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Examining the usability of touchscreen gestures for adults with DS

2021 , Cáliz D. , Ravivanpong P. , Schankin A. , Jadán Guerrero, Janio , Caraguay W. , Arellano L.

This document is part of a global investigation that aims to establish best practices in usability testing of mobile applications, that fit the specific needs of persons with cognitive disabilities. The motivating factor is to improve the quality of life of people with special needs. As a first step, we want to discover what are the skills of people with DS (DS) when using a mobile device. Thanks to its direct manipulation interaction style, multi-touch technology is the ideal mechanism for learning activities with a view to the social inclusion of people with DS. This paper investigates the most common touchscreen gestures on commercial existing software. A commercial analysis was carried out to discover the touch screen gestures used by 103 free software Apps running on a mobile touch screen tablet of 11 where the applications run”. The commercial analysis showed that most applications support tap and drag operations on multi-touch technology. Additionally, the research sought to discover the adults with DS (19–54 years of age) ability to perform other gestures on multi-touch surfaces. A DS user skill study was performed to assess the ability of this user segment to interact with multi-touch surfaces. The analysis involved 53 participants, aged between 19 and 54 years, from two vocational training centers attended by people with DS in Madrid. Authors used the Gesture Games App for experimenting with multi-touch gestures such as tap, double tap, long press, drag, scale up, scale down, and one-finger rotation. Tap, double tap, and drag were the three gestures that the most participant could use. In contrast, participants had difficulty performing one-finger rotation and long press gesture. Our statistical analysis showed that the ability to perform each gesture was independent of gender, age group, and previous experience with touchscreen of a participant. © 2021, The Author(s), under exclusive licence to Springer Nature Switzerland AG part of Springer Nature.

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Intrusion detection system in commands sequences applying one versus rest methodology [Sistema de Detección de Intrusos en secuencia de comandos aplicando la metodología One versus Rest]

2018 , Guevara C.B. , Jadán Guerrero, Janio

The main objective of this work is to develop an intrusion detection algorithm in commands sequences. These sequences are based on user behavior applying in several classification techniques. This algorithm allows obtaining a precision in the identification of fraudulent activities. To develop this algorithm, we have worked with a public database called Unix Commands. In addition, the model applies multiple machine learning techniques such as decision tree C4.5, UCS, and Multilayer Neural Network. In this paper we use two forms for data classification, the first form will be to use the entire dataset with the 7 users, but the difference is that the model applies 5 commands or 16 commands. The model identifies the information of a user and the labeled as normal, otherwise, the user is labeled as an intruder (5 commands - 2 classes, 16 commands - 2 classes). The second form uses the dataset by sequential discrimination (discrimination in form of a decision tree). This methodology is used in the multiclass classification called one versus rest (OVR) (5 commands-OVR, 16 commands-OVR). The algorithm has obtained optimal results in the classification and a low false positive rate. © 2018 AISTI.

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Gender Bias in Chatbots and Its Programming

2023 , Illescas C. , Ortega T. , Jadán Guerrero, Janio

Nowadays, digital transformation in business seeks to maximize the efficiency of its own processes through automation. These changes will be successful if the process of adaptation and change management is properly carried out. One of the main tools to achieve these transformations is the chatbot. This key technology will help embrace these changes and transformations; however, there have been processes in which their interactions show bias, as inclusive interaction is missing. This research focuses on two main points: first, to identify whether the user is capable of recognizing any bias variables in chatbots and second, to analyze if these variables have an impact when there is an adoption of new technologies in any digital transformation and business goals. The faster and more in depth a company understands the bias and its impact in the target audience, the better automation will be adopted. As a result, chatbots will be properly used to achieve and increase business goals. Some undoubtable chatbot uses in marketing are personalized service, facilitate sales, and trigger client’s satisfaction. Most importantly, gathering valuable data for analysis, predictive business models and trends into virtually for any product or service intended to promote. After consulting +150 chatbot users, it can be concluded that it is a proven fact that gender bias is present, also, there is a high trend and acceptance of chatbots with female voices and characteristics, which can be balanced if there is awareness around this topic among developers and change management teams seeking adoption of new technologies. © 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

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A Virtual Repository of Learning Objects to Support Literacy of SEN Children

2015 , Jadán Guerrero, Janio , Guerrero L.A.

Literacy development is an essential process for special education needs children. Otherwise, they will have additional difficulties in their daily life activities and hence their social inclusion. It is a big challenge for parents and teachers, but it is easier if the process begins since childhood. In this paper, we present Tic@ula, a virtual repository for creating, centralizing, and sharing learning objects based on the IEEE learning object metadata standard. The framework aims to enhance the adaptation of the resources for literacy to the Costa Rican reality and extend its application to children with moderate intellectual disability. The educational resources are based on the literacy method proposed by Spanish authors in their book Down Syndrome: Reading and Writing. The method and the resources were evaluated in a case study. The preliminary results showed that the method cannot only be applied in local context but also assists teachers and parents in the design and use of literacy resources for special education. © 2013 IEEE.

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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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Technological Accessibility Plan for Students with Disabilities: An Experience in Inclusive Education

2023 , Valdivieso K.D. , Jadán Guerrero, Janio

The Technological Accessibility Plan for Students with Disabilities (TAPSD) arises from the analysis and identification of the technological equipment needs of 212 children and adolescents with disabilities (CHAWD) from 5 educational institutions (regular and special) in Ecuador. 2.36% of CHAWD have mild disability, 22.17% moderate disability, 13.21% severe disability and 14.15% very severe disability. In addition, 32.54% use tablets, 23.58% smartphones and only 16.98% have a desktop computer. Due to the high percentages of students with intellectual, physical and cerebral palsy disabilities, very few are able to turn on the computer by themselves or use a tablet. TAPSD has been structured with these limitations in mind and the technical specifications of equipment, accommodations, and software to address learning and communication accessibility needs. It has been structured by means of files that show six experiences with methodologies to be used according to the different disabilities that they present. © 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

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Building an Escape Room to Raise Awareness of Bullying and Cyberbullying

2022 , Jadán Guerrero, Janio , Chacón-Castro M. , Illescas L. , Chacón J.

Aggressive conflicts are part of the natural social behavior of students in schools, which can lead to bullying when there is a form of discrimination or abuse of power, either because of their characteristics or their way of life (sexual orientation, gender identity, nationality, immigration status, ethnicity, sex, socioeconomic status, health, disability, religious beliefs, pregnancy, among others). In the face-to-face mode, the aggressors could be identified and in some way the conflicts were mediated by teachers or authorities of the institution. However, since education changed to a virtual modality caused by the global coronavirus pandemic, new forms of aggressive behavior have emerged with cyberbullying. In this new scenario teachers, parents and law enforcement should take an active role in raising awareness about bullying and cyberbullying. The main objective of this paper is to describe a proposal based on gamification strategy to prevent and raise awareness of aggressive behaviors among students in a virtual environment. The study focuses on three objectives: a) to study the use of visual methods based on microlearning and the techniques to engage students; b) to identify game scenarios and strategies to design an interactive Escape Room; and c) to evaluate the design and content with three experts in psychology. The results indicate that the Escape Room is a different alternative to understand the problems derived from Bullying and cyberbullying. In the future, we are planning to carry out an intervention with students from Ecuador and Colombia to evaluate the impact. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Technology in Favor of Disability: Prevalence Study in Ecuador

2021 , Arias Flores, Hugo Patricio , Acosta-Rodas P. , Jadán Guerrero, Janio , Ramos Galarza, Carlos

People with disabilities and special needs are very important part of the society, their needs have not been covered over time. Globalization and technological development helped identify the importance of various groups with disabilities. In Ecuador, this identification allows this social group to be visible and particularly people with visual disabilities, who represent approximately 11% of the population with disabilities. The objective of this research is to identify Ecuador’s cities that maintain a higher prevalence of people with disabilities. To comply with the study, a descriptive analysis was conducted from public information about people registered by the authorized government control body. Obtaining this information makes it possible to establish a baseline of attention with real data, which allows getting a greater focus on the development of this social group and the attention they should receive. © 2021, The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Virtual Learning Objects’ of Math Educative Process

2021 , Cóndor-Herrera, Omar , Jadán Guerrero, Janio , Ramos Galarza, Carlos

Nowadays, we are facing rapid educational and technological era, therefore there is increased need to highlight the connection for teachers to rediscover improved teaching-learning processes. The actual educative processes are being developed in virtual learning environments, offering flexible, far reaching distance learning, and better tools for teachers and students in the 2.0 web, this has allowed discovering countless opportunities to improve learning environments, offering students an education that responds to the reality where they can flourish, innovate and develop. The present research brings up as its objective the analysis of the implementation of virtual learning objects in learning math, and as a result, the creation of an innovator technological proposal in the process of teaching-learning. © 2021, The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Didactic Strategy for the Teaching of Educational Robotics and Programming at Secondary Level

2024 , Sarro K.A. , Chacón-Castro M. , Molina Madrigal E.G. , Jadán Guerrero, Janio

This research article focuses on the use of programming through the Scratch program as an educational tool to develop computational thinking skills and robotics in high school students of the Polytechnic High School of the National University of Moreno (ESPUNM). The main objective is to evaluate the feasibility of developing computational thinking in high school students through the teaching of programming with Scratch, emphasizing interdisciplinarity, creativity and problem solving. The methodology comprises two stages. In the first, practical activities were carried out with Scratch, involving students from 11 to 15 years old who are taking the Educational Robotics workshop. In the second stage, a semi-structured observation was carried out and a virtual forum was established for the evaluation of the students, which showed consistency in the data found. After analyzing the results, it was found that the students responded favorably to the teaching strategies implemented in the process. Finally, it is concluded that Scratch is an effective tool for teaching programming and the development of computational thinking, thus allowing to face the challenges of a constantly changing technological context. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.