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    User Experience in Virtual Reality (VR) Applications for Elderly People with Cognitive Impairment and Dementia: A Scoping Review
    (2024) ; ;
    Guillermo Palacios-Navarro
    Background: In recent years, Virtual Reality (VR) has emerged as a promising tool to improve the well-being and functional capabilities of older adults. Although VR applications have shown positive results, their impact on user experience and therapeutic outcomes still needs to be evaluated. Objective: This scoping review aims to analyze existing studies on VR use in older adults with neurodegenerative disorders, focusing on the factors that influence usability, satisfaction, and immersion, as well as the effects on emotional and cognitive well-being. Materials and Methods: Empirical studies in English were included on VR applications applied to older adults with cognitive impairment without study design restrictions. The search was conducted in IEEE Xplore, PubMed, Scopus, and Web of Science, identifying a total of 650 initial results. After screening, 14 studies met the inclusion criteria. Results: Immersive VR tends to generate a greater sense of presence, which contributes to improving emotional well-being and reducing neuropsychiatric symptoms, such as apathy and depression. However, its impact on cognitive functions, including memory and executive skills, varied depending on the level of immersion and participant characteristics. Despite these positive findings, significant heterogeneity was evident in study designs, measurement instruments, and user experience indicators. Conclusion: Virtual environments have great potential as a therapeutic tool for older adults, but their success depends on the personalization of applications and the adaptation of technology to the specific needs of this population. Future research should focus on developing standardized protocols, incorporating adaptive technologies such as artificial intelligence, and evaluating the long-term effects of VR to maximize its benefits and minimize its risks. This review was registered in Open Science Framework (OSF). Registration Number: 10.17605/OSF.IO/PNU36
      35
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    Robotics in higher education and its impact on digital learning
    In recent years, robotics has transformed various industrial processes but has also influenced teaching methodologies. Although there are literature reviews on its application in professional training, many are outdated or lack a current focus on its impact in higher education. Addressing this gap, the present mini review examines the impact, challenges, and opportunities of this technology in the university setting. To this end, a search was conducted in the PubMed, Scopus, IEEE Xplore, APA PsycNet, and Web of Science databases, selecting 11 studies that addressed diverse applications of robotics, including educational robotics, robotic telepresence, human-robot interaction, and artificial intelligence applications. Their effects on teaching, the factors influencing their adoption, and the strategies used to optimize their implementation were analyzed. The findings show that educational robotics enhances student motivation and engagement, with prediction models reaching an accuracy of 98.78% in assessing academic engagement. Additionally, robotic telepresence emerges as an effective alternative for hybrid education, and social robots and AI-based tutors demonstrated their potential to personalize learning. However, methodological and structural challenges persist, such as the need to develop more accurate evaluation metrics and ensure accessibility and educational equity. Future research should focus on improving these aspects, enabling more efficient integration to enhance teaching processes. This study was registered in the Open Science Framework under the code: 10.17605/OSF.IO/KHDTU.
      57
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    DEVELOPMENT OF THE PROPERTY RIGHTS OF AUTHORS OF MUSICAL WORKS AND THEIR COLLECTIVE MANAGEMENT IN ECUADOR AND SPAIN
    (2022)
    Tocoronte, E.M.
    ;
    This article deals with the essential elements that intervene with the ability to understand, from the different text typologies in the teaching-learning process of the Castilian language, based on theory, as well as Colombian normative documents, which as a whole and based on the Political Constitution of 1991, must guarantee an inclusive education, where the social and cultural environment of the individuals must be taken into account in order to develop a meaningful and contextualized pedago-gical practice. Throughout the writing, the teaching-learning process is related with the formation of the ability to understand, from different text typologies, as a dynamic element of this process in the third grade students of Basic Primary Education. © 2022, University of Cienfuegos, Carlos Rafael Rodriguez. All rights reserved.
      20
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    Evaluation of Accessibility on the PAR Platform from the Perspective of Physicians
    (2024)
    Patricia Acosta-Vargas
    ;
    Gloria Acosta-Vargas
    ;
    Marco Santórum
    ;
    Mayra Carrión-Toro
    ;
      23
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    Technological Migration and Software Optimization for Measuring Entrepreneurship Maturity
    This study analyzes the technological migration and optimization of Nexus4D as a strategy to enhance the measurement of entrepreneurship maturity. Nexus4D was developed initially with a closed faced performance, scalability, and sustainability limitations. To address these challenges, a migration to open-source solutions was implemented, utilizing WordPress for content management, LimeSurvey for data collection, and Power BI for advanced analysis. Through a methodological approach based on diagnosis, implementation, and impact evaluation, a significant improvement was observed in operational efficiency, security, and user experience. The findings highlight how adopting open technologies can strengthen innovation in academic and business platforms, facilitating data-driven decision-making. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
      2
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    Learning Through Play: Implementing an Educational Escape Room for Teaching Traditions and Culture
    (2025) ; ; ;
    Luis Aguirre-Morales
    ;
    Sandra Sanchez-Gordon
    This 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.
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    Audio-tactile rendering: A review on technology and methods to convey musical information through the sense of touch
    (2021)
    Remache-Vinueza B.
    ;
    Trujillo-León A.
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    Zapata M.
    ;
    armiento-Ortiz F.
    ;
    Vidal-Verdú F.
    Tactile rendering has been implemented in digital musical instruments (DMIs) to offer the musician haptic feedback that enhances his/her music playing experience. Recently, this implementation has expanded to the development of sensory substitution systems known as haptic music players (HMPs) to give the opportunity of experiencing music through touch to the hearing impaired. These devices may also be conceived as vibrotactile music players to enrich music listening activities. In this review, technology and methods to render musical information by means of vibrotactile stimuli are systematically studied. The methodology used to find out relevant literature is first outlined, and a preliminary classification of musical haptics is proposed. A comparison between different technologies and methods for vibrotactile rendering is performed to later organize the information according to the type of HMP. Limitations and advantages are highlighted to find out opportunities for future research. Likewise, methods for music audio-tactile rendering (ATR) are analyzed and, finally, strategies to compose for the sense of touch are summarized. This review is intended for researchers in the fields of haptics, assistive technologies, music, psychology, and human–computer interaction as well as artists that may make use of it as a reference to develop upcoming research on HMPs and ATR. © 2021 by the authors. Licensee MDPI, Basel, Switzerland.
    Scopus© Citations 26  41
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    VPD Monitoring with ESP32 and Flask API for Early Detection of Powdery Mildew in Rose Greenhouses
    (2026)
    Herrera, Vicente-D.
    In this study, a vapor pressure deficit (VPD) monitoring system was developed using an ESP32 and a Flask-based API for the early detection of powdery mildew in rose greenhouses. The research demonstrated that the integration of intelligent systems and real-time analysis of environmental conditions allows for the rapid identification of factors that favor the development of powdery mildew. The SVM model employed achieved high accuracy, with a classification accuracy rate of 96% in identifying conditions conducive to this disease, which is crucial for reducing unnecessary interventions and optimizing resource management in greenhouses. Additionally, the use of an API facilitates the integration of the system with other management platforms, enhancing data accessibility and decision-making. This approach promotes more responsible agricultural practices aligned with environmental sustainability. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
      1
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    Maneuvers Under Estimation of Human Postures for Autonomous Navigation of Robot KUKA YouBot
    (2021)
    Gordón C.
    ;
    Barahona S.
    ;
    Cumbajín M.
    ;
    Encalada P.
    We present the successful demonstration of the Autonomous navigation based on maneuvers under certain human positions for an omnidirectional KUKA YouBot robot. The integration of human posture detection and navigation capabilities in the robot was successfully accomplished thanks to the integration of the Robotic Operating System (ROS) and working environments of open source library of computer vision (OpenCV). The robotic operating system allows the implementation of algorithms on real time and simulated platforms, the open source library of computer vision allows the recognition of human posture signals through the use of the Faster R-CNN (regions with convolutional neural networks) deep learning approach, which for its application in OpenCV is translated to SURF (speeded up robust features), which is one of the most used algorithms for extracting points of interest in image recognition. The main contribution of this work is that the Estimation of Human Postures is a promise method in order to provide intelligence in Autonomous Navigation of Robot KUKA YouBot due to the fact that the Robot learn from the human postures and it is capable of perform a desired task during the execution of navigation or any other activity. © 2021, Springer Nature Switzerland AG.
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    Evaluating a User Interface for M-Commerce Shoe Sales
    (2024) ; ;
    José Oleas-Orozco
    ;
    Jonathan Toapanta
    Interface engineering maximizes user experience by defining the form, function, and interfaces utility. Current interfaces have not optimized user-system interaction. This study aimed to develop a compatible and user-friendly interface to improve user efficiency. Android Studio was used to create a simple and functional interface. The commands combination was designed to prioritize simplicity, reducing user stress. Continuous evaluations support to identify areas for improvement and optimize the interface's performance. The results exposed the application developed was well-received, providing a simple and effective interface. Users reported better interaction and superior satisfaction with the system, confirming the proposed design effectiveness. The user interface developed, currently maximizes the experience, with a user rating of 75% indicating that design is simple and functional. Continuous evaluation and improvement guarantee that application will evolve to fulfill more complex future needs, contributing to user well-being and efficiency.
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