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Analysis and improvement of the web accessibility of a tele-rehabilitation platform for hip arthroplasty patients

2019 , Calle-Jimenez T. , Sanchez-Gordon S. , Rybarczyk Y. , Jadán Guerrero, Janio , Villarreal S. , Esparza W. , Acosta-Vargas P. , Guevara C. , Nunes I.L.

This paper explains some of the challenges that exist to make accessible the web interfaces of a Tele-rehabilitation platform for hip arthroplasty patients and propose an iterative method to improve the level of accessibility using automatic evaluation tools. Web accessibility is not concerned with the specific conditions of people who use the Web, but with the impact that their conditions have on their ability to use it. If the web interfaces of the Tele-rehabilitation platform for hip arthroplasty patients are not accessible enough, the patients will not be able to understand, perceive or operate adequately the platform to benefit completely of the physical therapy. The Web Content Accessibility Guidelines (WCAG 2.0) provides a set of rules and recommendations to help solve the problems of Web accessibility. Additionally, there are evaluation tools that allow identifying main web accessibility problems. These tools are best exploited when used by accessibility experts. The purpose of this research is threefold. First, to present the results of a web accessibility evaluation of the web interfaces of the Tele-rehabilitation Platform for Hip Arthroplasty Patients using three the evaluation tools: WAVE, AChecker and TAW. Second, to analyze the results presented by the tools according to the WCAG 2.0 guidelines to define a list of accessibility improvements. Third, to implement the improvements through the re-factorization of the existing code and re-testing the improved web interfaces to verify that they meet acceptable accessibility levels. © Springer International Publishing AG, part of Springer Nature 2019.

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Interaction with a tele-rehabilitation platform through a natural user interface: A case study of hip arthroplasty patients

2019 , Rybarczyk Y. , Villarreal S. , González M. , Acosta-Vargas P. , Esparza D. , Sanchez-Gordon S. , Calle-Jimenez T. , Jadán Guerrero, Janio , Nunes I.L.

Using a tele-rehabilitation platform for motor recovery obliges the user to interact at a remote distance from the computer. In such a situation, a natural user interface can be used both to record the therapeutic movements performed by the patient, and to navigate in the web application. Nevertheless, it is necessary to assess the user experience to validate the system usability. The present paper describes an experiment to test the usability of a platform designed to enhance the recovery of patients after hip replacement surgery. The user experience is evaluated through several metrics (completion time and usability questionnaire) and the results are related to a sociodemographic questionnaire. A clustering approach is implemented to identify a relationship between the user’s profile and the interaction performance with the platform. © Springer International Publishing AG, part of Springer Nature 2019.

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Serious videogames for teaching recycling based on the STEM Project

2022 , Chacon-Castro M. , Lopez-Quintero J. , Acosta-Vargas P. , Luna-Pineda J. , Jadán Guerrero, Janio

This article shows an educational practice laboratory, where high school students created educational video games for teaching recycling. This allows the formation of the STEM research with guidance of the researcher. This project had a great impact for the educational institution and for the students presenting this project at the I International Congress of Steam and Active Methodologies (2021). The objective of this research is to design and evaluate serious video games for teaching recycling based on the STEM methodology (Science, Technology, Engineering and Mathematics). The strategy in this research is: planning, observation, action and reflection. The video game programming is done in the Scratch application where students program the code through blocks. This educational project was applied to 40 sophomore high school students from a private institution. Among the results it is found that there is evidence of a motivational increase on part of the students in mathematics class, due to the fact that when programming in blocks they are more active, dynamic and playful during the learning process. © 2022 IEEE.

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Accessibility challenges of e-commerce websites

2022 , Acosta-Vargas P. , Salvador-Acosta B , Salvador-Ullauri L , Jadán Guerrero, Janio

Today, there are many e-commerce websites, but not all of them are accessible. Accessibility is a crucial element that can make a difference and determine the success or failure of a digital business. The study was applied to 50 e-commerce sites in the top rankings according to the classification proposed by ecommerceDB. In evaluating the web accessibility of e-commerce sites, we applied an automatic review method based on a modification of Website Accessibility Conformance Evaluation Methodology (WCAG-EM) 1.0. To evaluate accessibility, we used Web Accessibility Evaluation Tool (WAVE) with the extension for Google Chrome, which helps verify password-protected, locally stored, or highly dynamic pages. The study found that the correlation between the ranking of e-commerce websites and accessibility barriers is 0.329, indicating that the correlation is low positive according to Spearman’s Rho. According to the WAVE analysis, the research results reveal that the top 10 most accessible websites are Sainsbury’s Supermarkets, Walmart, Target Corporation, Macy’s, IKEA, H&M Hennes, Chewy, Kroger, QVC, and Nike. The most significant number of accessibility barriers relate to contrast errors that must be corrected for e-commerce websites to reach an acceptable level of accessibility. The most neglected accessibility principle is perceivable, representing 83.1%, followed by operable with 13.7%, in third place is robust with 1.7% and finally understandable with 1.5%. Future work suggests constructing a software tool that includes artificial intelligence algorithms that help the software identify accessibility barriers. © 2022 Acosta-Vargas et al.

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A Case Study: Developing reusable Learning Objects

2021 , Santorum M. , Carrion-Toro M. , Guacapina M.-B. , Acosta-Vargas P. , Jadán Guerrero, Janio

Information and Communication Technologies (ICT) offer the possibility of creating a massive resource and knowledge base in the educational field. Learning Objects (LOs) are digital instructional elements that help users' complete tasks. This diversity has made it difficult to easily integrate them into educational software solutions, which is why this document presents a study of the characteristics, standards, and tools for creating and reusing OAs. For this purpose, a systematic literature review of 1023 scientific articles were carried out. With the results of 42 selected articles, a website was developed based on the SCRUM methodology, which integrates OAs oriented to the use of ICT tools to contribute to virtual education generated by the global crisis of the pandemic by the COVID-19. This study can serve as an input in future studies related to SCRUM-based learning objects. © 2021 IEEE.

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Understanding Bullying and Cyberbullying Through Video Clips on Social Media Platforms

2023 , Jadán Guerrero, Janio , Arias Flores, Hugo Patricio , Acosta-Vargas P.

Bullying and cyberbullying are widely recognized as complex problems that have serious negative repercussions for the health and society of children and adolescents. Bullying can take place in-person at school, home or work, irrespective of age, gender, or role. Cyberbullying can take place on messaging platforms, social media platforms, gaming platforms, or marketing platforms. For example, posting embarrassing photos or videos of someone on social media sending hurtful or spreading lies, as well as abusive or threatening messages, images, or videos through messaging platforms. Offenders impersonate someone and send malicious messages to others in their name or through fake accounts. In this sense, the use of short videos based on the principles of microlearning is scented as a proposal to understand and prevent bullying and cyberbullying. The objective of this article is to analyze how video clips are used on social platforms to raise awareness of bullying and cyberbullying and to propose the creation of new video clips as resources for an awareness-raising MOOC. The methodology followed a phase of analysis of videos on the TikTok and YouTube networks, in order to have a baseline prior to the creation of new video clips by twelve students of the Digital Design and Multimedia career. The content of the videos was evaluated by a psychologist to finally select the appropriate ones for a marketing campaign of an awareness MOOC. © 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

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A real-time algorithm for movement assessment using fuzzy logic of hip arthroplasty patients

2019 , Guevara C. , Jadán Guerrero, Janio , Rybarczyk Y. , Acosta-Vargas P. , Esparza W. , González M. , Villarreal S. , Sanchez-Gordon S. , Calle-Jimenez T. , Nunes I.L.

The present work proposes a model of detection of movements of patients in rehabilitation of hip surgery in real time. The model applies the Fuzzy Logic technique to identify correct and incorrect movements in the execution of rehabilitation exercises using the motion capture device called XBOXONE Microsoft’s Kinect. An algorithm generates a multivalent logical model that allows the simultaneous modeling of deductive and decision-making processes. This model identifies the correct and incorrect movements of the patient during the execution of rehabilitation exercises. This model uses all the information collected from 24 points of the body with their respective axes of coordinates (X, Y, Z). Using data mining analysis, the algorithm selects the most remarkable attributes, eliminating non-relevant information. The main contributions of this work are: creation of a patient profile based on the movement of the human being in a generic way for the detection and prediction of execution of physical exercises in rehabilitation. On the other hand, an avatar was developed in 3D, which copies and evidences graphically the exercises performed by patients in real time. © Springer International Publishing AG, part of Springer Nature 2019.

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Towards Accessibility Assessment with a Combined Approach for Native Mobile Applications

2021 , Acosta-Vargas P. , Guaña-Moya J. , Jadán Guerrero, Janio , Alvites-Huamaní C. , Salvador-Ullauri L.

According to the Global Digital Report of 2020, mobile applications have increased significantly in recent years; more than 5.19 billion people use cell phones, with many users up to 124 million compared to 2019. There are thousands of mobile apps for education, health, business, economy, banking, each with its style and form. However, not all applications meet the standardization requirements proposed by the World Wide Web Consortium, which sets standards for applications or products to have an acceptable level of access and structure. This investigation got as a case study the accessibility problems of six mobile applications most used in 2020. In the accessibility assessment, we apply a combined method that performs automatic review with Accessibility Scanner and manual accessibility review. This research can contribute to future studies related to accessibility in native mobile applications. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Fuzzy model for back posture correction during the walk

2020 , Guevara Maldonado, César Byron , Jadán Guerrero, Janio , Bonilla-Jurado, Diego , Salvador-Ullauri L. , Acosta-Vargas P. , Calle-Jimenez T. , Lara Álvarez, Patricio

The body posture is not a purely aesthetic problem, due to it can produce a multitude of adverse effects on health, even extremities disorders (injuries) and malfunction of organs. This study focuses on the correct and incorrect detection of the position of the spine and extremities while walking. A database of three patients with lumbago and sciatica, with diagnosis of muscle tension due to poor posture while walking, has been used in this article. These patients underwent physiotherapy treatment and were later filmed taking a short walk of 2 min to see the results. This process was developed for a period of 4 weeks, divided into 2 h of physiotherapy per week and 1 h of compilation of videos with the results obtained. To detect the correct movement of each of the patients, the Kinect Xbox One device was used. It identifies all body points, alignment, speed and angles during the walk. 25 points of human body in three dimensions are detected in real time by the Kinect, which allows to generate a data collection in real time and more efficiently. With the database of patients, a pre-processing of the information is done to identify the most relevant points for our study. A fuzzy model is generated which determines maximum and minimum thresholds for the posture of the back (angle of inclination), shoulders posture (shoulders inclination with respect to the spine), head posture (inclination with respect to horizontal vision) and movement of arms. The model dynamically identifies which position is correct for the movement during the walk, and in addition, the progress that is generated during a time series. This prototype detector is used for rehabilitation of high-performance athletes and is an approximation for the correct posture during long and medium distance races, jumps, among other sports that use the walk as a basis in their workouts. This study was based on the solution of back problems in clinical patients. These preliminary tests have given excellent results in the testing phase, which validates it as an option to prevent injuries in patients with these conditions. © Springer Nature Switzerland AG 2020.

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Digital Resources and Children’s Learning: Parental Perception During the Pandemic

2021 , Alvites-Huamaní C. , Arias Flores, Hugo Patricio , Jadán Guerrero, Janio , Acosta-Vargas P.

The coronavirus disease (COVID-19) pandemic has disrupted family life around the world. Families had to adapt to teleworking and online learning to maintain young children’s learning at home. During quarantine and nationwide school closures, parents of young children and children with disabilities had to act as teachers, therapists and caregivers. The role of parents gained relevance and it was needed to be able to guide their children to use technology during online learning. Digital resources provided an opportunity for children to keep learning, take part in games and keep in touch with their friends and teachers. But it increased access online brings heightened risks for children’s safety, protection and privacy, so it is necessary that parents observe their children and support them. In this context, this paper presents the perception from parents about on the use of digital resources and techno-logical tools that teachers applied before and during pandemic. This study surveyed 773 Peruvian parents to know which of the resources used by teachers helped their children to understand the content of the course and which of tools allowed a better interaction with their classmates and teachers. According to the results of the survey, the most used resource before pandemic has been WhatsApp (32.1%), followed by office tools (Word or Excel 20.3%) and email (8.7%). However, for carrying out online activities during the pandemic the most digital used resource by the teachers has been WhatsApp (29.9%), then YouTube (17.6%), Google Drive (16.7%) and Google Docs. (7.9%). Regarding to a good interaction to increase a better interaction between their classmates and teacher were Zoom (61.7%), Google Meet (25.1%) and WhatsApp (11.6%). These results suggested that the use of digital resources and technological tools during the pandemic has been problematic and challenging for families. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.