Alejandro Català

ORCID: 0000-0002-3677-672X
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About
Contact & Profiles
Research Areas
  • Innovative Human-Technology Interaction
  • Interactive and Immersive Displays
  • Teaching and Learning Programming
  • Educational Games and Gamification
  • Usability and User Interface Design
  • Tactile and Sensory Interactions
  • Explainable Artificial Intelligence (XAI)
  • Social Robot Interaction and HRI
  • Child Development and Digital Technology
  • Topic Modeling
  • Augmented Reality Applications
  • Virtual Reality Applications and Impacts
  • Human-Animal Interaction Studies
  • Context-Aware Activity Recognition Systems
  • AI in Service Interactions
  • Artificial Intelligence in Games
  • Green IT and Sustainability
  • Creativity in Education and Neuroscience
  • Technology Use by Older Adults
  • Machine Learning and Data Classification
  • Speech and dialogue systems
  • Planetary Science and Exploration
  • Spacecraft and Cryogenic Technologies
  • Identity, Memory, and Therapy
  • Persona Design and Applications

Center for Research in Molecular Medicine and Chronic Diseases
2018-2024

Universidade de Santiago de Compostela
2018-2024

SingularLogic (Greece)
2024

Intel (United States)
2024

University of Twente
2017-2018

University of Castilla-La Mancha
2015-2016

Universitat Politècnica de València
2007-2015

Centro de Astrobiología
2011

Universitat de València
2007-2008

A number of algorithms in the field artificial intelligence offer poorly interpretable decisions. To disclose reasoning behind such algorithms, their output can be explained by means so-called evidence-based (or factual) explanations. Alternatively, contrastive and counterfactual explanations justify why is not any different how it could changed, respectively. It crucial importance to bridge gap between theoretical approaches explanation corresponding computational frameworks. In this work...

10.1109/access.2021.3051315 article EN cc-by-nc-nd IEEE Access 2021-01-01

Abstract The successful irruption of AI-based technology in our daily lives has led to a growing educational, social, and political interest training citizens AI. Education systems now need train students at the K-12 level live society where they must interact with Thus, AI literacy is pedagogical cognitive challenge level. This study aimed understand how being integrated into education worldwide. We conducted search process following systematic literature review method using Scopus. 179...

10.1186/s40594-023-00418-7 article EN cc-by International Journal of STEM Education 2023-04-19

10.1016/j.ijhcs.2014.08.004 article EN International Journal of Human-Computer Studies 2014-08-26

The advent of wearables (e.g., smartwatches, smartglasses, and digital jewelry) anticipates the need for text entry methods on very small devices. We conduct fundamental research this topic using 3 qwerty-based soft keyboards different screen sizes, motivated by extensive training that users have with qwerty keyboards. In addition to ZoomBoard (a keyboard diminutive screens), we propose a callout-based ZShift, novel extension Shift pointing technique. conducted comprehensive user study...

10.1145/2702123.2702388 article EN 2015-04-17

Fuzzy systems are known to provide not only accurate but also interpretable predictions. However, their explainability may be undermined if non-semantically grounded linguistic terms used. Additional non-trivial challenges would arise a prediction were explained counterfactually, i.e., in of hypothetical, non-predicted outputs. In this paper, we explore how both factual and counterfactual automated explanations can justify the output fuzzy rule-based classifiers, thus contribute making them...

10.1109/mci.2023.3328098 article EN IEEE Computational Intelligence Magazine 2024-01-08

New language technologies are coming, thanks to the huge and competing private investment fuelling rapid progress; we can either understand foresee their effects, or be taken by surprise spend our time trying catch up. This report scketches out some transformative new that likely fundamentally change use of language. Some these may feel unrealistically futuristic far-fetched, but a central purpose this - wider LITHME network is illustrate mostly just logical development maturation currently...

10.17011/jyx/reports/20210518/1 preprint EN cc-by 2021-05-18

Data-driven classification algorithms have proven highly effective in a range of complex tasks. However, their output is sometimes questioned, as the reasoning behind it may remain unclear due to high number poorly interpretable parameters used during training. Evidence-based (factual) explanations for single classifications answer question why particular class selected terms given observations. On contrary, counterfactual pay attention rest classes are not selected. Accordingly, we...

10.1109/fuzz48607.2020.9177629 article EN 2022 IEEE International Conference on Fuzzy Systems (FUZZ-IEEE) 2020-07-01

Abstract Promoting the social-emotional development of kindergartners is special relevance as will lay foundations for emotion regulation in later childhood and adulthood stages. Considering that tangible storytelling tables are already used language literacy skills kindergarten, we addressed problem designing a intervention aimed at suitable such context by using an emotional laden story content embedding guidance method can be implemented with either human or robot guide to enhance...

10.1007/s11042-022-14049-7 article EN cc-by Multimedia Tools and Applications 2022-10-28

Humans often use expressions with vague terms which play a fundamental role for effective communication. These are successfully modeled fuzzy technology, but they not usually integrated yet Natural Language Processing models and techniques. Large-scale pre-trained language yield excellent results in many tasks, have some drawbacks such as their lack of transparency thorough temporal reasoning capabilities. Therefore, the may provoke inconsistent or incorrect dialogues context conversational...

10.1016/j.ijar.2024.109128 article EN cc-by-nc International Journal of Approximate Reasoning 2024-01-21

The European Union's regulatory ecosystem presents challenges balancing legal and sociotechnical drivers for explainable AI systems. Core tensions emerge on dimensions of oversight, user needs litigation. This paper maps provisions algorithmic transparency explainability across major EU data, AI, platform policies using qualitative analysis. We characterize involved stakeholders organizational implementation targets. Constraints become visible between useful accountability versus...

10.1109/mis.2024.3383155 article EN cc-by IEEE Intelligent Systems 2024-04-03

Creativity is a relevant characteristic for people's development as it facilitates the generation of new ideas and innovation processes. Although technology has played an important role on creativity stimulation, still needs to be explored better understanding support in context information communication technologies. In this paper basic assessment model presented empirical study been conducted whose aim get insight into whether interactive surface base collaborative creative tasks promising...

10.1145/2148131.2148163 article EN 2012-02-19

Digital games for animals within Animal Computer Interaction are usually single-device oriented, however richer interactions could be delivered by considering multimodal environments and expanding the number of technological elements involved. In these playful ecosystems, either alone or accompanied human beings, but in both cases system should react properly to all players, creating more engaging natural games. Technologically-mediated scenarios will therefore require contextual information...

10.1145/2832932.2837007 article EN 2015-11-16

In our ongoing research, we argue that storytelling activities can be used as creative tasks to stimulate creativity in children, one of the so-called 21st century skills. this paper, lay foundations for project on digitally supported storytelling, by gathering viewpoints and expressed local primary school teachers reviewing methods reported literature. We report main characteristics features consider activities, present current work a distributed interface supporting children's skills...

10.1145/3059454.3078857 article EN 2017-06-22

The explanatory capacity of interpretable fuzzy rule-based classifiers is usually limited to offering explanations for the predicted class only. A lack potentially useful non-predicted alternatives can be overcome by designing methods so-called counterfactual reasoning. Nevertheless, state-of-the-art explanation generation require special attention human evaluation aspects, as final decision upon classification under consideration left end user. In this paper, we first introduce novel...

10.1016/j.ins.2022.10.098 article EN cc-by-nc-nd Information Sciences 2022-11-04

Explainable Artificial Intelligence (XAI) focuses on research and technology that can explain an AI system's functioning its underlying methods, also making these explanations better through personalization. Our study investigates a natural language personalization method called lexical alignment in understanding explanation provided by conversational agent. The setup was online navigated the participants interaction with Participants faced either agent designed to align responses those of...

10.1145/3581641.3584086 article EN 2023-03-27

Multi-touch technology provides users with a more intuitive way of interaction. However, pre-kindergarten children, growing group potential users, have problems some basic gestures according to previous studies. This is particularly the case double tap and long pressed gestures, which issues related spurious entry events time-constrained interactions, respectively. In this paper, we empirically test specific strategies deal these by evaluating off-the-shelf implementations against...

10.1145/2669485.2669498 article EN 2014-11-16

Looking for effective ways to understand how animals interact with computer-mediated systems, Animal-Computer Interaction (ACI) research should rely on the most natural and intrinsic behavior among majority of living species: play. Animals are naturally motivated towards playing. Playful environments are, therefore, a promising scenario in which start developing animal-centered ecosystems, there plenty circumstances where playful could help improve animals' well-being. However, custom system...

10.1145/2693787.2693794 article EN 2014-11-11

Entertainment technology increases children's engagement in educational activities designed to develop abilities ranging from collaborative problem-solving and cognitive attention self-esteem. However, little research has been done on designing entertaining interactive for kindergarten children (up 5 years old). Furthermore, most of the work this area considered traditional input devices such as mouse keyboard, which are not suitable these very young children. More recently, other more...

10.1145/2832932.2832952 article EN 2015-11-16
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