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El autor Miguel A. Teruel ha publicado 11 artículo(s):

1 - Applying thematic analysis to define an awareness interpretation for collaborative computer games

Indices de calidad: Índice de impacto: 1.569, Q1 Posición que ocupa la revista en la categoría: 16/106 Número de citas: 3 Context Collaborative computer games have evolved from single-player to massively multiplayer awareness-demanding games, usually involving collaboration to achieve team goals. As a consequence of such evolution, these players should be provided with awareness information that enables them to perform collaborative tasks with other team members. Objective The objective of this work is the analysis of current awareness interpretations in order to develop an awareness interpretation that collects the awareness needs of such games. Method This analysis has been conducted by means of a step-by-step Thematic Analysis of current interpretations that led us to extract the most relevant awareness elements defined in existing interpretations. The developed awareness interpretation was empirically evaluated by means of several surveys aimed at assessing whether the implementation of the interpretation elements in a game would improve the players enjoyment. Results The Thematic Synthesis Analysis concluded that none of the current awareness interpretations can deal properly with collaborative computer games, specifically due to collaboration and social & group dynamics. This Thematic Synthesis Analysis led us to coin Gamespace Awareness, a new awareness interpretation based on a combination of the previously analyzed awareness interpretations, which is suitable for collaborative computer games. The interpretation was positively evaluated for two games, namely a first person shooter and a real-time strategy game. Conclusions Gamespace Awareness combines the potential awareness elements needed for collaborative computer games, making it possible to identify the awareness requirements of these games from the very beginning.

Autores: Miguel A. Teruel / Elena Navarro / Pascual Gonzalez / Víctor López-Jaquero / Francisco Montero / 
Palabras Clave: Awareness - Collaborative computer games - Empirical evaluation - Game development - Gamespace awareness - Thematic synthesis

2 - Fostering Sustainability through Visualization Techniques for Real-Time IoT Data: A Case Study Based on Gas Turbines for Electricity Production

Improving sustainability is a key concern for industrial development. Industry has recently been benefiting from the rise of IoT technologies, leading to improvements in the monitoring and breakdown prevention of industrial equipment. In order to properly achieve this monitoring and prevention, visualization techniques are of paramount importance. However, the visualization of real-time IoT sensor data has always been challenging, especially when such data are originated by sensors of different natures. In order to tackle this issue, we propose a methodology that aims to help users to visually locate and understand the failures that could arise in a production process.This methodology collects, in a guided manner, user goals and the requirements of the production process, analyzes the incoming data from IoT sensors and automatically derives the most suitable visualization type for each context. This approach will help users to identify if the production process is running as well as expected+ADs thus, it will enable them to make the most sustainable decision in each situation. Finally, in order to assess the suitability of our proposal, a case study based on gas turbines for electricity generation is presented.

Autores: Ana Lavalle / Miguel A. Teruel / Alejandro Maté / Juan Trujillo / 
Palabras Clave: Artificial Intelligence - Big Data analytics - data visualization - gas turbines - Internet of Things - sustainable production

3 - Improving Sustainability of Smart Cities through Visualization Techniques for Big Data from IoT Devices

Fostering sustainability is paramount for Smart Cities development. Lately, Smart Cities are benefiting from the rising of Big Data coming from IoT devices, leading to improvements on monitoring and prevention. However, monitoring and prevention processes require visualization techniques as a key component. Indeed, in order to prevent possible hazards (such as fires, leaks, etc.) and optimize their resources, Smart Cities require adequate visualizations that provide insights to decision makers. Nevertheless, visualization of Big Data has always been a challenging issue, especially when such data are originated in real-time. This problem becomes even bigger in Smart City environments since we have to deal with many different groups of users and multiple heterogeneous data sources. Without a proper visualization methodology, complex dashboards including data from different nature are difficult to understand. In order to tackle this issue, we propose a methodology based on visualization techniques for Big Data, aimed at improving the evidence-gathering process by assisting users in the decision making in the context of Smart Cities. Moreover, in order to assess the impact of our proposal, a case study based on service calls for a fire department is presented. In this sense, our findings will be applied to data coming from citizen calls. Thus, the results of this work will contribute to the optimization of resources, namely fire extinguishing battalions, helping to improve their effectiveness and, as a result, the sustainability of a Smart City, operating better with less resources. Finally, in order to evaluate the impact of our proposal, we have performed an experiment, with non-expert users in data visualization.

Autores: Ana Lavalle / Miguel A. Teruel / Alejandro Maté / Juan Trujillo / 
Palabras Clave: Artificial Intelligence - Big Data analytics - dashboards - data visualization - Internet of Things - methodology - Smart city

4 - Assessing the impact of the awareness level on a co-operative game

Context. When playing a co-operative game, being aware of your collabora-tors (where they are playing, what they are doing, the abilities they have, etc.) is essential for achieving the game’s goals. This led to the definition of Gamespace Awareness in order to guide in the identification of the aware-ness needs in the form of a compilation of the awareness elements that a co-operative game should feature. Objective. Gamespace Awareness does not establish how much awareness information players must be provided with. This constitutes the main motivation for this work: to assess the impact of different levels of Gamespace Awareness elements on a co-operative game. Method. A multiplayer action game was developed that supports three dif-ferent awareness configurations, each one featuring different awareness lev-els (high, medium and low). The impact of these awareness levels was meas-ured as regards game score, time, players’ happiness while playing, enjoy-ment and perceived usefulness. Several techniques such as subjective sur-veys and facial expression analysis were used to measure these factors. Re-sults. The analysis of the results shows that the higher the awareness, the bet-ter the game score. However, the highest level of player happiness was not achieved with the most awareness-enabled configuration; we found that the players’ enjoyment depends not only on their awareness level but also on their expertise level. Finally, the awareness elements related to the present and the future were the most useful, as could be expected in a multiplayer action game. Conclusions. The results showed that the medium level aware-ness obtained the best results. We therefore concluded that a certain level of awareness is necessary, but that excessive awareness could negatively affect the game experience.

Autores: Miguel A. Teruel / Nelly Condori-Fernández / Elena Navarro / Pascual Gonzalez / Patricia Lago / 
Palabras Clave: Awareness - Co-operative game - Face analysis - Gamespace awareness

5 - Herramienta Colaborativa Multidispositivo para la Edición de Modelos basada en EMF

En este trabajo se presenta un editor de modelos que permitirá el trabajo colaborativo con modelos pertenecientes a cualquier metamodelo creado con EMF. Además, este editor permite su uso desde una gran variedad de dispositivos, facilitando una colaboración efectiva gracias al awareness que proporciona tanto sobre el propio proceso de edición como de los usuarios que en ella colaboran. Además, la implementación como servicios webs de la de gestión de modelos EMF y del soporte a características de awareness permite su reutilización en futuras aplicaciones.

Autores: Miguel A. Teruel / Arturo C. Rodríguez / Elena Navarro / Pascual González / 
Palabras Clave: colaboración - ditor modelos - EMF - multidispositivo - servicio web - Workspace Awareness

6 - A CSCW Requirements Engineering CASE Tool: Development and Usability Evaluation

An experiment was performed in order to assess the usability of CSRML Tool 2012 (CT’12), a tool to specify the requirements of CSCW systems. The effectiveness and efficiency of CT’12 were evaluated by means of several experimental tasks. Moreover, the user’s satisfaction was evaluated by using both a classical survey and analyzing the participants’ facial expressions when performing the experiments. Furthermore, this evaluation has been reported by using the ISO/IEC 25062:2006 [2], thus making its results comparable with other usability assessments which follow this international standard. Finally, details about how to develop a CASE toll for a Domain Specific Language was provided in a tutorial style.

Autores: Miguel A. Teruel / Elena Navarro / Víctor López-Jaquero / Francisco Montero / Pascual González / 
Palabras Clave: Usability evaluation; CASE tool; CSRML; Requirements engineering; CSCW; ISO/IEC

7 - CSRML Tool: una Herramienta para el Modelado de Requisitos de Sistemas Colaborativos

Cada vez más aplicaciones incluyen algún tipo de soporte a la realización de tareas colaborativas. Como para cualquier otro tipo de sistema, una especificación de requisitos precisa es uno de los pilares básicos en el desarrollo de este tipo de sistemas con soporte a la colaboración. Sin embargo, este tipo de sistemas poseen un tipo especial de requisitos difícil de especificar con las técnicas de Ingeniería de Requisitos (IR) tradicionales. Estudios experimentales previos muestran que la especificación del conocimiento o la percepción de una situación o hecho (awareness), necesarios para que los usuarios puedan llevar a cabo tareas colaborativas, puede ser excesivamente compleja, o incluso incompleta, cuando se usan la técnicas clásicas de IR. Para solventar este problema, se ha desarrollado CSRML (Collaborative Systems Requirements Modeling Language), una extensión del lenguaje orientado a objetivos i* para especificar requisitos de sistemas colaborativos. En este trabajo se presenta CSRML Tool: una herramienta que da soporte al lenguaje CSRML. Gracias a esta herramienta, se podrán modelar los distintos diagramas que conforman la especificación de los requisitos de un sistema colaborativo utilizando CSRML, así como comprobar la validez de los mismos con respecto al meta-modelo de CSRML.

Autores: Miguel A. Teruel / Elena Navarro / Víctor López-Jaquero / Francisco Montero / Pascual González / 
Palabras Clave: CSRML - ingeniería de requisitos - Sistemas colaborativos - Visual Studio - Visualization and Modeling SDK - Workspace Awareness

8 - Analyzing the Understandability of Requirements Engineering Languages for CSCW Systems: A Family of Experiments

Context of the proposal: Collaborative Systems
Nowadays, even classic applications like text processors are collaborative. For instance, Google Docs [2] enables several users to edit a text document simultaneously . These collaborative text processors are a good example of CSCW (Computer Supported Cooperative Work) systems [3], which are systems whose users can perform collaboration, communication and coordination tasks (3C). Collaborative systems, in a similar way to classical single-user systems, have to be specified by means of a set of requirements, whose accuracy and suitability are key to achieve the quality of the developed system. The main difference between the requirements of single-user systems and CSCW systems is the highly non-functional nature of the latter, because of the users’ need of being aware of the presence of other users with whom to perform the above mentioned 3C tasks, that is, the Workspace Awareness (WA). In order to deal with the specification of this special type of systems, we conducted several empirical evaluations in order to check which is the most adequate Requirements Engineering technique to model both awareness and quality requirements of CSCW systems. We concluded that the i* Framework [1], was the most promising one. However, we identified several issues when modeling collaborative systems with this language that led us to extend the original i* language by creating CSRML (Collaborative Systems Requirements Modeling Language) [4] and evaluate it empirically.

Autores: Miguel A. Teruel / Elena Navarro / Víctor López-Jaquero / Francisco Montero / Javier Jaén / Pascual González / 
Palabras Clave:

9 - A methodology to automatically translate user requirements into visualizations: Experimental validation

Context: Information visualization is paramount for the analysis of Big Data. The volume of data requiring interpretation is continuously growing. However, users are usually not experts in information visualization. Thus, defining the visualization that best suits a determined context is a very challenging task for them. Moreover, it is often the case that users do not have a clear idea of what objectives they are building the visualizations for. Consequently, it is possible that graphics are misinterpreted, making wrong decisions that lead to missed opportunities. One of the underlying problems in this process is the lack of methodologies and tools that non-expert users in visualizations can use to define their objectives and visualizations.Objective: The main objectives of this paper are to (i) enable non-expert users in data visualization to communicate their analytical needs with little effort, (ii) generate the visualizations that best fit their requirements, and (iii) evaluate the impact of our proposal with reference to a case study, describing an experiment with 97 non-expert users in data visualization.Methods: We propose a methodology that collects user requirements and semi-automatically creates suitable visualizations. Our proposal covers the whole process, from the definition of requirements to the implementation of visualizations. The methodology has been tested with several groups to measure its effectiveness and perceived usefulness.Results: The experiments increase our confidence about the utility of our methodology. It significantly improves over the case when users face the same problem manually. Specifically: (i) users are allowed to cover more analytical questions, (ii) the visualizations produced are more effective, and (iii) the overall satisfaction of the users is larger.Conclusion: By following our proposal, non-expert users will be able to more effectively express their analytical needs and obtain the set of visualizations that best suits their goals.

Autores: Ana Lavalle / Alejandro Maté / Juan Trujillo / Miguel A. Teruel / Stefano Rizzi / 
Palabras Clave: Big Data analytics - data visualization - Experimental validation - Model-Driven Development - requirements engineering

10 - Easing DApp Interaction for Non-Blockchain Users from a Conceptual Modelling Approach

Blockchain decentralized applications (DApp+IBk-s) are applications which run on blockchains nodes. Thus, to interact directly with this sort of applica-tions, users need to have a blockchain address, wallet, and knowledge about how to make transactions to interact with DApp+IBk-s. Therefore, the knowledge required to use a DApp can easily make users to desist when trying to interact with them. To tackle this issue, we propose a software ar-chitecture that will be in the middle of the user and the DApp, thus making users initially unaware of the fact that they are interacting with a DApp. This is achieved by analyzing the relationship between DApps and Apps by using UML modelling. Next, based on the previous analysis, we created a middleware for users to interact with a DApp in the same manner they do with a traditional web app, i.e., by using usernames, passwords and user in-terface elements instead of addresses, private keys or transactions. To put the developed middleware into practice, we developed a DApp that makes use of it. This DApp registers the time control of workers from companies by using blockchain to store the data in a secure and non-modifiable man-ner. Finally, we performed an experiment, thus demonstrating that a DApp that implements the proposed middleware would improve its usability for users with no experience with blockchain.

Autores: Miguel A. Teruel / Juan Trujillo / 
Palabras Clave: Blockchain - Clockchain - conceptual modelling - DApp - Ethereum - Middleware - Quorum - Smart Contract - Solidity - UML

11 - An Interactive Fuzzy Inference System for Teletherapy of Older People

The progressive aging of the population in developed countries is becoming a problem for healthcare systems, which must invest ever higher sums in caring for their older citizens. One of the most important issues in this area involves the physical and cognitive problems associated with growing old. In order to reduce the effect of these problems, gerontechnology has emerged as one of the most promising alternatives, especially in the field of the telerehabilitation systems developed to date. However, most of these systems do not offer therapists the facilities to design therapies adapted to individual patients. This paper proposes a novel system that supplies this need and enables therapists to create bespoke motor therapies as state diagrams and manage them efficiently in a collaborative setting. The proposed system is equipped with a fuzzy-based decision-making component that therapists can use to control transitioning between states according to variables such as fatigue and performance. Therefore, the system makes it feasible to provide older patients with the treatment they need in their own homes while its effectiveness is controlled by a Fuzzy Inference System. Cogn Comput (2016) 8:318-335 DOI 10.1007/s12559-015-9356-6 Ã?ndice de calidad: ———————— índice de impacto: 1.993 Posición relativa: 41/130

Autores: Miguel A. Teruel /  Elena Navarro / Pascual Gonzalez / Víctor López-Jaquero / Francisco Montero / 
Palabras Clave: Bespoke therapy editor - Fuzzy Inference System - Gerontechnology - Telerehabilitation - Teletherapy