play Experiences
Ramón Valera-Aranguren, Patricia Paderewski, Francisco Luis Gutiérrez Vela, Jeferson Arango-López, Fernando Moreira |
WorldCIST (3) | 3 |
| 2020 | Adapting a Virtual Assistant Device to Support the Interaction with Elderly People
Manuel Bolaños, César A. Collazos 0001, Francisco Luis Gutiérrez Vela |
ICT4AWE | 3 |
| 2019 | Geolympus - Cloud Platform for Supporting Location-Based Applications: A Pervasive Game Experience
Juan Luis Berenguel Forte, Daniel Pérez Gázquez, Jeferson Arango-López, Francisco Luis Gutiérrez Vela, Fernando Moreira |
WorldCIST (3) | 4 |
| 2019 | Effectiveness and Fun Metrics in a Pervasive Game Experience: A Systematic Literature Review
Jhonny Paul Taborda, Jeferson Arango-López, César A. Collazos 0001, Francisco Luis Gutiérrez Vela, Fernando Moreira |
WorldCIST (3) | 4 |
| 2018 | Modeling and Defining the Pervasive Games and Its Components from a Perspective of the Player Experience
Jeferson Arango-López, Francisco Luis Gutiérrez Vela, César A. Collazos 0001, Fernando Moreira |
WorldCIST (2) | 2 |
| 2018 | PLAGER-VG: platform for managing educational multiplayer video games
Natalia Padilla Zea, Nuria Medina-Medina, Francisco Luis Gutiérrez Vela, Patricia Paderewski, César A. Collazos 0001 |
Multim. Tools Appl. | 3 |
| 2013 | Enriching UsiXML language to support awareness requirements
Jose Figueroa Martinez, Víctor López-Jaquero, Francisco Luis Gutiérrez Vela, Pascual González |
Sci. Comput. Program. | 3 |
| 2012 | Playability: analysing user experience in video gamesabstractCurrently, few studies focus on analysing the degree of the Player eXperience (PX) in video games. Video games have now become interactive entertainment systems with a high economic impact on society; these are interactive systems characterised by their subjectivity, which differ from other systems in that their main objective is to entertain and amuse the user (player). This work discusses the analysis and evaluation of the User eXperience (UX) in interactive entertainment systems, exploring how usability, given its definition, objectives and the fact it is one of the main dimensions of UX, is not sufficient to characterise the PX, giving rise to a new concept: Playability. In this paper, we present a framework for the analysis and evaluation of the UX in video games. The results show the need and importance of a framework to help us understand and measure the experience that players feel using these types of interactive systems, in order to improve the experience during play time. The proposed framework characterises the experience using attributes to identify and properties to measure UX. It thus provides a multifaceted analysis mechanism to assess the impact of the gaming experience and its relationship with the elements of a video game. We therefore present a system to represent UX based on this framework, with the aim of ensuring and measuring a satisfactory experience of the entertainment system. Finally, we discuss a practical experiment in which an evaluation of the playability of a commercial video game was carried out using the methods proposed in this work. José Luis González Sánchez 0001, Francisco Luis Gutiérrez Vela, Francisco Montero Simarro, Natalia Padilla Zea |
Behav. Inf. Technol. | 2 |
| 2011 | UsiXML Extension for Awareness Support
Jose Figueroa Martinez, Francisco Luis Gutiérrez Vela, Víctor López-Jaquero, Pascual González |
INTERACT (4) | 2 |
| 2011 | Enriching Evaluation in Video Games
José Luis González Sánchez 0001, Rosa Gil 0001, Francisco Luis Gutiérrez Vela |
INTERACT (4) | 3 |
| 2009 | From CSCL to VGSCL - A New Approximation to Collaborative Learning
Natalia Padilla Zea, José Luis González Sánchez 0001, Francisco Luis Gutiérrez Vela, Marcelino J. Cabrera, Patricia Paderewski |
CSEDU (2) | 3 |
| 2009 | Collaborative Learning by Means of Video Games: An Entertainment System in the Learning ProcessesabstractNew Technologies have been incorporated to schools as learning tools some time ago. In this paper we remark some advantages of video games as educational systems and how we can use them as a tool of CSCL (Computer-Supported Collaborative Learning) into classrooms. Moreover, we consider that learning process is important enough to be measured in addition to the solution. So, we are interested in this scope and we present a first step towards our method of collaboration analysis in VGSCL (Video Game - Supported Collaborative Learning): a messages categorization Natalia Padilla Zea, José Luis González Sánchez 0001, Francisco Luis Gutiérrez Vela |
ICALT | 3 |
| 2009 | Playability: How to Identify the Player Experience in a Video Game
José Luis González Sánchez 0001, Natalia Padilla Zea, Francisco Luis Gutiérrez Vela |
INTERACT (1) | 3 |
| 2007 | Task Model Representation of a Collaborative System using Hypermedia Networks
Beatriz Jiménez Valverde, Francisco Luis Gutiérrez Vela, Nuria Medina-Medina |
WEBIST (3) | 3 |
| 2007 | An architecture for access control management in collaborative enterprise systems based on organization models
Francisco Luis Gutiérrez Vela, José Luis Isla Montes, Patricia Paderewski, Miguel Sánchez Román, Beatriz Jiménez Valverde |
Sci. Comput. Program. | 1 |
| 2005 | Organization modelling of the collaborative process: a pattern-based approachabstractSystems for cooperative design are inherently complex and their development requires specific methods and modelling techniques with capacity to accurately specify their requirements. This paper presents the importance of social organization modelling of cooperative processes to describe more precisely the responsibilities to be assigned to each member and, therefore, guide the software analysis and design. Organizations have static and dynamic aspects that are relevant to identify in order to predict the group behaviour such as changes in member roles. This paper proposes a pattern-based approach to describe and identify these organizational structures. This method is incorporated in AMENITIES, a complete methodology for collaborative systems design developed in our research group. José Luis Isla Montes, Francisco Luis Gutiérrez Vela, Miguel Gea Megías |
CSCWD (2) | 2 |
| 2005 | A comparison and evaluation of open source learning managment systems
Jamil Ahmad Itmazi, Miguel Gea Megías, Patricia Paderewski, Francisco Luis Gutiérrez Vela |
IADIS AC | 4 |