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Dive into the research topics where Amaia Mendez-Zorrilla is active.

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Featured researches published by Amaia Mendez-Zorrilla.


Sensors | 2014

Gait Analysis Methods: An Overview of Wearable and Non-Wearable Systems, Highlighting Clinical Applications

Alvaro Muro-de-la-Herran; Begonya Garcia-Zapirain; Amaia Mendez-Zorrilla

This article presents a review of the methods used in recognition and analysis of the human gait from three different approaches: image processing, floor sensors and sensors placed on the body. Progress in new technologies has led the development of a series of devices and techniques which allow for objective evaluation, making measurements more efficient and effective and providing specialists with reliable information. Firstly, an introduction of the key gait parameters and semi-subjective methods is presented. Secondly, technologies and studies on the different objective methods are reviewed. Finally, based on the latest research, the characteristics of each method are discussed. 40% of the reviewed articles published in late 2012 and 2013 were related to non-wearable systems, 37.5% presented inertial sensor-based systems, and the remaining 22.5% corresponded to other wearable systems. An increasing number of research works demonstrate that various parameters such as precision, conformability, usability or transportability have indicated that the portable systems based on body sensors are promising methods for gait analysis.


Sensors | 2015

Eye/Head Tracking Technology to Improve HCI with iPad Applications

Asier Lopez-Basterretxea; Amaia Mendez-Zorrilla; Begoña Garcia-Zapirain

In order to improve human computer interaction (HCI) for people with special needs, this paper presents an alternative form of interaction, which uses the iPads front camera and eye/head tracking technology. With this functional nature/capability operating in the background, the user can control already developed or new applications for the iPad by moving their eyes and/or head. There are many techniques, which are currently used to detect facial features, such as eyes or even the face itself. Open source bookstores exist for such purpose, such as OpenCV, which enable very reliable and accurate detection algorithms to be applied, such as Haar Cascade using very high-level programming. All processing is undertaken in real time, and it is therefore important to pay close attention to the use of limited resources (processing capacity) of devices, such as the iPad. The system was validated in tests involving 22 users of different ages and characteristics (people with dark and light-colored eyes and with/without glasses). These tests are performed to assess user/device interaction and to ascertain whether it works properly. The system obtained an accuracy of between 60% and 100% in the three test exercises taken into consideration. The results showed that the Haar Cascade had a significant effect by detecting faces in 100% of cases, unlike eyes and the pupil where interference (light and shade) evidenced less effectiveness. In addition to ascertaining the effectiveness of the system via these exercises, the demo application has also helped to show that user constraints need not affect the enjoyment and use of a particular type of technology. In short, the results obtained are encouraging and these systems may continue to be developed if extended and updated in the future.


International Journal of Environmental Research and Public Health | 2014

A Telemonitoring Tool based on Serious Games Addressing Money Management Skills for People with Intellectual Disability

Asier Lopez-Basterretxea; Amaia Mendez-Zorrilla; Begonya Garcia-Zapirain

This article presents a telemonitoring tool based on computer games, aimed at money management skill improvement for people with Intellectual Disabilities (ID). The presented tool is divided into two parts: on one hand, some training activities related to payments and currency discrimination based on Serious Games are proposed to the user using a multitouch device. On the other hand, the psychologists and specialist who work with them, can access to the Serious Games results using an online application in order to evaluate their evolution. The results are measured according to the number of errors they have during the proposed activities, the time they need to complete them and the score. The article show the results of an experiment made with a clinical sample of 12 users with ID between 12 and 15 years, taking into account that all of them are capable of correct oral communication and they do not have severe physical coordination problems. Only two users completed all the games without errors. Males obtained a mean of 28.25 errors, whereas females obtained a mean of 17.75. The results show significant difference between the selection of games 1, 2 or 3, because all of them prefer the game 1 related with “Payments” probably because it permits more interaction using the multitouch device. The authors also made a qualitative evaluation and the results have been very promising and satisfactory.


Bio-medical Materials and Engineering | 2014

Memory and accurate processing brain rehabilitation for the elderly: LEGO robot and iPad case study

Leire Lopez-Samaniego; Begonya Garcia-Zapirain; Amaia Mendez-Zorrilla

This paper presents the results of research that applies cognitive therapies associated with memory and mathematical problem-solving in elderly people. The exercises are programmed in an iPad and can be performed both from the Tablet and in an interactive format with a LEGO robot. The system has been tested with 2 men and 7 women over the age of 65 who have slight physical and cognitive impairment. Evaluation with the SUS resulted in a mean of 48.45 with a standard deviation of 5.82. The score of overall satisfaction was 84.37 with a standard deviation of 18.6. Interaction with the touch screen caused some usability problems due to the elderly peoples visual difficulties and clicking accuracy. Future versions will include visualization with more color contrast and less use of the keyboard.


Journal of Medical Systems | 2016

Monitoring and Follow-up of Chronic Heart Failure: a Literature Review of eHealth Applications and Systems

Isabel de la Torre Díez; Begoña Garcia-Zapirain; Amaia Mendez-Zorrilla; Miguel López-Coronado

In developed countries heart failure is one of the most important causes of death, followed closely by strokes and other cerebrovascular diseases. It is one of the major healthcare issues in terms of increasing number of patients, rate of hospitalizations and costs. The main aim of this paper is to present telemedicine applications for monitoring and follow-up of heart failure and to show how these systems can help reduce costs of administering heart failure. The search for e-health applications and systems in the field of telemonitoring of heart failure was pursued in IEEE Xplore, Science Direct, PubMed and Scopus systems between 2005 and the present time. This search was conducted between May and June 2015, and the articles deemed to be of most interest about treatment, prevention, self-empowerment and stabilization of patients were selected. Over 100 articles about telemonitoring of heart failure have been found in the literature reviewed since 2005, although the most interesting ones have been selected from the scientific standpoint. Many of them show that telemonitoring of patients with a high risk of heart failure is a measure that might help to reduce the risk of suffering from the disease. Following the review conducted, in can be stated that via the research articles analysed that telemonitoring systems can help to reduce the costs of administering heart failure and result in less re-hospitalization of patients.


International Journal of Environmental Research and Public Health | 2015

An iPad-Based Tool for Improving the Skills of Children with Attention Deficit Disorder

Natalia Wrońska; Begonya Garcia-Zapirain; Amaia Mendez-Zorrilla

Attention Deficit Hyperactivity Disorder (ADHD), with a worldwide prevalence of 5.29%–7.1%, is one of the most common neurodevelopmental disorders among children and adolescents. Apart from typical symptoms like inattention, hyperactivity and impulsiveness, patients also evidence attention deficit problems with reading comprehension. This in turn causes poor school performance and widens the gap with peers without ADHD. This paper presents a novel and interactive tool based on Serious Games for Health, whose aim is not only to improve comprehension, but also hold the user’s attention. This tool is geared towards assessing reading quality and is intended for iPad devices. Preliminary results obtained from the experiment performed to evaluate the game are included in this report. A group of six typically developing children from Colegio Vizcaya aged between 8 and 12 took part in the evaluation of motivation, satisfaction and usability of the same therapy in the new media. Results obtained by participants playing the game were analysed together with questionnaires concerning the usability of the system. Game evaluation resulted in relatively good statistics-average score was 3 points out of 4 and average time for completing the exercise was 59 seconds. A SUS questionnaire with an average score of 92.75 out of 100 indicates that the game presented is user-friendly and an effective tool. Moreover, based on the feedback obtained from participants, the game had been improved and additional functionality introduced. Older participants completed the first game faster than the younger ones, but age was not influential in subsequent games.


Technology and Health Care | 2015

Caregiver and social assistant robot for rehabilitation and coaching for the elderly.

P.J. Pérez; Begonya Garcia-Zapirain; Amaia Mendez-Zorrilla

BACKGROUND Socially assistive robotics (SAR) has been a major field of investigation during the last decade and, as it develops, the groups the technology can be applied to and all ways in which these can be assisted are rapidly increasing. OBJECTIVE The main objective is to design and develop a complete robotic agent, so that it performs physical and mental activities for elderly people to maintain their healthy life habits and, as a final result, improve their quality of life. METHODS LEGO Mindstorms NXT® robots unique capacity for adaptability and engaging its users to develop coaching activities and assistive rehabilitation for the elderly. Such activities will aim to enhance healthy habits and provide training in physical and mental rehabilitation. The robot is attached to an iPod Touch that acts as its interface. RESULTS The robot has been tested by a voluntary group of residents, also from that retirement home. Results in the variables of the questionnaire show scores above 4 points out of 5 for all the categories. CONCLUSIONS Based on the tests, an easy to use Robot is prepared to deliver basic coaching for physical activities as proposed by the client, the staff of La Misericordia, who confirmed their satisfaction regarding this aspect.


computer games | 2015

Sphero as an interactive tool in computer games for people with ID

Amaia Mendez-Zorrilla; Begoña Garcia-Zapirain; J. Eskubi-Astobiza; L. Fernández-Cordero

This paper presents an experiment in which people with intellectual disabilities played 3 apps with different levels and purposes on an iPad Air. As part of the game they were required to interact with Sphero and the activities they tried to perform required motor skills, attention and memory. We have selected two groups of participants according to their level of support needs. The results show the highest level of satisfaction in both groups in the game involving Sphero. In terms of effectiveness of activities for this profile of participant as interventions the results reveal that driving and care activities do show an adequate response, though with worse results related to memory.


computer games | 2014

Serious games to promote independent living for intellectually disabled people: Starting with shopping

A. Lopez-Basterretxea; Amaia Mendez-Zorrilla; Begoña Garcia-Zapirain; A. Madariaga-Ortuzar; I. Lazcano-Quintana

The project described in this article consists of the design and implementation of a serious games application to promote independent living for adolescents/adults with intellectual disability (ID). We present this first stage of a broader project which aims to teach this group how to shop. Given the wide acceptance of new technologies among people with ID, iPads were used as a support tool. The application is based on a set of games with different features and aims and includes advice for shopping. The design includes real situations which focus on making the application useful and attractive, thus motivating users. The results obtained after the tests carried out with real users were positive and encouraging.


Bio-medical Materials and Engineering | 2015

Analysis of the sleep quality of elderly people using biomedical signals.

L. Moreno-Alsasua; Begonya Garcia-Zapirain; Amaia Mendez-Zorrilla

This paper presents a technical solution that analyses sleep signals captured by biomedical sensors to find possible disorders during rest. Specifically, the method evaluates electrooculogram (EOG) signals, skin conductance (GSR), air flow (AS), and body temperature. Next, a quantitative sleep quality analysis determines significant changes in the biological signals, and any similarities between them in a given time period. Filtering techniques such as the Fourier transform method and IIR filters process the signal and identify significant variations. Once these changes have been identified, all significant data is compared and a quantitative and statistical analysis is carried out to determine the level of a persons rest. To evaluate the correlation and significant differences, a statistical analysis has been calculated showing correlation between EOG and AS signals (p=0,005), EOG, and GSR signals (p=0,037) and, finally, the EOG and Body temperature (p=0,04). Doctors could use this information to monitor changes within a patient.

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