Carina Soledad González-González

Orcid: 0000-0001-5939-9544

Affiliations:
  • Universidad de La Laguna


According to our database1, Carina Soledad González-González authored at least 144 papers between 2000 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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Bibliography

2024
Special Issue: Advanced human-computer interfaces for promoting inclusive communication and social interaction.
Univers. Access Inf. Soc., March, 2024

Automatic captions on video calls: a must for the older adults.
Univers. Access Inf. Soc., March, 2024

Empowering soft skills in children with ADHD through the co-creation of tangible tabletop games.
Univers. Access Inf. Soc., March, 2024

2023
Gestural interaction and reading skills: a case study of people with Down syndrome.
Univers. Access Inf. Soc., June, 2023

Personalized Gamification for Learning: A Reactive Chatbot Architecture Proposal.
Sensors, 2023

Introducing Speculative Design, Gender, and AI in Lean UX for HCI Education.
Proceedings of the XXIII International Conference on Human Computer Interaction, 2023


2022
ColaborAtiva: A Platform Based on Gamified Collaborative Practices to Prevent Pressure Injuries for Wheelchair Users.
Sensors, 2022

Gender and Age Differences in Preferences on Game Elements and Platforms.
Sensors, 2022

Social Relations and Methods in Recommender Systems: A Systematic Review.
Int. J. Interact. Multim. Artif. Intell., 2022

Editorial: Serious games - Volume II.
Frontiers Comput. Sci., 2022

Alexa, Do What I Want To. Implementing a Voice Spoofing Attack Tool for Virtual Voice Assistants.
Proceedings of the International Conference on Ubiquitous Computing & Ambient Intelligence, 2022

Twist: a gamified platform with games and immersive experiences for active aging.
Proceedings of the Interacción 2022: XXII International Conference on Human Computer Interaction, Teruel, Spain, September 7, 2022

Game-Based Co-creation for Children and Adolescents with Complex Health Conditions.
Proceedings of the Learning Technologies and Systems, 2022

2021
Active Game-Based Solutions for the Treatment of Childhood Obesity.
Sensors, 2021

Human-Robot Interaction and Sexbots: A Systematic Literature Review.
Sensors, 2021

Business Simulation Games Analysis Supported by Human-Computer Interfaces: A Systematic Review.
Sensors, 2021

Affective Communication for Socially Assistive Robots (SARs) for Children with Autism Spectrum Disorder: A Systematic Review.
Sensors, 2021

Educational Inclusion Through ICT.
Rev. Iberoam. de Tecnol. del Aprendiz., 2021

Editorial Announcement.
Rev. Iberoam. de Tecnol. del Aprendiz., 2021

Editorial: Serious Games.
Frontiers Comput. Sci., 2021

Pervasive gaming experiences to promote active aging using the virtual voice assistant Alexa.
Proceedings of the TEEM'21: Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality, Barcelona, Spain, October 26, 2021

Amsawal: H5P-based learning application. A practical example for learning Tamazight.
Proceedings of the TEEM'21: Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality, Barcelona, Spain, October 26, 2021

Delving into gender gap perceptions of computing students: A replication study.
Proceedings of the TEEM'21: Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality, Barcelona, Spain, October 26, 2021

Educational initiatives for bridging the diversity gap in STEM.
Proceedings of the TEEM'21: Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality, Barcelona, Spain, October 26, 2021

A pilot study about the perception of experts in engineering education.
Proceedings of the TEEM'21: Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality, Barcelona, Spain, October 26, 2021

Digital resources online for physical activity and entertainment during the COVID-19 lockdown: a case of study in Spain.
Proceedings of the TEEM'21: Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality, Barcelona, Spain, October 26, 2021

5th International Symposium on Gamification and Games for Learning.
Proceedings of the TEEM'21: Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality, Barcelona, Spain, October 26, 2021

COEDU-IN Project: an inclusive co-educational project for teaching computational thinking and digital skills at early ages.
Proceedings of the 23rd International Symposium on Computers in Education, 2021

Promoting healthy lifestyle habits through learning based on active video games.
Proceedings of the 23rd International Symposium on Computers in Education, 2021

Automatic captions on video calls, a must for the elderly: Using Mozilla DeepSpeech for the STT.
Proceedings of the Interacción '21: XXI International Conference on Human Computer Interaction, 2021

Learning Quantum Computing: An Interaction Protocol for Quantum Computing Interfaces.
Proceedings of the Interacción '21: XXI International Conference on Human Computer Interaction, 2021

Strategies to gender mainstreaming in Engineering studies: a workshop with teachers.
Proceedings of the Interacción '21: XXI International Conference on Human Computer Interaction, 2021

Technological acceptance of voice assistants in older adults: an online co-creation experience.
Proceedings of the Interacción '21: XXI International Conference on Human Computer Interaction, 2021

Introduction of the gender perspective in the university teaching: a study about inclusive language in Spanish.
Proceedings of the IEEE Global Engineering Education Conference, 2021


2020
Health Promotion for Childhood Obesity: An Approach Based on Self-Tracking of Data.
Sensors, 2020

European Proposals to Work in the Gender Gap in STEM: A Systematic Analysis.
Rev. Iberoam. de Tecnol. del Aprendiz., 2020

Diversity and Equity in STEM: Second Part.
Rev. Iberoam. de Tecnol. del Aprendiz., 2020

Guest Editorial Diversity and Equity in STEM.
Rev. Iberoam. de Tecnol. del Aprendiz., 2020

Inclusion in STEM: Challenges for Education in Engineering.
Int. J. Eng. Pedagog., 2020

A Comparative Study on the Support in Engineering Courses: A Case Study in Brazil and Spain.
IEEE Access, 2020

Inclusive Design Toolkit for the Creation of Intergenerational Gamified Experiences.
Proceedings of the TEEM'20: Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality, 2020

Bridging the diversity gap: actions and experiences fostering diversity in STEM.
Proceedings of the TEEM'20: Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality, 2020

Conversational game to improve digital health literacy.
Proceedings of the TEEM'20: Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality, 2020

4th International Symposium on Gamification and Games for Learning (GamiLearn'20).
Proceedings of the TEEM'20: Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality, 2020


Strategies to introduce gender perspective in Engineering studies: a proposal based on self-diagnosis.
Proceedings of the 2020 IEEE Global Engineering Education Conference, 2020

2019
Improving Cognitive Visual-Motor Abilities in Individuals with Down Syndrome.
Sensors, 2019

Effects of a Gamified Educational Program in the Nutrition of Children with Obesity.
J. Medical Syst., 2019

Serious games for rehabilitation: Gestural interaction in personalized gamified exercises through a recommender system.
J. Biomed. Informatics, 2019

Computational Thinking and Down Syndrome: An Exploratory Study Using the KIBO Robot.
Informatics, 2019

Coding as a playground: Promoting positive learning experiences in childhood classrooms.
Comput. Educ., 2019

Bridging the diversity gap in STEM.
Proceedings of the Seventh International Conference on Technological Ecosystems for Enhancing Multiculturality, 2019

Preliminary study about the support perception of engineering students in Spain according to their speciality.
Proceedings of the Seventh International Conference on Technological Ecosystems for Enhancing Multiculturality, 2019

Bringing Computational Thinking to Hospital Classrooms.
Proceedings of the Seventh International Conference on Technological Ecosystems for Enhancing Multiculturality, 2019

Treatment of children obesity and diabetes through gamification: a case of study.
Proceedings of the Seventh International Conference on Technological Ecosystems for Enhancing Multiculturality, 2019

Improving cognitive abilities through gestural interaction.
Proceedings of the REHAB 2019: 5th Workshop on ICTs for improving Patients Rehabilitation Research Techniques, 2019

A MOOC for crossing boundaries in hospital classrooms through ICT.
Proceedings of the 2019 IEEE Learning With MOOCS, 2019

The quest for a better tailoring of gameful design: An analysis of player type preferences.
Proceedings of the XX International Conference on Human Computer Interaction, 2019

Z Generation and Fortnite: New Ethical Paradigms in Video Games Design.
Proceedings of the XX International Conference on Human Computer Interaction, 2019

Sex with robots: analyzing the gender and ethics approaches in design.
Proceedings of the XX International Conference on Human Computer Interaction, 2019

Gamified App for Energy Saving and Sustainability.
Proceedings of the 3rd International Symposium on Gamification and Games for Learning, 2019

Actions to Promote Diversity in Engineering Studies: a Case Study in a Computer Science Degree.
Proceedings of the IEEE Global Engineering Education Conference, 2019

2018
Towards a methodology for user experience assessment of serious games with children with cochlear implants.
Telematics Informatics, 2018

Exploring the Benefits of Using Gamification and Videogames for Physical Exercise: a Review of State of Art.
Int. J. Interact. Multim. Artif. Intell., 2018

Teaching computational thinking to Down syndrome students.
Proceedings of the Sixth International Conference on Technological Ecosystems for Enhancing Multiculturality, 2018

Towards equality in higher education: Innovative Teaching experiences in computer education.
Proceedings of the XIX International Conference on Human Computer Interaction, 2018

Gender Design Methods for Engineering, Responsible Innovation and Interaction.
Proceedings of the XIX International Conference on Human Computer Interaction, 2018

Methodology for systematic literature review applied to engineering and education.
Proceedings of the 2018 IEEE Global Engineering Education Conference, 2018

Methodological proposal for automatic evaluation in collaborative learning.
Proceedings of the 2018 IEEE Global Engineering Education Conference, 2018

Gamified educational programme for childhood obesity.
Proceedings of the 2018 IEEE Global Engineering Education Conference, 2018

Diversity and inclusion in engineering education: Looking through the gender question.
Proceedings of the 2018 IEEE Global Engineering Education Conference, 2018

Empathy and virtual agents for learning applications in symbiotic systems.
Proceedings of the 2018 IEEE Global Engineering Education Conference, 2018

Inclusion of gender perspective in Computer Engineering careers: Elaboration of a questionnaire to assess the gender gap in tertiary education.
Proceedings of the 2018 IEEE Global Engineering Education Conference, 2018

Gender and engineering: Developing actions to encourage women in tech.
Proceedings of the 2018 IEEE Global Engineering Education Conference, 2018

Motivation for students in computer science and design.
Proceedings of the 2018 IEEE Global Engineering Education Conference, 2018

2017
Gamification: a systematic review of design frameworks.
J. Comput. High. Educ., 2017

Initiatives and Strategies to Encourage Women Into Engineering.
Rev. Iberoam. de Tecnol. del Aprendiz., 2017

Assessing User Experience for Serious Games in Auditory-Verbal Therapy for Children with Cochlear Implant.
Proceedings of the Recent Advances in Information Systems and Technologies, 2017

Relation between u-learning, connective learning, and standard xAPI: a systematic review.
Proceedings of the XVIII International Conference on Human Computer Interaction, 2017

2016
Special Section on Human-Computer Interaction and Education.
Rev. Iberoam. de Tecnol. del Aprendiz., 2016

User Recommender System Based on Knowledge, Availability, and Reputation From Interactions in Forums.
Rev. Iberoam. de Tecnol. del Aprendiz., 2016

A Structural Theoretical Framework Based on Motor Play to Categorize and Analyze Active Video Games.
Games Cult., 2016

Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities.
Comput. Hum. Behav., 2016

Uses of accelerometer sensor and its application in m-learning environments: a review of literature.
Proceedings of the Fourth International Conference on Technological Ecosystems for Enhancing Multiculturality, Salamanca, Spain, November 02, 2016

Enhancing phonological awareness in children with dyslexia: application based on a computer learning game environment.
Proceedings of the 4th Workshop on ICTs for improving Patients Rehabilitation Research Techniques, 2016

Gender differences in Computing Programs: Colombian Case Study.
Proceedings of the XVII International Conference on Human Computer Interaction, 2016

Gamification of cognitive training: a crowdsourcing-inspired approach for older adults.
Proceedings of the XVII International Conference on Human Computer Interaction, 2016

Evaluation of UX in Geolocated Serious Games with AR.
Proceedings of the XVII International Conference on Human Computer Interaction, 2016

Gender and Computational Thinking: Review of the literature and applications.
Proceedings of the XVII International Conference on Human Computer Interaction, 2016

Mobile Player Experience Evaluation in RA Geolocalized Serious Games.
Proceedings of the Social Computing and Social Media, 2016

Intelligent systems to support the active self-learning in industrial automation.
Proceedings of the 2016 IEEE Global Engineering Education Conference, 2016

2015
Learning subtraction and addition through digital boards: a Down syndrome case.
Univers. Access Inf. Soc., 2015

La Interfaz de Usuario como Punto de Partida para la Creación Automática de Aplicaciones Móviles - un Enfoque Basado en MDD.
Rev. Colomb. de Computación, 2015

Sistema Inteligente de Enseñanza Aprendizaje Aplicado a la Enseñanza de la Automatización Industrial.
Rev. Colomb. de Computación, 2015

Usability and User Experience: What Should We Care About?
Int. J. Inf. Technol. Syst. Approach, 2015

Agile Software Development Process Applied to the Serious Games Development for Children from 7 to 10 Years Old.
Int. J. Inf. Technol. Syst. Approach, 2015

A Literature Review of Gamification Design Frameworks.
Proceedings of the 7th International Conference on Games and Virtual Worlds for Serious Applications, 2015

Facial Emotion Analysis in Down's syndrome children in classroom.
Proceedings of the XVI International Conference on Human Computer Interaction, 2015

Bringing closer women to engineering: projects and strategies that promote their inclusion.
Proceedings of the XVI International Conference on Human Computer Interaction, 2015

Methods and techniques for evaluating the emotional experiences of children with active videogames.
Proceedings of the XVI International Conference on Human Computer Interaction, 2015

Influence of Gender on Computational Thinking.
Proceedings of the XVI International Conference on Human Computer Interaction, 2015

Interactive Applications as Support for Writing for Children with Learning Disabilities.
Proceedings of the XVI International Conference on Human Computer Interaction, 2015

FRAGGLE: A FRamework for AGile Gamification of Learning Experiences.
Proceedings of the Games and Learning Alliance - 4th International Conference, 2015

Gamified Platform for Physical and Cognitive Rehabilitation.
Proceedings of the Games and Learning Alliance - 4th International Conference, 2015

2014
Development of e-Learning Solutions: Different Approaches, a Common Mission.
Rev. Iberoam. de Tecnol. del Aprendiz., 2014

Design and analysis of collaborative interactions in social educational videogames.
Comput. Hum. Behav., 2014

Gamification in intelligent tutoring systems.
Proceedings of the Second International Conference on Technological Ecosystems for Enhancing Multiculturality, 2014

Methodology of emotional evaluation in education and rehabilitation activities for people with Down syndrome.
Proceedings of the XV International Conference on Human Computer Interaction, 2014

Emotional Navigation in nonlinear narratives: a case study on the influence of color.
Proceedings of the XV International Conference on Human Computer Interaction, 2014

Foreword: Research and New Directions in Human Computer Interaction.
Proceedings of the XV International Conference on Human Computer Interaction, 2014

EMATIC: an inclusive educational application for tablets.
Proceedings of the XV International Conference on Human Computer Interaction, 2014

Standards Evaluation HMI: Application of the guideline GEDIS to the systems SCADA of the NAP (Network Access Point) Canary Islands.
Proceedings of the XV International Conference on Human Computer Interaction, 2014

User Recommender based on information from forums.
Proceedings of the XV International Conference on Human Computer Interaction, 2014

Adaptation Model Content Based in Cultural Profile into Learning Environment.
Proceedings of the XV International Conference on Human Computer Interaction, 2014

2013
Líneas de Investigación en Videojuegos Educativos y Aplicaciones en la Enseñanza Secundaria.
Rev. Colomb. de Computación, 2013

A laboratory experiment for teaching automation inspired by the smart home.
Comput. Appl. Eng. Educ., 2013

Inclusive educational software design with agile approach.
Proceedings of the Technological Ecosystems for Enhancing Multiculturality Conference, 2013

Using social networks at university: The case of school of computer science.
Proceedings of the IEEE Global Engineering Education Conference, 2013

2012
Sección Especial Campus Virtuales.
Rev. Iberoam. de Tecnol. del Aprendiz., 2012

Designing social videogames for educational uses.
Comput. Educ., 2012

Applying an Enterprise Resource Planning (ERP) methodology in the engineering studies.
Proceedings of the IEEE Global Engineering Education Conference, 2012

2011
MNEME: A memory hierarchy simulator for an engineering computer architecture course.
Comput. Appl. Eng. Educ., 2011

Using the Eye Tracking Technique to Evaluate Non-Linear Narratives.
Proceedings of the Eighth International Conference on Information Technology: New Generations, 2011

Natural Interaction without Marks.
Proceedings of the Human-Computer Interaction - INTERACT 2011, 2011

Intelligent Evaluation of Social Knowledge Building Using Conceptual Maps with MLN.
Proceedings of the 4th International Conference on Educational Data Mining, 2011

The Hospital Classrooms Environments Challenge.
Proceedings of the 4th International Conference on Educational Data Mining, 2011

Integrating 3D Animated Characters with Adaptative Tests.
Proceedings of the International Symposium on Distributed Computing and Artificial Intelligence, 2011

User Attention in Nonlinear Narratives: A Case of Study.
Proceedings of the Communicability, Computer Graphics and Innovative Design for Interactive Systems, 2011

Modeling Parallel Applications on Mobile Devices.
Proceedings of the Communicability, Computer Graphics and Innovative Design for Interactive Systems, 2011

2010
Automatic system for the detection and analysis of errors to support the personalized feedback.
Expert Syst. Appl., 2010

2009
Propuesta de Mejora en el Proceso de Aprendizaje del Alumno y su Aplicación a una Asignatura de Arquitectura de Computadores.
Rev. Iberoam. de Tecnol. del Aprendiz., 2009

Towards a Support for Autonomous Learning Process.
Proceedings of the Distributed Computing, 2009

Supporting the Autonomous Learning Process with SIENA.
Proceedings of the CSEDU 2009 - Proceedings of the First International Conference on Computer Supported Education, Lisboa, Portugal, March 23-26, 2009, 2009

2008
A New Set of Features for Robust Change Detection.
Proceedings of the VISAPP 2008: Proceedings of the Third International Conference on Computer Vision Theory and Applications, Funchal, Madeira, Portugal, January 22-25, 2008, 2008

2007
Use of Constructivism and Collaborative Teaching in an ILP Processors Course.
IEEE Trans. Educ., 2007

Applying a constructivist and collaborative methodological approach in engineering education.
Comput. Educ., 2007

SIMDE: An educational simulator of ILP architectures with dynamic and static scheduling.
Comput. Appl. Eng. Educ., 2007

2002
Integrating Multimedia Technology, Knowledge Based System and Speech Processing for the Diagnostic and Treatment of Developmental Dyslexia.
Proceedings of the Intelligent Tutoring Systems, 6th International Conference, 2002

2001
Using KADS methodology in a simulation assisted knowledge based system: application to hospital management.
Expert Syst. Appl., 2001

Exploiting the advantages of symbolically interpretable continuous biomedical parameters with a fuzzyfied symbolic model.
Artif. Intell. Medicine, 2001

Dynamic Generation of Presentations on the WEB: Media Adaptation Technique.
Proceedings of WebNet 2001, 2001

2000
Adaptive Multimedia Interface for Users with Intellectual and Cognitive Handicaps.
Proceedings of the Intelligent Tutoring Systems, 5th International Conference, 2000


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