Now showing 1 - 10 of 118
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Influence of Social Media and Artificial Intelligence on Cyberbullying for Decision-Making with Legal or Judicial Foundations in Ecuador

2025 , Dr. Diego Gustavo Andrade Armas , Segundo Moisés Toapanta Toapanta , Eriannys Zharayth Gómez Díaz , Jadán Guerrero, Janio , Rocío Maciel Arellano , María Mercedes Baño Hifóng

Cyberbullying remains a pervasive issue globally and in Ecuador, fueled by the rapid evolution of the Internet, emerging trends in information and communication technologies (ICT), artificial intelligence (AI), and social networks. One of the primary contributing factors is the influence of social networks and AI, coupled with the absence of robust legal and judicial frameworks. The objective of this study is to propose a conceptual model for cybersecurity management in social networks. A deductive approach and exploratory research methods were used to analyze information from various official sources. The results include a mental map that identifies key stakeholders, a simulation designed to mitigate cyberbullying on social networks, and a conceptual model to address cyberbullying management. The study concludes that mitigating cyberbullying requires the implementation of appropriate AI tools and the development or improvement of cyberbullying laws in each country. Simulations demonstrated that in one scenario, the occurrence of cyberbullying could be reduced to an average of 25%, highlighting both the challenges and the potential of leveraging AI and updated legislation to combat this issue effectively.

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A Systematic Literature Review on Human-Computer Interaction to Support Older Adults’ Physical and Cognitive Health

2025 , Priscila Cedillo , Paúl Cárdenas-Delgado , Andrea Paulina Rodríguez Zúñiga , Lorena Encalada-Torres , Ramos Galarza, Carlos , Jadán Guerrero, Janio

Emerging hardware and software technologies have increased the development of technological solutions for people, particularly those focused on older adults' healthcare. Human-computer interaction is a research area that uses motion capture devices as input interaction devices, e.g., touch screen devices, wearables, eye trackers, and more. Numerous primary studies have provided support and training tools for older people with physical and cognitive diseases. However, there is a need for more secondary studies that systematically summarize and evidence these solutions. To address this gap, a systematic literature review was conducted to identify and interpret all studies from 2006 to 2023 that present human-computer techniques, motion capture devices, tools, and methodologies for older adults' physical and cognitive training and support. The review aims to answer the research question: "What devices and applications of Human-Computer Interaction (HCI) can be used to support the neuropsychological and motor condition of older adults?". The review identified 1140 potential papers from automatic searches in three digital libraries and manual searches in specialized journals and conferences. Three domain experts (computer engineer, electronics engineer, and psychologist) reviewed the papers based on inclusion and exclusion criteria and selected 79 papers for the review. Additionally, Fleiss' kappa measure was used to achieve agreement between raters. The results provide a comprehensive overview of the state of research in this area, which can assist researchers in identifying weaknesses, directing research efforts, and new research lines. Additionally, the results can serve as a reference guide for professionals in technical and health areas who can contribute to creating better and innovative solutions to aid the older population's physical and cognitive training and support.

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Q’inqu: Inclusive Board Game for the Integration of People with Disabilities

2020 , Jadán Guerrero, Janio , Arias Flores, Hugo Patricio , Altamirano, I.

The educational inclusion of people with disabilities continues to be a great challenge for society. Due to the field’s diversity and complexity, people with disabilities have few opportunities to be integrated into educational activities or even entertainment. This article describes a novel educational resource developed within the field of applied technologies. Q’inqu is an inclusive board game that encourages the family and educational inclusion of people with disabilities. Q’inqu is a Quechua word meaning “Labyrinth”. This is a metaphor for the challenges faced by families living with a person with disabilities, and it also reflects its narrative structure based on the “Legend of the Incas’ treasure”. Q’inqu has the general theme of a traditional board game where turns are taken until the treasure is found. What makes it different is the integration of inclusive elements through the use of technology. There are cards with a braille code, a rectangular board with high relief, and a circular board with textures. An App reads QR codes and also patterns, which present additional information based on augmented reality. These features provide support to blind players and to those who are unable to read, making the game both entertaining and educational. Q’inqu was developed and tested by a multidisciplinary team of 80 people, which included students and professionals from design, education and pedagogy. The most relevant result was that out of 367 ideas that were presented, it was awarded first prize in the category Toys for children with disabilities in the CMA contest held in Ecuador. © 2020, Springer Nature Switzerland AG.

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Web Accessibility in Latin American Universities: A Path to Global Rankings and Digital Inclusion

2025 , Patricia Acosta-Vargas , Gloria Acosta-Vargas , Belen Salvador-Acosta , Marcos Chacon-Castro , Jadán Guerrero, Janio

Web accessibility is increasingly recognized as a key factor in assessing higher education institutions’ quality, inclusion, and social responsibility. This topic is particularly relevant in Latin America, where significant disparities in digital equity and access to resources persist. This study analyzes the web accessibility of the top 20 Latin American universities based on their rankings in QS World University Rankings, Webometrics, SCImago Institutions Rankings, and Times Higher Education (THE). Using automated and manual assessment tools, including WAVE, PageSpeed ​​​​Insights, and expert assessments, the study identifies 434 contrast errors, 210 missing text alternatives, and 262 navigation issues on university websites. The results show that universities such as USP, UNAM, and Unicamp rank high in international rankings but have critical accessibility deficiencies, highlighting the gap between digital visibility and inclusion. By aligning with WCAG 2.2 and the Sustainable Development Goals (SDGs), in particular SDG 4 (Quality Education), SDG 9 (Industry and Innovation), and SDG 10 (Reduced Inequalities), universities can improve global competitiveness while fostering digital inclusion. This research proposes a structured framework to promote accessibility through a seven-phase methodology, addressing barriers, implementing improvements, and validating effectiveness. The findings provide a systematic approach for universities to optimize accessibility, improve user experience, and strengthen their international positioning

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Designing assistive technologies for children with disabilities: A case study of a family living with a daughter with intellectual disability

2016 , Jadán Guerrero, Janio , Altamirano I. , Arias H. , Jadán J.

Children with disabilities are one of the most vulnerable groups of the population. They experience social exclusion and inequity, as do their difficulties to integrate into society. Many families raising children with disabilities try to do everything to improve their quality of life. This paper describes a case study of an Ecuadorian family who was encouraged to integrate Information and Communication Technologies (ICT) in the everyday life of their girl with intellectual and language disabilities. The experience with the most popular technologies at home-Computer, tablet, smartphone, and videogame console-motivated the whole family to adapt and design assistive technologies for their daughter. Their motivation allowed us to find people and institutions who supported the design of ICT for different disabilities: AINIDIU, HELPMI, CANDI, LUCKI, MAGIC GLASS, JADAN VERBAL, TIC@ULA and KITERACY. An interdisciplinary group of experts participated in the development of these technologies: A Computer Engineer, a Phycologist, a blind person, students and Especial Education teachers. Since 2009, about 50 children with disabilities and 20 Especial Education teachers have been involved in the evaluation of the prototypes. With the support of Universidad Indoamérica and Ecuadorian Government, 1500 children with visual impairment were benefited with the software AINIDIU in some provinces of Ecuador. The article describes the history of this great experience. © Springer International Publishing AG 2016.

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Automated Music Composition Software Using Algorithms and Melodic Generators

2025 , Sebastian Garcia Surianu , Marcos Chacón-Castro , Martha Sánchez , Jadán Guerrero, Janio

This paper deals with the design and development of the software ‘AUTOMATIC COMPOSER’, a creative tool for the automated generation of polyphonic musical compositions. The problem statement focuses on the need to provide composers with an accessible and versatile tool for musical experimentation. The methodology employed includes the design of algorithms for melody generation, the development of an interactive user interface and the implementation of a system of melodic generators based on mathematical concepts. The main findings and results demonstrate the software’s ability to generate complex and varied scores, allowing users to control multiple aspects of the composition, such as articulations, dynamics, metric sequences, scales, rhythmic durations, instrumental ranges, melodic contours, rests, and metric mixtures. The main conclusion highlights the potential of the software as an innovative tool in the field of automated music composition, offering new creative possibilities for composers and musicians.

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Promoting Water Culture Through Augmented Reality and Gamified Experiences

2025 , Jadán Guerrero, Janio , Arias Flores, Hugo Patricio , Piedra Ansatuña, Mario , Marcos Chacón-Castro

This article examines the design and development process of interactive and immersive learning environments focused on conservation, management and responsible use of water. Using the Game Thinking methodology, interdisciplinary groups were formed, consisting of students from three different Master’s programs, along with designers, programmers, experts from the Quito Metropolitan Public Water and Sanitation Company (EPMAPS), and members of Foundation for the Support of Sustainable Development in Ecuador (FADSE). A total of 135 participants contributed diverse perspectives in education, user experience, technology, and sustainability. The objective was to develop proposals that would connect with children, young people, and adults to raise awareness about responsible water use, the consequences of waste, the contamination of water sources and simulate the consequences of water decisions in urban and rural environments. The study demonstrated that master’s students can play a significant role in addressing real urban challenges and that, when properly guided, their ideas can lead to innovative solutions aligned with emerging technologies. The developed solutions were evaluated by the students themselves alongside their peers, revealing that interactive tools not only promote active participation but also strengthen the emotional connection with the new water culture. Furthermore, the project emphasized accessibility, scalability, and cultural relevance, ensuring inclusive and sustainable educational solutions. In the future, the study will aim to assess the impact of these initiatives on public awareness and behavior.

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Web-based pulmonary telehabilitation: a systematic review

2024 , Ayala-Chauvin, Manuel Ignacio , Chicaiza Claudio, Fernando , Patricia Acosta-Vargas , Jadán Guerrero, Janio , Verónica Maldonado-Garcés , Esteban Ortiz-Prado , Gloria Acosta-Vargas , Mayra Carrión-Toro , Marco Santórum , Mario Gonzalez-Rodriguez , Camila Madera , Wilmer Esparza

Web-based pulmonary telerehabilitation (WBPTR) can serve as a valuable tool when access to conventional care is limited. This review assesses a series of studies that explore pulmonary telerehabilitation programmes delivered via web-based platforms. The studies involved participants with moderate to severe chronic obstructive pulmonary disease (COPD). Of the 3190 participants, 1697 engaged in WBPTR platforms, while the remaining 1493 comprised the control groups. Sixteen studies were included in the meta-analysis. Web-based pulmonary telerehabilitation led to an increase in daily step count (MD 446.66, 95% CI 96.47 to 796.86), though this did not meet the minimum clinically important difference. Additionally, WBPTR did not yield significant improvements in the six-minute walking test (MD 5.01, 95% CI − 5.19 to 15.21), health-related quality of life as measured by the St. George’s Respiratory Questionnaire (MD − 0.15, 95% CI − 2.24 to 1.95), or the Chronic Respiratory Disease Questionnaire (MD 0.17, 95% CI − 0.13 to 0.46). Moreover, there was no significant improvement in dyspnoea-related health status, as assessed by the Chronic Respiratory Disease Questionnaire (MD − 0.01, 95% CI − 0.29 to 0.27) or the modified Medical Research Council Dyspnoea Scale (MD − 0.14, 95% CI − 0.43 to 0.14). Based on these findings, this review concludes that WBPTR does not offer substantial advantages over traditional care. While slight improvements in exercise performance were observed, no meaningful enhancements were noted in dyspnoea or quality of life metrics. Overall, WBPTR remains a complementary and accessible option for managing and monitoring COPD patients. However, further research and innovation are required to improve its efficacy and adapt it to various clinical environments.

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3D Object Reconstruction Using Concatenated Matrices with MS Kinect: A Contribution to Interiors Architecture

2020 , Buele, Jorge , Varela Aldas, José , Castellanos E.X. , Jadán Guerrero, Janio , Barberán J.

Interior architecture is part of the individual, social and business life of the human being; it allows structuring the spaces to inhabit, study or work. This document presents the design and implementation of a system that allows the three-dimensional reconstruction of objects with a reduced economic investment. The image acquisition process and treatment of the information with mathematical support that it entails are described. The system involves an MS Kinect as a tool to create a radar that operates with the structured light principle to capture objects at a distance of less than 2 meters. The development of the scripts is done in the MATLAB software and in the same way the graphical interface that is presented to the user. As part of the initial tests of this prototype, the digitization of geometric shape structures has been performed with an accuracy of over 98%. This validates its efficient operation, which serves as the basis for the development of modeling in interior architecture for future work. © 2020, Springer Nature Switzerland AG.

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Improvement of Accessibility in Medical and Healthcare Websites

2021 , Acosta-Vargas G. , Acosta-Vargas P. , Jadán Guerrero, Janio , Salvador-Ullauri L. , Gonzalez M.

Health information on the Web can make patients better informed about a disease, which according to several studies leads to better treatment results. However, the health information found on the Web is not accessible because it presents barriers that prevent people from easily accessing it because it does not comply with the standards of the Web Content Accessibility Guidelines (WCAG) 2.1. Therefore, in this study, we present an analysis of the accessibility of the seven most visited health websites in the world. To analyze the accessibility of medical websites, we apply an automatic review method. The results show that health websites have frequent problems related to the lack of alternative text, empty links, and contrast errors. This research can contribute to future work related to accessibility in health and medical sites. Finally, we suggest designing a combined method to review each website’s accessibility barriers to complement the automatic review. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.