Del-Valle-Soto, Carolina
Main Affiliation
Preferred name
Del-Valle-Soto, Carolina
Official Name
del Valle Soto, Carolina
ORCID
0000-0002-0272-3275
Researcher ID
T-5779-2017
Scopus Author ID
56257456700
121 results
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Item type:Publication, Real-Time Object Finding for the Visually Impaired Using an Image-to-Speech Wearable Device(Springer Nature Switzerland, 2025-11-18); ;Edwige Pissaloux; ;Claudia L. Garzón-CastroRoberto de Fazio - Some of the metrics are blocked by yourconsent settings
Item type:Publication, A transformer-based method for radio-frequency fingerprinting of IoT devices(Elsevier BV, 2026-04); ; ; ;Bazdresch, MiguelMex-Perera, Carlos - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Generative AI and the scientific landscape: a bibliometric exploration of its global impact(Editorial Académica Dragón Azteca, 2026-02-16) ;Cossio Franco, Edgar Gonzalo ;Sossa Azuela, Juan Humberto ;Larios Rosillo, Víctor Manuel ;Maciel Arellano, RocioArreola Marín, María EsmeraldaThe present comparative bibliometric study (2020-2025) of the Scopus and WoS databases on Generative Artificial Intelligence (GenAI) reveals accelerated growth, concentrating more than 95% of the production and reaching its peak impact in 2025. Thematically, the intersection of communication and technology/education dominates. Geographically, the United States leads production, but Asia-Pacific institutions (Hong Kong) are key. The field of GenAI is a massive trend driven by concentrated collaboration between North America and Asia. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Forehead and In-Ear EEG Acquisition and Processing: Biomarker Analysis and Memory-Efficient Deep Learning Algorithm for Sleep Staging with Optimized Feature Dimensionality(MDPI AG, 2025-10-01) ;Roberto De Fazio ;Şule Esma Yalçınkaya ;Ilaria Cascella; Massimo De VittorioAdvancements in electroencephalography (EEG) technology and feature extraction methods have paved the way for wearable, non-invasive systems that enable continuous sleep monitoring outside clinical environments. This study presents the development and evaluation of an EEG-based acquisition system for sleep staging, which can be adapted for wearable applications. The system utilizes a custom experimental setup with the ADS1299EEG-FE-PDK evaluation board to acquire EEG signals from the forehead and in-ear regions under various conditions, including visual and auditory stimuli. Afterward, the acquired signals were processed to extract a wide range of features in time, frequency, and non-linear domains, selected based on their physiological relevance to sleep stages and disorders. The feature set was reduced using the Minimum Redundancy Maximum Relevance (mRMR) algorithm and Principal Component Analysis (PCA), resulting in a compact and informative subset of principal components. Experiments were conducted on the Bitbrain Open Access Sleep (BOAS) dataset to validate the selected features and assess their robustness across subjects. The feature set extracted from a single EEG frontal derivation (F4-F3) was then used to train and test a two-step deep learning model that combines Long Short-Term Memory (LSTM) and dense layers for 5-class sleep stage classification, utilizing attention and augmentation mechanisms to mitigate the natural imbalance of the feature set. The results—overall accuracies of 93.5% and 94.7% using the reduced feature sets (94% and 98% cumulative explained variance, respectively) and 97.9% using the complete feature set—demonstrate the feasibility of obtaining a reliable classification using a single EEG derivation, mainly for unobtrusive, home-based sleep monitoring systems. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Electrodermal Response Patterns and Emotional Engagement Under Continuous Algorithmic Video Stimulation: A Multimodal Biometric Analysis(MDPI AG, 2026-01-18); ; ; ;David Contreras-TiscarenoDiego Sebastian Montoya-RodriguezExcessive use of short-form video platforms such as TikTok has raised growing concerns about digital addiction and its impact on young users’ emotional well-being. This study examines the relationship between continuous TikTok exposure and emotional engagement in young adults aged 20–23 through a multimodal experimental design. The purpose of this research is to determine whether emotional engagement increases, remains stable, or declines during prolonged exposure and to assess the degree of correspondence between facially inferred engagement and physiological arousal. To achieve this, multimodal biometric data were collected using the iMotions platform, integrating galvanic skin response (GSR) sensors and facial expression analysis via Affectiva’s AFFDEX SDK 5.1. Engagement levels were binarized using a logistic transformation, and a binomial test was conducted. GSR analysis, merged with a 50 ms tolerance, revealed no significant differences in skin conductance between engaged and non-engaged states. Findings indicate that although TikTok elicits strong initial emotional engagement, engagement levels significantly decline over time, suggesting habituation and emotional fatigue. The results refine our understanding of how algorithm-driven, short-form content affects users’ affective responses and highlight the limitations of facial metrics as sole indicators of physiological arousal. Implications for theory include advancing multimodal models of emotional engagement that account for divergences between expressivity and autonomic activation. Implications for practice emphasize the need for ethical platform design and improved digital well-being interventions. The originality and value of this study lie in its controlled experimental approach that synchronizes facial and physiological signals, offering objective evidence of the temporal decay of emotional engagement during continuous TikTok use and underscoring the complexity of measuring affect in highly stimulating digital environments. - Some of the metrics are blocked by yourconsent settings
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Item type:Publication, Audio’s Impact on Deep Learning Models: A Comparative Study of EEG-Based Concentration Detection in VR Games(MDPI AG, 2025-10-29); ; ; ; Francisco R. Castillo-SoriaThis study investigates the impact of audio feedback on cognitive performance during VR puzzle games using EEG analysis. Thirty participants played three different VR puzzle games under two conditions (with and without audio) while their brain activity was recorded. To analyze concentration levels and neural engagement patterns, we employed spectral analysis combined with a preprocessing algorithm and an optimized Deep Neural Network (DNN) model. The proposed processing stage integrates feature normalization, automatic labeling based on Principal Component Analysis (PCA), and Gamma band feature extraction, transforming concentration detection into a supervised classification problem. Experimental validation was conducted under the two gaming conditions in order to evaluate the impact of multisensory stimulation on model performance. The results show that the proposed approach significantly outperforms traditional machine learning classifiers (SVM, LR) and baseline deep learning models (DNN, DGCNN), achieving a 97% accuracy in the audio scenario and 83% without audio. These findings confirm that auditory stimulation reinforces neural coherence and improves the discriminability of EEG patterns, while the proposed method maintains a robust performance under less stimulating conditions. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, A Systematic Review and Energy-Centric Taxonomy of Jamming Attacks and Countermeasures in Wireless Sensor Networks(MDPI AG, 2026-01-15); ; ; ;Vázquez-Castillo, JavierMex-Perera, Carlos - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Efficient Deep Learning-Based M-PSK Detection for OFDM V2V Systems Using MobileNetV3(MDPI AG, 2026-03-11) ;Tonix-Gleason, Luis E.; ;Peña-Campos, Fernando ;del Puerto-Flores, Dunstano - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Effects of a dual intervention (motor and virtual reality-based cognitive) on cognition in patients with mild cognitive impairment: a single-blind, randomized controlled trial(2024) ;Jorge Buele ;Fátima Avilés-Castillo; ;José Varela-AldásGuillermo Palacios-Navarro<jats:title>Abstract</jats:title><jats:sec> <jats:title>Background</jats:title> <jats:p>The increase in cases of mild cognitive impairment (MCI) underlines the urgency of finding effective methods to slow its progression. Given the limited effectiveness of current pharmacological options to prevent or treat the early stages of this deterioration, non-pharmacological alternatives are especially relevant.</jats:p> </jats:sec><jats:sec> <jats:title>Objective</jats:title> <jats:p>To assess the effectiveness of a cognitive-motor intervention based on immersive virtual reality (VR) that simulates an activity of daily living (ADL) on cognitive functions and its impact on depression and the ability to perform such activities in patients with MCI.</jats:p> </jats:sec><jats:sec> <jats:title>Methods</jats:title> <jats:p>Thirty-four older adults (men, women) with MCI were randomized to the experimental group (<jats:italic>n</jats:italic> = 17; 75.41 ± 5.76) or control (<jats:italic>n</jats:italic> = 17; 77.35 ± 6.75) group. Both groups received motor training, through aerobic, balance and resistance activities in group. Subsequently, the experimental group received cognitive training based on VR, while the control group received traditional cognitive training. Cognitive functions, depression, and the ability to perform activities of daily living (ADLs) were assessed using the Spanish versions of the Montreal Cognitive Assessment (MoCA-S), the Short Geriatric Depression Scale (SGDS-S), and the of Instrumental Activities of Daily Living (IADL-S) before and after 6-week intervention (a total of twelve 40-minutes sessions).</jats:p> </jats:sec><jats:sec> <jats:title>Results</jats:title> <jats:p>Between groups comparison did not reveal significant differences in either cognitive function or geriatric depression. The intragroup effect of cognitive function and geriatric depression was significant in both groups (<jats:italic>p</jats:italic> < 0.001), with large effect sizes. There was no statistically significant improvement in any of the groups when evaluating their performance in ADLs (control, <jats:italic>p</jats:italic> = 0.28; experimental, <jats:italic>p</jats:italic> = 0.46) as expected. The completion rate in the experimental group was higher (82.35%) compared to the control group (70.59%). Likewise, participants in the experimental group reached a higher level of difficulty in the application and needed less time to complete the task at each level.</jats:p> </jats:sec><jats:sec> <jats:title>Conclusions</jats:title> <jats:p>The application of a dual intervention, through motor training prior to a cognitive task based on Immersive VR was shown to be a beneficial non-pharmacological strategy to improve cognitive functions and reduce depression in patients with MCI. Similarly, the control group benefited from such dual intervention with statistically significant improvements.</jats:p> </jats:sec><jats:sec> <jats:title>Trial registration</jats:title> <jats:p>ClinicalTrials.gov NCT06313931; <jats:ext-link xmlns:xlink="http://www.w3.org/1999/xlink" ext-link-type="uri" xlink:href="https://clinicaltrials.gov/study/NCT06313931">https://clinicaltrials.gov/study/NCT06313931</jats:ext-link>.</jats:p> </jats:sec>Scopus© Citations 3 5
