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Dive into the research topics where Begonya Garcia-Zapirain is active.

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Featured researches published by Begonya Garcia-Zapirain.


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.


International Journal of Environmental Research and Public Health | 2014

Technologies as Support Tools for Persons with Autistic Spectrum Disorder: A Systematic Review

Nuria Aresti-Bartolome; Begonya Garcia-Zapirain

This study analyzes the technologies most widely used to work on areas affected by the Autistic Spectrum Disorder (ASD). Technologies can focus on the strengths and weaknesses of this disorder as they make it possible to create controlled environments, reducing the anxiety produced by real social situations. Extensive research has proven the efficiency of technologies as support tools for therapy and their acceptation by ASD sufferers and the people who are with them on a daily basis. This article is organized by the types of systems developed: virtual reality applications, telehealth systems, social robots and dedicated applications, all of which are classified by the areas they center on: communication, social learning and imitation skills and other ASD-associated conditions. 40.5% of the research conducted is found to be focused on communication as opposed to 37.8% focused on learning and social imitation skills and 21.6% which underlines problems associated with this disorder. Although most of the studies reveal how useful these tools are in therapy, they are generic tools for ASD sufferers in general, which means there is a lack of personalised tools to meet each person’s needs.


Sensors | 2015

Assessing Visual Attention Using Eye Tracking Sensors in Intelligent Cognitive Therapies Based on Serious Games

Maite Frutos-Pascual; Begonya Garcia-Zapirain

This study examines the use of eye tracking sensors as a means to identify children’s behavior in attention-enhancement therapies. For this purpose, a set of data collected from 32 children with different attention skills is analyzed during their interaction with a set of puzzle games. The authors of this study hypothesize that participants with better performance may have quantifiably different eye-movement patterns from users with poorer results. The use of eye trackers outside the research community may help to extend their potential with available intelligent therapies, bringing state-of-the-art technologies to users. The use of gaze data constitutes a new information source in intelligent therapies that may help to build new approaches that are fully-customized to final users’ needs. This may be achieved by implementing machine learning algorithms for classification. The initial study of the dataset has proven a 0.88 (±0.11) classification accuracy with a random forest classifier, using cross-validation and hierarchical tree-based feature selection. Further approaches need to be examined in order to establish more detailed attention behaviors and patterns among children with and without attention problems.


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.


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.


International Journal of Environmental Research and Public Health | 2016

A Robot-Based Tool for Physical and Cognitive Rehabilitation of Elderly People Using Biofeedback

Leire Lopez-Samaniego; Begonya Garcia-Zapirain

This publication presents a complete description of a technological solution system for the physical and cognitive rehabilitation of elderly people through a biofeedback system, which is combined with a Lego robot. The technology used was the iOS’s (iPhone Operating System) Objective-C programming language and its XCode programming environment; and SQLite in order to create the database. The biofeedback system is implemented by the use of two biosensors which are, in fact, a Microsoft band 2 in order to register the user’s heart rate and a MYO sensor to detect the user’s arm movement. Finally, the system was tested with seven elderly people from La Santa y Real Casa de la Misericordia nursing home in Bilbao. The statistical assessment has shown that the users are satisfied with the usability of the system, with a mean score of 79.29 on the System Usability Scale (SUS) questionnaire.


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.


Sensors | 2015

Game design to measure reflexes and attention based on biofeedback multi-sensor interaction.

Inigo de Loyola Ortiz-Vigon Uriarte; Begonya Garcia-Zapirain; Yolanda Garcia-Chimeno

This paper presents a multi-sensor system for implementing biofeedback as a human-computer interaction technique in a game involving driving cars in risky situations. The sensors used are: Eye Tracker, Kinect, pulsometer, respirometer, electromiography (EMG) and galvanic skin resistance (GSR). An algorithm has been designed which gives rise to an interaction logic with the game according to the set of physiological constants obtained from the sensors. The results reflect a 72.333 response to the System Usability Scale (SUS), a significant difference of p = 0.026 in GSR values in terms of the difference between the start and end of the game, and an r = 0.659 and p = 0.008 correlation while playing with the Kinect between the breathing level and the energy and joy factor. All the sensors used had an impact on the end results, whereby none of them should be disregarded in future lines of research, even though it would be interesting to obtain separate breathing values from that of the cardio.


Bio-medical Materials and Engineering | 2015

Cognitive rehabilitation system for children with autism spectrum disorder using serious games: A pilot study

Nuria Aresti-Bartolome; Begonya Garcia-Zapirain

This paper studies and assesses how rehabilitation activities and supervised computer games incorporated into a system aimed at people diagnosed with Autism Spectrum Disorder (ASD) can be used to work on the areas affected by ASD at any time and in any place. This research specifically assesses the areas that affect communication and interaction between people with ASD and professionals. In order to do this, a group of 20 children diagnosed with ASD of between 3 and 8 years old (clinical group) was used, together with a group of 20 children of between 3 and 8 years old with a neurotypical development, which served as a control group. During the tests, response time and visual interaction with the session leader were evaluated. Despite the fact that the clinical group spent more time (M = 21.08 sec) than the control group (M = 4.52) to interact leader, eye contact predominated in the interaction. As a result of the pilot study, the system obtained could help in cognitive rehabilitation.

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I. Ruiz

University of Deusto

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