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Mathematical model of intrusion detection based on sequential execution of commands applying pagerank

2020 , Guevara Maldonado, César Byron , Hidalgo, J. , Yandún, M. , Arias Flores, Hugo Patricio , Zapata-Saavedra, L. , Ramirez-Morales, I. , Aguilar-Galvez, F. , Chalco-Torres, L. , Ortiz, D.P.

Cybersecurity in networks and computer systems is a very important research area for companies and institutions around the world. Therefore, safeguarding information is a fundamental objective, because data is the most valuable asset of a person or company. Users interacting with multiple systems generate a unique behavioral pattern for each person (called digital fingerprint). This behavior is compiled with the interactions between the user and the applications, websites, communication equipment (PCs, mobile phones, tablets, etc.). In this paper the analysis of eight users with computers with a UNIX operating system, who have performed their tasks in a period of 2 years, is detailed. This data is the history of use in Shell sessions, which are sorted by date and token. With this information a mathematical model of intrusion detection based on time series behaviors is generated. To generate this model a data pre-processing is necessary, which it generates user sessions (Equation presented), where u identifies the user and m the number of sessions the user u has made. Each session (Equation presented) contains a sequence of execution of commands (Equation presented), that is (Equation presented), where n is the position in wich the C command was executed. Only 17 commands have been selected, which are the most used by each user u. In the creation of the mathematical model we apply the page Rank algorithm [1], the same that within a command execution session (Equation presented), determines which command (Equation presented) calls another command (Equation presented), and determines which command is the most executed. For this study we will perform a model with sb subsequences of two commands, (Equation presented), where the algorithm is applied and we obtain a probability of execution per command defined by (Equation presented). Finally, a profile is generated for each of the users as a signal in time series, where maximum and minimum normal behavior is obtained. If any behavior is outside those ranges, it is determined as intrusive behavior, with a detection probability value. Otherwise, it is determined that the behavior is normal and can continue executing commands in a normal way. The results obtained in this model have shown that the proposal is quite effective in the testing phase, with an accuracy rate greater than 90% and a false positive rate of less than 4%. This shows that our model is effective and adaptable to the dynamic behavior of the user. On the other hand, a variability in the execution of user commands has been found to be quite high in periods of short time, but the proposed algorithm tends to adapt quite optimally. © Springer Nature Switzerland AG 2020.

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Cognitive Interventions Based on Technology: A Systematic Literature Review

2021 , Ramos Galarza, Carlos , Cóndor-Herrera, Omar , Arias Flores, Hugo Patricio , Jadán Guerrero, Janio , Bolaños-Pasquel M. , Cedillo P.

This article reports a systematic review of research done about the positive impact of cognitive treatment for people with some type of brain disorder through the use of inclusive technologies. The article collected 21 publications of high impact magazines uncovering that countries such as Spain, France, and Russia have a significant number of contributions on this topic. Inclusive technological innovations which are intended for work on brain functions such as attention, memory, verbal fluency, problem-solving and behavior regulation have been mainly developed in devices such as Tablets and Robots. The data discussed highlights the need to continue in this line of research to determine the effect of this type of intervention, as well as the future projection of developing new technological devices facilitating human brain functions. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Artificial Intelligence and Tomorrow’s Education

2021 , Cóndor-Herrera, Omar , Arias Flores, Hugo Patricio , Jadán Guerrero, Janio , Ramos Galarza, Carlos

Nowadays, there is a rapid technological progress around the world that has enabled realities long ago unimaginable. We live in a technological era that represents new possibilities and challenges for society, and for the educational models in each country [1]. Research on smart education, which has forced the educational community to rethink on new ways of learning and teaching has been developed globally. Due to the advent of artificial intelligence (AI), the educational model for both, teachers and students will change. Nevertheless, to transform educational systems, it is necessary to update and train students, educators, and administrators effectively [2]. This research aims to describe the possible applications of AI in education from: 1) the automation of administrative tasks; 2) collection and analysis of information [3] to create smart content; 3) the implementation of virtual assistants in the teaching-learning process; 4) the potential delivery of lectures by humanoid robots with AI. © 2021, 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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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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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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Playful Thinking as a Strategy to Assess Mathematical Skills in Primary School

2023 , Arias Flores, Hugo Patricio , Solis M. , Zapata, Mireya

This research aims to find gamified tools that can be used by teachers in their classes and transform traditional evaluation so that it is attractive to the student and their mathematical skills are developed. The objective of the research was to empirically analyze whether the use of gamification has a positive impact on Mathematics Evaluation, through the application of a quasi-experimental program for learning basic operations in fourth-year students of Basic General Education. We worked with an experimental group and a control group, under the hypothesis that there is a significant difference in the results of the evaluation of basic operations in mathematics when using a traditional instrument and another online. The designed instrument consists of 20 multiple-choice questions, extracted from the PISA model evaluates for the fourth year. The experimental group was evaluated with the instrument in Word and the online instrument was used with the control group. The results of the evaluation of the experimental group have an average of 16.15, after the intervention, while the control group has an average of 14.20; showing that there is a difference in the evaluations when using a traditional instrument and another online. It is concluded that these new ways of evaluating and learning through gamified modalities and resources open new spaces to investigate different options on how to value knowledge to future generations, regardless of obstacles of time, space, and resources. © 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

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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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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.

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Introducing Gamification in Professional Training

2021 , Alvear H. , Arias Flores, Hugo Patricio , Ramos Galarza, Carlos , Jadán Guerrero, Janio

The incorporation of game elements in non-game contexts is a subject of interest in various sectors, such as business, marketing, engineering, medicine, and military. Gamification and serious games have been involved in the rapid adaptation of professional training. The main goal of game thinking is to motivate and engage learners by using game-like techniques. This paper introduces gamification as an innovative approach for police officers to develop the required competencies for upholding the ethics, principles, and values that the Ecuadorian institution and society demand of them. The aim of gamification is to improve the quality and efficiency of the transfer from theory to real-life practice in police training. The paper focuses on the use of technology in a gamified virtual learning environment that simulates scenarios based upon common incidents reported to Ecuadorian police. The evaluation was conducted with 50 police officers. Our initial evaluation demonstrates that gamification has the potential to be scaled to force-wide proportions. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.