Demo Data from SIGIR 2026 / reviewers in the wild / expert
Arturo Morales 0001
dblp:260/1312 · also Arturo Morales-Tellez
· DBLP profile ↗
4ranked-venue papers
2as first author
2since 2021 · last 2023
0000-0001-7365-7597ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 2 first-author · 2 since 2021Artificial intelligence and machine learning · 1Applied, interdisciplinary, general and emerging computing · 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
1 paper |
Human-robot interaction · 56% Health and well-being technologies · 44% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Health and well-being technologies
dementia care |
0.4 | 1 | 2020 | A Social Robot as Therapy Facilitator in Interventions to Deal with Dementia-related Behavioral Symptoms · HRI 2020 |
Human-robot interaction › social robot
social robot therapy |
0.4 | 1 | 2020 | A Social Robot as Therapy Facilitator in Interventions to Deal with Dementia-related Behavioral Symptoms · HRI 2020 |
Methods — techniques the papers use, named apart from their topics
qualitative interviews · 0.4longitudinal study · 0.4NPI-NH · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Developing and Evaluating a Virtual Reality Videogame Using Biofeedback for Stress Management in SportsabstractAbstract Stress is a reaction of the body to external challenges, whether physical or psychological. In sports, there are stress factors that affect the athlete's performance, especially in team sports that involve short, high-intensity exercise cycles followed by short recovery periods, such as American football. The lack of stress regulation mechanisms can be detrimental to the individual and collective performance of athletes. Biofeedback systems have shown promising clinical results in regulating stress for sports competitions. However, there is a lack of scientific evidence to support their efficacy, and technologies, such as virtual reality videogames, have not been extensively explored. In this article, we present the development and pilot testing of Virtual Autonomic Nervous System (VANS), a virtual reality videogame using biofeedback that supports stress management training in athletes. VANS uses an optical heart rate sensor and aims at keeping the heart rate below a given threshold to control features within the game. We evaluated the usability and user experience of VANS through a 1-week deployment study with 10 American footballers. Our results show that VANS outperformed a commercial videogame used for biofeedback training and considerably reduced stress in our participants. Therefore, VANS could provide stress management training for future matches and competitions. Finally, we reflect on aspects of our design and discuss future directions of our work. Arturo Morales 0001, Luís A. Castro 0001, Monica Tentori |
Interact. Comput. | 1 |
| 2022 | An adaptive model to support biofeedback in AmI environments: a case study in breathing training for autism
Arturo Morales 0001, Franceli L. Cibrian, Luís A. Castro 0001, Monica Tentori |
Pers. Ubiquitous Comput. | 1 |
| 2020 | A Social Robot as Therapy Facilitator in Interventions to Deal with Dementia-related Behavioral SymptomsabstractSeveral studies have been reported on the use of social robots for dementia care. These robots have been used for diverse tasks such as for companionship, as an exercise coach, and as daily life assistant. However, most of these studies have assessed impact on participants only at the time when the interaction takes place rather than their medium or long-term effects. In this work, we report on a nine-week study conducted in a nursing home in which a autonomous social robot, called Eva, acts as facilitator of a cognitive stimulation therapy (CST). During the study, eight persons with dementia interacted with the robot in a group session which included elements of music therapy, reminiscence, cognitive games, and relaxation. Using the Neuropsychiatric Inventory - Nursing Home version (NPI-NH), we analyzed the impact of the therapy guided by the robot. The results show a statistically significant decrease in the total score of NPI-NH. Also, three dementia-related symptoms: delusions, agitation/aggression, and euphoria/exaltation, show a statistically significant decrease after the intervention. In addition, a qualitative analysis on interviews conducted with caregivers shows that all participants exhibits positive short-term effects after the session and provides insights on why some changes in behavior prevailed beyond the therapy sessions. Our results provide evidence that a social robot could play a role in improving the quality of life of persons with dementia. Dagoberto Cruz-Sandoval, Arturo Morales 0001, Eduardo Benítez Sandoval, Jesús Favela |
HRI | 2 |
| 2020 | Monitoring behavioral symptoms of dementia using activity trackers
Jesús Favela, Dagoberto Cruz-Sandoval, Arturo Morales 0001, Irvin Hussein López-Nava |
J. Biomed. Informatics | 3 |