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    Surveillance Routing of COVID-19 Infection Spread Using an Intelligent Infectious Diseases Algorithm
    In this study, the Intelligent Infectious Diseases Algorithm (IIDA) has been developed to locate the sources of infection and survival rate of coronavirus disease 2019 (COVID-19), in order to propose health care routes for population affected by COVID-19. The main goal of this computational algorithm is to reduce the spread of the virus and decrease the number of infected people. To do so, health care routes are generated according to the priority of certain population groups. The algorithm was applied to New York state data. Based on infection rates and reported deaths, hot spots were determined by applying the kernel density estimation (KDE) to the groups that have been previously obtained using a clustering algorithm together with the elbow method. For each cluster, the survival rate - the key information to prioritize medical care - was determined using the proportional hazards model. Finally, ant colony optimization (ACO) and the traveling salesman problem (TSP) optimization algorithms were applied to identify the optimal route to the closest hospital. The results obtained efficiently covered the points with the highest concentration of COVID-19 cases. In this way, its spread can be prevented and health resources optimized. © 2013 IEEE.
    Scopus© Citations 11  20
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    ICT and Interactive Multimedia in Teaching 3D Sculpting Design
    (2022)
    Sánchez Sánchez R.P.
    ;
    Flores Carrillo D.G.
    ;
    Paredes Morales M.C.
    ;
    Sánchez P.E.S.
    This research has focused on how information and communication technologies and interactive multimedia have transformed the field of education through the application of interactive multimedia resources oriented to learning three-dimensional design and sculpting through the use of Z Brush. The methodology is based on three phases: Analytical, Creative, and Executive. A quantitative and qualitative approach is presented with the use of surveys and interviews as research techniques. The surveyed group were the students of the Graphic Design School at the Technological University Israel in Quito, Ecuador. The survey´s main goal was to determine the student´s knowledge of handling Z Brush to create an interactive educational product that could help students learn this software. Experts in 3D design and sculpting were interviewed in order to know the feasibility of this project. In addition, with the prototype of the product, a focus group was held with the students. Finally, it is concluded that student learning involves improving their learning pace by incorporating ICTs in the classroom, thereby developing new skills and competencies in the construction of knowledge, managing high results, educational quality and opening new possibilities in 3D sculpting learning and teaching. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.
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    Crime prediction for patrol routes generation using machine learning
    (2021)
    Guevara C.
    ;
    Santos M.
    Citizen security is one of the main objectives of any government worldwide. Security entities make multiple efforts to apply the latest technologies in order to prevent any type of criminal offence. The analysis of a database of the National Police of Ecuador has allowed us generating patrol routes to prevent and reduce the crime rate in the city of Quito, Ecuador. The K-means clustering has been used to determine the points of greatest crime concentration and then linear regression is applied for the prediction of crimes within subgroups of data. Those way-points will allow to generate and optimize police patrol routes. The results obtained in the prediction of crimes is greater than 80%. © The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2021.
      21
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    Immersive virtual reality app to promote healthy eating in children
    (2020)
    Fuentes E.M.
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    ;
    Palacios-Navarro G.
    ;
    García-Magariño I.
    An immersive virtual reality application was developed as a serious game to support children on their decisions about food, the system was composed by the Gear VR (Viewer and controller), and a phone which contains the mobile application developed in Unity, providing the immersive environment, the platform was based on a path where the player has to go through it choosing between different sort of meals and also between different physical activities, the effect of balanced diet plus adequate physical activity seems reflected on the avatar previously chosen by the user, the app was tested on 12 children between 8 and 10 years old during one week, children participated on the study after receiving an informed consent, analyzing the tendencies of food choice on children before and after, a notorious positive effect could be seen on the users according to the avatar analyzed at the end of the round, besides a System usability ore was also applied to evaluate the degree of usability of the app, reaching a ore of 88.33% which rates the app as very usable, this results were even better than what was planned at the beginning of the experience. © Springer Nature Switzerland AG 2020.
      18
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    Challenges of Migrating Legacies Web to Mobile: A Systematic Literature Review
    (2020)
    Cajas Cajas, Viviana Elizabeth 
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    Urbieta M.
    ;
    Rossi G.
    ;
    Dominguez Mayo F.
    The multi-device era comes thanks to mobile computing which gives remote access to resources from anywhere changing the people's life and opening new business opportunities. However, the legacy systems do not render the content properly in mobile devices because they were thought to be only compliant with Web browsers. Economic availability is often the reason why these have not been modernized. This work proposes a systematic literature review about the approaches used for the portabilization or modernization of web 1.0 business applications to mobile devices in the period 2006-2017, from SCOPUS, IEEE, and ACM. The search obtained 824 articles, 44 were selected and classified with respect to focus, scope, type of research and type of contribution. The results obtained allowed us to reach conclusions about the state of the subject and to determine the research gaps, such as the need for better use of the mobile characteristics because the adaptations are mostly basic. In addition, an approach is proposed and compared with the aforementioned them. © 2003-2012 IEEE.
      35
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    Social construction of violence in adolescents victims of trafficking for criminal purposes [Construcción social de la violencia en adolescentes víctimas de trata con fines delictivos]
    (2017)
    Montero Medina D.C.
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    Subía Arellano A.F.
    ;
    Calvo Rodríguez M.M.
    This qualitative work aimed to understand the social construction of violence in adolescents victims of trafficking for criminal purposes. Four life histories were made, which were analyzed through the dialectical hermeneutic method. The results show three main categories related to social history, family history and personal history. Adolescents have been participants in a violent social and family context, child labor, family violence, socioeconomic precariousness and gender violence, so that the social construction of violence is a determining factor in vulnerability to trafficking. © 2017, Universidad del Zulia. All rights reserved.
      7
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    FAPS system: A prototype for lean manufacturing scheduling in footwear
    (2017)
    Reyes J.
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    Urvina R.
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    Ramírez S.
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    Álvarez K.
    ;
    Pazmiño R.
    The research develops an industrial software application called FAPS System for the planning and scheduling manufacturing. It contains three modules used for planning and programming of resources, process management and Andon module focused on the use of lean manufacturing techniques for the notification, emission and display of contingencies presented during the production in real time. A case study is described in Ecuadorian footwear companies for the execution of experimental prototype efficiency tests. Through the unified modeling language diagrams, the requirements and functionalities of the software developed based on private and free technologies are defined. The planning module has a scheduling algorithm of days based on weighted standards that allows to estimate the delivery date of a production order, reprogram it and compare the planned quantity with respect to the capacity used. The Andon module is an Android application that consumes the information managed in the planning and process modules, thereby monitoring in real time the state of the plant and the production progress. The experimental results show that the system is adaptable to multiproduct orders and the scheduling allows to increase 6% the utilization percentage of the production processes.
      17
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    Consumer Extraversion, Novelty Seeking, and Use of Mobile Instant Messaging (MIM)
    (2021)
    Cruz-Cárdenas J.
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    Guadalupe-Lanas J.
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    Ramos-Galarza C.
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    Zabelina E.
    ;
    Deyneka O.
    Mobile instant messaging (MIM) is one of the most influential technologies in society today due to its wide penetration in the world’s population. The present study aims to establish whether two consumer traits, extraversion and novelty seeking, have the potential to explain the intensity of MIM usage by consumers considering its good performance in explaining other consumer behaviors. The present study is based on a survey of 682 adults in Quito, the capital of Ecuador, which is a South American developing country. The data obtained are analyzed with structural equation modeling and establish that while extraversion is not related to the intensity of MIM use, novelty seeking does have a direct and positive effect. This study makes recommendations for business theory and practice. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.
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    Component analysis and landscape valuation: Llanganates National Park, Píllaro, Ecuador [Análisis de componentes y valoración del paisaje: Parque Nacional Llanganates, Píllaro, Ecuador]
    (2022)
    Paredes L.E.M.
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    Moreno L.A.V.
    ;
    Miranda G.E.Á.
    Ecuador, a privileged Latin American country recognized for its abundant natural resources and its rich cultural heritage, located in the four natural regions: Coast, Sierra, Oriente and the Insular Region. In this sense, according to the Ministry of the Environment, eleven territories met the requirements to achieve the denomination of National Parks; Llanganates was incorporated in 1996. The objective of this work was the landscape analysis by surveying the natural, anthropic and cultural elements of the Llanganates National Park; the applied methodology was based on a multidisciplinary model, through exploratory, descriptive and explanatory research, the qualitative approach linked to the assessment of landscape components. In addition, the intangible resources constituted by rich legends that emerged with the Spanish conquest, such as the capture and murder in Cajamarca of the Inca Atahualpa, transferred to Quito, and later buried according to expert historians and anthropologists, in the Hacienda Malqui Machay, Sigchos, province from Cotopaxi, a place rich in ruins and multiple Inca vestiges. It is also related that Rumiñahui, half brother and general of the Inca, moved the treasures and hid them in Llanganates, which aroused curiosity and expectation. Finally, the results obtained in the survey of the Biophysical, visual and anthropic components in addition to the cultural legacy are important to expose the great landscape values of the study site. In conclusion, the knowledge and enhancement of iconic places opened a broader perception of the mythical Llanganates National Park. © The author; licensee Universidad de la Costa - CUC.
      11
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    Consumer value creation through clothing reuse: A mixed methods approach to determining influential factors
    (2019) ;
    Guadalupe-Lanas, Jorge 
    ;
    Velín-Fárez M.
    Clothing reuse is a consumer disposal behavior that has been underexplored, although it has important consequences for the society. From the perspective of customer-dominant logic, reusing clothing is a consumer value creation behavior. To measure this tendency, we conducted a mixed method study in Ecuador, a developing Latin American country. We used 20 in-depth interviews followed by a survey of 425 adults to identify the factors associated with the tendency to reuse clothing. The study also identified gender differences regarding this behavior. Several factors in consumers' lives were revealed that explained the tendency to reuse clothing, including income, occupation, altruism, and physical environment. The study also showed that various population groups (e.g., lower income groups, younger individuals, students, and women) had a greater tendency to reuse clothing. © 2018 Elsevier Inc.
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