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Juana Isabel Méndez

Publications

  • A Rapid HMI Prototyping Based on Personality Traits and AI for Social Connected Thermostats
  • Using Deep Learning in Real-Time for Clothing Classification with Connected Thermostats
  • A smooth and accepted transition to the future of cities based on the standard ISO 37120, artificial intelligence, and gamification constructors
  • Empower saving energy into smart homes using a gamification structure by social products
  • A Methodology to Motivate Students to Develop Transversal Competencies in Academic Courses Based on the Theory of Planned Behavior by using Gamification and ANNs
  • A Model Using Artificial Neural Networks and Fuzzy Logic for Knowing the Consumer on Smart Thermostats as a S3 Product
  • Health: Human-Machine Interaction, Medical Robotics, Patient Rehabilitation
  • Energy Savings in Buildings Based on Image Depth Sensors for Human Activity Recognition
  • Smart Homes as Enablers for Depression Pre-Diagnosis Using PHQ-9 on HMI through Fuzzy Logic Decision System
  • Tailored gamification and serious game framework based on fuzzy logic for saving energy in connected thermostats
  • Multi-sensor System, Gamification, and Artificial Intelligence for Benefit Elderly People
  • Empower saving energy into smart communities using social products with a gamification structure for tailored Human–Machine Interfaces within smart homes
  • Empowering saving energy at home through serious games on thermostat interfaces
  • Evolving Gamified Smart Communities in Mexico to Save Energy in Communities through Intelligent Interfaces
  • Designing a Consumer Framework for Social Products Within a Gamified Smart Home Context
  • Smart City Concept Based on Cyber-Physical Social Systems with Hierarchical Ethical Agents Approach
  • Embedded Real-Time Clothing Classifier Using One-Stage Methods for Saving Energy in Thermostats
  • Human-Machine Interfaces for Socially Connected Devices: From Smart Households to Smart Cities
  • Smart cities using social cyber-physical systems driven by education
  • A Gamified HMI as a Response for Implementing a Smart-Sustainable University Campus
  • A Real-Time Adaptive Thermal Comfort Model for Sustainable Energy in Interactive Smart Homes: Part I
  • Gamified Smart Grid Implementation Through Pico, Nano, and Microgrids in a Sustainable Campus
  • The Energy 4.0 Concept and Its Relationship with the S3 Framework
  • A Real-Time Adaptive Thermal Comfort Model for Sustainable Energy in Interactive Smart Homes: Part II
  • Demand Side Management and Transactive Energy Strategies for Smart Cities
  • Connected Citizens are Smart Citizens
  • Keystone for Smart Communities—Smart Households
  • The Smart C^{3} Model—Smart Citizens, Communities and Cities
  • Smart Communities
  • Smart Communities and Cities as a Unified Concept
  • Current Smart Communities and Cities
  • Data and AI Driving Smart Cities
  • Framework for promoting social interaction and physical activity in elderly people using gamification and fuzzy logic strategy
  • S4 Product Design Framework: A Gamification Strategy Based on Type 1 and 2 Fuzzy Logic
  • Empower Saving Energy into Smart Communities using Social Products with a Gamification Structure for Tailored Human-Machine Interfaces within Smart Homes
  • Energy Management System Based on a Gamified Application for Households
  • Information Communication Technologies, Artificial Intelligence, and Social Robotics: a Complex-Thinking Vector in Higher Education?
  • 3rd International Conference on Smart Multimedia, ICSM 2022
  • Human-machine interfaces for socially connected devices: From smart households to smart cities
  • Preface
  • Circular economy strategy based on digital technologies and the S4 framework: a case study on smartphones
  • A static rooftop shading system for year-round thermal comfort and energy savings in hot climates
  • A Model Using Artificial Neural Networks and Fuzzy Logic for Knowing the Consumer on Smart Thermostats as a S3 Product
  • Tomatorugoso: An Open-Access Tomato Brown Rugose Fruit Virus Dataset for Computer Visual Inspection
  • Developing a virtual reality and AI-based framework for advanced digital manufacturing and nearshoring opportunities in Mexico
  • Multi-Challenge-Based Learning in Engineering: A new model in Experiential Education
  • Smart City Products and Their Materials Assessment Using the Pentagon Framework
  • The Next Step in Challenge-Based Learning: Multiple Challenges in a Single Course in Engineering: A New Model in Experiential Education
  • Advancing sustainable manufacturing: a case study on plastic recycling
  • Smart interfaces to assist the operator in the context of industry 4.0 with a 5S human-centric approach
  • A Comprehensive Framework Integrating ML, Automation Pyramid, and KPIs for Industry 5.0
  • Potential of Social Robots and ICTs in Higher Education: Enhancing Complex Thinking and Meta-Competencies
  • The Role of Personality Traits for Tailoring Immersive Experiences in Virtual Reality Environments
  • Human Behavior and Personality Reduced Survey to Promote Machines and Human Interactions
  • Multiplayer System for a Collaborative Experience Using Digital Technologies in a Physical Space
  • Evaluating and Enhancing UV-C Seed Chambers Design for Urban and Peri-Urban Agriculture: A Multi-Criteria Approach using the Penta-S Model
  • Proof of Concept: Creation of a Computer Vision Dataset for Tomato Brown Rugose Fruit Virus Detection

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Co-workers & collaborators

  • Claudia Hernández-Aguilar

  • Raul Romero-Galindo

  • Flavio Arturo Domínguez-Pacheco

Juana Isabel Méndez's public data