My researchgate profile: https://www.researchgate.net/profile/Maria-Montoya-6
2024
Exploring the Design of Playful Devices for Surfing. CHIPLAY 2024. Work-In-Progress.
Towards the Design of PlayfulWater Experiences Using Interactive Technology. CHIPLAY 2024. Doctoral Consortium.
Multimodal Sports Interaction: Wearables and HCI in Motion. Ubicomp/IMWUT 2024. Workshop (organizing). ACM. Available here.
Exploring an Extended Reality Floatation Tank Experience to Reduce the Fear of Being in Water. CHI 2024. Available here.
Grand Challenges in WaterHCI. CHI 2024. Available here.
Grand Challenges in SportsHCI. CHI 2024. Available here.
Evaluation of custom-made VR exergame for at-home Stroke rehabilitation. A longitudinal single-arm study. Available here.
Design of Virtual Reality Exergames for Upper Limb Stroke Rehabilitation Following Iterative Design Methods: Usability Study. Available here.
2023
Fluito: Towards Understanding the Design of Playful Water Experiences Through an Extended Reality Floatation Tank System. CHI PLAY 2023. Available here.
Fused Spectatorship: Designing Bodily Experiences Where Spectators Become Players. CHI PLAY 2023. Available here.
Demonstrating Fluito: A playful floatation tank experience. CHI 2023 Interactivity. HONORABLE MENTION: JURY’S BEST DEMO RECOGNITION. Available here.
2022
Towards an Initial Understanding of the Design of Playful Water Experiences Through Flotation. CHIPLAY202. Available here.
Going into Depth: Learning from a Survey of Interactive Designs for Aquatic Recreation. Available here.
Splash! Identifying the Grand Challenges for WaterHCI. Workshop at CHI'22. Available here.
From exergames to immersive virtual reality systems: serious games for supporting older adults. Link: https://doi.org/10.1016/B978-0-323-85173-2.00011-4
Design of a videogame for projectile motion teaching using a user-centred design process. SCIENTIA ET TECHNICA MAGAZINE, VOL. 27, NUM. 3.
CONTEXTUAL DESIGN FOR THE DEVELOPMENT OF A VR-BASED VIDEOGAME FOR THE PHYSICAL REHABILITATION OF PEOPLE WITH STROKE “Diseño contextual para la creación de videojuego basado en Realidad Virtual usado en terapia de rehabilitación física en personas con accidente cerebrovascular”. REVISTA EIA (EIA MAGAZINE) VOL. 19, NUM 38 (2022).
2021
A virtual reality bus ride as an ecologically valid assessment of balance: a feasibility study. Link: https://doi.org/10.1007/s10055-021-00521-6
Exploring Coordination Patterns in VR-Based Rehabilitation for Stroke Using the Kinect Sensor. Link: https://doi.org/10.1007/978-3-030-77414-1_27
Fatigue-aware videogame using biocybernetic adaptation: a pilot study for upper-limb rehabilitation with sEMG. Link: https://doi.org/10.1007/s10055-021-00561-y
2020
Enhancing Virtual Rehabilitation in Upper Limbs with Biocybernetic Adaptation. The Effects of Virtual Reality in the Perceived Muscle Fatigue, Game Performance and User Experience. Link: https://ieeexplore-ieee org.ezproxy.utp.edu.co/document/8966513/authors#authors
Design of an Upper Limbs Rehabilitation Videogame with sEMG and Biocybernetic Adaptation. Link: https://dl.acm.org/doi/10.1145/3364138.3364170
Embodying the Homunculus in Virtual Reality: Creating an Interactive Laboratory Procedure for Brain Mapping and Visualization. Link: https://dl.acm.org/doi/abs/10.1145/3364138.3364168
2019
Cross-validation of a classification method applied in a database of sEMG contractions collected in a body interaction videogame. Link: https://iopscience.iop.org/article/10.1088/1742-6596/1247/1/012049
2018
Dynamic Systems Theory in Human Movement Exploring Coordination Patterns by Angle-Angle Diagrams Using Kinect. Link: https://ieeexplore-ieee-org.ezproxy.utp.edu.co/document/8493416
2017
Surface EMG based muscle fatigue detection using a low-cost wearable sensor and amplitude-frequency analysis. Link: http://fundacioniai.org/actas/Actas1/Actas%201.5.pdf
2015
Muscle fatigue detection through wearable sensors. A comparative study using the myo armband. Link: https://dl.acm.org/doi/10.1145/3123818.3123855