31 results on '"María Lucía Barrón-Estrada"'
Search Results
2. Hyperparameter optimization in CNN for learning-centered emotion recognition for intelligent tutoring systems
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Ramón Zatarain Cabada, Hector Manuel Cardenas Lopez, Hector Rodriguez Rangel, and María Lucía Barrón Estrada
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Hyperparameter ,0209 industrial biotechnology ,Facial expression ,Artificial neural network ,business.industry ,Computer science ,Emotion classification ,Computational intelligence ,02 engineering and technology ,Affect (psychology) ,Convolutional neural network ,Intelligent tutoring system ,Theoretical Computer Science ,020901 industrial engineering & automation ,Hyperparameter optimization ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Geometry and Topology ,Artificial intelligence ,business ,Software - Abstract
An intelligent tutoring system is used as an efficient self-learning tutor, where decisions are based on the affective state of the user. These detected emotions are what experts call basic emotions and the best-known recognition technique is the recognition of facial expressions. A convolutional neural network (CNN) can be used to identify emotions through facial gestures with very high precision. One problem with convolutional networks, however, is the high number of hyperparameters to define, which can range from a hundred to a thousand. This problem is usually solved by an expert experience combined with trial and error optimization. In this work, we propose a methodology using genetic algorithms for the optimization of hyperparameters of a CNN, used to identify the affective state of a person. In addition, we present the optimized network embedded into an intelligent tutoring system running on a mobile phone. The training process of the CNN was carried out on a PC with a GPU and the trained neural network was embedded into a mobile environment. The results show an improvement of 8% (from 74 to 82%) with genetic algorithms compared to a previous work that utilized a trial and error method.
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- 2019
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3. Patrony: A mobile application for pattern recognition learning
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J. Julieta Noguez Monroy, Ramón Zatarain-Cabada, María Lucía Barrón-Estrada, and Jorge Abraham Romero-Polo
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business.industry ,Computational thinking ,Mobile learning ,Control (management) ,Educational technology ,Pattern recognition ,Library and Information Sciences ,Application software ,computer.software_genre ,Article ,Education ,Learning environments ,Software ,Simple (abstract algebra) ,Pattern recognition (psychology) ,ComputingMilieux_COMPUTERSANDEDUCATION ,Learning gain ,Artificial intelligence ,business ,computer - Abstract
Pattern recognition is an important skill of Computational Thinking and is one of the most important competences for solving a problem that involves finding similarities or patterns in small problems to solve more complex ones. In this work, we present the mobile application software Patrony. The main contribution of this work is to promote the learning of Computational Thinking, especially pattern recognition, in specific sectors of education in Mexico through the simple use of a software application. To evaluate the effectiveness of the mobile application, tests were carried out in two elementary schools with a total of 43 students, which were divided into 2 groups: a control group and an experimental group. The results of the tests showed that the learning gain (M = 6.50 in postest compared to M = 4.94 on pretest) of the students who used our mobile application produces a significant difference with respect to students who learned using a traditional method of classroom teaching. The results also infer that computational thinking applications can be used as effective learning tools within some important Mathematics topics in public and private schools in Mexico.
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- 2021
4. A Natural User Interface implementation for an Interactive Learning Environment
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Ramón Zatarain-Cabada, María Lucía Barrón-Estrada, and Brandon Antonio Cardenas-Sainz
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Computer science ,Natural user interface ,business.industry ,Computational thinking ,Usability ,computer.software_genre ,Interactive Learning ,Visual language ,Virtual machine ,Gesture recognition ,Human–computer interaction ,business ,computer ,Gesture - Abstract
In this paper we present an interactive learning environment (ILE) called CRA y JUEGA, focused on the development of computational thinking skills using block-based visual language programing with a 3D physics simulation system. It includes a programmable interaction system based on hand movement and gesture recognition, that allows to easily create and use customized hand gestures for interaction with 3D objects in a virtual environment. By applying the TAM model to discover the motivation, enjoyment and behavioral intention to use, the results show that: (1) using NUI technologies in interactive learning environments improve the enjoyment and the perceived ease of use; (2) perceived enjoyment was a significant issue in the intention to use; (3) NUIs interfaces during exercises could provide motivation to learn for middle school students.
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- 2020
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5. Integration and acceptance of Natural User Interfaces for interactive learning environments
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José Mario Ríos-Félix, Brandon Antonio Cardenas-Sainz, María Lucía Barrón-Estrada, and Ramón Zatarain-Cabada
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Human-Computer Interaction ,business.industry ,Human–computer interaction ,Gesture recognition ,Computational thinking ,Usability ,Technology acceptance model ,User interface ,business ,Experiential learning ,Education ,Gesture ,Interactive Learning - Abstract
This study focuses on the design of interactive learning environments (ILE) enhanced with Natural User Interfaces (NUI) for educational applications. It presents a 3D virtual environment, namely THINKMOTION which enables students to practice computational thinking skills. THINKMOTION combines a visual programming interface for coding and creating 3D virtual scenes with physics simulations, with a gesture recognition system for interaction over virtual objects. The ILE integrates a NUI called Leap Motion Controller, which recognizes the users’ hand movements and gestures A questionnaire was designed in order to evaluate the perceptions toward experimental learning with students of public and private secondary schools. It applies Technology Acceptance Model (TAM) and enhanced with new constructs such as perceived enjoyment and interface style. Results from our study highlight that: (1) NUI technologies positively impacted enjoyment and perceived ease of use among ILE users; (2) The ease of use provided by NUIs improved the enjoyment of students; (3) The perceived enjoyment considerably increased the intention to use; (4) For public school students, NUI technology has a significant impact on their first impressions and overall interest, followed by a positive attitude toward using ILE; (5) Private school students who are more accustomed to and familiar with using natural interfaces presented a positive attitude and enjoyment when using the ILE.
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- 2022
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6. Opinion mining and emotion recognition in an intelligent learning environment
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Ramón Zatarain Cabada, Raúl Oramas Bustillos, Yasmín Hernández Pérez, and María Lucía Barrón Estrada
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0209 industrial biotechnology ,General Computer Science ,business.industry ,Computer science ,Learning environment ,Sentiment analysis ,General Engineering ,02 engineering and technology ,computer.software_genre ,Education ,020901 industrial engineering & automation ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Emotion recognition ,Artificial intelligence ,business ,computer ,Natural language processing - Published
- 2018
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7. Recognition of learning-centered emotions using a convolutional neural network
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María Lucía Barrón-Estrada, Francisco González-Hernández, Ramón Zatarain-Cabada, and Hector Rodriguez-Rangel
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Statistics and Probability ,Computer science ,business.industry ,05 social sciences ,General Engineering ,02 engineering and technology ,Convolutional neural network ,050105 experimental psychology ,Artificial Intelligence ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,0501 psychology and cognitive sciences ,Artificial intelligence ,business - Published
- 2018
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8. Building a Corpus of Phrases Related to Learning for Sentiment Analysis
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María Lucía Barrón-Estrada, Sandra Lucia Ramirez-Avila, Raúl Oramas-Bustillos, and Ramón Zatarain-Cabada
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business.industry ,05 social sciences ,Sentiment analysis ,050301 education ,02 engineering and technology ,General Medicine ,computer.software_genre ,020204 information systems ,0202 electrical engineering, electronic engineering, information engineering ,Artificial intelligence ,Psychology ,business ,0503 education ,computer ,Natural language processing - Published
- 2017
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9. A Brief Review of Game Engines for Educational and Serious Games Development
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Giner Alor-Hernández, Jorge Luis García-Alcaraz, Ramón Zatarain-Cabada, Humberto Marín-Vega, and María Lucía Barrón-Estrada
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General Computer Science ,Multimedia ,Computer science ,business.industry ,Process (engineering) ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,050301 education ,Information technology ,computer.software_genre ,Development (topology) ,Game design ,0502 economics and business ,Cognitive Assessment System ,business ,0503 education ,computer ,050203 business & management - Abstract
Gamification is the use of game design elements to enhance the teaching-learning process and turn a regular, non-game activity into a fun, engaging game. Simultaneously, serious games are proposed as an efficient and enjoyable way of conducting cognitive assessment, as they combine a serious intention with game rules and targets. In this scenario, game engines have emerged as information technologies for serious games and educational games development; however, this development has usually been performed without a guide to identifying game attributes to be present in the game. To address this gap, we present an analysis of the most used game engines to identify game and learning attributes supported for serious and educational games development. Findings from this analysis provide a guide of the most popular game engines that offer the largest support for game attributes, which were also classified by game categories.
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- 2017
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10. Opinion mining and emotion recognition applied to learning environments
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Ramón Zatarain Cabada, Mario Graff, Raúl Oramas Bustillos, and María Lucía Barrón Estrada
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0209 industrial biotechnology ,Computer science ,business.industry ,Learning environment ,Deep learning ,Sentiment analysis ,General Engineering ,Evolutionary algorithm ,02 engineering and technology ,computer.software_genre ,Computer Science Applications ,Domain (software engineering) ,020901 industrial engineering & automation ,Artificial Intelligence ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Emotion recognition ,Artificial intelligence ,business ,computer ,Natural language processing - Abstract
This paper presents a comparison among several sentiment analysis classifiers using three different techniques – machine learning, deep learning, and an evolutionary approach called EvoMSA – for the classification of educational opinions in an Intelligent Learning Environment called ILE-Java. To make this comparison, we develop two corpora of expressions into the programming languages domain, which reflect the emotional state of students regarding teachers, exams, homework, and academic projects, among others. A corpus called sentiTEXT has polarity (positive and negative) labels, while a corpus called eduSERE has positive and negative learning-centered emotions (engaged, excited, bored, and frustrated) labels. From the experiments carried out with the three techniques, we conclude that the evolutionary algorithm (EvoMSA) generated the best results with an accuracy of 93% for the corpus sentiTEXT, and 84% for the corpus eduSERE.
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- 2020
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11. A Corpus for Sentiment Analysis and Emotion Recognition for a Learning Environment
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Sandra Lucia Ramirez-Avila, Raúl Oramas-Bustillos, María Lucía Barrón-Estrada, and Ramón Zatarain-Cabada
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Process (engineering) ,business.industry ,Computer science ,Learning environment ,media_common.quotation_subject ,05 social sciences ,Sentiment analysis ,050301 education ,Frustration ,02 engineering and technology ,computer.software_genre ,Naive Bayes classifier ,020204 information systems ,Classifier (linguistics) ,0202 electrical engineering, electronic engineering, information engineering ,Artificial intelligence ,Emotion recognition ,Set (psychology) ,business ,0503 education ,computer ,Natural language processing ,media_common - Abstract
In this paper we present the creation process of a corpus of phrases (opinions) related to learning computer programming. Opinions (textual phrases) are categorized in different emotions related to learning such as frustration, boring, excitement, and engagement. The results shows that in 851 opinions (754 Positives and 97 Negatives), there was a neutral, excited and engaged emotional tendency which indicates that we must include resources that induce students to write negative comments. We tested the corpus with a set of machine learning classifiers where the classifier with the highest score was Bernoulli Naive Bayes with an accuracy of 76.77%.
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- 2018
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12. Java Tutoring System with Facial and Text Emotion Recognition
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José Mario Ríos-Félix, María Lucía Barrón-Estrada, Jorge García-Lizárraga, Gilberto Muñoz-Sandoval, and Ramón Zatarain-Cabada
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Facial expression ,Java ,business.industry ,Computer science ,General Medicine ,computer.software_genre ,Fuzzy logic ,Intelligent tutoring system ,Set (abstract data type) ,Feature (machine learning) ,State (computer science) ,Artificial intelligence ,TUTOR ,business ,computer ,Natural language processing ,computer.programming_language - Abstract
This paper presents the design and implementation of an intelligent tutoring system (ITS) for teaching JAVA, which can recognize the user's emotional state through facial expressions and textual dialogues. For facial emotion recognition we implemented a neural network with WEKA library and a facial feature extractor with OPENCV library. The ITS applies a semantic algorithm (ASEM) to extract textual emotions through dialogues, which has shown a degree of assertiveness of 80% in tests for graduate students. In addition, the tutor uses a set of fuzzy rules to determine the complexity of the next exercise, considering the program implementation time, program executions and compilations, and current difficulty level.
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- 2015
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13. Affective Environment for Java Programming Using Facial and EEG Recognition
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María Lucía Barrón-Estrada, Ramón Zatarain-Cabada, Claudia Guadalupe Aispuro-Gallegos, Mario Lindor-Valdez, and Catalina de la Luz Sosa-Ochoa
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Facial expression ,Artificial neural network ,Computer science ,business.industry ,Emotion classification ,Learning environment ,Cognition ,General Medicine ,Facial recognition system ,Artificial intelligence ,Valence (psychology) ,business ,Affective computing ,Cognitive psychology - Abstract
We have developed an affective and intelligent learning environment that helps students to improve their Java programming skills. This environment evaluates cognitive and affective aspects of students in order to define the level of difficulty of the exercises that are more suitable for the them in its current condition. The cognitive aspects are: the number of mistakes, the difficulty level of the current exercise and the time spent in the solution. The affective aspects are: the acquired emotion from a facial expression and the acquired valence from electroencephalogram signals. This environment also uses a neural network for face recognition of basic emotions, a support vector machine to define the valence of emotion and a fuzzy inference engine to evaluate the cognitive and affective aspects.
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- 2015
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14. Emotion Recognition Using a Convolutional Neural Network
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Francisco González-Hernández, María Lucía Barrón-Estrada, Hector Rodriguez-Rangel, and Ramón Zatarain-Cabada
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Facial expression ,Computer science ,business.industry ,Emotion classification ,Deep learning ,Speech recognition ,05 social sciences ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,050301 education ,020206 networking & telecommunications ,Context (language use) ,02 engineering and technology ,Convolutional neural network ,0202 electrical engineering, electronic engineering, information engineering ,Recognition system ,Deep neural networks ,Emotion recognition ,Artificial intelligence ,business ,0503 education - Abstract
Learning-oriented emotions have not been studied by emotion recognition systems. These emotions have not been taken into account by other studies despite their importance in educational context. This work presents a recognition system which uses deep learning approach using convolutional neural network for solving that problem. A convolutional architecture was designed and tested with 3 different facial expression databases. The architecture is composed of 3 convolutional layers, 3 max-pooling layers, and 3 deep neural networks. The first database contains facial images on 6 basic emotions; the second and third databases contain images of learning-centered facial expressions. The tests show a 95% in the basic emotion database, a 97% for the first learning-centered emotion database and a 75% for the third database. We discuss about the differences in results among the three emotion databases.
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- 2018
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15. Building a Face Expression Recognizer and a Face Expression Database for an Intelligent Tutoring System
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Ramón Zatarain-Cabada, Hector Rodriguez-Rangel, Francisco González-Hernández, and María Lucía Barrón-Estrada
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Facial expression ,Database ,business.industry ,Computer science ,Speech recognition ,05 social sciences ,050301 education ,Context (language use) ,02 engineering and technology ,computer.software_genre ,Machine learning ,Face Recognition Grand Challenge ,Facial recognition system ,Intelligent tutoring system ,Support vector machine ,Face (geometry) ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Artificial intelligence ,business ,Face detection ,0503 education ,computer - Abstract
This work presents the building and validating of a face expression database and a face expression recognizer. The face expression recognizer uses a geometric-based technique that measures distances between the central point on the face and other 68 facial landmark points. These measures are transformed into features to train a support vector machine. The database was built inside an educational context while students program in Java code. The tests validate the accuracy of the recognizer applying a ten-fold cross-validation.
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- 2017
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16. Building a Corpus and a Local Binary Pattern Recognizer for Learning-Centered Emotions
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Carlos A. Reyes-García, Francisco González-Hernández, Raúl Oramas-Bustillos, Ramón Zatarain-Cabada, Giner Alor-Hernández, and María Lucía Barrón-Estrada
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Facial expression ,business.industry ,Computer science ,Local binary patterns ,Learning environment ,05 social sciences ,050301 education ,Metacognition ,02 engineering and technology ,Boredom ,computer.software_genre ,Affect (psychology) ,Intelligent tutoring system ,Support vector machine ,0202 electrical engineering, electronic engineering, information engineering ,medicine ,020201 artificial intelligence & image processing ,Artificial intelligence ,medicine.symptom ,business ,0503 education ,computer ,Natural language processing - Abstract
Studies investigating the effectiveness of affect detection inside intelligent learning environments (ILEs) have reported the effectiveness of including emotion identification on learning . However, there is limited research on detecting and using learning-centered data to investigate metacognitive and affective monitoring with ILEs. In this work we report the methodology we follow to create a new facial expression corpus from electroencephalography information, an implementation of an algorithm and a training of an SVM to recognize learning-centered emotions (frustration, boredom, engagement and excitement). Also, we explain changes realized in a fuzzy logic system into an intelligent learning environment. The affect recognizer was tested into an ILE for learning Java programming. We present successful results of the recognizer using our corpus face database and an example test using our ILE.
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- 2017
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17. Affective Learning System for Algorithmic Logic Applying Gamification
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María Lucía Barrón-Estrada, José Mario Ríos-Félix, and Ramón Zatarain-Cabada
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business.industry ,Computer science ,Algorithmic learning theory ,Interface (computing) ,05 social sciences ,050301 education ,02 engineering and technology ,Algorithmic logic ,Machine learning ,computer.software_genre ,Software ,Human–computer interaction ,020204 information systems ,ComputingMilieux_COMPUTERSANDEDUCATION ,0202 electrical engineering, electronic engineering, information engineering ,Expressed emotion ,State (computer science) ,Artificial intelligence ,Software system ,business ,Affective computing ,0503 education ,computer - Abstract
The growing demand for software tools that encourage and support students in learning design and algorithm implementation, has allowed the creation of such software systems. In this paper we present a new and innovative affective tutoring system, for logic and algorithmic programming, based on block techniques. Our approach combines the Google Blockly’s interface with gamification techniques and exercises that are monitored according to the emotional state of the student. Depending on the expressed emotion (boring, engagement, frustration, and neutral), the system evaluates a number of variables to determine whether the student requires assistance. Tests have shown that the detection of the emotional state of the student, affect favorably the student evaluations.
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- 2017
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18. Fermat: An Intelligent Social Network for Mathematics
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Ramón Zatarain-Cabada, Franceli Linney Cibrian Robles, Jesús Armando Beltrán Verdugo, Rosalío Zatarain-Cabada, Marsia Irais Quiroz López, and María Lucía Barrón-Estrada
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Fermat's Last Theorem ,Social network ,Artificial neural network ,business.industry ,Computer science ,Process (engineering) ,Cognition ,General Medicine ,Intelligent tutoring system ,Human–computer interaction ,ComputingMilieux_COMPUTERSANDEDUCATION ,Feature (machine learning) ,Artificial intelligence ,business ,TUTOR ,computer ,computer.programming_language - Abstract
We present Fermat, an Intelligent Social Network for Mathematics Learning, which integrates an Intelligent Tutoring System as an extra feature to help improve the teaching and learning process. The intelligent tutor takes into account both cognitive and affective factors, and by use of artificial intelligence techniques, provides users with a personalized and satisfying experience when taking the courses.
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- 2012
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19. An analysis of tools for automatic software development and automatic code generation
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Viviana Yarel Rosales-Morales, Jorge Luis García-Alcaraz, María Lucía Barrón-Estrada, Giner Alor-Hernández, and Ramón Zatarain-Cabada
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generación de código ,ide ,lcsh:T ,business.industry ,Computer science ,General Engineering ,Software development ,lcsh:Technology ,Software metric ,Software quality ,Software development process ,desarrollo de software ,generación automática de código ,lcsh:TA1-2040 ,Software construction ,Personal software process ,Systems engineering ,case ,Software verification and validation ,lcsh:Engineering (General). Civil engineering (General) ,business ,Computer-aided software engineering ,Software engineering - Abstract
El desarrollo de software es una importante área en la ingeniería de software, por tal motivo han surgido técnicas, enfoques y métodos que permiten la automatización de desarrollo del mismo. En este trabajo se presenta un análisis de las herramientas para el desarrollo automático de software y la generación automática de código fuente, con el fi n de evaluarlas y determinar si cumplen o no con un conjunto de características y funcionalidades en términos de calidad. Dichas características incluyen efi cacia, productividad, seguridad y satisfacción, todo a través de una evaluación cualitativa y cuantitativa. Estas herramientas son 1) herramientas CASE, 2) marcos de trabajo ( frameworks ) y 3) ambientes de desarrollo integrado (IDEs). La evaluación se llevó a cabo con el fi n de medir no sólo la capacidad de uso, sino también el apoyo que brindan para el desarrollo de software automático y la generación automática de código fuente. El objetivo de este trabajo es proporcionar una metodología y una breve revisión de los trabajos más importantes para, de esta forma, identifi car las principales características de éstos y presentar una evaluación comparativa en términos cualitativos y cuantitativos, con la fi nalidad de proporcionar la información necesaria para el desarrollador de software que facilite la toma de decisiones al considerar herramientas que le pueden ser útiles.
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- 2015
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20. Impact of Social Networks in Mexican Universities
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María Lucía Barrón-Estrada, Rosalío Zatarain-Cabada, and Ramón Zatarain-Cabada
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Economic growth ,Work (electrical) ,business.industry ,Political science ,ComputingMilieux_COMPUTERSANDEDUCATION ,Student activities ,Public relations ,business - Abstract
Social networks (SN) have been adopted by university students as a tool to achieve several academic activities like communicate and collaborate with peers, and to keep in touch with distant relatives and friends. However, social networking is a time consuming activity that has some effects in students’ life. To determine how social networking is impacting students’ life, university students (n = 150) at a small northwest university in Mexico were surveyed on their use of social networks. Student responses indicate that social networking support academic activities among peers like communicating, collaborating and learning, but they also show that students get distracted easily and their academic work is not completed in time.
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- 2015
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21. An Affective Learning Environment for Java
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María Lucía Barrón Estrada, Francisco González Hernández, Raúl Oramas Bustillos, and Ramón Zatarain Cabada
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Knowledge management ,Knowledge space ,Artificial neural network ,Java ,business.industry ,Computer science ,Learning environment ,media_common.quotation_subject ,Cognition ,Empathy ,Affect (psychology) ,Human–computer interaction ,ComputingMilieux_COMPUTERSANDEDUCATION ,Graph (abstract data type) ,business ,Affective computing ,computer ,media_common ,computer.programming_language - Abstract
We present Java Sensei, an Intelligent Learning Environment (ILE) for learning Java programming. The ILE is formed by an affective tutoring system working in a Web environment. The tutoring system was implemented under different learning methodologies like problem-solving for the pedagogical module, knowledge space for the expert module, and overlays for the student module. The main contribution of this work was the integration of cognitive and affective information in a behavior graph which is used by the pedagogical agent to show emotion and empathy to the student.
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- 2015
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22. Intelligent Tutoring System with Affective Learning for Mathematics
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María Lucía Barrón Estrada, Raúl Oramas Bustillos, Ramón Zatarain Cabada, and Francisco González Hernández
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Social network ,Artificial neural network ,Multimedia ,business.industry ,Process (engineering) ,Primary education ,Cognition ,Personalized learning ,computer.software_genre ,Intelligent tutoring system ,Expert system ,ComputingMilieux_COMPUTERSANDEDUCATION ,Mathematics education ,business ,computer - Abstract
In this paper we present an intelligent tutoring system with affective learning, which is integrated into a social network for learning mathematics. The system is designed to help students of the second grade of primary education to improve the teaching-learning process. The system evaluates cognitive and affective aspects of the student by using a neural network and a fuzzy expert system to decide the following exercise to be resolved by the student, enabling personalized learning. We evaluate and compare our tutoring system against other well-known tutoring systems.
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- 2014
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23. Integrating Learning Styles and Affect with an Intelligent Tutoring System
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María Lucía Barrón-Estrada, Carlos A. Reyes-García, Ramón Zatarain-Cabada, and J. L. Olivares Camacho
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Intelligent character recognition ,business.industry ,media_common.quotation_subject ,Emotion classification ,Intelligent tutoring system ,Learning styles ,Sadness ,Surprise ,Human–computer interaction ,Artificial intelligence ,Software system ,Affective computing ,business ,media_common - Abstract
This paper presents two software systems for visual affect and learning styles recognition. The first system recognizes Paul Ekman's seven basic emotions in student expressions which are surprise, fear, disgust, anger, happiness, sadness, and neutral. The second system recognizes the student learning style using the Felder-Silverman Model. Both systems are integrated into an intelligent tutoring system in a math social network. The automatic recognition was implemented using Kohonen networks which were trained to recognize and classify emotions and learning styles. We show and discuss results by using different methods with respect to affect or emotion recognition and present the automatic response to affect results. We also present the software architecture where both recognizers collaborate with intelligent tutoring systems in a social network.
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- 2013
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24. Designing and Implementing Affective and Intelligent Tutoring Systems in a Learning Social Network
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María Lucía Barrón-Estrada, Yasmín Hernández Pérez, Carlos A. Reyes-García, and Ramón Zatarain-Cabada
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Soft computing ,Artificial neural network ,Social network ,Computer science ,business.industry ,Cognition ,Fuzzy logic ,Intelligent tutoring system ,Human–computer interaction ,ComputingMilieux_COMPUTERSANDEDUCATION ,Software system ,Artificial intelligence ,business ,Affective computing - Abstract
In this paper we present step by step the design and implementation of affective tutoring systems inside a learning social network using soft computing technologies. We have designed a new architecture for an entire system that includes a new social network with an educational approach, and a set of intelligent tutoring systems for mathematics learning which analyze and evaluate cognitive and affective aspects of the learners. Moreover, our intelligent tutoring systems were developed based on different theories, concepts and technologies such as Knowledge Space Theory for the domain module, an overlay model for the student module, ACT-R Theory of Cognition and fuzzy logic for the tutoring module, Kohonen neural networks for emotion recognition and decision theory to help students achieve positive affective states. We present preliminary results with one group of students using the software system.
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- 2013
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25. A Learning Social Network with Multi-modal Affect
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Paul Tamayo, Silvestre Tamayo, Humberto Perez-Espinoza, María Lucía Barrón-Estrada, and Ramón Zatarain-Cabada
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Knowledge society ,Social network ,Artificial neural network ,business.industry ,Computer science ,media_common.quotation_subject ,Feature extraction ,Modular design ,Facial recognition system ,Intelligent tutoring system ,Human–computer interaction ,Affection ,ComputingMilieux_COMPUTERSANDEDUCATION ,Artificial intelligence ,business ,media_common - Abstract
Integrating teaching with students' emotions is seeking to optimize the learning of these students. This paper presents a learning system which combines different technologies like a learning social network or knowledge society, an authoring tool to produce intelligent tutoring systems and a system for emotion recognition. The recognition of affection or emotions is through modular neural networks which integrate the results of recognizing emotions in faces and voice. The system that recognizes emotions is integrated with the intelligent tutoring systems which in turn are integrated into the learning social network.
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- 2011
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26. Identification of Felder-Silverman Learning Styles with a Supervised Neural Network
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Viridiana Ponce Angulo, Carlos Alberto Reyes García, Ramón Zatarain-Cabada, Adán José García, and María Lucía Barrón-Estrada
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Error-driven learning ,Multimedia ,Artificial neural network ,Social network ,Computer science ,business.industry ,Competitive learning ,computer.software_genre ,Style (sociolinguistics) ,Learning styles ,Identification (information) ,ComputingMilieux_COMPUTERSANDEDUCATION ,business ,computer - Abstract
In this paper, we present an intelligent tool implemented as a learning social network. An author can create, display, and share lessons, intelligent tutoring systems and other components among communities of learners in web-based and mobile environments. The tutoring systems are tailored to the student's learning style according to the model of Felder-Silverman. The identification of the student's learning style is performed using self-organizing maps. The main contribution of this paper is the implementation of a learning social network to create, view and manage adaptive and intelligent tutoring systems using a new method for automatic identification of the student's learning style. We present the architecture of the social network, the method for identifying learning styles, and some experiments made to the social network.
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- 2010
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27. A Hybrid Learning Compiler Course
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Ramón Zatarain-Cabada, Rosalío Zatarain-Cabada, Carlos Alberto Reyes García, and María Lucía Barrón-Estrada
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Proactive learning ,Computer science ,business.industry ,Active learning (machine learning) ,Educational technology ,Robot learning ,Synchronous learning ,Compiler construction ,M-learning ,ComputingMilieux_COMPUTERSANDEDUCATION ,Artificial intelligence ,Instance-based learning ,business ,Software engineering - Abstract
Teaching a course in compiler construction is considered always a challenge because there are several problems to be addressed as time, complexity and motivation of students. In this paper, we present a hybrid learning approach along with a tool for use with courses of compiler construction. The key to our method is to combine theoretical and practical topics of the course using various technologies such as mobile learning, intelligent tutoring systems, learning social networks with direct learning. The ultimate goal is to stimulate the student's abilities to work creatively, collaboratively or individually, as well as their ability to solve complex problems.
- Published
- 2010
- Full Text
- View/download PDF
28. EDUCA: A Web 2.0 Collaborative, Mobile and E-learning Authoring System
- Author
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Carlos Alberto Reyes García, María Lucía Barrón Estrada, Eduardo Urías Barrientos, Ramón Zatarain Cabada, Guillermo Sandoval Sanchez, and Moisés Osorio Velazquez
- Subjects
medicine.medical_specialty ,Web 2.0 ,Multimedia ,business.industry ,Computer science ,computer.software_genre ,Application software ,World Wide Web ,Web mining ,medicine ,Authoring system ,The Internet ,Web resource ,business ,Web intelligence ,Web modeling ,computer - Abstract
In this paper, we present EDUCA, a Web 2.0 software tool to allow a community of authors and learners to create, share, and view learning materials and web resources in an adaptive environment which combines collaborative, mobile and e-learning methods. EDUCA applies different artificial intelligence techniques like a neural network for selecting the best learning style or a recommendation web mining system for adding and searching new learning resources.
- Published
- 2009
- Full Text
- View/download PDF
29. A Hybrid System for Automatic Infant Cry Recognition II
- Author
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Carlos Alberto Reyes García, María Lucía Barrón-Estrada, Orion F. Reyes-Galaviz, and Ramón Zatarain-Cabada
- Subjects
Soft computing ,Fitness function ,Artificial neural network ,Neuro-fuzzy ,Computer science ,business.industry ,Fuzzy set ,Machine learning ,computer.software_genre ,Evolutionary computation ,Hybrid intelligent system ,Hybrid system ,Artificial intelligence ,business ,computer - Abstract
Automatic Infant Cry Recognition (AICR) process is basically a problem of pattern processing, very similar to the Automatic Speech Recognition (ASR) process (Huang, Acero, Hon, 2001). In AICR first we perform acoustical analysis, where the crying signal is analyzed to extract the more important acoustical features, like; LPC, MFCC, etc. (Cano, Escobedo and Coello, 1999). The obtained characteristics are represented by feature vectors, and each vector represents a pattern. These patterns are then classified in their corresponding pathology (Ekkel, 2002). In the reported case we are automatically classifying cries from normal, deaf and asphyxiating infants. We use a genetic algorithm to find several optimal parameters needed by the Fuzzy Relational Neural Network FRNN (Reyes, 1994), like; the number of linguistic properties, the type of membership function, the method to calculate the output and the learning rate. The whole model has been tested on several data sets for infant cry classification. The process, as well as some results, is described.
- Published
- 2009
- Full Text
- View/download PDF
30. L2Code: An Author Environment for Hybrid and Personalized Programming Learning
- Author
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María Lucía Barrón-Estrada, Carlos A. Reyes-García, Ramón Zatarain-Cabada, Leopoldo Zepeda-Sanchez, and J. Moisés Osorio-Velásquez
- Subjects
Programming learning ,Learning resource ,Naive Bayes classifier ,Computer science ,business.industry ,Theory of multiple intelligences ,ComputingMilieux_COMPUTERSANDEDUCATION ,Edit distance ,Artificial intelligence ,Personalized learning ,business ,Inductive programming ,Intelligent tutoring system - Abstract
L2Code is an Intelligent Tutoring System used for teaching programming courses for different paradigms under a hybrid or blinded environment. It was designed and implemented to work with diverse types of modules oriented to certain ways of learning using principles of Multiple Intelligences. The author tool facilitates the creation of adaptive or personalized learning material to be used in multiple-paradigm programming language courses applying an artificial intelligence approach. The Tutoring System works with a predictive engine that uses a Naive Bayes classifier which operates in real time with the knowledge of the historical performance of the student. We show results of the tool.
- Published
- 2008
- Full Text
- View/download PDF
31. Affective tutoring systems in a learning social network
- Author
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María Lucía Barrón-Estrada and Ramón Zatarain-Cabada
- Subjects
Scheme (programming language) ,Knowledge society ,Knowledge management ,Social network ,business.industry ,Computer science ,Learning community ,General Engineering ,Cognition ,Academic achievement ,Education ,Test (assessment) ,ComputingMilieux_COMPUTERSANDEDUCATION ,business ,Set (psychology) ,computer ,computer.programming_language - Abstract
Knowledge societies also named learning social networks allow interaction and collaboration between individuals (instructors and students), who share their connections under a scheme of learning communities around common learning interest. In this paper, we present an affective tutoring system inside a knowledge society implemented in a learning social network. We have designed a new architecture for an entire system that includes the social network with an educational approach, and a set of intelligent tutoring systems for mathematics learning which analyse and evaluate cognitive and affective aspects of the learners. The intelligent tutoring systems were developed based on different theories, concepts and technologies. In this paper, we present an affective tutoring system embedded in a social network which is used to improve poor student results in ENLACE test (National Assessment of Academic Achievement in Schools in Mexico). We also present results when applying the tutoring system to a group of students.
- Published
- 2013
- Full Text
- View/download PDF
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