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Communication Support for Older Adults Through Pictograms

2023 , Arias Flores, Hugo Patricio , Zapata M. , Sanchez-Gordon S. , Cedillo P.

Changes generated by the pandemic have stimulated new forms of communication through technological devices. Thanks to these, augmentative and alternative communication through the use of pictograms has allowed the development of communicative capacity for people who face health problems, such as speech, limited motor skills, hearing, among others. In particular, for segments of the elderly population with limited communication and technology management skills, it is important to consider usability and accessibility criteria in technological support interfaces design, in order to provide a satisfying and non-intrusive user experience. Support activities must be pleasant and transparent for the effective users’ communication with their environment. In this context, the article presents a methodology for the design of an augmentative communication solution based on pictograms, with the purpose of transmitting the message from the user to the receiver. This article proposes a systematic review of the literature on augmentative and alternative communication, as well as the use of existing pictograms and technologies. The systematic review protocol considered the choice of four digital libraries for the search. The method of search and selection of technological solutions was based on the search for Apps and websites for the use of pictograms through technology to automate and support the communication of elderly. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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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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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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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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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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Applying Usability Engineering in Educational Video Games. Case Study: Learning English for Spanish-Speaking Children Aged 6 to 8 Years

2025 , Tania Calle-Jimenez , Arias Flores, Hugo Patricio , Maria-Elena Cruz-Artieda , Sandra Sanchez-Gordon

The English Proficiency Index results from 2024 show that the Spanish-speaking population has limited English proficiency. This deficiency has an impact on the population's academic training, as well as on job opportunities. Promoting early English language learning in Spanish-speaking children is essential to ensure comprehensive development at this crucial stage. The methodology proposed in this study focuses on creating an attractive and friendly user experience using design principles based on usability engineering to maximize learning effectiveness. This research aims to solve the problem related to information retention and friendly interaction for Spanish-speaking children aged six to eight years with an educational video game for learning English. The application aims to promote English learning from an early age, taking advantage of children's innate abilities to absorb a language effectively during this development phase. In this research work, an educational video game was designed to ensure that it is usable at all stages of development, from requirements specification to design, coding, and usability testing. Additionally, usability tests were conducted to evaluate the interface and the level of information retention. The results show that the video game developed using the proposed methodology complies with the usability principles.

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Adoption of Technological Products and Services in an Ecuadorian University for External Consumers

2021 , Palacio-Fierro A. , Arias Flores, Hugo Patricio

This article describes the experiences, initiatives and advances in disability issues for external consumers at a university in Ecuador, which has promoted collaboration agreements with various institutions. This synergy has allowed technological solutions to be developed in the field of disability. These include software for blind students, an augmentative communication board app for people with hearing disabilities, a telerehabilitation platform using the Kinect sensor for those with physical disabilities, a literacy kit with tangible interfaces and RFID sensors. Also, an inclusive board for people with intellectual disabilities which integrates Braille code, QR codes and augmented reality. These technologies have transcended academic frontiers and today, thanks to projects of connection with society, they support a vulnerable and traditionally forgotten population. In terms of educational inclusion, figures and initiatives that the university carries out through its Academic Department and Research Institute are presented. In the workplace, the institution developed a MOOC platform to raise awareness on the treatment of people with disabilities, through which nearly 800,000 public sector workers have been trained. Thanks to all these technological initiatives, a teleworking proposal was generated, which is still in development to connect people with disabilities and companies in carrying out intellectual tasks through a technological platform. The result of all these initiatives has left gratifying experiences and increasingly higher challenges in favor of educational and labor inclusion, especially of people with disabilities where there are more barriers in society than due to their abilities. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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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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Autonomous Learning Mediated by Digital Technology Processes in Higher Education: A Systematic Review

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

The concept of autonomous learning has been resignified in recent years as a result of the expansion of the different types of study. Online education in higher education institutions has become an effective option to increase and diversify opportunities for access and learning, however, high rates of dropout, reprisal and low averages still persist. academic performance. Recent research shows that the problem is accentuated because most students have difficulty self-regulating their own learning process autonomously. From this perspective, the purpose of the study was to examine and analyze, through a systematic review of the literature, on autonomous/self-regulated learning, theoretical models and determine which variables influence a learning process mediated by technology processes in the higher education. The findings indicate that: (1) autonomous learning is a synonym of self-regulation; (2) Pintrich’s self-regulatory model is the most used in digital contexts; and (3) the self-regulatory variables identified are wide and varied. © Springer Nature Switzerland AG 2020.

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Detection of Student Behavior Profiles Applying Neural Networks and Decision Trees

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

Education worldwide is a significant aspect for the development of the peoples and much more in developing countries such as those in Latin America, where less than 22% of its inhabitants have higher education. Research in this field is a matter of interest for each of the governments to improve education policies. Therefore, the analysis of data on the behavior of a student in an educational institution is of utmost importance, because multiple aspects of progress or student dropout rates during their professional training period can be identified. The most important variables to identify the student’s behavior are the socio-economic ones, since the psychological state and the economic deficiencies that the student faces while is studying can be detected. This data provides grades, scholarships, attendance and information on student progress. During the first phase of the study, all the information is analyzed and it is determined which provides relevant data to develop a profile of a student behavior, as well as the pre-processing of the data obtained. In this phase, voracious algorithms are applied for the selection of attributes, such as greedy stepwise, Chi-squared test, Anova, RefiefF, Gain Radio, among others. In this work, we apply the artificial intelligence techniques, the results obtained are compared to generate a normal and unusual behavior of each student according to their professional career. In addition, the most optimal model that has had a higher accuracy percentage, false positive rate, false negative rate and mean squared error in the tests results are determined. © Springer Nature Switzerland AG 2020.