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Miguel Flores

dblp:217/9647 · DBLP profile ↗
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4ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · conflict

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

Human-computer interaction and ubiquitous computing · 3Artificial intelligence and machine learning · 1Databases, data management, data science and information retrieval · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Wearable and physiological sensing · 44% Design research and methods · 27% Collaborative and social computing · 23%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Wearable and physiological sensing › smart wearable
social wearables
0.722019
Designing 'True Colors': A Social Wearable that Affords Vulnerability · CHI 2019
Designing Future Social Wearables with Live Action Role Play (Larp) Designers · CHI 2018
Collaborative and social computing › social interaction
social interaction support
0.412019
Designing 'True Colors': A Social Wearable that Affords Vulnerability · CHI 2019
Design research and methods
research through design
0.112019
Designing 'True Colors': A Social Wearable that Affords Vulnerability · CHI 2019

Methods — techniques the papers use, named apart from their topics

research through design · 0.4deployment study · 0.4co-design · 0.3
YearPublicationVenuePosition
2019 Design Framework for Social Wearables
abstract
Wearables are integrated into many aspects of our lives, yet, we still need further guidance to develop devices that truly enhance in-person interactions, rather than detract from them by taking people's attention away from the moment and one another. The value of this paper is twofold: first, we present an annotated portfolio of 'social wearables', namely technology designs worn on the body that augment co-located interaction. The design work described can serve as inspiration for others. Then we propose a design framework for social wearables grounded in prior work, as well as our own design research, that can help designers to ideate by raising valuable questions to begin their inquiry with and use to evaluate their designs. We illustrate the evaluative value of this framework through two social wearable designs, each tested in the appropriate social setting.
Ella Dagan, Elena Márquez Segura, Ferran Altarriba Bertran, Miguel Flores, Robb Mitchell, Katherine Isbister
Conference on Designing Interactive Systems4
2019 Designing 'True Colors': A Social Wearable that Affords Vulnerability
abstract
Vulnerability is a common experience in everyday life and is frequently perceived as a flaw to be excised in technology design. Yet, research indicates it is an essential aspect of wholehearted living among others. In this paper, we present the design and deployment of 'True Colors', a novel wearable device intended to support social interaction in a live action roleplay game (LARP) setting. We describe the Research-through-Design process that helped us to discover and articulate the possibility space of vulnerability in the design of social wearables, as support for producing a sense of social empowerment and connection among wearers within the LARP. We draw conclusions that may be of value to others designing wearables and related technologies aimed at supporting co-located social interaction in games/play.
Ella Dagan, Elena Márquez Segura, Ferran Altarriba Bertran, Miguel Flores, Katherine Isbister
CHI4
2019 Case Study of Anomaly Detection and Quality Control of Energy Efficiency and Hygrothermal Comfort in Buildings
abstract
[Abstract] The aim of this work is to propose different statistical and machine learning methodologies for identifying anomalies and control the quality of energy efficiency and hygrothermal comfort in buildings. Companies focused on energy sector for buildings are interested on statistical and machine learning tools to automate the control of energy consumption and ensure quality of Heat Ventilation and Air Conditioning (HVAC) installations. Consequently, a methodology based on the application of the Local Correlation Integral (LOCI) anomaly detection technique has been proposed. In addition, the most critical variables for anomaly detection are identified by using ReliefF method. Once vectors of critical variables are obtained, multivariate and univariate control charts can be applied to control the quality of HVAC installations (consumption, thermal comfort). In order to test the proposed methodology, the companies involved in this project have provided the case study of a store of a clothing brand located in a shopping center in Panama. It is important to note that this is a controlled case study for which all the anomalies have been previously identified by maintenance personnel. Moreover, as an alternatively solution, in addition to machine learning and multivariate techniques, new nonparametric control charts for functional data based on data depth have been proposed and applied to curves of daily energy consumption in HVAC.
Carlos Eiras-Franco, Miguel Flores, Verónica Bolón-Canedo, Sonia Zaragoza, Rubén Fernández-Casal, Salvador Naya, Javier Tarrío-Saavedra
DATA2
2018 Designing Future Social Wearables with Live Action Role Play (Larp) Designers
abstract
Designing wearable technology that supports physical and social engagement in a collocated setting is challenging. In this research, we reached out to an expert community of crafters of social experiences: larpers (live action role players). Larpers and larp designers have a longstanding tradition of designing and making use of a variety of elements, such as costumes, physical objects, environments, and recently also digital artifacts. These are crafted in support of co-experience values that we argue can inform the design of social wearables. We engaged in a co-design process with a game designer and co-founder of a larp production company, and embedded the resulting social wearables in a larp. Here, we present the results of this design and implementation process, and articulate design affordances that resonate with our larp designer' values. This work may inspire and inform researchers and designers creating wearable technology that is aimed at supporting collocated engagement.
Elena Márquez Segura, James Collin Fey, Ella Dagan, Samvid Niravbhai Jhaveri, Jared Pettitt, Miguel Flores, Katherine Isbister
CHI6