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Effects of a dual intervention (motor and virtual reality-based cognitive) on cognition in patients with mild cognitive impairment: a single-blind, randomized controlled trial

2024 , Buele, Jorge , Avilés-Castillo, Fátima , Carolina Del-Valle-Soto , Varela Aldas, José , Guillermo Palacios-Navarro

Abstract Background The increase in cases of mild cognitive impairment (MCI) underlines the urgency of finding effective methods to slow its progression. Given the limited effectiveness of current pharmacological options to prevent or treat the early stages of this deterioration, non-pharmacological alternatives are especially relevant. Objective To assess the effectiveness of a cognitive-motor intervention based on immersive virtual reality (VR) that simulates an activity of daily living (ADL) on cognitive functions and its impact on depression and the ability to perform such activities in patients with MCI. Methods Thirty-four older adults (men, women) with MCI were randomized to the experimental group (n = 17; 75.41 ± 5.76) or control (n = 17; 77.35 ± 6.75) group. Both groups received motor training, through aerobic, balance and resistance activities in group. Subsequently, the experimental group received cognitive training based on VR, while the control group received traditional cognitive training. Cognitive functions, depression, and the ability to perform activities of daily living (ADLs) were assessed using the Spanish versions of the Montreal Cognitive Assessment (MoCA-S), the Short Geriatric Depression Scale (SGDS-S), and the of Instrumental Activities of Daily Living (IADL-S) before and after 6-week intervention (a total of twelve 40-minutes sessions). Results Between groups comparison did not reveal significant differences in either cognitive function or geriatric depression. The intragroup effect of cognitive function and geriatric depression was significant in both groups (p < 0.001), with large effect sizes. There was no statistically significant improvement in any of the groups when evaluating their performance in ADLs (control, p = 0.28; experimental, p = 0.46) as expected. The completion rate in the experimental group was higher (82.35%) compared to the control group (70.59%). Likewise, participants in the experimental group reached a higher level of difficulty in the application and needed less time to complete the task at each level. Conclusions The application of a dual intervention, through motor training prior to a cognitive task based on Immersive VR was shown to be a beneficial non-pharmacological strategy to improve cognitive functions and reduce depression in patients with MCI. Similarly, the control group benefited from such dual intervention with statistically significant improvements. Trial registration ClinicalTrials.gov NCT06313931; https://clinicaltrials.gov/study/NCT06313931.

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Twitter Mining for Multiclass Classification Events of Traffic and Pollution

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

During the last decade social media have generated tons of data, that is the primal information resource for multiple applications. Analyzing this information let us to discover almost immediately unusual situations, such as traffic jumps, traffic accidents, state of the roads, etc. This research proposes an approach for classifying pollution and traffic tweets automatically. Taking advantage of the information in tweets, it evaluates several machine learning supervised algorithms for text classification, where it determines that the support vector machine (SVM) algorithm achieves the highest accuracy value of 85,8% classifying events of traffic and not traffic. Furthermore, to determine the events that correspond to traffic or pollution we perform a multiclass classification. Where we obtain an accuracy of 78.9%. © Springer Nature Switzerland AG 2020.

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Support vector machine as tool for classifying coffee beverages

2020 , Varela Aldas, José , Fuentes, E.M. , Buele, Jorge , Meló, R.G. , Barat, J.M. , Alcañiz, M.

Classifiers are tools widely used nowadays to process data and obtain prediction models that are trained through supervised learning techniques; there is a wide variety of sensors that acquire the data to be processed, such as the voltammetric electronic tongue, as a device employed to analyze food compounds. This paper presents a normal and decaffeinated coffee beverage classifier using a Support Vector Machine with a linear separation function, detailing the classification function and the model optimization method; to train the model, the data measured by 4 electrodes of a voltammetric tongue that is excited by a predetermined sequence of positive pulses is used. In addition, the results graphically show the measurements obtained, the support vectors and the evaluation data, the values of the classifier parameters are also presented. Finally, the conclusions establish an acceptable error in the classification of coffee drinks according to caffeine presence at the sample analyzed. © Springer Nature Switzerland AG 2020.

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Virtual environment application that complements the treatment of dyslexia (VEATD) in children

2020 , Buele, Jorge , López, V.M. , Varela Aldas, José , Soria, A. , Palacios-Navarro, G.

The educational disorders that children present at an early age can cause them to not fully develop throughout their lives. In this research work a 3D virtual system that allows the child who has been diagnosed with dyslexia to complement the exercises performed in a conventional therapy is described. To achieve this an application was developed, the app consists of two games (each with three levels of difficulty), and that are part of the rehabilitation program. In each of these games virtual objects are combined with auditory messages to provide the user with an immersive experience, and to train more than one sense at a time. In the first game task, the activity asks the children to correctly locate the syllables that compose a word and for the second activity the children will listen to a word, after the games asks the children to select the correct word. This tool has been tested by a group of children (eight), with ages ranging from 8 to 12 years old, whose development can be supervised at home by their parents, since it is an intuitive and easy to use interface. The results obtained are stored in a database and in this way the medical specialist can monitor the progress of the child throughout his treatment. For the validation of this proposal the SUS usability test was used. © Springer Nature Switzerland AG 2020.

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Virtual System for Industrial Processes: Distillation Towers

2021 , Jacome E.M. , Toaquiza J.F. , Mullo G.M. , Andaluz V.H. , Varela Aldas, José

In this paper a realistic and intuitive virtual environment of a distillation tower system is developed. The three-dimensional model of the system is based on a real system, which is replicated in Blender software to be later implemented in Unity, in order to simulate its behavior. By showing the evolution of the system, control and monitoring maneuvers are implemented, so that the virtual animation is similar to a real process. The application developed is intended to provide support in the learning process of an operator in the work area. © 2021, Springer Nature Switzerland AG.

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Immersive virtual reality app for mild cognitive impairment

2019 , Varela Aldas, José , Palacios-Navarro G. , García-Magariño I.

A characteristic symptom of neurodegenerative diseases is the deterioration of the memory. These problems usually worsen with the progression of the disease, being the cognitive rehabilitation an important tool in order to slow down the progress of the disease in the patient. This work presents the development of a mobile virtual reality application through a serious game to boost the memory by solving mazes in three levels of difficulty. The application uses the Gear VR glasses to provide the user with an immersive experience. The results present the proposed application, showing the components of the virtual environment. © 2019, Associacao Iberica de Sistemas e Tecnologias de Informacao. All rights reserved.

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IoT-Based Alternating Current Electrical Parameters Monitoring System

2022 , Varela Aldas, José , Silva, S , Palacios-Navarro, G.

Energy monitors are indispensable for achieving efficient electrical grids and even more so in the age of the Internet of Things (IoT), where electrical system data are monitored from anywhere in the world. This paper presents the development of a two-channel electrical parameter-monitoring system based on the M5 Stack Core2 kit. The acquisition of variables is done through PZEM 004T V3.0 sensors, and the data are sent to the ThingSpeak cloud database. Local readings are done through the LCD, and data re stored on a micro SD card. Remote monitoring is done through two applications, namely a web application and a mobile application, each designed for different purposes. To validate this proposal, a commercial device with IoT features (Gen 2 Vue Energy Monitor) is used, comparing the active power and active energy readings recorded continuously for 7 days. The results indicate an accuracy of up to 1.95% in power and 0.81% in energy, obtaining a low-cost compact product with multiple features. © 2022 by the authors.

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Prototype System for Control the ScorBot ER-4U Robotic Arm Using Free Tools

2021 , Chávez-Chica E. , Buele J. , Salazar F.W. , Varela Aldas, José

The acquisition of controllers offered by manufacturers represents a high cost for the user and presents limitations for development. Therefore, in this work we propose the development of an electronic controller for the ScorBot ER_4U robotic arm operation. The programs are elaborated in C language, in the ESP-IDF development environment, which allows the manipulation and control of the arm. The development of this research directly benefits the research field. In this way, an open license software is delivered for the modification of codes and circuits that support the evolution of robotics knowledge. The tests carried out validate this proposal, both in operation and in the response times obtained. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Editorial Design Based on User Experience Design

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

This research deals with editorial design based on user experience design. The traditional editorial design has had to adapt to the new digital media composition, where multimedia audiovisual elements unthinkable a few years ago need to be integrated. The participation of the reader, as an external observer who only receives information through texts and images, now has new scenarios in which he can actively participate and decide what will come to his hands. In this study, a work methodology based on UxD User Experience Design is presented, in which will generate the editorial design of an educational book on environmental issues, which includes augmented reality for children from 6 to 8 years of age. The aim of this study is to know if an editorial product with augmented reality and developed from the user experience design can improve meaningful learning in a playful and active way. For its development, a composition model based on the Fibonacci sequence and the golden ratio will be used. Additionally, its graphic composition will be guided by the Massimo Vignelli canon and will be complemented by the reticular model of Beth Tondreau. The augmented reality markers position will also be based on the composition model previously mentioned, which will allow keeping the attention of the reader in the printed document and in the augmented reality animations. The user experience design will be applied with teachers, parents and students from 4 schools in Quito and Ambato. Once the production is completed, the impact on teaching-learning process will be evaluated with a control and a test group, and the methodology with which they will work in the classroom with the educational material developed will be defined. At the end of the study, copies of the book will be delivered to the participating schools of this research for its implementation. © Springer Nature Switzerland AG 2020.

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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.