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    Addressing the Accessibility Gap in Biometric Security: A Low-Cost, Open-Source Approach for High-Risk Environments
    (Springer Nature Switzerland, 2026)
    Vargas-Bustamante, Miguel
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    García-Muñoz, Gabriel
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    Álvarez-Tello, Jorge
    Facial recognition has become established as a key technology for access control in high-insecurity contexts; however, its adoption in resource-constrained environments remains limited. This study addresses the existing gap in the empirical validation of low-cost biometric systems deployed in real-world scenarios. A prototype access control system based on facial recognition was developed using low-cost embedded hardware and open-source software. The research followed a quantitative, experimental, and applied approach, evaluating system performance using standardized biometric metrics (accuracy, FAR, and FRR) under different environmental conditions. The system achieved 97% accuracy in authorized access attempts and 96% accuracy in unauthorized attempts, with an average latency of 1.8 s and complete resistance to basic spoofing attacks. The results demonstrate that low-cost biometric solutions can achieve acceptable levels of reliability and usability for access control in high-insecurity contexts, contributing to the democratization of technological security
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    Using Predictive Modeling to Assess Social Media's Impact on Parental Well-Being: A Pilot Study
    (Springer Nature Switzerland, 2026)
    Tutillo, Jimena
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    Martinez, Danilo
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    Social media is part of daily life, facilitating communication, entertainment, and immediate access to information. However, it can negatively affect personal well-being and contribute to the development of addictive behavior. The objective of this paper is to examine how social media users in the economically productive age group of 36 to 56 years are affected by these platforms, and how machine learning (ML) and app development can be used to mitigate the impacts of these dopamine-stimulated behaviors. For this purpose, an empirical study using the Social Media Disorder Test showed that 37.5% of the sample had prolonged usage. To aid in the solution, an app was developed that uses machine learning (ML) to classify addiction levels into 8 categories across 3 social media apps. The app monitors usage in real time and issues alerts for excessive consumption patterns to reduce digital dependence. The results show real patterns of moderate addiction among users. It also seeks to raise awareness of social media use so they can set limits and reduce the impact of their use
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    Low-Cost Interfaces and Technological Accessibility: A Human–Computer Interaction Approach for the Inclusion of Individuals with Motor Disabilities
    Cerebral palsy (CP) is a neurological disorder of prenatal or perinatal origin that affects motor control, posture, and frequently speech, thereby limiting autonomy and social participation among individuals who experience it. During the transition to adulthood, these limitations tend to intensify, highlighting the need for assistive technologies (AT) that effectively address real-world contexts of use. However, the high cost and limited adaptability of many existing solutions restrict their adoption, particularly in low- and middle-income countries. This study is situated within the field of Human–Computer Interaction (HCI) and aims to evaluate low-cost input devices based on principles of accessibility, ergonomics, and usability, to improve the work performance of individuals with motor disabilities. A qualitative methodology was employed, based on the think-aloud technique, applied to a case study involving an adult with cerebral palsy who interacted with three devices: a conventional trackpad, a MAKEY MAKEY-based interface, and a wireless keyboard with an integrated touchpad. The results indicate that, although the trackpad allows for a degree of progressive adaptation, it presents limitations in tasks requiring bimanual coordination. The MAKEY MAKEY interface provides greater discrete control but demands high levels of coordination and generates fatigue due to its physical configuration. In contrast, the wireless keyboard with an integrated touchpad emerges as the most efficient and ergonomic alternative, as it distributes functions between both hands and reduces physical effort. It is concluded that the adaptation of mass-market consumer technologies, under a user-centered design approach, can offer accessible, functional, and sustainable solutions for the digital inclusion of individuals with motor disabilities. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
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    Learning Through Play: Implementing an Educational Escape Room for Teaching Traditions and Culture
    (2025) ; ; ;
    Luis Aguirre-Morales
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    Sandra Sanchez-Gordon
    This study explores the implementation of an educational Escape Room as a pedagogical strategy to teach tangible cultural heritage to students in Ecuador. This Escape Room was designed using the ADDIE model (Analysis, Design, Development, Implementation and Evaluation) and integrated into the basic education curriculum for Ecuadorian schools. The primary objective was to enhance students’ engagement and understanding of Ecuador’s cultural heritage through an interactive and gamified learning experience. The Escape Room was structured around five missions, each focusing on different aspects of the cultural heritage of five parishes in Ecuador. Students were required to solve puzzles, answer questions, and complete challenges to progress through the game. The results of the implementation, evaluated through observation and student feedback, indicated a high level of student engagement, improved problem-solving skills, and a deeper appreciation for Ecuador’s cultural heritage. The study concludes that Escape Rooms can be an effective tool for teaching cultural heritage, fostering teamwork, creativity, and critical thinking among students. This innovative approach not only makes learning more dynamic and enjoyable but also aligns with modern educational trends that emphasize active and experiential learning.
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    Real-time execution of SNN models with synaptic plasticity for handwritten digit recognition on SIMD hardware
    (2024)
    Bernardo Vallejo-Mancero
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    Jordi Madrenas
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    Recent advancements in neuromorphic computing have led to the development of hardware architectures inspired by Spiking Neural Networks (SNNs) to emulate the efficiency and parallel processing capabilities of the human brain. This work focuses on testing the HEENS architecture, specifically designed for high parallel processing and biological realism in SNN emulation, implemented on a ZYNQ family FPGA. The study applies this architecture to the classification of digits using the well-known MNIST database. The image resolutions were adjusted to match HEENS' processing capacity. Results were compared with existing work, demonstrating HEENS' performance comparable to other solutions. This study highlights the importance of balancing accuracy and efficiency in the execution of applications. HEENS offers a flexible solution for SNN emulation, allowing for the implementation of programmable neural and synaptic models. It encourages the exploration of novel algorithms and network architectures, providing an alternative for real-time processing with efficient energy consumption.
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    Real-Time Adaptive Physical Sensor Processing with SNN Hardware
    (2023)
    Madrenas J.
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    Vallejo-Mancero B.
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    Oltra-Oltra J.À.
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    Cosp-Vilella J.
    Spiking Neural Networks (SNNs) offer bioinspired computation based on local adaptation and plasticity as well as close biological compatibility. In this work, after reviewing the Hardware Emulator of Evolving Neural Systems (HEENS) architecture and its Computer-Aided Engineering (CAE) design flow, a spiking implementation of an adaptive physical sensor input scheme based on time-rate Band-Pass Filter (BPF) is proposed for real-time execution of large dynamic range sensory edge processing nodes. Simulation and experimental results of the SNN operating in real-time with an adaptive-range accelerometer input example are shown. This work opens the path to compute with SNNs multiple physical sensor information for perception applications. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.
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    Low-Cost Human–Machine Interface for Computer Control with Facial Landmark Detection and Voice Commands
    (2022)
    Ramos, P.
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    Valencia, K.
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    Vargas, V.
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    Nowadays, daily life involves the extensive use of computers, since human beings are immersed in a technological society. Therefore, it is mandatory to interact with computers, which represents a true disadvantage for people with upper limb disabilities. In this context, this work aims to develop an interface for emulating mouse and keyboard functions (EMKEY) by applying concepts of artificial vision and voice recognition to replace the use of hands. Pointer control is achieved by head movement, whereas voice recognition is used to perform interface functionalities, including speech-to-text transcription. To evaluate the interface’s usability and usefulness, two studies were carried out. The first study was performed with 30 participants without physical disabilities. Throughout this study, there were significant correlations found between the emulator’s usability and aspects such as adaptability, execution time, and the participant’s age. In the second study, the use of the emulator was analyzed by four participants with motor disabilities. It was found that the interface was best used by the participant with cerebral palsy, followed by the participants with upper limb paralysis, spina bifida, and muscular dystrophy. In general, the results show that the proposed interface is easy to use, practical, fairly accurate, and works on a wide range of computers. © 2022 by the authors.
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    Digital Marketing Strategy for B2B Metalworking Industry: A Case Study for Ecuador
    (2025)
    Cruz Cusme-Palma
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    Jorge Alvarez-Tello
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    In a global environment where digitalization is key to competitiveness, B2B companies in the metalworking sector face challenges in adopting digital tools. In Ecuador, the low digital presence of small and medium-sized enterprises limits their ability to attract clients and expand. This study analyzes the case of Manufacturas ESCA Cía. Ltda., an Ecuadorian company with no digital presence, which requires a digital marketing strategy to improve its visibility and market positioning. The research follows a mixed-method approach, combining qualitative and quantitative methods within a non-experimental, descriptive design. Strategic analysis tools such as SWOT, PESTEL, and CANVAS were applied, along with digital audits and keyword research using Google Keyword Planner, Semrush, and Tubular. Additionally, SEO, SEM, social media, and email marketing strategies were integrated into a comprehensive digital marketing plan. The projected results indicate that the strategy will help increase website traffic to 7,000 annual visits, generate 1,200 leads, and achieve an estimated revenue of $183,814.16 in the first year, with a positive return on investment. It is concluded that implementing digital strategies not only enhances visibility and customer acquisition but also strengthens the competitiveness and sustainability of industrial companies in emerging digital markets. Digital transformation is a strategic necessity for B2B companies aiming to optimize their positioning and growth in the digital era.
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    Playful Thinking as a Strategy to Assess Mathematical Skills in Primary School
    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.
    Scopus© Citations 1  39
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    Design and evaluation of a heuristic optimization tool based on evolutionary grammars using PSoCs
    (2020)
    Vallejo Mancero B.
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    Topón-Visarrea L.
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    Malagón P.
    Currently, the evolutionary computing techniques are increasingly used in different fields, such as optimization, machine learning, and others. The starting point of the investigation is a set of optimization tools based on these techniques and one of them is called evolutionary grammar [1]. It is a evolutionary technique derived from genetic algorithms and used to generate programs automatically in any type of language. The present work is focused on the design and evaluation of hardware acceleration technique through PSoC, for the execution of evolutionary grammar. For this, a ZYNQ development platform is used, in which the logical part is used to implement factory modules and independents hardware blocks made up of a soft-processor, memory BRAM, and a CORDIC module developed to perform arithmetic operations. The processing part is used for the execution of the algorithm. Throughout the development, the procedures and techniques used for hardware and software design are specified, and the viability of the implementation is analyzed considering the comparison of the algorithm execution times in Java versus the execution times in Hardware. © Springer Nature Switzerland AG 2020.
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