Publications by authors named "Rebeca I Garcia-Betances"

Brain machine interfaces (BMIs) can substantially improve the quality of life of elderly or disabled people. However, performing complex action sequences with a BMI system is onerous because it requires issuing commands sequentially. Fundamentally different from this, we have designed a BMI system that reads out mental planning activity and issues commands in a proactive manner.

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Utilizing context-aware tools in smart homes (SH) helps to incorporate higher quality interaction paradigms between the house and specific groups of users such as people with Alzheimer's disease (AD). One method of delivering these interaction paradigms acceptably and efficiently is through context processing the behavior of the residents within the SH. Predicting human behavior and uncertain events is crucial in the prevention of upcoming missteps and confusion when people with AD perform their daily activities.

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Internet of Things (IoT) technologies are already playing an important role in our daily activities as we use them and rely on them to increase our abilities, connectivity, productivity and quality of life. However, there are still obstacles to achieving a unique interface able to transfer full control to users given the diversity of protocols, properties and specifications in the varied IoT ecosystem. Particularly for the case of home automation systems, there is a high degree of fragmentation that limits interoperability, increasing the complexity and costs of developments and holding back their real potential of positively impacting users.

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Background: Information and communication technologies are promising tools to increase the quality of life of people with dementia or mild cognitive impairment and that of their caregivers. However, there are barriers to their use associated with sociodemographic factors and negative attitudes, as well as inadequate knowledge about technologies.

Objective: The aim of this study was to analyze technophilia (attitudes toward new technologies) and the use of smartphones and tablets along with associated factors in people with dementia/mild cognitive impairment and their caregivers.

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The constructivist approach is interested in creating knowledge through active engagement and encourages students to build their knowledge from their experiences in the world. Learning through digital game making is a constructivist approach that allows students to learn by developing their own games, enhancing problem-solving skills and fostering creativity. In this context two tools, Create@School App and the Project Management Dashboard (PMD), were developed to enable students from different countries to be able to adapt their learning material by programming and designing games for their academic subjects, therefore integrating the game mechanics, dynamics, and aesthetics into the academic curriculum.

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The growth of the urban population together with a high concentration of air pollution have important health impacts on citizens who are exposed to them, causing serious risks of the development and evolution of different chronic diseases. This paper presents the design and development of a novel participatory citizen science-based application and data ecosystem model. These developments are imperative and scientifically designed to gather and process perceptual sensing of urban, environmental, and health data.

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This article presents, in the form of an analytic narrative review, a complete picture of the state-of-the-art, challenges, and perspectives in the field of information and communication technology (ICT)-based neurocognitive interventions for older adults. The narrative particularly focuses on applications aimed at mild cognitive impairment and similar age-related cognitive deficits, which are analyzed in the context of the brain training controversy. Clarifying considerations are provided about the nature and present extent of the brain training debate, regarding the possible influence it has on the support received by research and development initiatives dealing with innovative computerized neurocognitive interventions.

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Despite the speedy evolution of Information and Computer Technology (ICT), and the growing recognition of the importance of the concept of universal design in all domains of daily living, mainstream ICT-based product designers and developers still work without any truly structured tools, guidance or support to effectively adapt their products and services to users' real needs. This paper presents the approach used to define and evaluate parametric cognitive models that describe interaction and usage of ICT by people with aging- and disability-derived functional impairments. A multisensorial training platform was used to train, based on real user measurements in real conditions, the virtual parameterized user models that act as subjects of the test-bed during all stages of simulated disabilities-friendly ICT-based products design.

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We provide a brief review and appraisal of recent and current virtual reality (VR) technology for Alzheimer's disease (AD) applications. We categorize them according to their intended purpose (e.g.

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Mobile health systems aiming to promote adherence may cost-effectively improve the self-management of chronic diseases like diabetes, enhancing the compliance to the medical prescription, encouraging and stimulating patients to adopt healthy life styles and promoting empowerment. This paper presents a strategy for m-health applications in diabetes self-management that is based on automatic generation of feedback messages. A feedback assistant, representing the core of architecture, delivers dynamic and automatically updated text messages set up on clinical guideline and patient's lifestyle.

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There is a pressing demand for improving the quality and efficacy of health care and social support services needed by the world's growing elderly population, especially by those affected by mild cognitive impairment (MCI) and Alzheimer's disease (AD)-type early-stage dementia. Meeting that demand can significantly benefit from the deployment of innovative, computer-based applications capable of addressing specific needs, particularly in the area of cognitive impairment mitigation and rehabilitation. In that context, we present here our perspective viewpoint on the use of virtual reality (VR) tools for cognitive rehabilitation training, intended to assist medical personnel, health care workers, and other caregivers in improving the quality of daily life activities of people with MCI and AD.

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A comparative review is presented of available technologies suitable for automatic reading of patient identification bracelet tags. Existing technologies' backgrounds, characteristics, advantages and disadvantages, are described in relation to their possible use by public health care centers with budgetary limitations. A comparative assessment is presented of suitable automatic identification systems based on graphic codes, both one- (1D) and two-dimensional (2D), printed on labels, as well as those based on radio frequency identification (RFID) tags.

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