Avilés-Castillo, Fátima
Preferred name
Avilés-Castillo, Fátima
Main Affiliation
Ambato
Email
faviles@indoamerica.edu.ec
ORCID
0000-0002-0184-8893
Scopus Author ID
57845057800
26 results
Now showing 1 - 10 of 26
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Item type:Publication, User Experience in Virtual Reality (VR) Applications for Elderly People with Cognitive Impairment and Dementia: A Scoping Review(2024); ; Guillermo Palacios-NavarroBackground: In recent years, Virtual Reality (VR) has emerged as a promising tool to improve the well-being and functional capabilities of older adults. Although VR applications have shown positive results, their impact on user experience and therapeutic outcomes still needs to be evaluated. Objective: This scoping review aims to analyze existing studies on VR use in older adults with neurodegenerative disorders, focusing on the factors that influence usability, satisfaction, and immersion, as well as the effects on emotional and cognitive well-being. Materials and Methods: Empirical studies in English were included on VR applications applied to older adults with cognitive impairment without study design restrictions. The search was conducted in IEEE Xplore, PubMed, Scopus, and Web of Science, identifying a total of 650 initial results. After screening, 14 studies met the inclusion criteria. Results: Immersive VR tends to generate a greater sense of presence, which contributes to improving emotional well-being and reducing neuropsychiatric symptoms, such as apathy and depression. However, its impact on cognitive functions, including memory and executive skills, varied depending on the level of immersion and participant characteristics. Despite these positive findings, significant heterogeneity was evident in study designs, measurement instruments, and user experience indicators. Conclusion: Virtual environments have great potential as a therapeutic tool for older adults, but their success depends on the personalization of applications and the adaptation of technology to the specific needs of this population. Future research should focus on developing standardized protocols, incorporating adaptive technologies such as artificial intelligence, and evaluating the long-term effects of VR to maximize its benefits and minimize its risks. This review was registered in Open Science Framework (OSF). Registration Number: 10.17605/OSF.IO/PNU3635 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Influence of continuous navigation modes on the immersive experience in a virtual supermarket(2026); ; ;Marco SalazarGuillermo Palacios-NavarroIntroduction: Virtual reality has established itself as an effective tool for analyzing user experience and simulating everyday activities. However, there are still many questions remaining, such as how the type of movement in immersive environments influences this experience. The present study evaluated these variables in a virtual supermarket developed for Oculus Quest 2, with the aim of comparing the perceptual and cognitive experience under two navigation modalities: locomotion and joystick. Methods: Twenty-two young adults (18–32 years old) participated in both groups. Usability (SUS), presence (PQ), everyday memory (PRMQ), and cybersickness (CSQ-VR) questionnaires were administered, all with moderate and high reliability (α = 0.685–0.912). Results: The results showed high levels of usability in both conditions (SUS ≥79), with no statistically significant differences between navigation modes (p = 0.521). Natural presence was significantly higher in locomotion mode (6.17 vs. 5.47); however, this result should be interpreted with caution, as it was derived from exploratory subscale-level analyses (p = 0.038). Cybersickness symptoms remained low (p > 0.05). A very strong positive correlation was also observed between usability and presence in the joystick group (ρ = 0.902; p < 0.001), indicating that interaction fluidity enhances immersion. Discussion: Both modes were ergonomic and safe, although with distinct profiles: physical locomotion increased perceptual naturalness, while the joystick reinforced the relationship between ease of use and immersion. These findings provide empirical evidence on how movement modulates the immersive experience and propose an experimental model, with implications for the design of virtual environments applicable to different populations in the future. Copyright © 2026 Avilés-Castillo, Buele, Salazar and Palacios-Navarro.1 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Analysis of Natural Lighting in Traditional Homes: Pilahuin Case Study(2024); ;Yomara Jiménez-SanchezTraditional homes in the Ecuadorian Andean region showcase their culture and tradition in their design. However, they may not be effectively harnessing natural light, making it necessary to analyze this condition. Natural light is essential for creating comfortable and habitable environments in homes. This research aims to understand the influence of natural lighting in traditional homes. On-site measurements and digital simulations were conducted to evaluate the luminous flux in specific areas of these homes. Parameters unique to this type of construction, such as the materials used, orientation, date, and time of day, were considered to ensure the accuracy of the simulations. Using Velux software, it was possible to simulate the sun's trajectory throughout the day and year to comprehend and enhance the luminous performance of these spaces. Measurements and simulations revealed that the levels of illumination in traditional Andean homes fall below the standards established in the Ecuadorian Construction Regulations. This is partly due to the design of small windows on the main facade and the materials used in floors and walls. This demonstrates that integrating natural light into architectural design is crucial for improving the quality of life for occupants and promoting sustainability.37 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Towards Smart Agriculture: An Overview of Big Data in the Agricultural IndustryAgriculture is currently undergoing progressive diversification and expansion, as demonstrated by the wide range of research topics and methodologies being employed. The growing need for technology to enhance agricultural processes is increasingly evident and prominently highlighted in recent studies. To assess the influence of Big Data on agriculture and its potential to advance Smart Agriculture, this bibliometric study was conducted. The research consolidates bibliometric data from the Scopus database, using the Bibliometrix package to identify trends in this field. The findings show a growing annual publication rate, indicating increasing interest in the integration of data analysis methodologies within agriculture. The collaborative nature of the research, combined with a high citation rate per document and diversity of key terms, underscores the importance of this field and its potential contribution to achieving Smart Agriculture. The convergence of Big Data, the Internet of Things, and agriculture is particularly noteworthy, as these technologies are improving decision-making and efficiency in the agricultural sector. Despite certain limitations, this study highlights the transformative potential of these advancements and suggests areas for future research, thus laying the groundwork for a more sustainable, productive, and intelligent agricultural future.21 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Educational Robot Using Lego Mindstorms and Mobile Device(2020); ;Miranda-Quintana O.; ; Palacios-Navarro G.Modern education at different levels has integrated the use of technology as a teaching-learning assistant, especially in the initial stage of training because it motivates curiosity and helps the abstraction of knowledge. This paper presents the development of an educational robot using components of the Lego Mindstorms EV3 kit and a mobile app to interact with the student; the robot is build using two motors and two sensors, one to differentiate colours and the other one to measure proximity. The objective is to teach the different colours and explain the spatial position to children under five years old, while the screen of the mobile device interacts with the user. The results show the finished product, the data generated by a learning test, and a usability test, concluding that the robot fulfils its purpose, but requires certain improvements. © Springer Nature Switzerland AG 2020.Scopus© Citations 9 21 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Effects of a dual intervention (motor and virtual reality-based cognitive) on cognition in patients with mild cognitive impairment: a single-blind, randomized controlled trial(2024); ; ;Carolina Del-Valle-Soto; Guillermo Palacios-Navarro<jats:title>Abstract</jats:title><jats:sec> <jats:title>Background</jats:title> <jats:p>The increase in cases of mild cognitive impairment (MCI) underlines the urgency of finding effective methods to slow its progression. Given the limited effectiveness of current pharmacological options to prevent or treat the early stages of this deterioration, non-pharmacological alternatives are especially relevant.</jats:p> </jats:sec><jats:sec> <jats:title>Objective</jats:title> <jats:p>To assess the effectiveness of a cognitive-motor intervention based on immersive virtual reality (VR) that simulates an activity of daily living (ADL) on cognitive functions and its impact on depression and the ability to perform such activities in patients with MCI.</jats:p> </jats:sec><jats:sec> <jats:title>Methods</jats:title> <jats:p>Thirty-four older adults (men, women) with MCI were randomized to the experimental group (<jats:italic>n</jats:italic> = 17; 75.41 ± 5.76) or control (<jats:italic>n</jats:italic> = 17; 77.35 ± 6.75) group. Both groups received motor training, through aerobic, balance and resistance activities in group. Subsequently, the experimental group received cognitive training based on VR, while the control group received traditional cognitive training. Cognitive functions, depression, and the ability to perform activities of daily living (ADLs) were assessed using the Spanish versions of the Montreal Cognitive Assessment (MoCA-S), the Short Geriatric Depression Scale (SGDS-S), and the of Instrumental Activities of Daily Living (IADL-S) before and after 6-week intervention (a total of twelve 40-minutes sessions).</jats:p> </jats:sec><jats:sec> <jats:title>Results</jats:title> <jats:p>Between groups comparison did not reveal significant differences in either cognitive function or geriatric depression. The intragroup effect of cognitive function and geriatric depression was significant in both groups (<jats:italic>p</jats:italic> < 0.001), with large effect sizes. There was no statistically significant improvement in any of the groups when evaluating their performance in ADLs (control, <jats:italic>p</jats:italic> = 0.28; experimental, <jats:italic>p</jats:italic> = 0.46) as expected. The completion rate in the experimental group was higher (82.35%) compared to the control group (70.59%). Likewise, participants in the experimental group reached a higher level of difficulty in the application and needed less time to complete the task at each level.</jats:p> </jats:sec><jats:sec> <jats:title>Conclusions</jats:title> <jats:p>The application of a dual intervention, through motor training prior to a cognitive task based on Immersive VR was shown to be a beneficial non-pharmacological strategy to improve cognitive functions and reduce depression in patients with MCI. Similarly, the control group benefited from such dual intervention with statistically significant improvements.</jats:p> </jats:sec><jats:sec> <jats:title>Trial registration</jats:title> <jats:p>ClinicalTrials.gov NCT06313931; <jats:ext-link xmlns:xlink="http://www.w3.org/1999/xlink" ext-link-type="uri" xlink:href="https://clinicaltrials.gov/study/NCT06313931">https://clinicaltrials.gov/study/NCT06313931</jats:ext-link>.</jats:p> </jats:sec>31 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Ethical and Social Challenges in Virtual Reality: A Bibliometric Analysis(2024); ;Homero J. Velastegui; ;Hugo Paz-LeónGuillermo Palacios-NavarroVirtual reality has revolutionized human interaction with digital environments, creating immersive simulations that have significantly impacted sectors such as education, urban planning, and mental health. Along with its transformative potential, VR presents ethical and societal challenges. This study analyzes trends in research addressing these challenges, focusing on articles published through 2023 in the Web of Science database. Visual and statistical analyses reveal a sustained increase in publications since 2013. Patterns in authorship and collaboration networks emphasize the global and interdisciplinary nature of VR research. Dominant themes include the metaverse and therapeutic applications, as well as concerns about data privacy, virtual identity representation, and psychological effects such as cybersickness. Research highlights temporary symptoms such as nausea and eye strain associated with immersive systems, demonstrating the need for ergonomic design and age-specific usage guidelines. Furthermore, active video games using VR have shown promise in promoting physical activity, offering innovative solutions to combat sedentary lifestyles. Looking ahead, efforts must prioritize equitable access, user safety, and robust ethical frameworks to ensure the responsible and sustainable integration of VR technologies.12 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Adaptive Learning Platforms and Their Influence on Higher Education: A Scoping ReviewOver the past decade, adaptive learning platforms have transformed higher education by adjusting content and activities based on students’ abilities and progress. This approach personalizes learning and optimizes academic performance, particularly in complex disciplines such as engineering and science. However, challenges remain related to their technological implementation and acceptance by both students and educators. This scoping review analyzes the impact of adaptive learning platforms in higher education, focusing on their influence on academic performance, student motivation, practical implementation challenges, and future implications for research. An exploratory literature review was conducted using the PRISMA-ScR method, identifying recent studies published between 2019 and 2024 in databases such as ERIC, Scopus, IEEE Xplore, Web of Science, and APA PsycNet. Quantitative and qualitative research studies were selected, evaluating the impact of these platforms in university settings and the outcomes they produce. The results indicate that adaptive learning platforms significantly enhance academic performance by providing personalized experiences and immediate feedback. They also increase student motivation and engagement, particularly in online learning environments. However, challenges were identified, including the need for adequate technological infrastructure and specialized training for educators. Adaptive learning platforms hold transformative potential in higher education but require overcoming technological and pedagogical barriers. Further qualitative research is recommended to better understand user experiences and maximize their effectiveness across diverse educational contexts.32 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Remote Virus Disinfection System: A Case Study in a Developing Country [Sistema de Desinfección de Virus Remoto: Un Caso de Estudio en un País en Vías de Desarrollo](2023); ; Andaluz-Ortiz W.I.Germs and viruses are present on all surface's humans touch, including their clothing and bodies. Homeless people are highly predisposed to carry these viruses and suffer from diseases. This motivated the development of the present study that describes the design of a control system for a disinfection booth. Low-cost components were used, which can be acquired locally and maintain the physical characteristics of the existing booth, which was donated by the community. The Arduino Uno embedded board, and the NodeMCU board for remote control were used as the processing unit. The data acquisition element is an infrared presence sensor that detects when a person enters the cabin. This also controls the spraying of the disinfectant liquid automatically. The operation of this mechanism provides continuous and stable spraying, whose ignition can be controlled from a mobile application through a local network. Experimental tests show that implementing five nebulizers allows a high percentage of disinfectant coverage. A usability test (SUS) was also applied, offering 81% acceptance, which validated its use and allowed receiving feedback to improve this prototype. © 2023 ITMA.28 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Power Flow Optimization in Electrical Networks using Gekko(2025); ; Riba-Romeva, CarlesPower flow optimization in the electrical grid is critical to improve the stability and performance of power systems. The main challenge lies in finding an optimal distribution of power generation that meets the constraints imposed by the grid, such as voltage limits and power system stability conditions. The objective of this research was to evaluate the performance of Gekko in power flow optimization in electrical grids. To do so, a comparison was made with SciPy, a widely used benchmark framework in numerical optimization in order to assess their relative efficiency in problems with complex constraints. The comparison is based on metrics such as solution accuracy, convergence speed, and number of objective function evaluations. The results showed that both methods achieved the same objective value: SciPy (19.7) and Gekko (19.7). However, SciPy was slightly faster (0.01496 seconds vs. 0.0191 seconds), but required 60 objective function evaluations. In contrast, Gekko demonstrated greater computational efficiency, reducing the number of evaluations required for convergence. While SciPy is more efficient on small problems with explicit constraints, Gekko offers greater flexibility on problems with more complex constraints, making it more suitable for larger power systems.37
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