Javier Gonzalez-Sanchez

dblp:53/3951 · also Javier Gonzalez Sanchez · DBLP profile ↗
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18ranked-venue papers
8as first author
3since 2021 · last 2026
0000-0001-6444-1858ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 13 · 5 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 10 · 3 first-authorSoftware engineering, systems software and programming languages · 3 · 3 first-authorArtificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Building Pathways to CS: Multilingual Collaborative Programming for Migrant and ESL Middle School Students
Braeden Anthony Alonge, Noemi Corona Calvario, Cis Garcia, Priscilla Amanda Garcia, Stanley Keopilavan, Victoria Lin 0003, Valerie Ponce Lucatero, Javier Gonzalez-Sanchez, Devkishen Sisodia
SIGCSE (2)8
2025 Exploring Extended Reality to Optimize Human-Cobot Interaction
abstract
We explore the integration of extended reality technologies for advancing human-robot collaboration in manufacturing environments. Utilizing a commercial XR headset, the Meta Quest 3, we capture real-time hand and virtual object movements to intuitively control a Universal Robotics e-Series cobot. Our primary objective is to assess whether this interaction paradigm is intuitive for operators while effectively leveraging the cobot's capabilities. Data is streamed from the headset to a broker using MQTT. A local computing module subscribes to the data, translates coordinates into the robot's workspace, and generates control instructions for the cobot. Preliminary findings suggest that XR-based interaction can provide an immersive and efficient framework for human-robot collaboration. These results set the stage for further exploration of multi-user and multi-robot scenarios.
Javier Gonzalez-Sanchez, Rafael Guerra-Silva
HRI1
2021 Exploring Affect Recognition in a Virtual Reality Environment
abstract
The current global pandemic has resulted in increased social isolation for many. To combat worsening mental states including increased stress and boredom resulting from loneliness, we present a virtual environment designed to simulate social interaction and improve mood. The virtual environment takes the form of a restaurant in which users hold a conversation with a virtual patron. Built in the Unity3D engine and experienced in an Oculus Quest virtual reality headset, our program communicates with an off-the-shelf electroencephalogram (EEG) headset to gather user affective states. Affective states trigger changes in lighting, sound, and conversation topics in real-time based on the user's emotions. The changes made to the environment reflect relevant psychology research to potentially improve the user's mood.
Brandon Hang, Sara Loucks, Pooja Patel, Kimberly Wiseman, Javier Gonzalez-Sanchez
IMX5
2019 A Neural Network Model for a Tutoring Companion Supporting Students in a Programming with Java Course
abstract
With large class sizes and instructors who may not be equipped to assist struggling students, many students abandon the field, deeming it to be too difficult and not for them. Consistent, constructive, supportive feedback through a Tutoring Companion can scaffold the learning process for students. This poster describes a reasoning model, using neural networks techniques, for a tutoring companion embedded into the Eclipse IDE. The companion provides support for students in a first-year university Java programming course. The companion collects data from students' events and programming assignments, analyzes it for relevant trends, and estimates each student's situation. The input data for the neural network comes from areas with which beginning computer science students often struggle, such as the presence of important keywords and the amount of time spent in a state with errors. Then, it determines the feedback to be provided for students to overcome a detected challenging situation, providing both hints on how to fix the problem with the code, as well as encouragement to help keep students motivated and learning. The effectiveness of the approach is examined among first-year computer science students through the completion of recursion and control flow programming assignments. The students complete surveys regarding their learning experience to assist in evaluating the companion's pedagogical effectiveness, which is discussed with an emphasis on the value of feedback provided.
Melissa Day, Javier Gonzalez-Sanchez
SIGCSE2
2018 Towards Embedding a Tutoring Companion in the Eclipse Integrated Development Environment
Manohara Rao Penumala, Javier Gonzalez-Sanchez
ITS2
2014 A System Architecture for Affective Meta Intelligent Tutoring Systems
Javier Gonzalez-Sanchez, Maria Elena Chavez Echeagaray, Kurt VanLehn, Winslow Burleson, Sylvie Girard, Yoalli Hidalgo-Pontet, Lishan Zhang
Intelligent Tutoring Systems1
2014 The Affective Meta-Tutoring Project: Lessons Learned
Kurt VanLehn, Winslow Burleson, Sylvie Girard, Maria Elena Chavez Echeagaray, Javier Gonzalez-Sanchez, Yoalli Hidalgo-Pontet, Lishan Zhang
Intelligent Tutoring Systems5
2013 Multimodal Affect Recognition in Virtual Worlds: Avatars Mirroring User's Affect
abstract
Virtual worlds enable users' interactions through avatars. Avatars embody individual characteristics from their owners and exhibit those characteristics outward to the community. Motivated by the role of avatars in interpersonal communication, we integrated a generic real-time multimodal affect recognition hub as an input within an online virtual world to make an avatar mirror its owner's affect. Affect vectors (determined by pleasure, arousal, and dominance coordinates) in a continuous affective space are applied to characterize the user's affective state in real time.
Javier Gonzalez-Sanchez, Maria Elena Chavez Echeagaray, David C. Gibson, Robert K. Atkinson
ACII1
2013 Defining the Behavior of an Affective Learning Companion in the Affective Meta-tutor Project
Sylvie Girard, Maria Elena Chavez Echeagaray, Javier Gonzalez-Sanchez, Yoalli Hidalgo-Pontet, Lishan Zhang, Winslow Burleson, Kurt VanLehn
AIED3
2013 Using HCI Task Modeling Techniques to Measure How Deeply Students Model
Sylvie Girard, Lishan Zhang, Yoalli Hidalgo-Pontet, Kurt VanLehn, Winslow Burleson, Maria Elena Chavez Echeagaray, Javier Gonzalez-Sanchez
AIED7
2013 Evaluation of a Meta-tutor for Constructing Models of Dynamic Systems
Lishan Zhang, Winslow Burleson, Maria Elena Chavez Echeagaray, Sylvie Girard, Javier Gonzalez-Sanchez, Yoalli Hidalgo-Pontet, Kurt VanLehn
AIED5
2013 Affect Recognition in Learning Scenarios: Matching Facial- and BCI-Based Values
abstract
The ability of a learning system to infer a student's affects has become highly relevant to be able to adjust its pedagogical strategies. Several methods have been used to infer affects. One of the most recognized for its reliability is face-based affect recognition. Another emerging one involves the use of brain-computer interfaces. In this paper we compare those strategies and explore if, to a great extent, it is possible to infer the values of one source from the other source.
Javier Gonzalez-Sanchez, Maria Elena Chavez Echeagaray, Lijia Lin, Mustafa Gökçe Baydogan, Robert Christopherson, David C. Gibson, Robert K. Atkinson, Winslow Burleson
ICALT1
2013 Toward a software product line for affective-driven self-adaptive systems
abstract
One expected characteristic in modern systems is self-adaptation, the capability of monitoring and reacting to changes into the environment. A particular case of self-adaptation is affective-driven self-adaptation. Affective-driven self-adaptation is about having consciousness of user's affects (emotions) and drive self-adaptation reacting to changes in those affects. Most of the previous work around self-adaptive systems deals with performance, resources, and error recovery as variables that trigger a system reaction. Moreover, most effort around affect recognition has been put towards offline analysis of affect, and to date only few applications exist that are able to infer user's affect in real-time and trigger self-adaptation mechanisms. In response to this deficit, this work proposes a software product line approach to jump-start the development of affect-driven self-adaptive systems by offering the definition of a domain-specific architecture, a set of components (organized as a framework), and guidelines to tailor those components. Study cases with systems for learning and gaming will confirm the capability of the software product line to provide desired functionalities and qualities.
Javier Gonzalez-Sanchez
ICSE1
2011 How to Do Multimodal Detection of Affective States?
abstract
The human-element is crucial for designing and implementing interactive intelligent systems, and therefore on instructional design. This tutorial provides a description and hands-on demonstration for detection of affective states and a description of devices, methodologies and tools necessary for automatic detection of affective states. Automatic detection of affective states requires that the computer sense information that is complex and diverse, it can range from brain-waves signals, and biofeedback readings to face-based and gesture emotion recognition to posture and pressure sensing. Obtaining, processing and understanding that information, to create systems that improve learning, requires the use of several sensing devices (and their perceiving algorithms) and the application of software tools.
Javier Gonzalez-Sanchez, Robert Christopherson, Maria Elena Chavez Echeagaray, David C. Gibson, Robert K. Atkinson, Winslow Burleson
ICALT1
2011 The Affective Meta-Tutoring Project: How to motivate students to use effective meta-cognitive strategies
abstract
Meta-tutoring applies the basic policies of interactive tutoring to get students to adopt effective meta-cognitive strategies. Unfortunately, when the meta-tutor is removed, students often revert to using ineffective strategies. This paper is an early report on the progress of the Affective Meta-Tutoring (AMT) project, which will use an affective learning companion to motivate students to more permanently adopt effective meta-cognitive strategies.
Kurt VanLehn, Winslow Burleson, Maria Elena Chavez Echeagaray, Robert Christopherson, Javier Gonzalez-Sanchez, Jenny Hastings, Yoalli Hidalgo-Pontet, Lishan Zhang
ICCE5
2011 The level up procedure: How to measure learning gains without pre- and post-testing
abstract
The level up procedure is a method for evaluating the learning gains of educational software, and tutoring systems in particular, that includes some form of embedded assessment. The instruction is arranged in levels that take only a few minutes to master, and students level up when the software indicates they have achieved mastery. This paper reports some methodological lessons learned from applying this procedure in studies of a tutoring system that taught high school students how to model dynamic systems.
Kurt Vanlenh, Winslow Burleson, Helen Chavez Echeagary, Robert Christopherson, Javier Gonzalez-Sanchez, Yoalli Hidalgo-Pontet
ICCE5
2011 From behavioral description to a pattern-based model for intelligent tutoring systems
abstract
Intelligent Tutoring Systems are software applications capable of complementing and enhancing the learning process by providing direct customized instruction and feedback to students in various disciplines. Although Intelligent Tutoring Systems could differ widely in their attached knowledge bases and user interfaces (including interaction mechanisms), their behaviors are quite similar. Therefore, it must be possible to establish a common software model for them. A common software model is a step forward to move these systems from proof-of-concepts and academic research tools to widely available tools in schools and homes. The work reported here addresses: (1) the use of Design Patterns to create an object-oriented software model for Intelligent Tutoring Systems; (2) our experience using this model in a three-year development project and its impact on facets such as creating a common language among stakeholders, supporting an incremental development, and adjustment to a highly shifting development team; and (3) the qualities achieved and trade-offs made.
Javier Gonzalez-Sanchez, Maria Elena Chavez Echeagaray, Kurt VanLehn, Winslow Burleson
PLoP1
2011 ABE: An Agent-Based Software Architecture for a Multimodal Emotion Recognition Framework
abstract
The computer's ability to recognize human emotional states given physiological signals is gaining in popularity to create empathetic systems such as learning environments, health care systems and videogames. Despite that, there are few frameworks, libraries, architectures, or software tools, which allow systems developers to easily integrate emotion recognition into their software projects. The work reported here offers a first step to fill this gap in the lack of frameworks and models, addressing: (a) the modeling of an agent-driven component-based architecture for multimodal emotion recognition, called ABE, and (b) the use of ABE to implement a multimodal emotion recognition framework to support third-party systems becoming empathetic systems.
Javier Gonzalez-Sanchez, Maria Elena Chavez Echeagaray, Robert K. Atkinson, Winslow Burleson
WICSA1