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Optimizing Agriculture with LoRaWAN and HCI: A Smart Approach to Sustainable Farming

2025 , Valencia-Aragón, Kevin , Zapata, Mireya , Cristopher Toapanta , Arias Flores, Hugo Patricio

Modern agriculture faces challenges including water scarcity, excessive fertilizer use, and limited connectivity in rural areas, all exacerbated by climate change. This paper presents a smart agriculture system leveraging LoRaWAN technology and human-computer interfaces (HCI) to address these issues. The proposed system integrates low-cost sensors, a LoRaWAN-based network, and a user-friendly dashboard for real-time monitoring of critical variables such as soil moisture, ambient humidity and temperature. A proof-of-concept implementation demonstrates the system’s effectiveness in optimizing water and fertilizer use while maintaining scalability for large agricultural operations. The system operates reliably within rural environments without relying on traditional internet infrastructure, offering an affordable and sustainable solution. Field tests validate the system’s performance, highlighting its potential to enhance decision-making and resource efficiency in floriculture and beyond. Future work aims to expand the system’s capabilities with additional sensors, artificial intelligence for predictive analytics, and automated control mechanisms, further supporting sustainable farming practices

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Enhancing mathematics learning with 3D augmented reality escape room

2024 , Zapata, Mireya , Ramos Galarza, Carlos , Valencia-Aragón, Kevin , Lidia Guachi

Learning mathematics is a challenge for many students, especially because of the traditionalist method with which its contents are taught. To a large extent, mathematics classes generate little motivation in students, so in this research, a novel technological method based on augmented reality is applied to improve the mathematics learning process, particularly the techniques of solving systems of linear equations. The research design used was a two-phase mixed sequential confirmatory type. The research worked with a sample of 65 students (Mage=17.72, SD=0.65; 58.5% female and 41.5% male). In the first phase, a quasi-experimental study was designed with an experimental group (M=32) and a control group (M=33). The experimental group received a mathematics teaching and learning intervention based on augmented reality vs. the control group, which received a traditional educational process. The experimental group showed improvements in acquired knowledge and motivation compared to the control group students. In the qualitative phase, two focus groups were conducted with students from their respective groups. In the experimental group, the following categories were identified: interesting, fun, innovative, and entertaining. The control group identified the following categories: little attention, low interest in learning, tired knowledge, and lack of motivation. The results are discussed in relation to the need to generate educational processes that benefit mathematics learning

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Artificial Intelligence and Assistive Technologies: A Systematic Review of Educational Applications for Disabilities

2025 , Arias Flores, Hugo Patricio , Valencia-Aragón, Kevin , Tania Calle-Jimenez , Sandra Sanchez-Gordon

The 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.

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Low-Cost Non-Wearable Fall Detection System Implemented on a Single Board Computer for People in Need of Care

2024 , Vanessa Vargas , Pablo Ramos , Edwin A. Orbe , Zapata, Mireya , Valencia-Aragón, Kevin

This work aims at proposing an affordable, non-wearable system to detect falls of people in need of care. The proposal uses artificial vision based on deep learning techniques implemented on a Raspberry Pi4 4GB RAM with a High-Definition IR-CUT camera. The CNN architecture classifies detected people into five classes: fallen, crouching, sitting, standing, and lying down. When a fall is detected, the system sends an alert notification to mobile devices through the Telegram instant messaging platform. The system was evaluated considering real daily indoor activities under different conditions: outfit, lightning, and distance from camera. Results show a good trade-off between performance and cost of the system. Obtained performance metrics are: precision of 96.4%, specificity of 96.6%, accuracy of 94.8%, and sensitivity of 93.1%. Regarding privacy concerns, even though this system uses a camera, the video is not recorded or monitored by anyone, and pictures are only sent in case of fall detection. This work can contribute to reducing the fatal consequences of falls in people in need of care by providing them with prompt attention. Such a low-cost solution would be desirable, particularly in developing countries with limited or no medical alert systems and few resources.

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Kiteracy-PiFo: Technological Tool for Teaching the Rules of Grapheme-Phoneme Correspondence

2025 , María de los Ángeles Carpio-Brenes , Jadán Guerrero, Janio , Arias Flores, Hugo Patricio , Valencia-Aragón, Kevin

This study presents Kiteracy-PiFo, a technological tool designed to teach grapheme-phoneme correspondence to preschool students. Combining computer engineering and special education, the tool was developed to enhance Human-Computer Interaction in early literacy education. Despite challenges, including unforeseen events and technical issues, the tool was successfully implemented across schools in Cartago, Costa Rica. Statistical analysis revealed significant differences in vowel recognition between the experimental group using Kiteracy-PiFo and the control group using traditional methods, with the experimental group achieving higher results in less time. These findings suggest that integrating innovative technologies like Kiteracy-PiFo into educational practices can effectively accelerate learning in early childhood settings. However, successful implementation depends on strong pedagogical support and alignment with psychological principles to meet students’ cognitive and emotional needs.

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Exploring the Effectiveness of Assistive Technology: A Preliminary Case Study Using Makey Makey, Tobii Eye Tracker, and Leap Motion

2024 , Arias Flores, Hugo Patricio , Valencia-Aragón, Kevin , Sandra Sanchez-Gordón

This study evaluates the usefulness and efficacy of three different continuous input devices - Makey Makey, Tobii Eye Tracker 4C, and Leap Motion - in promoting computer engagement for people with disabilities. A preliminary pilot study was conducted with the participation of one person with several disabilities. They were given various tasks to accomplish using each continuous input device, and their performance was assessed. To conduct the study, an experimental environment including two computers and a designed interface had to be setup. The findings showed that Leap Motion had poor perceived usability and that Makey Makey had the best usability, followed by Tobii Eye Tracker 4C. The pilot study also emphasizes the difficulties and modifications needed for people with disabilities to use these input devices in an efficient manner. These results highlight how crucial it is to create inclusive interfaces and technologies in order to improve accessibility for a range of user demographics