35 research outputs found

    SAMTool, una herramienta para el diseño de bucles

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    Este trabajo presenta una propuesta docente que tiene como objetivo el aprendizaje activo del diseño iterativo en un curso introductorio de programación. Fundamentalmente, se realizan dos contribuciones: (1) un enfoque para abordar problemas algorítmicos de diseño iterativo basados en el razonamiento inductivo, en esquemas algorítmicos y en cuatro modelos de acceso secuencial; (2) una herramienta web llamada SAMTool (Sequential Access Model Tool) para soportar este enfoque. Los estudiantes pueden utilizar SAMTool en tres etapas: (1) obtener el código dependiente del problema para resolver un problema iterativo; (2) definir un esquema algorítmico en un modelo de acceso secuencial, actualmente SAMTool trabaja con esquemas algorítmicos de búsqueda y recorrido; (3) generar un programa a partir de un problema, un esquema algorítmico, un lenguaje de programación y una secuencia en el lenguaje de programación elegido

    Introducción

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    Estados Unidos y los principales actores de la Reconfiguración del orden mundial en el siglo XXI

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    Dedicatorias y agradecimientos; Prefacio; Introducción; Política interna y política exterior: debates iniciales sobre la preeminencia de Estados Unidos; El debate sobre la declinación de Estados Unidos durante la actual crisis internacional; Lucha de poder y política exterior. Smart Power y hegemonismo mesiánico: ¿declive de Estados Unidos?; Quebrantar a la mayoría o la estructura institucional de la suboptimalidad política de Estados Unidos; Las perspectivas del dólar estadunidense como moneda internacional dominante en los albores del siglo XXI; Estados Unidos y las organizaciones internacionales gubernamentales: relación ambivalente y compleja; Estados Unidos ante las potencias del orden internacional emergente; Estados Unidos ante la gran encrucijada china; Los gobiernos del Partido Democrático de Japón y la alianza (cada vez más incómoda) con Estados Unidos; Estados Unidos y la Unión Europea: desafíos para la cooperación en seguridad; La relación Estados Unidos-Rusia en el contexto de la Unión Europea; Estados Unidos y la reconfiguración del orden mundial en el siglo XXI. Implicaciones para América Latina y México; ¿Vacío del poder o continuidad hegemónica? Estados Unidos; Entre inercias y nuevas realidades: la relación México-Estados Unidos; Pasado y futuro (probable) del TLCAN; La migración como eje de la relación México-Estados Unidos; Sobre los coordinadore

    Aplicación de juegos serios en la enseñanza de Ingeniería de Requisitos y Gestión de Proyectos

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    La lección magistral es una metodología docente que permite especificar y aclarar los principales conceptos ligados a cualquier campo del conocimiento. Sin embargo, para ciertas materias, como es el caso de Ingeniería de Requisitos y Gestión de Proyectos, esta metodología puede resultar tediosa y aburrida, lo que deriva en pérdida de interés por parte de los estudiantes y, en consecuencia, aumento en el índice de absentismo. La inasistencia a clase está asociada al fracaso académico y al abandono o prolongación de los estudios. Varios autores han demostrado la eficacia de los juegos serios en la docencia universitaria: aumento de la motivación, mayor concentración y consecución de los objetivos de aprendizaje marcados. Actualmente es posible encontrar numerosas actividades de esta índole para materias como Ingeniería de Requisitos y Gestión de Proyectos. En este trabajo se describe la aplicación de algunos de estos juegos serios en una asignatura del Grado en Ingeniería Informática que abarca dichas materias. Como resultado, los estudiantes encuentran las actividades desarrolladas más interesantes, se limita el absentismo y mejoran las tasas de éxito.Educational methodologies based on master class allow to explain in detail and spread concepts related to any field of knowledge. However, for certain topics of technical areas, such as the Requirements Engineering and Project Management, these methodologies may turn boring and cumbersome, which leads to students losing interest and, consequently, increasing the absenteeism. The lack of attendance to lectures is associated with academic failure and abandonment, or with more time required to complete the studies. Several authors have demonstrated the effectiveness of serious games in university teaching with students more motivated, greater concentration and achievement of the established learning outcomes. Nowadays, a lot of activities of this nature are available for knowledge areas such as Requirements Engineering and Project Management. This paper describes the use of some of these serious games in a subject, part of the BSc on Computer Science, which covers these disciplines. As a result, students found the activities carried out during the lectures more interesting, absenteeism was reduced, and success rates were improved.Trabajo realizado en el ámbito del proyecto “Aplicación de juegos serios en la enseñanza de informática: proyecto piloto en gestión de proyectos” de la convocatoria para promover proyectos y acciones de innovación y mejora en la Universidad de Murcia para el curso 2018/2019. Está investigación forma parte del proyecto GINSENG-UMU (TIN2015-70259-C2-2-R) y está financiada por el Ministerio Español de Ciencia, Innovación y Universidades y el Fondo Europeo de Desarrollo Regional (FEDER)

    The Effect of Green Software: A Study of Impact Factors on the Correctness of Software

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    Unfortunately, sustainability is an issue very poorly used when developing software and hardware systems. Lately, and in order to contribute to the earth sustainability, a new concept emerged named Green software which is computer software that can be developed and used efficiently and effectively with minimal or no impact to the environment. Currently, new teaching methods based on students’ learning process are being developed in the European Higher Education Area. Most of them are oriented to promote students’ interest in the course’s contents and offer personalized feedback. Online judging is a promising method for encouraging students’ participation in the e-learning process, although it still has to be researched and developed to be widely used and in a more efficient way. The great amount of data available in an online judging tool provides the possibility of exploring some of the most indicative attributes (e.g., running time, memory) for learning programming concepts, techniques and languages. So far, the most applied methods for automatically gathering information from the judging systems are based on statistical methods and, although providing reasonable correlations, these methods have not been proven to provide enough information for predicting grades when dealing with a huge amount of data. Therefore, the great novelty of this paper is to develop a data mining approach to predict program correctness as well as the grades of the students’ practices. For this purpose, powerful data mining technologies taken from the artificial intelligence domain have been used. In particular, in this study, we have used logistic regression, decision trees, artificial neural network and support vector machines; which have been properly identified as the most suitable ones for predicting activities in the e-learning domains. The results have achieved an accuracy of around 74%, both in the prediction of the program correctness as well as in the practice grades’ prediction. Another relevant issue provided in this paper is a comparison among these four techniques to obtain the best accuracy in predicting grades based on the availability of data as well as their taxonomy. The Decision Trees classifier has obtained the best confusion matrix, and time and memory efficiency were identified as the most important predictor variables. In view of these results, we can conclude that the development of green software leads programmers to implement correct software.This work has been funded by the Spanish Ministry of Economy and Competitiveness (MINECO/FEDER) under the granted project SEQUOIA-UA (TIN2015-63502-C3-3-R), project GINSENG-UMU (TIN2015-70259-C2-2-R) supported by the Spanish Ministry of Economy, Industry and Competitiveness and European FEDER funds. This work has also been partially funded by University of Alicante, under project GRE14-10 and by the Generalitat Valenciana, Spain, under project GV/2016/087

    Spatiotemporal Characteristics of the Largest HIV-1 CRF02_AG Outbreak in Spain: Evidence for Onward Transmissions

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    Background and Aim: The circulating recombinant form 02_AG (CRF02_AG) is the predominant clade among the human immunodeficiency virus type-1 (HIV-1) non-Bs with a prevalence of 5.97% (95% Confidence Interval-CI: 5.41–6.57%) across Spain. Our aim was to estimate the levels of regional clustering for CRF02_AG and the spatiotemporal characteristics of the largest CRF02_AG subepidemic in Spain.Methods: We studied 396 CRF02_AG sequences obtained from HIV-1 diagnosed patients during 2000–2014 from 10 autonomous communities of Spain. Phylogenetic analysis was performed on the 391 CRF02_AG sequences along with all globally sampled CRF02_AG sequences (N = 3,302) as references. Phylodynamic and phylogeographic analysis was performed to the largest CRF02_AG monophyletic cluster by a Bayesian method in BEAST v1.8.0 and by reconstructing ancestral states using the criterion of parsimony in Mesquite v3.4, respectively.Results: The HIV-1 CRF02_AG prevalence differed across Spanish autonomous communities we sampled from (p < 0.001). Phylogenetic analysis revealed that 52.7% of the CRF02_AG sequences formed 56 monophyletic clusters, with a range of 2–79 sequences. The CRF02_AG regional dispersal differed across Spain (p = 0.003), as suggested by monophyletic clustering. For the largest monophyletic cluster (subepidemic) (N = 79), 49.4% of the clustered sequences originated from Madrid, while most sequences (51.9%) had been obtained from men having sex with men (MSM). Molecular clock analysis suggested that the origin (tMRCA) of the CRF02_AG subepidemic was in 2002 (median estimate; 95% Highest Posterior Density-HPD interval: 1999–2004). Additionally, we found significant clustering within the CRF02_AG subepidemic according to the ethnic origin.Conclusion: CRF02_AG has been introduced as a result of multiple introductions in Spain, following regional dispersal in several cases. We showed that CRF02_AG transmissions were mostly due to regional dispersal in Spain. The hot-spot for the largest CRF02_AG regional subepidemic in Spain was in Madrid associated with MSM transmission risk group. The existence of subepidemics suggest that several spillovers occurred from Madrid to other areas. CRF02_AG sequences from Hispanics were clustered in a separate subclade suggesting no linkage between the local and Hispanic subepidemics

    Alternative Divulgation of the Local Sculptural Heritage: Construction of Paper Toys and Use of the Minecraft Video Game

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    At present it is easy to digitalize sculptural heritage in 3D. Three-dimensional models allow for visualization of the work from all angles. The result can be seen in three-dimensional visors, in virtual reality, or by means of 3D-printed replicas. However, the recipient continues to be, as is also the case in books and videos, a passive spectator of the cultural patrimony. In order to promote participation and to increase interest in local heritage, alternative methods for promotion of the digital patrimony have been developed. In this article, two means of publicizing local (less-known) heritage in an active manner have been described. On the one hand, the transformation of 3D models into cut-outs (paper toys) where it is necessary to make the sculptures by hand, and on the other hand, the incorporation of the models into the video game Minecraft, an immersed 3D world which permits visiting or generating content. To validate these alternatives, two examples based on the sculptures of Santa Cruz de Tenerife (Spain) have been created, and they have been used in pilot studies in schools in order to obtain a first appraisal of user satisfaction

    Design and validation of an open source 3D printer based on digital ultraviolet light processing (DLP), for the improvement of traditional artistic casting techniques for microsculptures

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    The adoption of open-source digital manufacturing technologies in small art workshops may improve their competitiveness. Pieces modeled by computer and made with FDM (Fused Deposition Modeling) 3D printers that use PLA (polylactic acid) can be implemented in the procedures of artistic casting. However, models printed by PLA are limited to approximate minimum sizes of 3 cm, and the optimal layer height resolution is 0.1 mm. These sizes and resolutions are not suitable for creating microsculptures used, in many cases, in jewelry. An alternative to solve this limitation, is to use a DMLS (Direct Metal Laser Sintering) 3D printer. However, due to its high cost, it is a technology that is difficult to introduce in small artistic foundries. This work detailed the design and validation of a DLP (Digital Light Processing) 3D printer, using backlit LCD (Liquid Crystal Display) screens with ultraviolet light. Its development is totally "œopen source" and is proposed as a kit made up of electronic components, based on Arduino and easy to access mechanical components in the market. Most parts can be manufactured in low cost FDM (Fused Deposition Modeling) 3D printers. The result is an affordable, high resolution (0.021 mm), and open-design printer that can be implemented in artistic contexts. © 2021 by the authors

    Maternal obesity in early pregnancy and risk of adverse outcomes.

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    To assess the role of the health consequences of maternal overweight and obesity at the start of pregnancy on gestational pathologies, delivery and newborn characteristics.A cohort of pregnant women (n = 6.558) having delivered at the Maternal & Child University Hospital of Gran Canaria (HUMIGC) in 2008 has been studied. Outcomes were compared using multivariate analyses controlling for confounding variables.Compared to normoweight, overweight and obese women have greater risks of gestational diabetes mellitus (RR = 2.13 (95% CI: 1.52-2.98) and (RR = 2.85 (95% CI: 2.01-4.04), gestational hypertension (RR = 2.01 (95% CI: 1.27-3.19) and (RR = 4.79 (95% CI: 3.13-7.32) and preeclampsia (RR = 3.16 (95% CI: 1.12-8.91) and (RR = 8.80 (95% CI: 3.46-22.40). Obese women have also more frequently oligodramnios (RR = 2.02 (95% CI: 1.25-3.27), polyhydramnios. (RR = 1.76 (95% CI: 1.03-2.99), tearing (RR = 1.24 (95% CI: 1.05-1.46) and a lower risk of induced deliveries (RR = 0.83 (95% CI: 0.72-0.95). Both groups have more frequently caesarean section (RR = 1.36 (95% CI: 1.14-1.63) and (RR = 1.84 (95% CI: 1.53-2.22) and manual placenta extraction (RR = 1.65 (95% CI: 1.28-2.11) and (RR = 1.77 (95% CI: 1.35-2.33). Newborns from overweight and obese women have higher weight (p<0.001) and a greater risk of being macrosomic (RR = 2.00 (95% CI: 1.56-2.56) and (RR = 2.74 (95% CI: 2.12-3.54). Finally, neonates from obese mother have a higher risk of being admitted to special care units (RR = 1.34 (95% CI: 1.01-1.77). Apgar 1 min was significantly higher in newborns from normoweight mothers: 8.65 (95% CI: 8.62-8.69) than from overweight: 8.56 (95% CI: 8.50-8.61) or obese mothers: 8.48 (95% CI: 8.41-8.54).Obesity and overweight status at the beginning of pregnancy increase the adverse outcomes of the pregnancy. It is important to promote the normalization of bodyweight in those women who intend to get pregnant and to provide appropriate advice to the obese women of the risks of obesity at the start of the pregnancy
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