Previously, his thesis had also won the Best Process Mining Thesis Award 2015.
Eric Rojas and Michael Arias, Ph.D students at PMUC, have published a book on Process Mining in Spanish, Gestionando procesos de negocio a través de minería de procesos: Una guía para gestionar procesos de negocio. The book is available at Amazon.com
The initiative to implement Cognitive Tutors in six schools in Chile, a collaboration between UC and Carnegie Mellon University, have shown significant improvements in students’ learning, helping decrease inequities inside the classroom.
Read more in: Revista Qué Pasa (in spanish)
Professor Carlos Fernández-Llatas (Google Scholar profile), from Universitat Politècnica de València, visited DCC-UC during 10 days in March.
Prof. Fernández-Llatas was invited by DCC UC academics, Marcos Sepúlveda, Valeria Herskovic and Jorge Munoz-Gama within the context of the project “Analysis of multidisciplinary collaboration in primary healthcare using process mining”, funded by the Chilean National Fund for Scientific and Technological Development, Fondecyt, Project 1150365. He met with several groups of Ph.D. and Master’s students, to provide feedback on their projects and establish collaboration opportunities.
During his visit, he gave a talk about his research: “Del Big Data a la Práctica Clínica Diaria. Una aproximación basada en Minería de Procesos Interactiva”
Andrés Lucero (Google Scholar profile), associate professor at the University of Southern Denmark, visited DCC-UC on December 21st and 22nd, 2016. He gave a talk, titled “Playful Experiences”, presenting his work on designing playful experience cards (PLEX) to design playful experiences. He will also meet with @Humalab PhD students to provide feedback on their work and explore collaboration possibilities.
Talk abstract: Playfulness can be observed in all areas of human activity. It is an attitude of making activities more enjoyable. Designing for playfulness involves creating objects that elicit a playful approach and provide enjoyable experiences. The Playful Experiences (PLEX) framework is a categorization of playful experiences based on previous theoretical work on pleasurable experiences, game experiences, emotions, elements of play, and the reasons why people play. As a result of this analysis, we examined the wide range of experiences elicited by interactive products when they are used in a playful manner. The PLEX framework has subsequently been put to practical use in design- (i.e., PLEX Cards, PLEX Design Patterns) and evaluation- (i.e., PLEXQ) related activities.
Iyubanit Rodríguez, presented her paper, titled “Monitoring chronic pain: comparing wearable and mobile interfaces” – Rodríguez, Fuentes, Herskovic, Campos (available at SpringerLink), at the 10th International Conference on Ubiquitous Computing & Ambient Intelligence, UCAmI 2016, in the Canary Islands, Spain.
Abstract: Technologies to monitor patients are convenient for patients and can reduce health costs. Chronic pain is a pain that lasts more than 3 months and affects the welfare of patients. Pain is subjective and there are applications to self-report pain, but their adherence rates are low. The purpose of this article is the understanding of the characteristics of technology that helps the adoption of these systems. We have implemented two solutions (mobile application and wearable device), in order to compare them to measure the rate of user acceptance, and also to get feedback about fundamental features of interfaces to report pain levels. To evaluate the two solutions we conducted interviews with 12 people. The results showed that when given the choice between both devices, 67 % of the users preferred the wearable device over the mobile application, and 16.5 % preferred the mobile application over the wearable device. We also found that a device for reporting pain must be specific to this purpose, aesthetically pleasing and allow users to report easily and at the right time.
Our paper “A systematic literature review about technologies for self-reporting emotional information” has been accepted at the Journal of Ambient Intelligence and Humanized Computing. This was truly a team effort, with the collaboration of three of our PhD students, Carolina Fuentes, Carmen Gerea and Iyubanit Rodríguez, as well as Maíra Marques (PhD student at Universidad de Chile) and Pedro Rossel, our collaborator from UCSC (Concepción, Chile).
The paper is available online first here.
Abstract: Emotional information is complex to manage by humans and computers alike, so it is difficult for users to express emotional information through technology. Two main approaches are used to gather this type of information: objective (e.g. through sensors or facial recognition) and subjective (reports by users themselves). Subjective methods are less intrusive and may be more accurate, although users may fail to report their emotions or not be entirely truthful about them. The goal of this study is to identify trends in the area of interfaces for the self-report of human emotions, under-served populations of users, and avenues of future research. A systematic literature review was conducted on six search engines, resulting in a set of 863 papers, which were filtered in a systematic way until we established a corpus of 40 papers. We studied the technologies used for emotional self-report as well as the issues regarding these technologies, such as privacy, interaction mechanisms, and how they are evaluated.
Our PhD student Iyubanit Rodríguez presented her work, B-ePain: a wearable interface to self-report pain and emotions (Rodríguez, I., Fuentes, C., Herskovic, V., Campos, M) at the IOPH Workshop (Designing, Developing, and Evaluating the Internet of Personal Health). Paper is available at the ACM Digital Library of the UbiComp 2016 Conference in Heidelberg, Germany.
“Are notifications a challenge for older people?: a study comparing two types of notifications” (authors: Iyubanit Rodríguez, Carolina Fuentes, Valeria Herskovic and José A. Pino) was accepted at HICSS 2017 (CORE A Ranking).
In this work, we developed a mobile application that asks users one question per day, and implemented two types of notifications to remind users to answer the question. We tested both notification types with 18 users over a period of 8 days (4 days per notification mode), We found that the ideal time for users to receive a notification depends on their activities (e.g. occupation or employment status) and discuss the issues that elderly users with low digital skills have when using a mobile application.