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Item type:Publication, Risk-Aware Fleet Management in Public Enterprises: A Machine Learning Approach Using Web-Scraped Data(2025) ;Tania Calle-Jimenez ;Flavio Ibujes-Calle; Sandra Sanchez-GordonIn recent years, technological advancements, particularly in artificial intelligence and machine learning, have enabled the automation of tasks once thought impractical. However, many public sector organizations continue to rely on manual processes, especially in areas like vehicle fleet management, where critical operational data remains underutilized. This study addresses that gap by proposing a machine learning model aimed at improving vehicle fleet management in public enterprises. The model focuses on classifying drivers based on their risk levels, leveraging behavioral data, individual driver characteristics, and patterns of vehicle usage to provide actionable recommendations for fleet optimization. A key innovation of this work is the integration of web scraping techniques to automatically collect and update data related to drivers, vehicles, and fleet operations. This significantly reduces the dependency on manual data entry and supports the automation of processes such as vehicle registration validity control. The proposed system also includes the development of driver risk classification models, with results visualized through an interactive dashboard and geospatial map to facilitate strategic decision-making. This approach enhances the efficiency, transparency, and data-driven decision-making capabilities of public entities managing transportation assets. © 2025 IEEE.9 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Learning Through Play: Implementing an Educational Escape Room for Teaching Traditions and Culture(2025); ; ; ;Luis Aguirre-MoralesSandra Sanchez-GordonThis study explores the implementation of an educational Escape Room as a pedagogical strategy to teach tangible cultural heritage to students in Ecuador. This Escape Room was designed using the ADDIE model (Analysis, Design, Development, Implementation and Evaluation) and integrated into the basic education curriculum for Ecuadorian schools. The primary objective was to enhance students’ engagement and understanding of Ecuador’s cultural heritage through an interactive and gamified learning experience. The Escape Room was structured around five missions, each focusing on different aspects of the cultural heritage of five parishes in Ecuador. Students were required to solve puzzles, answer questions, and complete challenges to progress through the game. The results of the implementation, evaluated through observation and student feedback, indicated a high level of student engagement, improved problem-solving skills, and a deeper appreciation for Ecuador’s cultural heritage. The study concludes that Escape Rooms can be an effective tool for teaching cultural heritage, fostering teamwork, creativity, and critical thinking among students. This innovative approach not only makes learning more dynamic and enjoyable but also aligns with modern educational trends that emphasize active and experiential learning.21 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Evaluating Signage Accessibility for Individuals with Visual Impairments: A Case Study in Ecuador(2024); ; ;Sandra Sanchez-GordonTania Calle-JimenezA signage system is a visual design consisting of identification, guidance, explanation, warning, and other functions through a combination of text, graphics, and color that facilitates the orientation and movement of occupants in buildings by representing explicit information about the configuration and overall structure of the building. In this sense, well-placed signage provides information and significantly influences the search for paths in public spaces, but not all of these spaces meet the conditions of accessibility and inclusion. From this perspective, the general objective of this research is to identify, analyze, and evaluate the shortcomings of signage for individuals with visual impairments based on the requirements and legal regulations in Ecuador. The methodology was based on collecting photographs of signage located in a higher education institution. These photographs were selected in a way that they encompass the most important characteristics of informative signage. The results show that 44.44% comply with the current regulations in Ecuador, and 66.66% comply with the regulations for the inclusion of individuals with low vision. In the future, it is considered to propose a signage system that incorporates technology.10 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Eye-Tracking and Pictograms: Improving Communication and Accessibility for Senior Adults(2024); ; Sandra Sanchez-GordonAn important factor in exploring the world around us and understanding the cognitive process of individuals is analyzing the characteristics and behavior of the eyes, as they provide reliable information. Improving communication processes with users through visual communication environments can create an accessible environment for virtual interaction. In this context, the global population is aging at a faster rate, leading to social transformation. This population segment may face challenges with language skills, health issues, psychological disorders, and traumas that can limit their ability to speak or move. The purpose of this study is to investigate whether eye-tracking, using the eye-tracking device, will enable senior adults to interact with their caregivers through a pictogram-based interface, allowing them to generate messages and communicate their needs. The research method involves the conceptual development of an experiment designed for senior adults, including the use of an eye-tracking device, calibration tests, and interface responses. This research aims to better understand and promote the importance of meeting the needs and expectations of the elderly segment.20 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Web Accessibility and Inclusion in Online National Population Censuses: Insights from Ecuador(2024) ;Sandra Sanchez-Gordon; Mary Sánchez-GordónThe creation of smart societies involves harnessing technological innovations to improve the quality of life of all citizens. Web accessibility and inclusion are fundamental pillars for achieving this goal. Population censuses provide demographic information that allows governments to develop public policies that address the specific needs of diverse communities. Although many countries have adopted population census strategies involving online questionnaires, implementation of online population censuses with web accessibility and inclusivity considerations has not been addressed in the scientific literature. While digitization of population censuses provides benefits, it can also exclude those facing online participation barriers. One of the challenges is the lack of web accessibility for citizens with disabilities. This exploratory study focuses on technical aspects and analyzes the web accessibility issues detected in the online population census conducted in Ecuador in 2022. In general terms, this online census did not comply with the Web Content Accessibility Guidelines (WCAG) 2.2, thus making interaction difficult for people with blindness, low vision, and limited movement, among other disabilities. Likewise, there are other issues related to data privacy and the inclusiveness of online censuses. People with disabilities and other underrepresented social groups may have limited access to devices and internet connections, reducing their ability to participate in online population censuses. This can cause a bias in the data collected, affecting the accurate representation of the population. In the case of Ecuador's 2022 population census, this might be the cause of a contradiction that arose between the data collected, the previous data, and the growth projections regarding the Afro-descendant population.18 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Usability Evaluation for Cloud-Based Enterprise Resource Planning Systems(2025) ;Sandra Sanchez-Gordon; ;María-Elena Cruz-ArtiedaTania Calle-JimenezThis study proposes a practical model to evaluate the usability of cloud-based ERP systems. The proposed model involves quantitative and qualitative methods, that is, we propose a mixed-methods approach that includes four dimensions: customized heuristics assessment with usability experts, use of automated tools, usability testing with users, and social factors assessment with organizational experts. This novel model differs from others in that it incorporates social factors into the usability assessment, recognizing the broad impact of the technology on the organization and vice versa. This last dimension ensures that the proposed usability assessment model is more relevant than traditional models in real business environments. The viability of the proposed model was demonstrated by providing case study results.13 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Artificial Intelligence and Assistive Technologies: A Systematic Review of Educational Applications for Disabilities(2025); ; ;Tania Calle-JimenezSandra Sanchez-GordonThe global population of individuals with disabilities, representing 15% of the world’s people, faces significant challenges in accessing higher education due to insufficient accessibility and persistent discrimination. This paper aims to evaluate the integration of artificial intelligence (AI) and assistive technologies in higher education to improve learning experiences for students with disabilities. Despite advancements in AI, only a small proportion of students with disabilities report satisfaction with existing inclusion efforts. Through a systematic review of the scientific literature from 2019 to 2023, this study examines the current use of AI in higher education, focusing on its application to enhance accessibility, personalized learning, and support for students with disabilities. The research highlights key areas such as intelligent tutoring systems, adaptive learning, and the role of educational technologies in fostering inclusion. While AI and assistive technologies hold great potential, challenges including ethical concerns, biases, and the low adoption rate of assistive technologies remain. The findings emphasize the need for further research to ensure that AI fosters genuine inclusion rather than exacerbating exclusion, urging continued efforts in developing more accessible educational environments for all students.39 - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Applying Usability Engineering in Educational Video Games. Case Study: Learning English for Spanish-Speaking Children Aged 6 to 8 Years(2025) ;Tania Calle-Jimenez; ;Maria-Elena Cruz-ArtiedaSandra Sanchez-GordonThe English Proficiency Index results from 2024 show that the Spanish-speaking population has limited English proficiency. This deficiency has an impact on the population's academic training, as well as on job opportunities. Promoting early English language learning in Spanish-speaking children is essential to ensure comprehensive development at this crucial stage. The methodology proposed in this study focuses on creating an attractive and friendly user experience using design principles based on usability engineering to maximize learning effectiveness. This research aims to solve the problem related to information retention and friendly interaction for Spanish-speaking children aged six to eight years with an educational video game for learning English. The application aims to promote English learning from an early age, taking advantage of children's innate abilities to absorb a language effectively during this development phase. In this research work, an educational video game was designed to ensure that it is usable at all stages of development, from requirements specification to design, coding, and usability testing. Additionally, usability tests were conducted to evaluate the interface and the level of information retention. The results show that the video game developed using the proposed methodology complies with the usability principles.14
