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  1. Since the COVID-19 Pandemic began, there have been several efforts to create new technology to mitigate the impact of the COVID-19 Pandemic around the world. One of those efforts is to design a new task force, robots, to deal with fundamental goals such as public safety, clinical care, and continuity of work. However, those characteristics need new products based on features that create them more innovatively and creatively. Those products could be designed using the S4 concept (sensing, smart, sustainable, and social features) presented as a concept able to create a new generation of products. This paper presents a low-cost robot, Robocov, designed as a rapid response against the COVID-19 Pandemic at Tecnologico de Monterrey, Mexico, with implementations of artificial intelligence and the S4 concept for the design. Robocov can achieve numerous tasks using the S4 concept that provides flexibility in hardware and software. Thus, Robocov can impact positivity public safety, clinical care, continuity of work, quality of life, laboratory and supply chain automation, and non-hospital care. The mechanical structure and software development allow Robocov to complete support tasks effectively so Robocov can be integrated as a technological tool for achieving the new normality’s required conditions according to government regulations. Besides, the reconfiguration of the robot for moving from one task (robot for disinfecting) to another one (robot for detecting face masks) is an easy endeavor that only one operator could do. Robocov is a teleoperated system that transmits information by cameras and an ultrasonic sensor to the operator. In addition, pre-recorded paths can be executed autonomously. In terms of communication channels, Robocov includes a speaker and microphone. Moreover, a machine learning algorithm for detecting face masks and social distance is incorporated using a pre-trained model for the classification process. One of the most important contributions of this paper is to show how a reconfigurable robot can be designed under the S3 concept and integrate AI methodologies. Besides, it is important that this paper does not show specific details about each subsystem in the robot. 
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  2. Depression is a common mental illness characterized by sadness, lack of interest, or pleasure. According to the DSM-5, there are nine symptoms, from which an individual must present 4 or 5 in the last two weeks to fulfill the diagnosis criteria of depression. Nevertheless, the common methods that health care professionals use to assess and monitor depression symptoms are face-to-face questionnaires leading to time-consuming or expensive methods. On the other hand, smart homes can monitor householders’ health through smart devices such as smartphones, wearables, cameras, or voice assistants connected to the home. Although the depression disorders at smart homes are commonly oriented to the senior sector, depression affects all of us. Therefore, even though an expert needs to diagnose the depression disorder, questionnaires as the PHQ-9 help spot any depressive symptomatology as a pre-diagnosis. Thus, this paper proposes a three-step framework; the first step assesses the nine questions to the end-user through ALEXA or a gamified HMI. Then, a fuzzy logic decision system considers three actions based on the nine responses. Finally, the last step considers these three actions: continue monitoring through Alexa and the HMI, suggest specialist referral, and mandatory specialist referral. 
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  3. The most effective strategy for homes to save energy is by decreasing their electricity consumption. Home Energy Management Systems connect appliances that improve households’ energy performance to thermal comfort. These systems need to take into account human behavior regarding saving energy and thermal comfort. This paper proposes a three-step framework that integrates the Smart Residential Load Simulator (SRLS), Adaptive-Network based on Fuzzy Inference System (ANFIS), and a gamification structure to develop an interface designed to reduce energy consumption without losing thermal comfort. Finally, a gamified mock-up for mobile devices is displayed for a household with high energy consumption levels and a temperature setpoint of 23 ℃. This proposal integrates the concept of social products to empower the interaction between devices and end-users. 
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