Pascual González

ORCID: 0000-0003-3549-5712
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About
Contact & Profiles
Research Areas
  • Usability and User Interface Design
  • Context-Aware Activity Recognition Systems
  • Interactive and Immersive Displays
  • Semantic Web and Ontologies
  • Advanced Software Engineering Methodologies
  • Augmented Reality Applications
  • Virtual Reality Applications and Impacts
  • Data Management and Algorithms
  • Advanced Database Systems and Queries
  • Business Process Modeling and Analysis
  • Tactile and Sensory Interactions
  • Teleoperation and Haptic Systems
  • EEG and Brain-Computer Interfaces
  • Service-Oriented Architecture and Web Services
  • Gaze Tracking and Assistive Technology
  • Innovative Human-Technology Interaction
  • IoT and Edge/Fog Computing
  • Stroke Rehabilitation and Recovery
  • Software Engineering Techniques and Practices
  • Technology Use by Older Adults
  • Hand Gesture Recognition Systems
  • Finance, Taxation, and Governance
  • Model-Driven Software Engineering Techniques
  • Advanced Vision and Imaging
  • E-Learning and Knowledge Management

University of Castilla-La Mancha
2016-2025

Centro de Investigación Biomédica en Red de Salud Mental
2016-2023

Instituto de Salud Carlos III
2023

Software (Spain)
2003-2021

Hospital Santiago Apostol
2001-2020

University of the Basque Country
2016

QED Technologies (United States)
2015

Florida International University
2013

Natural Resources Canada
2007

CHA University
2006

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

Background Laparoscopic surgery training is a demanding process requiring technical and nontechnical skills. Surgical has evolved from traditional approaches to the use of immersive digital technologies such as virtual, augmented, mixed reality. These are now integral laparoscopic training. Objective This scoping literature review aimed analyze current augmented reality (AR) solutions used in Methods Following PRISMA-ScR (Preferred Reporting Items for Systematic Reviews Meta-Analyses...

10.2196/58108 article EN cc-by Journal of Medical Internet Research 2025-01-28

The emergence of off-screen interaction devices is bringing the field virtual reality to a broad range applications where objects can be manipulated without use traditional peripherals. However, facilitate object interaction, other stimuli such as haptic feedback are necessary improve user experience. To enable identification 3D visual feedback, display based on vibrotactile glove and multiple points contact gives users an enhanced sensation touching with their hands. Experimental results...

10.1109/mcg.2014.81 article EN IEEE Computer Graphics and Applications 2014-08-15

: Digital Twins (DTs) are used to augment physical entities by exploiting assorted computational approaches applied the virtual twin counterpart. A DT is generally described as a entity, its counterpart, and data connections between them. Multi-Agent Systems (MAS) paradigm alike DTs in many ways. Agents of MAS operating interacting specific environment, while exploring collecting solve some tasks. This paper presents results systematic literature review (SLR) focused on analysis current...

10.1016/j.infsof.2024.107503 article EN cc-by-nc-nd Information and Software Technology 2024-06-01

Automatic identification of negative stress is an unresolved challenge that has received great attention in the last few years. Many studies have analyzed electroencephalographic (EEG) recordings to gain new insights about how brain reacts both short- and long-term stressful stimuli. Although most them only considered linear methods, heterogeneity complexity recently motivated increasing use nonlinear metrics. Nonetheless, dynamics reflected EEG often exhibit a multiscale nature no study...

10.1142/s0129065718500387 article EN International Journal of Neural Systems 2018-08-24

Estimation of human emotions plays an important role in the development modern brain-computer interface devices like Emotiv EPOC+ headset. In this paper, we present experiment to assess classification accuracy emotional states provided by headset’s application programming (API). experiment, several sets images selected from International Affective Picture System (IAPS) dataset are shown sixteen participants wearing Firstly, participants’ responses form a self-assessment manikin questionnaire...

10.3390/electronics7120384 article EN Electronics 2018-12-03

This perspective paper faces the future of alternative treatments that take advantage a social and cognitive approach with regards to pharmacological therapy auditory verbal hallucinations (AVH) in patients schizophrenia. AVH are perception voices absence stimulation represents severe mental health symptom. Virtual/augmented reality (VR/AR) brain computer interfaces (BCI) technologies growing more different medical psychological applications. Our position is their combined use computer-based...

10.3389/fninf.2017.00064 article EN cc-by Frontiers in Neuroinformatics 2017-11-20

Recent technological improvements have made it possible for pervasive computing intelligent environments, augmented by sensors and actuators, to offer services that support society's aims a wide variety of applications. This requires the fusion data gathered from multiple convert them into information obtain valuable knowledge. Poor implementation hinders appropriate actions being taken offering users environment needs, particularly relevant in healthcare domain. Data poses challenges are...

10.1016/j.inffus.2023.102139 article EN cc-by-nc Information Fusion 2023-11-09

A case-control study was done to determine risk factors for Mycobacterium avium complex (MAC) disease in persons infected with human immunodeficiencyvirus (HIV) <50 CD4+ cells/mm", In univariate analysis, cases (n = 83) had lower CD4+cell counts than controls 177) (median, 10 vs. 17/mm3 ; P < .001) and were more likely have consumed hard cheese (oddsratio [OR],5.44;95%confidenceinterval[CI],1.61-18.4)butwerelesslikelytohavetaken daily showers (OR, 0.55; 95% CI, 0.33-0.94). multivariate cell...

10.1093/infdis/170.2.362 article EN The Journal of Infectious Diseases 1994-08-01

AbstractThe use of haptics in virtual reality and video games has received growing attention as a means enhancing the sensation immersion these environments. The touching objects not only augments impression but also can improve performance. However, design haptic interactions is an easy task, it usually needs great effort due to absence powerful prototyping toolkits. Thus, this article proposes vibrotactile toolkit for Eccentric Rotating Mass actuators named VITAKI. main objective platform...

10.1080/10447318.2014.941272 article EN International Journal of Human-Computer Interaction 2014-07-10

Higher life expectancy is increasing the number of age-related cognitive impairment cases. It also relevant, as some authors claim, that physical exercise may be considered an adjunctive therapy to improve cognition and memory after strokes. Thus, integration therapies could offer potential benefits. In addition, in general these are usually boring, so it important include features motivation patients. As a result, computer-assisted rehabilitation systems serious games for health more...

10.3390/s18113671 article EN cc-by Sensors 2018-10-29

This paper introduces domain ontology to describe learning materials that compose a course, capable of providing adaptive e-learning environments and reusable educational resources. Two characteristics have been considered each resource: (1) the most appropriate style and, (2) satisfactory hardware software features used device

10.1109/icalt.2006.1652470 article EN 2006-08-02

Background: SmartAction-VR uses virtual reality to simulate daily life tasks and assess cognitive performance based on the multi-errand paradigm. This study explored whether this new task could provide insights into executive functioning of children adolescents with ADHD in their everyday activities. Methods: A cross-sectional was conducted between November 2021 December 2022. It consisted one session divided two parts (cognitive tests; SmartAction-VR). The sample comprised 76 a median age...

10.3390/children11080986 article EN cc-by Children 2024-08-14
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