Now showing 1 - 10 of 11
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Learning Through Play: Implementing an Educational Escape Room for Teaching Traditions and Culture

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

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Eye-Tracking and Pictograms: Improving Communication and Accessibility for Senior Adults

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

An 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.

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Evaluating Signage Accessibility for Individuals with Visual Impairments: A Case Study in Ecuador

2024 , Arias Flores, Hugo Patricio , Valencia-Aragón, Kevin , Sandra Sanchez-Gordon , Tania Calle-Jimenez

A 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.

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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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Indoor Monitoring System Based on Computer Vision for Fall Detection Oriented to Elderly Assistance

2025 , Vanessa Vargas , Pablo Ramos , Zapata, Mireya , Myriam Estrella , Valencia-Aragón, Kevin

This work aims to evaluate a non-wearable fall-detection system for indoor activities of older adults. The computer vision proposal uses a Convolutional Neural Network (CNN) architecture using the lightweight SSD-MobileNet-V2 model. Transfer learning techniques were applied to develop this approach. During the training process, a combined dataset conformed by the UR Fall Detection and an own dataset was used. Verification tests were performed under diverse scenarios, participants, and platforms to provide greater reliability to the evaluation results. Different distances from camera to person, lighting levels, attire, participant’s gender, and age were considered. For evaluation purposes, two platforms were selected: one based on a Single Board Computer (SBC) and the second on a laptop computer. Results show an accuracy of 95.5%, a precision of 99.4%, a sensitivity of 91.6%, and a specificity of 99.5% when executing the approach on a SBC. On the other hand, when the approach runs on a laptop, it achieves an accuracy of 96.6%, a precision of 97.3%, a sensitivity of 96.0%, and a specificity of 97.4%. Lastly, the system sends an alert notification when a fall is detected through a messaging platform. This event supports effectively medical assistance in reducing fatal consequences, especially for older adults living alone

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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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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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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.