69 research outputs found

    A novel tangible interaction authoring tool for creating educational activities: analysis of its acceptance by educators

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    The creation of applications based on tangible interaction (TI applications), particularly on tabletops, is a developing area that requires the collaboration of professionals with expert knowledge in specific domains. Having an authoring tool that facilitates interdisciplinary intervention in the design and implementation of such applications is a current challenge to bring TI to different contexts. This article presents an authoring tool (named EDIT) and analyzes its acceptance by educators for creating educational activities. The novelty of the tool lies in the possibility of creating projects with a schedule of educational activities, sequenced as required for a group of students. In addition, it has specific characteristics for the educational scenario, such as the personalization of feedback and the meta-annotation of projects. Sessions were held with educators (n = 38) to analyze variables related to the Technology Acceptance Model (such as perceived usefulness and perceived ease of use) when creating TI educational activities on tabletops using the EDIT tool. The sessions were observed and recorded on video, and a Focus Group was held afterwards. During the sessions, educators gave a positive assessment in relation to using this type of tool. It was observed that, in general, they find tangible interaction valuable mostly for working with children. Finally, the results show a high acceptance obtained from the TAM and the novel features of EDIT were found to be useful

    Avances en el diseño de una herramienta de autor para la creación de actividades educativas basadas en realidad aumentada

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    En este artículo se presentan los avances logrados en el diseño de una herramienta de autor, llamada AuthorAR, orientada a la creación de actividades educativas basadas en realidad aumentada (RA). AuthorAR permite generar actividades de exploración y de estructuración de frases, que pueden favorecer procesos de adquisición del lenguaje y de entrenamiento de la comunicación, por lo que se hará referencia a las posibilidades que ofrece en este sentido. Se presentan aquí: una descripción de esta herramienta de autor, una revisión de antecedentes en la temática y la propuesta de evolución de este proyecto, con los primeros resultados obtenidos y las conclusiones arribadas

    Editorial for Special Issue "Antiprotozoal Activity of Natural Products"

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    Neglected tropical diseases (NTDs), a group of diverse infectious diseases, repre-sent the leading cause of morbidity and mortality among the world's low-income pop-ulations. These diseases are often referred to as "neglected" due to their historical lack of attention from the global health agenda and research investment, with the excep-tion of some important support from the Bill & Melinda Gates Foundation. According to the World Health Organization (WHO), over 1.5 billion people are affected by at least one NTD, causing around 500,000 deaths yearly, social discrimination, and phys-ical suffering. Although NTDs can be found worldwide, they are most prevalent in tropical areas, where factors such as limited access to clean water, favorable environ-mental conditions, and inadequate sanitation expedite their transmission. Among a core group of 20 NTDs and conditions, the infections caused by single-celled protozoan parasites, such as Human African Trypanosomiasis (sleeping sickness or HAT), Chagas disease, Leishmaniasis, and Malaria, are regarded as therapeutically challenging be-cause of their elevated fatality rates and limited treatment options. Even though Malaria is not included in the NTDs’ list, it remains a significant public health issue in many NTD-endemic regions, and it is frequently considered within the framework of initiatives aimed at managing and eradicating NTDs

    Diseño e implementación de juguetes interactivos para actividades educativas basadas en interacción tangible

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    En este trabajo de tesis final de máster se realizó una investigación con el objetivo de indagar las posibilidades de los objetos activos (con capacidad de actuación y feedback al interactuar con información digital) en procesos educativos con actividades basadas en Interacción Tangible (IT). En el recorrido se elaboró un análisis a partir de una revisión sistemática de literatura, y se evidenció el escaso desarrollo de experiencias de IT con objetos activos en Latinoamérica. A partir de los hallazgos de la investigación teórica se abordó el diseño, desarrollo y evaluación de un juego serio con IT sobre una tabletop con juguetes activos. Los resultados permiten conocer que estudiantes y docentes valoran positivamente el uso de este tipo de juguetes, analizando cómo se perciben los diferentes tipos de feedback diseñados

    Shortages and Challenges in Augmentative Communication through Tangible Interaction Using a User-centered Design and Assessment Process

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    In this article, we present an assessment process on a tangible interaction application oriented to individuals with complex communication needs, called ACoTI, and details about the main results obtained thus far. The process is based on a set of decisions that have been surveyed as key elements for assessing this type of experiences, based on a background review that was carried out. In addition to that, it has taken into account the contribution of key players from the special education field and it is the foundation for the user-centered and evolutionary design of the application. A number of findings and challenges that open up the door to keep contributing to this specific area was presented. For instance, creating an authoring tool that is available for the educators to be able to generate themselves customized activities for their students, considering the specific needs of each of them.Instituto de Investigación en Informátic

    Shortages and Challenges in Augmentative Communication through Tangible Interaction using a user-centered design and assessment process

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    In this article, we present an assessment process on a tangible interaction application oriented to individuals with complex communication needs, called ACoTI, and details about the main results obtained thus far. The process is based on a set of decisions that have been surveyed as key elements for assessing this type of experiences, based on a background review that was carried out. In addition to that, it has taken into account the contribution of key players from the special education field and it is the foundation for the user-centered and evolutionary design of the application. A number of findings and challenges that open up the door to keep contributing to this specific area was presented. For instance, creating an authoring tool that is available for the educators to be able to generate themselves customized activities for their students, considering the specific needs of each of them.Fil: Sanz, Cecilia Veronica. Universidad Nacional de La Plata. Facultad de Informática. Instituto de Investigación en Informática Lidi; Argentina. Provincia de Buenos Aires. Gobernación. Comisión de Investigaciones Científicas; ArgentinaFil: Artola, Verónica. Universidad Nacional de La Plata. Facultad de Informática. Instituto de Investigación en Informática Lidi; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - La Plata; ArgentinaFil: Guisen, Maria Andrea. Consejo Nacional de Investigaciones Científicas y Técnicas; ArgentinaFil: Marco, Javier. Universidad de Zaragoza; EspañaFil: Cerezo, Eva. Universidad de Zaragoza; EspañaFil: Baldassarri, Sandra Silvia. Universidad de Zaragoza; Españ

    Análisis del etiquetado emocional de videos educativos

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    La publicación y el uso de los videos educativos, tanto en el aprendizaje formal como informal se ha incrementado en los últimos años. Una investigación previa permitió dar cuenta del creciente interés en la comunidad científica en el uso de emociones para potenciar los sistemas de e-learning; así como, identificar una falta de estándares para el meta-anotado emocional de videos educativos. En este artículo, se presenta un primer análisis de un conjunto de bases de datos que alojan videos etiquetados emocionalmente, revisando su meta-anotación, específicamente con relación a las emociones. Se propone un conjunto de elementos que podrían formar parte de un proceso de meta-anotación para etiquetar emocionalmente videos educativos.Facultad de Informátic

    Adenosine receptors as promising targets for the management of ocular diseases

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    The ocular drug discovery arena has undergone a significant improvement in the last few years culminating in the FDA approvals of 8 new drugs. However, despite a large number of drugs, generics, and combination products available, it remains an urgent need to find breakthrough strategies and therapies for tackling ocular diseases. Targeting the adenosinergic system may represent an innovative strategy for discovering new ocular therapeutics. This review focused on the recent advance in the field and described the numerous nucleoside and non-nucleoside modulators of the four adenosine receptors (ARs) used as potential tools or clinical drug candidates

    Shortages and Challenges in Augmentative Communication through Tangible Interaction using a user-centered design and assessment process

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    In this article, we present an assessment process on a tangible interaction application oriented to individuals with complex communication needs, called ACoTI, and details about the main results obtained thus far. The process is based on a set of decisions that have been surveyed as key elements for assessing this type of experiences, based on a background review that was carried out. In addition to that, it has taken into account the contribution of key players from the special education field and it is the foundation for the user-centered and evolutionary design of the application. A number of findings and challenges that open up the door to keep contributing to this specific area was presented. For instance, creating an authoring tool that is available for the educators to be able to generate themselves customized activities for their students, considering the specific needs of each of them.Fil: Sanz, Cecilia Veronica. Universidad Nacional de La Plata. Facultad de Informática. Instituto de Investigación en Informática Lidi; Argentina. Provincia de Buenos Aires. Gobernación. Comisión de Investigaciones Científicas; ArgentinaFil: Artola, Verónica. Universidad Nacional de La Plata. Facultad de Informática. Instituto de Investigación en Informática Lidi; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - La Plata; ArgentinaFil: Guisen, Maria Andrea. Consejo Nacional de Investigaciones Científicas y Técnicas; ArgentinaFil: Marco, Javier. Universidad de Zaragoza; EspañaFil: Cerezo, Eva. Universidad de Zaragoza; EspañaFil: Baldassarri, Sandra Silvia. Universidad de Zaragoza; Españ

    Revisión sistemática sobre la meta-anotación de videos educativos con emociones

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    En este trabajo se presenta una revisión sistemática de literatura sobre la metaanotación de videos educativos con emociones. El trabajo permitió analizar 18 investigaciones que echan luz parcialmente sobre la temática, aportando la meta-anotación de videos educativos, o de videos con emociones, o de recursos educativos con emociones. Sin embargo, se evidencia la necesidad de profundizar en investigaciones que aborden meta-anotar videos educativos con emociones.Red de Universidades con Carreras en Informátic
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