Senior Computer Science Engineer, Assistant Professor, and PhD student in Game UX & AI
Computer Science Engineer
Assistant Professor, and Game AI/UX and HCI researcher.
I am a Senior Researcher at the Madrid Human-Computer Interaction Laboratory (MadHCILab) and Assistant Professor on Human-Computer Interaction and Software Engineering at the Escuela Técnica Superior de Ingenieros Informáticos of the Universidad Politécnica de Madrid (ETSIINF, UPM). My background includes teaching on Programming, HCI and Game Design subjects at Universidad CEU San Pablo, and the Centro Universitario de Tecnología, Arte y Diseño (U-TAD) of the Universidad Camilo Jose Cela. My research is mainly focused on Artificial Intelligence and User Experience on Games, in particular on Inteligent Virtual Agents, Multi-Agent Systems, and Human-Agent Interaction in real-time scenarios.
Since I enrolled in college, I am passionate about Informatics and research. Since 2017, I decided to fulfill one of my well-defined objective: Become a Ph.D. and be part of teaching and university researching. My first steps in research started in 2016, where I lived one of my best experiences in my career as a researcher in Tokyo. Following, I worked in 2016-17 at CERN as a Project Associate Member in the Telecom & Radio section. Currently, I am contributing to the Human-Computer Interaction Lab at UPM as a collaborator meanwhile I work as a Senior Full-Stack Engineer for the UPM principalship.
On the other hand, I am also an active member of the university alumni. From the beginning, I have been involved in all kinds of activities: workshops, courses, the delegation of students and alumni associations, inter alia. Moreover, in my last two years, I have been president of an alumni association, mentor for new students, collaborator, organizer, and speaker in large-scale events, representing my faculty and the university. I am able to work hard, to cope with adverse situations, self-motivated, quick learning, and stress tolerance, among others. My international background gave a great opportunity for knowing amazing people and enrich myself both as a professional and as a person. I learned how to be adaptable, creative, sociable, teamwork, coachable, endurance, active, and entrepreneur with my goals.
Virtual Environments, Human-Agent Interaction
Distributed AI, Resilient Systems, Constraint Optimisation
Gamification for Elders, Exergames, Human-Agent Interaction
Distributed Systems, Cloud Computing
Distributed AI, Constraint Optimisation
Education and training
Specialisation on Distributed AI and HCI
Specialisation on Distributed Systems
ACM Transactions on Autonomous and Adaptive Systems
JCR Q2 Multi-Agent Systems Distributed Optimisation
Team formation (TF) faces the problem of defining teams of agents able to accomplish a set of tasks. Resilience on TF problems aims to provide robustness and adaptability to unforeseen events involving agent deletion. However, agents are unaware of the inherent social welfare in these teams. This paper tackles the problem of how teams can minimize their effort in terms of organisation and communication considering these dynamics. Our main contribution is twofold: first, we introduce the Stabilisable Team Formation (STF) as a generalisation of current resilient TF model, where a team is stabilisable if it possesses and preserves its inter-agent organisation from a graph-based perspective. Second, our experiments show that stabilisability is able to reduce the exponential execution time in several units of magnitude with the most restrictive configurations, proving that communication effort in subsequent task allocation problems are relaxed compared with current resilient teams. To do so, we developed SBB-ST, a branch-and-bound algorithm based on Distributed Constrained Optimisation Problems (DCOP) to compute teams. Results evidence that STF improves their predecessors, extends the resilience to subsequent task allocation problems represented as DCOP, and evidence how Stabilisability contributes to resilient TF problems by anticipating decisions for saving resources and minimizing the effort on team organisation in dynamic scenarios.
JCR Q1 Multi-Agent Systems Distributed Optimisation
Context: At present, sensor-based systems are widely used to solve distributed problems in changing environments where sensors are controlled by intelligent agents. On Multi-Agent Systems, agents perceive their environment through such sensors, acting upon that environment through actuators in a continuous cycle. These problems have not always been addressed from an ad-hoc perspective, designed specifically for the circumstances of the problem at hand. Instead, they have been modelled under a common mathematical framework as distributed constrained optimisation problems (DCOP). Objective: The question to answer is how sensor-based scenarios have been modelled as DCOPs in changing environments known as Dynamic DCOP and what their trends, gaps, and progression are. Method: A systematic mapping study of Dynamic DCOPs has been conducted, considering the scattered literature and the lack of consensus in the terminology. Results: Given the high complexity of distributed constraint-based problems, priority is given to obtaining sub-optimal but fast responses with a low communication cost. Other trending aspects are the scalability and guaranteeing the solution over time. Conclusion: Despite some lacks in the analysis and experimentation in real-world scenarios, a large set that is applicable to changing sensor-based scenarios is evidenced, along with proposals that allow the integration of off-the-shell constraint-based algorithms.
Lecture Notes on Computer Science
Scimago Q2 Software Engineering
Since the publication of agile manifesto in 2001, agile methodologies has been gaining significant interest in both software industry and research community. Agile User-Centered Design (AUCD) assesses the challenge of integrating agile development with user experience and usability techniques. Although both methodologies have similarities, their scope and perspective are different and difficult to integrate. The eHealth domain implies additional challenges in terms of usability, due to the differences between healthcare professionals, and lack of knowledge of the day-to-day work carried out in different care tiers. Therefore, the challenge is twofold: to achieve an adequate symbiosis of work between teams, and design a solution adapted to the needs of diverse stakeholders with vast differences in their context of use. We designed a lightweight AUCD process adapted to such situation, and we present our experience in the design and implementation of such development process for the development of a system to monitor frailty in elder patients with support for both community and specialized care. As a result, our UCD process has achieved both iterative and incremental value generation, maintaining a good coordination between developers and UX designers, and resulting on a usable solution with regard to target users.
Studies in Health Technology and Informatics
Conference Software Engineering
Frailty condition is an intermediate state in the ageing trajectory, preceding the onset of disability, and is becoming both challenging and priority to guarantee the sustainability of healthcare systems. To address it, we designed a software platform for supporting CGA and monitoring the activities performed at patients' dwelling. We have implemented an alert engine to inform the care professionals of intrinsic capacity decline, and a decision support system for referral recommendations. Besides, the platform enables them to provide tailored interventions to their patients.
ICT4AWE 2020 - Proceedings of the 6th International Conference on Information and Communication
Gamification and Serious games techniques have been accepted as an effective method to strengthen the performance and motivation of people in education, health, entertainment, workplace and business. Concretely, exergames have been increasingly applied to raise physical activities and health or physical performance improvement among elders. To the extend of our understanding, there is an extensive research on gamification and serious games for elderly in health. However, conducted studies assume certain issues regarding context biases, lack of applied guidelines or standardization, or weak results. We assert that a greater effort must be applied to explore and understand the needs and motivations of elderly players. Further, for improving the impact in proof-of-concept solutions and experiments some well-known guidelines or foundations must be adopted. In our current work, we are applying exergames on elderly with frailty condition in order to improve patient engagement in healthcare prevention and intervention. We suggest that to detect and reinforce such traits on elderly is adequate to extend the literature properly.