Francisco Luís Gutiérrez Vela

ORCID: 0000-0001-6629-7597
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About
Contact & Profiles
Research Areas
  • Educational Games and Gamification
  • Digital Games and Media
  • Augmented Reality Applications
  • Innovative Human-Technology Interaction
  • Technology Use by Older Adults
  • Virtual Reality Applications and Impacts
  • Usability and User Interface Design
  • Business Process Modeling and Analysis
  • Service-Oriented Architecture and Web Services
  • Advanced Software Engineering Methodologies
  • Teaching and Learning Programming
  • Interactive and Immersive Displays
  • Recommender Systems and Techniques
  • Online Learning and Analytics
  • Multimedia Communication and Technology
  • Innovative Teaching and Learning Methods
  • Context-Aware Activity Recognition Systems
  • Educational Technology in Learning
  • Educational Innovations and Technology
  • Artificial Intelligence in Games
  • E-Learning and Knowledge Management
  • Data Visualization and Analytics
  • Model-Driven Software Engineering Techniques
  • Open Education and E-Learning
  • Innovative Approaches in Technology and Social Development

Universidad de Granada
2015-2024

University of Nariño
2023

University of Pamplona
2023

KU Leuven
2017-2022

Aalto University
2020

Institute of Informatics and Telematics
2020

Universidad de las Américas Puebla
2015-2016

Pontificia Universidad Católica de Valparaíso
2016

Instituto Centroamericano de Administración Pública
2015

Instituto Tecnologico de Orizaba
2013

In this paper we present a method for analysis and application of gamification as tool to assist the participation motivation people in carrying out various tasks activities. We analyze what are psychological social motivations human beings, how game mechanics can help when it comes satisfy these needs. Likewise, is proposed analyzing effectiveness based on quality service model metrics associated with properties playability measure fun induced by process gamification.

10.1145/2379636.2379653 article EN 2012-01-01

Currently, few studies focus on analysing the degree of Player eXperience (PX) in video games. Video games have now become interactive entertainment systems with a high economic impact society; these are characterised by their subjectivity, which differ from other that main objective is to entertain and amuse user (player). This work discusses analysis evaluation User (UX) systems, exploring how usability, given its definition, objectives fact it one dimensions UX, not sufficient...

10.1080/0144929x.2012.710648 article EN Behaviour and Information Technology 2012-09-01

eSports matches offer fast-paced entertainment for millions of viewers worldwide, but little is known about how to support a positive viewer experience. One the key challenges related popular real-time games (e.g., multiplayer online battle arena or first-person shooters) empowering effectively follow rapid gameplay. In our paper, we address this challenge through design information dashboards improve spectator insight and experience in League Legends, Counter Strike: Global Offensive. Based...

10.1145/3242671.3242680 article EN 2018-10-23

This paper presents an evaluation of a learning dashboard that supports the dialogue between student and study advisor. The was designed, developed, evaluated in collaboration with advisers. To ensure scalability to other contexts, uses data is commonly available at any higher education institute. It visualizes grades student, overview progress through year, his/her position comparison peers, sliders plan next years prediction length bachelor program for this based on historic data. deployed...

10.1145/3170358.3170417 article EN 2018-03-06

(1) Background: High levels of physical inactivity caused by sedentary digital screen leisure constitute one the main causes high obesity observed in today’s society; (2) Methods: The present study aims to analyse effect a 12-week intervention program based on application active video games and motor health status indicators, problematic use games, resilience capacity university students. Besides, content blocks Physical Education (PE) field are worked through these devices, revealing their...

10.3390/ijerph15071329 article EN International Journal of Environmental Research and Public Health 2018-06-25

The dynamics of the labor market and tasks with which jobs are being composed continuously evolving. Job mobility is not evident, providing effective recommendations in this context has also been found to be particularly challenging. In paper, we present Labor Market Explorer, an interactive dashboard that enables job seekers explore a personalized way based on their skills competences. Through user-centered design process involving mediators, developed enable required competencies, as well...

10.1145/3298689.3347001 article EN 2019-09-10

Efforts are currently being made to generate wellbeing in the elderly population order achieve a good quality of life through improvement health, social interaction and psychological health. This is achieved, addition other options, application game-based systems, presenting positive results that have been evidenced several studies. These types approaches not only applied for entertainment leisure, but also learning generating feelings, as means escape from loneliness, isolation, health...

10.1016/j.chbr.2023.100304 article EN cc-by Computers in Human Behavior Reports 2023-06-08

Job mediation services can assist job seekers in finding suitable employment through a personalised approach. Consultation or sessions, supported by personal profile data of the seeker, help mediators understand situation and requests. Prediction recommendation systems directly provide with possible vacancies. However, incorrect unrealistic suggestions, bad interpretations result decisions demotivation seeker. This paper explores how an interactive dashboard visualising prediction output...

10.1145/3301275.3302312 article EN 2019-02-19

Serious games, especially educational video have proliferated in recent years. Despite this, there are very few methodological proposals capable of addressing the design all key elements an game. To deal with this discrepancy, paper presents a methodology divided into five phases: startup, design, production, test, and post-production; focusing on phase games. The structures game acts, scenes, scenarios, actions dialogues; defines modeling tasks generated artifacts which to be carried out...

10.1109/vs-games.2017.8055812 article EN 2017-09-01

The evolution of technologies has allowed that every day more and games are available on our mobile devices. These have evolved in many ways depending their field application. Thus, one those kinds is pervasive (PG). Each fields its own features targets, which the reason why researchers defined different ways. This comprehensible from a technical point view because each research needs to implement properties. In this paper, we present general overview meaning areas order check collect...

10.1145/3123818.3123832 article EN 2017-09-25

Staying healthy is one of the most important things in life, and our daily decisions determine how or unhealthy we are. We present PHARA, an augmented reality (AR) mobile assistant that supports decision-making for food products at grocery stores. Using a user-centered design approach investigated possibilities AR technology presenting product information. Then, following iterative process, implemented application to support users with typical tasks take place In this paper, detailed...

10.1145/3236112.3236161 article EN 2018-08-27
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