37 results on '"Gutiérrez-Fernández, Alexis"'
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2. Exploring the Use of Learning Analytics in a Flipped Classroom Setting: A Case Study
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Conde, Miguel Á., Martínez Martínez, David, Riego-del-Castillo, Virginia, Crespo-Martínez, Ignacio, Gutiérrez-Fernández, Alexis, Rodríguez-Sedano, Francisco J., Huang, Ronghuai, Series Editor, Kinshuk, Series Editor, Jemni, Mohamed, Series Editor, Chen, Nian-Shing, Series Editor, Spector, J. Michael, Series Editor, García-Peñalvo, Francisco José, editor, Sein-Echaluce, María Luisa, editor, and Fidalgo-Blanco, Ángel, editor
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- 2024
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3. Exploring the Use of Learning Analytics in a Flipped Classroom Setting: A Case Study
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Conde, Miguel Á., primary, Martínez Martínez, David, additional, Riego-del-Castillo, Virginia, additional, Crespo-Martínez, Ignacio, additional, Gutiérrez-Fernández, Alexis, additional, and Rodríguez-Sedano, Francisco J., additional
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- 2024
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4. Texture Descriptors for Automatic Classification of Surface Defects of the Hot-Rolled Steel Strip
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del Castillo, Virginia Riego, Sánchez-González, Lidia, Gutiérrez-Fernández, Alexis, Kacprzyk, Janusz, Series Editor, Pal, Nikhil R., Advisory Editor, Bello Perez, Rafael, Advisory Editor, Corchado, Emilio S., Advisory Editor, Hagras, Hani, Advisory Editor, Kóczy, László T., Advisory Editor, Kreinovich, Vladik, Advisory Editor, Lin, Chin-Teng, Advisory Editor, Lu, Jie, Advisory Editor, Melin, Patricia, Advisory Editor, Nedjah, Nadia, Advisory Editor, Nguyen, Ngoc Thanh, Advisory Editor, Wang, Jun, Advisory Editor, Sanjurjo González, Hugo, editor, Pastor López, Iker, editor, García Bringas, Pablo, editor, Quintián, Héctor, editor, and Corchado, Emilio, editor
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- 2022
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5. WhatsApp or Telegram. Which is the Best Instant Messaging Tool for the Interaction in Teamwork?
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Conde, Miguel Á., Rodríguez-Sedano, Francisco J., Rodríguez Lera, Francisco J., Gutiérrez-Fernández, Alexis, Guerrero-Higueras, Ángel Manuel, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Zaphiris, Panayiotis, editor, and Ioannou, Andri, editor
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- 2021
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6. Assessing the individual acquisition of teamwork competence by exploring students’ instant messaging tools use: the WhatsApp case study
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Conde, Miguel Á., Rodríguez-Sedano, Francisco J., Rodríguez-Lera, Francisco J., Gutiérrez-Fernández, Alexis, and Guerrero-Higueras, Ángel M.
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- 2021
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7. Texture Descriptors for Automatic Classification of Surface Defects of the Hot-Rolled Steel Strip
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del Castillo, Virginia Riego, primary, Sánchez-González, Lidia, additional, and Gutiérrez-Fernández, Alexis, additional
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- 2021
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8. Analyzing Students’ WhatsApp Messages to Evaluate the Individual Acquisition of Teamwork Competence
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Conde, Miguel Á., Rodríguez-Sedano, Francisco J., Rodríguez-Lera, Francisco J., Gutiérrez-Fernández, Alexis, Guerrero-Higueras, Ángel M., Hutchison, David, Editorial Board Member, Kanade, Takeo, Editorial Board Member, Kittler, Josef, Editorial Board Member, Kleinberg, Jon M., Editorial Board Member, Mattern, Friedemann, Editorial Board Member, Mitchell, John C., Editorial Board Member, Naor, Moni, Editorial Board Member, Pandu Rangan, C., Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Terzopoulos, Demetri, Editorial Board Member, Tygar, Doug, Editorial Board Member, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Zaphiris, Panayiotis, editor, and Ioannou, Andri, editor
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- 2019
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9. WhatsApp or Telegram. Which is the Best Instant Messaging Tool for the Interaction in Teamwork?
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Conde, Miguel Á., primary, Rodríguez-Sedano, Francisco J., additional, Rodríguez Lera, Francisco J., additional, Gutiérrez-Fernández, Alexis, additional, and Guerrero-Higueras, Ángel Manuel, additional
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- 2021
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10. Analyzing Students’ WhatsApp Messages to Evaluate the Individual Acquisition of Teamwork Competence
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Conde, Miguel Á., primary, Rodríguez-Sedano, Francisco J., additional, Rodríguez-Lera, Francisco J., additional, Gutiérrez-Fernández, Alexis, additional, and Guerrero-Higueras, Ángel M., additional
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- 2019
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11. Modelo de interacción en entornos inmersivos de simulación mediante la integración de los sentidos de la vista y el tacto
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Gutiérrez-Fernández, Alexis, Fernández Llamas, Camino, Conde González, Miguel Ángel, Ciencias de la Computacion e Inteligencia Artificial, and Escuela de Ingenierias Industrial, Informática y Aeroespacial
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Informática ,Realidad virtual ,Sentidos ,Tacto ,1203.18 Sistemas de Información, Diseño Componentes ,Software ,Vista ,1203.26 Simulación - Abstract
186 p. [ES] Los dispositivos hápticos permiten percibir mediante el sentido del tacto propiedades de objetos virtuales. En base al tipo de realimentación que ofrecen se pueden diferenciar entre dispositivos táctiles o dispositivos de realimentación de fuerzas. Los de realimentación de fuerzas son los considerados más realistas ya que responden a la interacción que el usuario realiza con el sistema y transmiten propiedades de los objetos como su forma geométrica, dureza y peso. Para ofrecer esta realimentación deben contar con enlaces mecánicos capaces de actuar sobre el efector final que manipula el usuario. Estas uniones mecánicas suponen la principal limitación de estos dispositivos, ya que el espacio de trabajo disponible se encuentra siempre limitado por las dimensiones físicas de los brazos. Esta limitación hace que sean necesarias técnicas de interacción que permitan utilizar estos dispositivos para interaccionar hápticamente con escenas de dimensiones mayores a las de su espacio de trabajo. La revisión de la literatura llevada a cabo identifica varias técnicas específicamente diseñadas para abordar esta limitación. Sin embargo, la revisión también evidencia que ninguna de ellas permite una integración sencilla de estos dispositivos en experiencias de realidad virtual y que los usos que se han hecho de los dispositivos hápticos en estos entornos inmersivos han contado con una interacción limitada al no aplicar técnicas específicas. Para dar solución al problema identificado se ha desarrollado un primer modelo de interacción denominado zoom háptico que aborda el problema del espacio de trabajo limitado de los dispositivos hápticos de realimentación de fuerzas de escritorio. Este modelo permite, mediante un mapeado continuo del espacio de trabajo del dispositivo y del área que visualiza el usuario, tanto desplazarse por toda la escena con libertad de movimiento como centrarse en un área de interés realizando una serie de ampliaciones visuales y hápticas. Los resultados de la evaluación realizada comparando la nueva técnica con técnicas clásicasmuestran que la nueva técnica es tan fácil de utilizar como el mapeado directo y que ofrece tanta precisión como el clutching. Se ha desarrollado un segundo modelo de interacción centrado en permitir el uso de los dispositivos hápticos de realimentación de fuerzas de escritorio como principales mecanismos de interacción en experiencias de realidad virtual. Este nuevo modelo se denomina realidad háptica y su funcionamiento se basa en definir una representación virtual del espacio de trabajo del dispositivo llamada área de acción. La técnica permite la interacción háptica con los elementos que se encuentren dentro del área de acción y, para dotar al usuario de mayor precisión, integra la técnica zoom háptico que permite modificar el tamaño del área de acción. Para poder interaccionar con los objetos fuera del área de acción, el modelo contempla un modo recolocación que permite reposicionar dicha área en cualquier lugar de la escena. Esta técnica se ha implementado en el simulador médico ParaVR y este ha sido probado por un conjunto de paramédicos de servicio de emergencias Wales Ambulance Service NHS Trust, los cuales valoraron positivamente tanto el simulador como la técnica. La evaluación formal de la técnica realidad háptica se ha llevado a cabo en una comparativa con la técnica de la burbuja y los resultados han mostrado que la nueva técnica es superior a la de la burbuja en varios aspectos, colocándola como la técnica de referencia a la hora de integrar los dispositivos hápticos de realimentación de fuerzas de escritorio en experiencias inmersivas de realidad virtual. [EN] Haptic devices make it possible to perceive properties of virtual objects by means of the sense of touch. Based on the type of feedback they provide, a distinction can be made between haptic devices and force-feedback devices. Force feedback devices are considered the most realistic since they respond to the user’s interaction with the system and transmit object properties such as geometric shape, hardness and weight. To provide this feedback they must have mechanical links capable of acting on the end effector manipulated by the user. These mechanical links are the main limitation of these devices, since the available working space is always limited by the physical dimensions of the arms. This limitation makes necessary interaction techniques that allow the use of these devices to interact haptically with scenes of larger dimensions than those of their workspace. The literature review conducted identifies several techniques specifically designed to address this limitation. However, the review also evidences that none of them allow for easy integration of these devices into virtual reality experiences and that the uses that have been made of haptic devices in these immersive environments have featured limited interaction by not applying specific techniques. To provide a solution to the identified problem, a first interaction model called haptic zoom has been developed that addresses the problem of the limited workspace of forcefeedback desktop haptic devices. This model allows, through a continuous mapping of the device’s workspace and the area viewed by the user, both to move freely throughout the scene and to focus on an area of interest by performing a series of visual and haptic zooms. The results of the evaluation performed comparing the new technique with classical techniques shows that the new technique is as easy to use as direct mapping and offers as much accuracy as clutching. A second interaction model has been developed that focuses on enabling the use of force-feeback desktop haptic devices as the primary interaction mechanisms in virtual reality experiences. This new model is called haptic reality and its operation is based on defining a virtual representation of the device workspace called the action area. The technique allows haptic interaction with the elements inside the action area and, to provide the user with greater precision, it integrates the haptic zoom technique, which allows the size of the action area to be modified. In order to interact with objects outside the action area, the model includes a relocating mode that allows repositioning the action area anywhere in the scene. This technique has been implemented in the ParaVR medical simulator and has been tested by a set of emergency service paramedics from the Wales Ambulance Service NHS Trust, who rated both the simulator and the technique positively. Formal evaluation of the haptic reality technique has been carried out in a comparison with the bubble technique and the results have shown that the new technique is superior to the bubble technique in several respects, placing it as the benchmark technique when integrating force-feedback desktop haptic devices into immersive virtual reality experiences.
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- 2023
12. Haptic Zoom: An Interaction Model for Desktop Haptic Devices with Limited Workspace.
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Gutiérrez-Fernández, Alexis, Fernández-Llamas, Camino, Esteban, Gonzalo, and Conde, Miguel Á.
- Subjects
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HAPTIC devices , *SENSES - Abstract
Haptic devices can be used to feel through the sense of touch what the user is watching in a virtual scene. Force feedback devices provide kinesthetic information enabling the user to touch virtual objects. However, the most reasonably priced devices of this type are the desktop ones, which have a limited workspace that does not allow a natural and convenient interaction with virtual scenes due to the difference in size between them and the workspace. In this paper, a brand-new interaction model addressing this problem is proposed. It is called Haptic Zoom and it is based on performing visual and haptic amplifications of regions of interest. These amplifications allow the user to decide whether s/he wants more freedom in movements or an accurate interaction with a specific element inside the scene. An evaluation has been carried out comparing this technique and two well-known desktop haptic device techniques. Preliminary results showed that haptic zoom can be more useful than other techniques at accuracy tasks. [ABSTRACT FROM AUTHOR]
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- 2023
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13. Haptic Zoom: An Interaction Model for Desktop Haptic Devices with Limited Workspace
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Gutiérrez-Fernández, Alexis, primary, Fernández-Llamas, Camino, additional, Esteban, Gonzalo, additional, and Conde, Miguel Á., additional
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- 2022
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14. Burr detection and classification using RUSTICO and image processing
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Riego, Virginia, primary, Sánchez-González, Lidia, additional, Fernández-Robles, Laura, additional, Gutiérrez-Fernández, Alexis, additional, and Strisciuglio, Nicola, additional
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- 2021
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15. Your teammate just sent you a new message!: The effects of using telegram on individual acquisition of teamwork competence
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Conde González, Miguel Ángel, Rodríguez Sedano, Francisco Jesús, Hernández García, Ángel, Gutiérrez Fernández, Alexis, Guerrero Higueras, Ángel Manuel, Conde González, Miguel Ángel, Rodríguez Sedano, Francisco Jesús, Hernández García, Ángel, Gutiérrez Fernández, Alexis, and Guerrero Higueras, Ángel Manuel
- Abstract
Students’ acquisition of teamwork competence has become a priority for educational institutions. The development of teamwork competence in education generally relies in project-based learning methodologies and challenges. The assessment of teamwork in project-based learning involves, among others, assessing students’ participation and the interactions between team members. Project-based learning can easily be handled in small-size courses, but course management and teamwork assessment become a burdensome task for instructors as the size of the class increases. Additionally, when project-based learning happens in a virtual space, such as online learning, interactions occur in a less natural way. This study explores the use of instant messaging apps (more precisely, the use of Telegram) as team communication space in project-based learning, using a learning analytics tool to extract and analyze student interactions. Further, the study compares student interactions (e.g., number of messages exchanged) and individual teamwork competence acquisition between traditional asynchronous (e.g., LMS message boards) and synchronous instant messaging communication environments. The results show a preference of students for IM tools and increased participation in the course. However, the analysis does not find significant improvement in the acquisition of individual teamwork competence.
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- 2021
16. RIED. Revista iberoamericana de educación a distancia
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Gutiérrez Fernández, Alexis, Guerrero Higueras, Gema Rocío, Guerrero Higueras, Ángel Manuel, Conde González, Miguel Ángel, and Fernández Llamas, Camino
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aplicación informática ,proceso de aprendizaje ,estudiante universitario de primer ciclo ,inteligencia artificial ,rendimiento ,evaluación ,tratamiento de la información - Abstract
Título, resumen y palabras clave también en inglés Resumen basado en el de la publicación Una de las herramientas más utilizadas por los profesionales de las tecnologías de la información y la comunicación son los sistemas de control de versiones. Estas herramientas permiten, entre otras cosas, monitorizar la actividad de las personas que trabajan en un proyecto. Por tanto, es recomendable que se utilicen también en las instituciones educativas. Se evalúa si el resultado académico de los estudiantes se puede predecir monitorizando su actividad en uno de estos sistemas. Para tal efecto, se construye un modelo que predice el resultado de los estudiantes en una práctica de la asignatura Ampliación de Sistemas Operativos, perteneciente al segundo curso del grado en Ingeniería Informática de la Universidad de León. Para obtener la predicción, el modelo analiza la interacción del estudiante con un repositorio Git. Para diseñar el modelo, se evalúan varios modelos de clasificación y predicción utilizando la herramienta MoEv. ESP
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- 2020
17. Your Teammate Just Sent You a New Message! The Effects of Using Telegram on Individual Acquisition of Teamwork Competence
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Conde, Miguel Á., primary, Rodríguez-Sedano, Francisco J., additional, Hernández-García, Ángel, additional, Gutiérrez-Fernández, Alexis, additional, and Guerrero-Higueras, Ángel M., additional
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- 2021
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18. Analytical Framework to Investigate Ethics, Social Responsibility and Sustainability in Engineering Project Management.
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FERNÁNDEZ-ROBLES, LAURA, CASTEJÓN-LIMAS, MANUEL, GUTIÉRREZ-FERNÁNDEZ, ALEXIS, RODRÍGUEZ LERA, FRANCISCO J., and FERNÀNDEZ-LLAMAS, CAMINO
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SOCIAL responsibility ,SUSTAINABILITY ,ENGINEERING design ,ENGINEERING education ,ENGINEERING teachers ,ENGINEERING students ,PROJECT management - Abstract
Project management is part of the Engineering curricula worldwide. Frequently, project management courses are goalcentered in the pursue of a balance in the triple constrain formed by quality, cost and schedule. However, ethics, social responsibility and sustainability play a crucial role on the development of projects since their success relies on compliance with laws, regulations and local culture and values. This paper presents an in-depth analysis on the treatment of ethics, social responsibility and sustainability according to two widely-used project management standards, Project Management Book of Knowledge (PMBoK) and Individual Competence Baseline for Project, Program & Portfolio Management (ICB). We design an analytical framework to carry out a desk research to these two project management standards. Particularly, we count the number of times of appearance, present the definition, if any, determine the appearance in the different knowledge areas and process groups for PMBoK and in the different competences for ICB, and identify the proposed techniques or tools for ethics, social responsibility and sustainability management. The findings of the research demonstrate that ICB treats the three concepts more in deep than PMBoK. PM BoK refers more often to ethics and only proposes one tool for sustainability. ICB introduces the concepts throughout the standard, with repeated references to their significance. Nevertheless, the detail that standards provide can be further elaborated. As a result, we also suggest improvement proposals that could enhance the important role of these topics for students and practitioners involved in project management. [ABSTRACT FROM AUTHOR]
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- 2022
19. Assessing the individual acquisition of teamwork competence by exploring students’ instant messaging tools use: the WhatsApp case study
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Conde, Miguel Á., primary, Rodríguez-Sedano, Francisco J., additional, Rodríguez-Lera, Francisco J., additional, Gutiérrez-Fernández, Alexis, additional, and Guerrero-Higueras, Ángel M., additional
- Published
- 2020
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20. Automatic Extraction of Power Cables Location in Railways Using Surface LiDAR Systems
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Gutiérrez-Fernández, Alexis, primary, Fernández-Llamas, Camino, additional, Matellán-Olivera, Vicente, additional, and Suárez-González, Adrián, additional
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- 2020
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21. A Learning Analytics tool for the analysis of students’ Telegram messages in the context of teamwork virtual activities
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Conde, Miguel Á., primary, Rodríguez-Sedano, Francisco J., additional, Fernández, Camino, additional, Gutiérrez-Fernández, Alexis, additional, Fernández-Robles, Laura, additional, and Castejón Limas, Manuel, additional
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- 2020
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22. Evaluación del resultado académico de los estudiantes a partir del análisis del uso de los Sistemas de Control de Versiones
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Gutiérrez Fernández, Alexis, primary, Guerrero Higueras, Ángel Manuel, additional, Conde González, Miguel Ángel, additional, and Fernández Llamas, Camino, additional
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- 2020
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23. Grupo de Robótica, ULE
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Guerrero Higueras, Ángel Manuel, Esteban Costales, Gonzalo, Gutiérrez Fernández, Alexis, Calvo Olivera, María del Carmen, Álvarez Aparicio, Claudia, Fernández Llamas, Camino, Matellán Olivera, Vicente, Conde González, Miguel Ángel, Rodríguez Sedano, Francisco Jesús, Rodríguez Lera, Francisco Javier, Guerrero Higueras, Ángel Manuel, Esteban Costales, Gonzalo, Gutiérrez Fernández, Alexis, Calvo Olivera, María del Carmen, Álvarez Aparicio, Claudia, Fernández Llamas, Camino, Matellán Olivera, Vicente, Conde González, Miguel Ángel, Rodríguez Sedano, Francisco Jesús, and Rodríguez Lera, Francisco Javier
- Abstract
This paper describes the main research lines of the University of León Robotics Research group related with Educational Informatics. The 4 main research areas of the group are commented: Robotics, Interaction, Cybersecurity and ICT applied to Educational Processes, the latter will be transversal to all the others. Between the research lines related to educational informatics it is possible to find: educational robotics, haptics for education, tracking students evidences by using Learning Analytics and Educational Data Mining, Peer Assessment and Challenge based Learning and Collaborative Learning., El presente artículo describe las principales líneas de investigación del grupo de Robótica de la Universidad de León y especialmente detalladas aquellas relacionadas con la informática educativa. Se describe 4 áreas principales de investigación: Robótica, Interacción, Ciberseguridad y TICs aplicadas a la educación, donde ésta última será transversal al resto. Entre las líneas vinculadas a la informática educativa destacan algunas como la robótica educativa, el uso de hápticos para el aprendizaje de destrezas manuales, el seguimiento de los alumnos mediante la aplicación de analíticas de aprendizaje y minería de datos, la evaluación del trabajo en equipo, la coevaluación y el aprendizaje colaborativo y basado en retos.
- Published
- 2019
24. Grupo de Robótica, ULE.
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Fernández-Llamas, Camino, Matellán-Olivera, Vicente, Conde, Miguel Á., Rodríguez Sedano, Francisco J., Rodríguez-Lera, Francisco J., Guerrero-Higueras, Ángel M., Esteban-Costales, Gonzalo, Gutiérrez-Fernández, Alexis, Calvo-Olivera, María del Carmen, and Álvarez-Aparicio, Claudia
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COLLABORATIVE learning ,DATA mining ,RESEARCH teams ,COMPUTER science ,ROBOTICS ,MEDICAL informatics ,EDUCATIONAL technology - Abstract
Copyright of Informática Educativa Comunicaciones is the property of Asociacion para el Desarrollo de la Informatica Educativa and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2019
25. Modelo de interacción en entornos inmersivos de simulación mediante la integración de los sentidos de la vista y el tacto
- Author
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Gutiérrez-Fernández, Alexis, primary
- Full Text
- View/download PDF
26. Haptic Zoom: An Interaction Model for Desktop Haptic Devices with Limited Workspace
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Ciencias de la Computacion e Inteligencia Artificial, Gutiérrez Fernández, Alexis, Fernández Llamas, Camino, Conde González, Miguel Ángel, Esteban Costales, Gonzalo, Ciencias de la Computacion e Inteligencia Artificial, Gutiérrez Fernández, Alexis, Fernández Llamas, Camino, Conde González, Miguel Ángel, and Esteban Costales, Gonzalo
- Abstract
[EN] Haptic devices can be used to feel through the sense of touch what the user is watching in a virtual scene. Force feedback devices provide kinesthetic information enabling the user to touch virtual objects. However, the most reasonably priced devices of this type are the desktop ones, which have a limited workspace that does not allow a natural and convenient interaction with virtual scenes due to the difference in size between them and the workspace. In this paper, a brand-new interaction model addressing this problem is proposed. It is called Haptic Zoom and it is based on performing visual and haptic amplifications of regions of interest. These amplifications allow the user to decide whether s/he wants more freedom in movements or an accurate interaction with a specific element inside the scene. An evaluation has been carried out comparing this technique and two well-known desktop haptic device techniques. Preliminary results showed that haptic zoom can be more useful than other techniques at accuracy tasks.
27. Immersive haptic simulation for training nurses in emergency medical procedures: Evaluation of the needle decompression procedure: HMD and haptics versus mannequin
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Ingenieria Mecanica, Gutiérrez Fernández, Alexis, Fernández Llamas, Camino, Vázquez Casares, Ana María, Mauriz García, Elba, Riego Del Castillo, Virginia, John, Nigel W., Ingenieria Mecanica, Gutiérrez Fernández, Alexis, Fernández Llamas, Camino, Vázquez Casares, Ana María, Mauriz García, Elba, Riego Del Castillo, Virginia, and John, Nigel W.
- Abstract
[EN] The use of haptic simulation for emergency procedures in nursing training presents a viable, versatile and affordable alternative to traditional mannequin environments. In this paper, an evaluation is performed in a virtual environment with a head-mounted display and haptic devices, and also with a mannequin. We focus on a chest decompression, a life-saving invasive procedure used for trauma-associated cardiopulmonary resuscitation (and other causes) that every emergency physician and/or nurse needs to master. Participants’ heart rate and blood pressure were monitored to measure their stress level. In addition, the NASA Task Load Index questionnaire was used. The results show the approved usability of the VR environment and that it provides a higher level of immersion compared to the mannequin, with no statistically significant difference in terms of cognitive load, although the use of VR is perceived as a more difficult task. We can conclude that the use of haptic-enabled virtual reality simulators has the potential to provide an experience as stressful as the real one while training in a safe and controlled environment.
28. Automatic Extraction of Power Cables Location in Railways Using Surface LiDAR Systems
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Ciencias de la Computacion e Inteligencia Artificial, Gutiérrez Fernández, Alexis, Fernández Llamas, Camino, Matellán Olivera, Vicente, Suárez González, Adrián, Ciencias de la Computacion e Inteligencia Artificial, Gutiérrez Fernández, Alexis, Fernández Llamas, Camino, Matellán Olivera, Vicente, and Suárez González, Adrián
- Abstract
[EN] The assembly and maintenance of electrified railway systems is of vital importance for its correct operation. Contact wires are critical elements since the correct collection of energy from trains through pantographs depends on them. Periodical inspection of the state of these installations is essential. This task traditionally implies a heavy manual workload subject to errors. A new system that allows one to check the state (height and stagger) of contact and messenger wires is presented on this article blueA new method based on seven steps for identifying the contact wires and measuring their height and stagger from point clouds recorded by means of a LiDAR system is presented. This system can be used both in assembly and maintenance phases, as well as afterwards, allowing the analysis of point clouds previously recorded. The new method was evaluated in both test bench and real environments against the commonly used measurement method. Results with the comparison between this new system and the commonly used measurement method in both test bench and real railway environments are presented. Results of this comparison show differences of less than a centimetre on average and the amount of time spent for the measuring phase is significantly decreased and not prone to human errors.
29. Analytical Framework to Investigate Ethics, Social Responsibility and Sustainability in Engineering Project Management
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Proyectos de Ingenieria, Fernández Robles, Laura, Castejón Limas, Manuel, Gutiérrez Fernández, Alexis, Rodríguez Lera, Francisco Javier, Fernández Llamas, Camino, Proyectos de Ingenieria, Fernández Robles, Laura, Castejón Limas, Manuel, Gutiérrez Fernández, Alexis, Rodríguez Lera, Francisco Javier, and Fernández Llamas, Camino
- Abstract
[EN] Project management is part of the Engineering curricula worldwide. Frequently, project management courses are goalcentered in the pursue of a balance in the triple constrain formed by quality, cost and schedule. However, ethics, social responsibility and sustainability play a crucial role on the development of projects since their success relies on compliance with laws, regulations and local culture and values. This paper presents an in-depth analysis on the treatment of ethics, social responsibility and sustainability according to two widely-used project management standards, Project Management Book of Knowledge (PMBoK) and Individual Competence Baseline for Project, Program & Portfolio Management (ICB). We design an analytical framework to carry out a desk research to these two project management standards. Particularly, we count the number of times of appearance, present the definition, if any, determine the appearance in the different knowledge areas and process groups for PMBoK and in the different competences for ICB, and identify the proposed techniques or tools for ethics, social responsibility and sustainability management. The findings of the research demonstrate that ICB treats the three concepts more in deep than PMBoK. PMBoK refers more often to ethics and only proposes one tool for sustainability. ICB introduces the concepts throughout the standard, with repeated references to their significance. Nevertheless, the detail that standards provide can be further elaborated. As a result, we also suggest improvement proposals that could enhance the important role of these topics for students and practitioners involved in project management.
30. Your Teammate Just Sent You a New Message! The Effects of Using Telegram on Individual Acquisition of Teamwork Competence
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Arquitectura y Tecnologia de Computadores, Conde González, Miguel Ángel, Rodríguez Sedano, Francisco Jesús, Hernández García, Ángel, Gutiérrez Fernández, Alexis, Guerrero Higueras, Ángel Manuel, Arquitectura y Tecnologia de Computadores, Conde González, Miguel Ángel, Rodríguez Sedano, Francisco Jesús, Hernández García, Ángel, Gutiérrez Fernández, Alexis, and Guerrero Higueras, Ángel Manuel
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[EN] Students’ acquisition of teamwork competence has become a priority for educational institutions. The development of teamwork competence in education generally relies in project-based learning methodologies and challenges. The assessment of teamwork in project-based learning involves, among others, assessing students’ participation and the interactions between team members. Project-based learning can easily be handled in small-size courses, but course management and teamwork assessment become a burdensome task for instructors as the size of the class increases. Additionally, when project-based learning happens in a virtual space, such as online learning, interactions occur in a less natural way. This study explores the use of instant messaging apps (more precisely, the use of Telegram) as team communication space in project-based learning, using a learning analytics tool to extract and analyze student interactions. Further, the study compares student interactions (e.g., number of messages exchanged) and individual teamwork competence acquisition between traditional asynchronous (e.g., LMS message boards) and synchronous instant messaging communication environments. The results show a preference of students for IM tools and increased participation in the course. However, the analysis does not find significant improvement in the acquisition of individual teamwork competence.
31. Academic Success Assessment through Version Control Systems
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Arquitectura y Tecnologia de Computadores, Guerrero Higueras, Ángel Manuel, Fernández Llamas, Camino, Sánchez González, Lidia, Gutiérrez Fernández, Alexis, Esteban Costales, Gonzalo, Conde González, Miguel Ángel, Arquitectura y Tecnologia de Computadores, Guerrero Higueras, Ángel Manuel, Fernández Llamas, Camino, Sánchez González, Lidia, Gutiérrez Fernández, Alexis, Esteban Costales, Gonzalo, and Conde González, Miguel Ángel
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[EN] Version control systems’ usage is a highly demanded skill in information and communication technology professionals. Thus, their usage should be encouraged by educational institutions. This work demonstrates that it is possible to assess if a student can pass a computer science-related subject by monitoring its interaction with a version control system. This paper proposes a methodology that compares the performance of several machine learning models so as to select the appropriate predicting model for the assessment of the students’ achievements. To fit predicting models, three subjects of the Degree in Computer Science at the University of León are considered to obtain the dataset: computer organization, computer programming, and operating systems extension. The common aspect of these subjects is their assignments, which are based on developing one or several programs with programming languages such as C or Java. To monitor the practical assignments and individual performance, a Git repository is employed allowing students to store source code, documentation, and supporting control versions. According to the presented experience, there is a huge correlation between the level of interaction for each student and the achieved grades.
32. Aplicaciones empresariales en el aula: Experiencia educativa con GitHub Classroom
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López Aguado, M.M., Fernández Álvarez, M., Ponce Rodríguez, A., Ciencias de la Computacion e Inteligencia Artificial, Rodríguez Lera, Francisco Javier, Fernández Llamas, Camino, Gutiérrez Fernández, Alexis, González Santamarta, Miguel Ángel, Sánchez González, Lidia, Conde González, Miguel Ángel, López Aguado, M.M., Fernández Álvarez, M., Ponce Rodríguez, A., Ciencias de la Computacion e Inteligencia Artificial, Rodríguez Lera, Francisco Javier, Fernández Llamas, Camino, Gutiérrez Fernández, Alexis, González Santamarta, Miguel Ángel, Sánchez González, Lidia, and Conde González, Miguel Ángel
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[ES] El profesorado de asignaturas de programación necesita identificar de forma clara el resultado del aprendizaje bajo los criterios del EEES. Esto significa medir los conocimientos, competencias y habilidades adquiridas de forma que se consiga avalar la correcta inserción del alumnado en el mundo laboral. El uso de la herramienta de control de versiones Git, bien conocida en entornos empresariales, permitirá hacer el seguimiento y evaluación analítica del estudiante, mientras, al mismo tiempo, hace que se familiarice con herramientas y métricas que se utilizan en el mercado laboral. Esta propuesta muestra nuestra experiencia utilizando Git con GitHub, portal empresarial de gestión de repositorios, y con GitHub Classroom, portal de gestión de control de versiones para educadores, en diferentes asignaturas que trabajan la competencia de programación de ordenadores del grado en Ingeniería Informática de la Universidad de León.
33. Sistema y método de interacción en entornos virtuales utilizando dispositivos hápticos
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Ciencias de la Computacion e Inteligencia Artificial, Fernández Llamas, Camino, Esteban Costales, Gonzalo, Gutiérrez Fernández, Alexis, Ciencias de la Computacion e Inteligencia Artificial, Fernández Llamas, Camino, Esteban Costales, Gonzalo, and Gutiérrez Fernández, Alexis
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[ES] Sistema y método de interacción en entornos virtuales. El método comprende: detectar una orden de zoom de una escena virtual inicial; generar, por parte de una unidad de procesamiento gráfico, una nueva escena virtual a partir de la escena virtual inicial con un nivel de ampliación modificado en función de la orden de zoom detectada; mapear el espacio de trabajo de un dispositivo háptico con el espacio que representa la nueva escena virtual; y representar la nueva escena virtual. La orden de zoom se puede realizar mediante pulsación de un botón del dispositivo háptico o mediante comando de voz. La orden de zoom es una instrucción que permite modificar progresivamente el nivel de ampliación de la escena virtual inicial o modificar puntualmente el nivel de ampliación de la escena virtual inicial según un determinado valor predefinido.
34. Método, sistema y producto de programa para interacción en entornos de realidad virtual mediante dispositivo háptico de realimentación de fuerzas de escritorio
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Ciencias de la Computacion e Inteligencia Artificial, Fernández Llamas, Camino, Esteban Costales, Gonzalo, Gutiérrez Fernández, Alexis, Ciencias de la Computacion e Inteligencia Artificial, Fernández Llamas, Camino, Esteban Costales, Gonzalo, and Gutiérrez Fernández, Alexis
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[ES] Método, sistema y producto de programa para interacción en entornos de realidad virtual mediante dispositivo háptico de realimentación de fuerzas de escritorio (502). El método (100) comprende: definir (102) un espacio de acción (210) en un entorno de realidad virtual correspondiente con un espacio de trabajo (510) del dispositivo háptico de realimentación de fuerzas de escritorio (502); ante la detección (104) de una orden de modificación (512) del espacio de acción (210), modificar (106) el tamaño del espacio de acción (210) en función de la orden de modificación (512) detectada; determinar (107) la ubicación del espacio de acción modificado (210') para mantener inalterada la posición del avatar virtual (206); y mapear (108) el espacio de trabajo (510) del dispositivo háptico de realimentación de fuerzas de escritorio (502) con el espacio de acción modificado (210'); ante la detección (110) de una orden de recolocación (514) del espacio de acción (210), mover (112) el espacio de acción (210) a una nueva ubicación del entorno de realidad virtual en función de la orden de recolocación (514) detectada.
35. Assessing the individual acquisition of teamwork competence by exploring students’ instant messaging tools use: the WhatsApp case study
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Arquitectura y Tecnologia de Computadores, Conde González, Miguel Ángel, Rodríguez Sedano, Francisco Jesús, Rodríguez de Lera, Juan Ramón, Gutiérrez Fernández, Alexis, Guerrero Higueras, Ángel Manuel, Arquitectura y Tecnologia de Computadores, Conde González, Miguel Ángel, Rodríguez Sedano, Francisco Jesús, Rodríguez de Lera, Juan Ramón, Gutiérrez Fernández, Alexis, and Guerrero Higueras, Ángel Manuel
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[En] Nowadays, working in groups is very usual and popular in most professional environments. Thus, students, as potential workers, need to acquire teamwork competence in their educational institutions. However, when the students are working in groups, it is easy assessing their final result but not so much evaluating how each of them, individually, is developing teamwork competence. In this sense, there are several methodologies, and those with better results are the ones that explore students’ interactions in learning platforms when developing the activity/project. Taking into account the latter, students’ interactions do not only happen in a learning platform but also using other tools such as instant messaging tools. This paper explores the possibility to assess the use of instant messaging tools for the acquisition of teamwork competence, and specifically, it presents a case study about the use of WhatsApp. From the results, we can conclude that the students prefer to use instant messaging tools in teamwork activities than other interaction tools as forums; and that the employment of those tools has a positive impact in students’ grades.
36. Modelo de interacción en entornos inmersivos de simulación mediante la integración de los sentidos de la vista y el tacto
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Fernández Llamas, Camino, Conde González, Miguel Ángel, Ciencias de la Computacion e Inteligencia Artificial, Gutiérrez Fernández, Alexis, Fernández Llamas, Camino, Conde González, Miguel Ángel, Ciencias de la Computacion e Inteligencia Artificial, and Gutiérrez Fernández, Alexis
- Abstract
[ES] Los dispositivos hápticos permiten percibir mediante el sentido del tacto propiedades de objetos virtuales. En base al tipo de realimentación que ofrecen se pueden diferenciar entre dispositivos táctiles o dispositivos de realimentación de fuerzas. Los de realimentación de fuerzas son los considerados más realistas ya que responden a la interacción que el usuario realiza con el sistema y transmiten propiedades de los objetos como su forma geométrica, dureza y peso. Para ofrecer esta realimentación deben contar con enlaces mecánicos capaces de actuar sobre el efector final que manipula el usuario. Estas uniones mecánicas suponen la principal limitación de estos dispositivos, ya que el espacio de trabajo disponible se encuentra siempre limitado por las dimensiones físicas de los brazos. Esta limitación hace que sean necesarias técnicas de interacción que permitan utilizar estos dispositivos para interaccionar hápticamente con escenas de dimensiones mayores a las de su espacio de trabajo. La revisión de la literatura llevada a cabo identifica varias técnicas específicamente diseñadas para abordar esta limitación. Sin embargo, la revisión también evidencia que ninguna de ellas permite una integración sencilla de estos dispositivos en experiencias de realidad virtual y que los usos que se han hecho de los dispositivos hápticos en estos entornos inmersivos han contado con una interacción limitada al no aplicar técnicas específicas. Para dar solución al problema identificado se ha desarrollado un primer modelo de interacción denominado zoom háptico que aborda el problema del espacio de trabajo limitado de los dispositivos hápticos de realimentación de fuerzas de escritorio. Este modelo permite, mediante un mapeado continuo del espacio de trabajo del dispositivo y del área que visualiza el usuario, tanto desplazarse por toda la escena con libertad de movimiento como centrarse en un área de interés realizando una serie de ampliaciones visuales y hápticas. Los resultados, [EN] Haptic devices make it possible to perceive properties of virtual objects by means of the sense of touch. Based on the type of feedback they provide, a distinction can be made between haptic devices and force-feedback devices. Force feedback devices are considered the most realistic since they respond to the user’s interaction with the system and transmit object properties such as geometric shape, hardness and weight. To provide this feedback they must have mechanical links capable of acting on the end effector manipulated by the user. These mechanical links are the main limitation of these devices, since the available working space is always limited by the physical dimensions of the arms. This limitation makes necessary interaction techniques that allow the use of these devices to interact haptically with scenes of larger dimensions than those of their workspace. The literature review conducted identifies several techniques specifically designed to address this limitation. However, the review also evidences that none of them allow for easy integration of these devices into virtual reality experiences and that the uses that have been made of haptic devices in these immersive environments have featured limited interaction by not applying specific techniques. To provide a solution to the identified problem, a first interaction model called haptic zoom has been developed that addresses the problem of the limited workspace of forcefeedback desktop haptic devices. This model allows, through a continuous mapping of the device’s workspace and the area viewed by the user, both to move freely throughout the scene and to focus on an area of interest by performing a series of visual and haptic zooms. The results of the evaluation performed comparing the new technique with classical techniques shows that the new technique is as easy to use as direct mapping and offers as much accuracy as clutching. A second interaction model has been developed that focuses on enabling the
37. Burr detection and classification using RUSTICO and image processing
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Algebra, Riego Del Castillo, Virginia, Sánchez González, Lidia, Fernández Robles, Laura, Gutiérrez Fernández, Alexis, Strisciuglio, Nicola, Algebra, Riego Del Castillo, Virginia, Sánchez González, Lidia, Fernández Robles, Laura, Gutiérrez Fernández, Alexis, and Strisciuglio, Nicola
- Abstract
[EN] Machined workpieces must satisfy quality standards such as avoid the presence of burrs in edge finishing to reduce production costs and time. In this work we consider three types of burr that are determined by the distribution of the edge shape on a microscopic scale: knife-type (without imperfections), saw-type (presence of small splinters that could be accepted) and burr-breakage (substantial deformation that produces unusable workpieces). The proposed method includes RUSTICO to classify automatically the edge of each piece according to its burr type. Experimental results validate its effectiveness, yielding a 91.2% F1-Score and identifying completely the burr-breakage type.
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