Now showing 1 - 10 of 44
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Value Proposal: A Participatory Brand Construction Model

2023 , Borja Galeas, Carlos , Arias Flores, Hugo Patricio

The brand is not only from the Unagotion, goes further, it is as if the consumer inner-Izara the product or service. It is searching from consistency, preubey, pursuit, trust, content, and reaching the client, and these elements are the way for the construction of the brand. The corporate image is created from a cultural internalization of management and will be reflected in the identity that will be reflected toward the whole world, and this design is born from the participation of the designer and the senior executives, who transform the ideas through the use of tools innovative The objective of this research is to generate a model that integrates the use of the business model canvas and participatory design, identifying the value proposition of the company. By using a heuristic matrix, which plasma the differentiating elements of the company, iconic elements represent them, together with the colors and typographies that together build the brand with its components: (1) morphology, (2) color, and (3) typography. The participatory design of the actors at each stage accelerates the brand construction, the results are integrated into the best corporate identity, and resistors are avoided in their adoption. © 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

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Strengthening Mathematical Skills with M-Learning

2022 , Sinchiguano F. , Arias Flores, Hugo Patricio , Jadán Guerrero, Janio

The COVID-19 pandemic transformed education from face-to-face to virtual. This accelerated the creation of new learning environments based on the everyday use of mobile devices, presenting new challenges for education. Emerging technologies today drive mobile learning or m-learning. This research focuses on the development of a mobile application that seeks to strengthen the mathematical abilities of whole number empowerment in high school students in a blended mode. The application includes four missions that make up an interactive game, in which the player has three lives and accumulates points. Mate-potencia Olympics faces two players, who must meet the challenges of each mission, the winners go to a second round, until they have the winner. Students learn the process of calculating square powers, identifying each of its elements, allowing dynamic, ubiquitous and flexible learning. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Analyzing serious games and literacy

2022 , Pucha G. , Arias Flores, Hugo Patricio , Borja-Galeas C.

Technology allows access to a wealth of resources that facilitate learning, in the case of literacy offers audiovisual resources that streamline cognitive skills. However, pedagogical strategies are required to implement technologies and achieve meaningful learning. Serious games arise as a proposal that seeks the development of learning through the development of activities of the game adjusting to the main way in which it is learned: through what is said and done. In this context, the objective of the research is to establish the use of serious games aimed at reinforcing literacy skills that strengthen the learning of second-year students of EGB. The focus of the research is qualitative with a descriptive scope, in which interviews were conducted with the actors of the educational process. The results show that children fail to develop their literacy skills, due to scarce didactic resources, ignorance of methodologies, lack of practice exercises and poor integration of innovative strategies that stimulate collaborative learning in the learning environment. The development of a strategy based on serious games, from mobile applications for the strengthening of literacy skills, with positive reinforcement and constant feedback, will allow students to maintain interest and develop these skills that are indispensable to continue in the educational process. © 2022 IEEE Computer Society. All rights reserved.

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Development of Behavior Profile of Users with Visual Impairment

2020 , Guevara Maldonado, César Byron , Arias Flores, Hugo Patricio , Varela Aldas, José , Castillo Salazar, David Ricardo , Borja M. , Fierro-Saltos W. , Rivera R. , Hidalgo-Guijarro J. , Yandún-Velasteguí M.

The interaction of the user with visual impairment with assistive technologies, and in particular with screen readers, generates a group of actions and events during their navigation. These interactions are defined as behavioral patterns, which have a sequence that occurs at specific time slot. Understanding user behavior by analyzing their interaction with applications, in addition, details the characteristics, relationships, structures and functions of the sequence of actions in a specific application domain. The objective of this document is to find activity patterns from a set of commands used by the user, combining data mining and a Bayesian model. This model calculates the probability of the functions used with the screen reader and generates a behavior profile to improve the user experience. For this study, the screen reader JAWS version 2018, the Open Journal Systems platform version 3.0.1 and a computer with Windows 10 operating system were used. During the first phase, command history used by the user by interacting with the Open Journal Systems platform were collected. The result is that the accessibility of users with visual impairment to interact with the computer and its applications has been improved by applying this model. © Springer Nature Switzerland AG 2020.

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Alternatives for Designing Augmentative and Alternative Communication Systems for People with Disabilities and Older Adults

2023 , Jadán Guerrero, Janio , Arias Flores, Hugo Patricio , Cedillo P. , Chacón-Castro M.

Augmentative and Alternative Communication Systems (AACS) provide a variety of forms of expression used to improve the communication skills of people with disabilities and/or older adults. These systems consist of physical or digital communicator boards that use pictograms to represent an object, a person or an action. The objective of this article is to analyze some easy-to-implement alternatives of SAACs systems, including low-cost digital resources such as websites and Apps; as well as both high devices such as virtual assistants, AI chatbots like GPT, and tangible interfaces. The research analyzes the difficulties that older adults have in activities of daily living, and a proposal is presented that allows to adapt in a dynamic and scalable way. The prototypes generated allowed us to identify some strengths and weaknesses of the possible solutions. These results provide an opportunity for technology designers to take on board the recommendations and use them to design more robust systems adapted to their environment. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Technological Project Management Proposal for Designing a Social Robot

2023 , Zapata M. , Alvarez-Tello J. , Arias Flores, Hugo Patricio

Introduction: Social robotics is integrated into everyday activities, addressing social interactions with diverse groups of people. Therefore, the development of Autonomous Social Robot for Ecuadorian Universities (ASREU), an evolutionary social robotic platform in hardware and software that allows the exploratory research of social, technological, and energetic variables for the generation of social robotics prototypes. Method: To improve the management of the project, the structures for the development of technological projects are analyzed from the administrative management of the project, as well as the execution and technological implementation of the Results: A diagram is obtained to identify the interaction of technical, engineering and scientific working groups and the interaction with the project management, as well as a roadmap for the development of technological products defining the systems, the type of prototyping and the intellectual property protection, in addition to the circular strategy for the integration from and for society in the area of social robotics and the identification with the evolution of the prototype with the corresponding intellectual property protection for feasible results to Conclusion: Currently the development of technological projects lead mostly software developments in social robotics, when integrated with physical systems (mechanical, electrical and electronic), there is planning from traditional environments and agile environments, which need a coexistence to jump from one to another environment. Finally, guidelines and tools have been developed to facilitate the management and design of social robots, in the case of ASREU, a 6 DoF and autonomous mobile robot (AMR). © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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3D Printing for STEAM Education

2022 , Zapata-Rodríguez M. , Arias Flores, Hugo Patricio , Alvarez-Tello, Jorge

3D printing has been considered a disruptive technology and its impact on education with the generation of educational resources that increase student engagement and improve STEAM learning by promoting their creativity, collaborative work, attention and participation in class, strengthening the development of their skills. This paper discusses the different applications that can be given to rapid prototyping through 3D printing in education and how it can influence the STEAM skills acquired by students. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Analysis of the Level of Accessibility of Scientific Online Conferences for Blind Participants

2021 , Arias Flores, Hugo Patricio , Sanchez-Gordon S. , Calle-Jimenez T.

The change generated by the virtualization of activities due to the COVID-19 pandemic has transformed the way people participate in countless activities. Scientific conferences, like many other events, were forced by the circumstances to change from face-to-face to online overnight. The goal of this study is to identify the accessibility barriers that the platforms used by scientific online conferences pose for blind participants. The research methodology used was experiential introspection complemented by automated testing. Exploratory tests were conducted by a blind researcher using the JAWS screen reader. Besides, the accessibility evaluation tool WAVE was used to identify non-conformances with the web content accessibility guidelines WCAG. As a result, it was found in some cases a null level of accessibility and, in other cases, complexity was detected in the access to activities. As for no conformances with WCAG, two of the most prominent were empty links and the absence of headings for efficient screen reader navigation. The automated tool showed errors and alerts that need to be fixed in the teleconferencing platforms evaluated. It is presumed that, unfortunately, the moderately or even basic concepts for the participation of users with visual disabilities and blind are not being considered in the platforms used to host virtual scientific conferences. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Profiling of E-Learning Users with Accessibility Needs

2021 , Calle-Jimenez T. , Sanchez-Gordon S. , Arias Flores, Hugo Patricio

Currently, there are millions of people who are studying professional training using e-Learning environments. A trend that has been exacerbated by the global health crisis caused by the COVID-19 virus pandemic. This circumstance has forced students around the world to switch to an emerging online modality in 2020. E-Learning environments has become an important option, maybe the only one, to keep studying, as long as these environments and the educational resources they host are accessible. In this context, it is relevant to have a mechanism to describe the accessibility preferences and need of students through the management of personal profiles. In this study, authors carried out a literature review regarding models designed to enable the creation of profiles in the Massive Open Online Courses (MOOCs) and presents an analysis of scientific research published by other researchers and shows the current state of the art of the research area of profiling of students with disabilities in MOOC platforms. This literature review will serve as input to propose a model that allows covering the lack of profiling of students with disabilities within e-Learning platforms to meet the needs of students who have disabilities. As far as we know, this is the first literature review of this kind. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Long-Distance Relationships: Use of Technology Advances in Communication, Idealization and Satisfaction

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

Long distance romantic relationships are becoming more and more common nowadays. There can be various concrete reasons that are the causes for this occurrence, among the most common, the pursuit of career opportunities, educational goals, military service, and migratory issues. The aim of this study is answering the question: how is possible to maintain this kind of relationship? This is explained from two variables: the first one refers to the technology advances which help the communication and the second one studied from the psychological periscope, the romantic idealization. It is approach the perception of this new type of relationships in the general population. Understanding technology influences in human life could help to develop more technological advances to the people to feel closer and to keep healthy relationships with themselves and the others, as well, it could bring lights to counseling and psychological therapy. © 2021, The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG.