11 research outputs found

    ANALIZANDO LA VARIABILIDAD DEL PROCESO UNIFICADO CON LA TÉCNICA DE WASHIZAKI

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    RESUMEN ANALÍTICOAdaptar el proceso software al contexto de la organización o a proyectos específcos es una actividad recurrente en la industria de software. Una de las técnicas efectivas para la adaptación del proceso software son las líneas de procesos, debido a que permiten disminuir el esfuerzo en la generación de procesos adaptados mediante la reutilización planifcada de los activos de proceso. Una actividad esencial para defnir líneas de procesos es determinar adecuadamente su variabilidad para alcanzar fexibilidad, adaptabilidad y reutilización. Este artículo presenta la experiencia de determinar la variabilidad en el Proceso Unifcado con respecto a algunas de las adaptaciones y extensiones existentes, usando la técnica de Washizaki para la comparación de modelos de procesos. El principal resultado es un modelo de variabilidad del Proceso Unifcado, el cual es un artefacto clave para defnirlo como una línea de procesos. Para su obtención el modelo ha sido analizado estáticamente. Además, este trabajo ha permitido evaluar la técnica de comparación de modelos de proceso usando la información empírica de algunos procesos existentes y reportados por distintas comunidades.PALABRAS CLAVES: Variabilidad del proceso Software, Proceso software, Familias de procesos, Proceso Unifcado, Adaptación del proceso.UNIFIED PROCESS VARIAbILITY ANALYSIS USING THE WASHIZAKI’S TECHNIQUEANALYTICAL SUMMARYAdapting the software process to the context of the organization or specifc projects is a recurring  activity in the software industry. One of the effective techniques for the tailoring software process are the process lines, because they allow to reduce the effort on the generation of adapted processes through planned reuse of process assets. An essential activity to defne processes lines is adequately determine their variability to achieve fexibility, adaptability and reuse. In this article presents the experience to determine the variability in the Unifed Process with respect to some of the existing adaptations and extensions, using the Washizaki’s technique to coparate process models. The main result is a model of variability of the Unifed Process, which is a key artifact to defne it as a process line. In order to obtain it the model has been analyzed statically. This work has allowed to evaluate the comparison technique of models using the empirical information of some existing processes which have been reported by different communities.KEYWORDS: Software process variability, Software Process, families Process, Unifed Process, Tailoring Process

    Construção de um jogo sério como apoio à aprendizagem da física cinemática

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    The experience obtained in the construction of a serious game prototype is presented in this paper, aimed at supporting the development of physics courses in secondary education, and including game-oriented processes in the learning process. Similarly, the proposed serious game is intended to serve as a reference for the construction of serious games in different application contexts. This development is mainly driven by the difficulties evidenced in high school students regarding appropriation of knowledge of kinematics. The proposed serious game was built based on a model in which pedagogical and playful aspects of this type of interactive tools are considered, among which the definition of learning objectives, the design of the playful component of the game, and interface design are taken into account. A usability inspection was carried out for evaluation purposes, based on the ten Nielsen heuristic principles of usability, which yielded various recommendations: it would be necessary to improve a future version of the game in some aspects related to the principles of consistency and standards, help and documentation, and visibility of the system.En este artículo se presenta la experiencia obtenida en la construcción de un prototipo de juego serio, cuyos objetivos son apoyar el desarrollo de los cursos de física de educación media e incluir procesos lúdicos en el proceso de aprendizaje. Del mismo modo, este juego pretende servir de referencia para la construcción de juegos serios en diferentes contextos de aplicación. Esta iniciativa académica estuvo motivada por las dificultades evidenciadas en estudiantes de educación media en cuanto a la apropiación del conocimiento de física cinemática. El juego fue construido con base en un modelo en el cual se consideran elementos pedagógicos y lúdicos propios de este tipo de herramientas interactivas, entre los cuales se tienen en cuenta la definición de los objetivos de aprendizaje; el diseño del componente lúdico del juego; y el diseño de interfaces. Para el proceso de evaluación se realizó una inspección de usabilidad, conducida a partir de los diez principios heurísticos de usabilidad de Nielsen; con ello se constató que ciertas cuestiones relacionadas con los principios de visibilidad del sistema, consistencia y estándares, ayuda y documentación deberían ser objeto de mejora en una versión futura del juego serio. Neste artigo apresenta-se a experiência obtida na construção de um protótipode jogo sério, cujos objetivos são apoiar o desenvolvimento dos cursos de físicade educação média e incluir processos lúdicos no processo de aprendizagem.Do mesmo modo, esse jogo pretende servir de referência para a construção dejogos sérios em diferentes contextos de aplicação. Essa iniciativa acadêmicaesteve motivada pelas dificuldades evidenciadas em estudantes de educaçãomédia quanto à apropriação do conhecimento de física cinemática. O jogo foiconstruído com base num modelo no qual se consideram elementos pedagógicose lúdicos próprios desse tipo de ferramentas interativas, entre os quais selevam em consideração a definição dos objetivos de aprendizagem; o desenhodo componente lúdico do jogo; e o desenho de interfaces. Para o processo deavaliação, realizou-se uma inspeção de usabilidade, conduzida a partir dos dezprincípios heurísticos de usabilidade de Nielsen; com isso se constatou que certasquestões relacionadas com os princípios de visibilidade do sistema, consistênciae padrões, ajuda e documentação deveriam ser objeto de melhora numa versãofutura do jogo sério

    Sistema de realidad aumentada para la ubicación de espacios y tiempos en universidades

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    La realidad aumentada se ha utilizado en una variedad de aplicaciones tales como la navegación, los juegos y la educación. Esta tecnología permite a los usuarios superponer imágenes generadas por computadora sobre el entorno del mundo real. En este artículo se analiza el potencial que tiene la realidad aumentada para mejorar la experiencia de orientación de las personas que no están familiarizadas con su entorno. Se describe cómo se podría usar la tecnología para brindar información e indicaciones en forma de señales visuales mediante la cámara del teléfono inteligente en las instalaciones de la Institución Universitaria Colegio Mayor del Cauca. De esta manera, se brinda a los estudiantes una herramienta para promover el cumplimiento adecuado del calendario académico al inicio de semestre y aumentar la adaptabilidad de los estudiantes de primer año. Para desarrollar esta idea, se utiliza una metodología experimental para crear y probar un prototipo con usuarios potenciales. Los resultados muestran que el uso de la realidad aumentada puede ayudar a las personas a encontrar su camino más fácilmente sin incurrir en interrupciones de las actividades académicas

    Mortality from gastrointestinal congenital anomalies at 264 hospitals in 74 low-income, middle-income, and high-income countries: a multicentre, international, prospective cohort study

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    Summary Background Congenital anomalies are the fifth leading cause of mortality in children younger than 5 years globally. Many gastrointestinal congenital anomalies are fatal without timely access to neonatal surgical care, but few studies have been done on these conditions in low-income and middle-income countries (LMICs). We compared outcomes of the seven most common gastrointestinal congenital anomalies in low-income, middle-income, and high-income countries globally, and identified factors associated with mortality. Methods We did a multicentre, international prospective cohort study of patients younger than 16 years, presenting to hospital for the first time with oesophageal atresia, congenital diaphragmatic hernia, intestinal atresia, gastroschisis, exomphalos, anorectal malformation, and Hirschsprung’s disease. Recruitment was of consecutive patients for a minimum of 1 month between October, 2018, and April, 2019. We collected data on patient demographics, clinical status, interventions, and outcomes using the REDCap platform. Patients were followed up for 30 days after primary intervention, or 30 days after admission if they did not receive an intervention. The primary outcome was all-cause, in-hospital mortality for all conditions combined and each condition individually, stratified by country income status. We did a complete case analysis. Findings We included 3849 patients with 3975 study conditions (560 with oesophageal atresia, 448 with congenital diaphragmatic hernia, 681 with intestinal atresia, 453 with gastroschisis, 325 with exomphalos, 991 with anorectal malformation, and 517 with Hirschsprung’s disease) from 264 hospitals (89 in high-income countries, 166 in middleincome countries, and nine in low-income countries) in 74 countries. Of the 3849 patients, 2231 (58·0%) were male. Median gestational age at birth was 38 weeks (IQR 36–39) and median bodyweight at presentation was 2·8 kg (2·3–3·3). Mortality among all patients was 37 (39·8%) of 93 in low-income countries, 583 (20·4%) of 2860 in middle-income countries, and 50 (5·6%) of 896 in high-income countries (p<0·0001 between all country income groups). Gastroschisis had the greatest difference in mortality between country income strata (nine [90·0%] of ten in lowincome countries, 97 [31·9%] of 304 in middle-income countries, and two [1·4%] of 139 in high-income countries; p≤0·0001 between all country income groups). Factors significantly associated with higher mortality for all patients combined included country income status (low-income vs high-income countries, risk ratio 2·78 [95% CI 1·88–4·11], p<0·0001; middle-income vs high-income countries, 2·11 [1·59–2·79], p<0·0001), sepsis at presentation (1·20 [1·04–1·40], p=0·016), higher American Society of Anesthesiologists (ASA) score at primary intervention (ASA 4–5 vs ASA 1–2, 1·82 [1·40–2·35], p<0·0001; ASA 3 vs ASA 1–2, 1·58, [1·30–1·92], p<0·0001]), surgical safety checklist not used (1·39 [1·02–1·90], p=0·035), and ventilation or parenteral nutrition unavailable when needed (ventilation 1·96, [1·41–2·71], p=0·0001; parenteral nutrition 1·35, [1·05–1·74], p=0·018). Administration of parenteral nutrition (0·61, [0·47–0·79], p=0·0002) and use of a peripherally inserted central catheter (0·65 [0·50–0·86], p=0·0024) or percutaneous central line (0·69 [0·48–1·00], p=0·049) were associated with lower mortality. Interpretation Unacceptable differences in mortality exist for gastrointestinal congenital anomalies between lowincome, middle-income, and high-income countries. Improving access to quality neonatal surgical care in LMICs will be vital to achieve Sustainable Development Goal 3.2 of ending preventable deaths in neonates and children younger than 5 years by 2030

    A collaborative method for scoping software product lines

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    The definition of the scope of software product lines (Scoping SPL) is a key activity in the development of Software Product Lines (SPL), both affecting either the success or failure of the line. In order to delimit the reach of a line, different knowledge is needed that is distinct in various types of experts and roles, but it is difficult to obtain people with different knowledge and interests to interact and agree on the scope, and it is even more complex, if the results to be obtained are not clear. This research is focused on the study of a set of scoping SPL ap- proaches, and applies method engineering and collaborative engineer- ing to propose a collaborative method for SPL scoping in such a way that it provides concrete guidelines to facilitate its application as iden- tification of the artefacts to be developed with the specific templates and steps for obtaining the output artefacts that make up the scope of the SPL.La definición del alcance de líneas de productos software (Scop- ing SPL) es una actividad clave en el desarrollo de Líneas de Pro- ductos Software (SPL), tanto que incide en el exito o fracaso de la línea. Para lograr delimitar el alcance de una línea es necesario difer- entes conocimientos que se encuentran dispertos en diferentes tipos de expertos y roles, pero es difícil lograr que personas con diferentes conocimientos e intereses interactúen y acuerden el alcance, y es más complejo aún, si no están claros los resultados que deben obtenerse. Esta investigación está enfocada en el estudio de un conjunto de enfoques del scoping SPL, y aplicar la ingeniería de método y la inge- niería colaborativa para proponer un método colaborativo para el SPL scoping de tal forma que brinde las directrices concretas para facilitar su aplicación como la identificación de los artefactos a obtener con las plantillas y los pasos específicos que faciliten obtener los artefactos de salida que componen el alcance

    Analizando la variabilidad del proceso unificado con la técnica de Washizaki

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    RESUMEN ANALÍTICOAdaptar el proceso software al contexto de la organización o a proyectos específcos es una actividad recurrente en la industria de software. Una de las técnicas efectivas para la adaptación del proceso software son las líneas de procesos, debido a que permiten disminuir el esfuerzo en la generación de procesos adaptados mediante la reutilización planifcada de los activos de proceso. Una actividad esencial para defnir líneas de procesos es determinar adecuadamente su variabilidad para alcanzar fexibilidad, adaptabilidad y reutilización. Este artículo presenta la experiencia de determinar la variabilidad en el Proceso Unifcado con respecto a algunas de las adaptaciones y extensiones existentes, usando la técnica de Washizaki para la comparación de modelos de procesos. El principal resultado es un modelo de variabilidad del Proceso Unifcado, el cual es un artefacto clave para defnirlo como una línea de procesos. Para su obtención el modelo ha sido analizado estáticamente. Además, este trabajo ha permitido evaluar la técnica de comparación de modelos de proceso usando la información empírica de algunos procesos existentes y reportados por distintas comunidades.PALABRAS CLAVES: Variabilidad del proceso Software, Proceso software, Familias de procesos, Proceso Unifcado, Adaptación del proceso.UNIFIED PROCESS VARIAbILITY ANALYSIS USING THE WASHIZAKI’S TECHNIQUEANALYTICAL SUMMARYAdapting the software process to the context of the organization or specifc projects is a recurring  activity in the software industry. One of the effective techniques for the tailoring software process are the process lines, because they allow to reduce the effort on the generation of adapted processes through planned reuse of process assets. An essential activity to defne processes lines is adequately determine their variability to achieve fexibility, adaptability and reuse. In this article presents the experience to determine the variability in the Unifed Process with respect to some of the existing adaptations and extensions, using the Washizaki’s technique to coparate process models. The main result is a model of variability of the Unifed Process, which is a key artifact to defne it as a process line. In order to obtain it the model has been analyzed statically. This work has allowed to evaluate the comparison technique of models using the empirical information of some existing processes which have been reported by different communities.KEYWORDS: Software process variability, Software Process, families Process, Unifed Process, Tailoring Process

    Guia para o design de sites de instituições de ensino superior com base no padrão WCAG 2.1 aplicado a deficiência visual

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    This paper presents the development of a guide for the design of websites of Higher Education Institutions (HEI) based on the WCAG 2.1 standard applied to visual disabilities. To this end, proposals were identified that guide the design of accessible websites of HEIs, based on the findings and the WCAG 2.1 standard, a guide was specified to facilitate the design of HEI websites applied to visual disabilities, then the level of conformity obtained by the UNIVIDA website when applying the proposed guide. The online tool TAW was used as an evaluation method. The results show that in the analyzed proposals they focus on evaluating the accessibility of websites, however, none of them are specifically oriented to webmasters, developers and web designers, nor do they focus on the design of IES websites for people with disabilities. visual disability. It was also evidenced that when applying the guide on the selected website, of a total of 433 errors in the first analysis, it was reduced to 14 in a second analysis for the A, AA and AAA compliance levels. This work allows to conclude that there is a growing interest in researchers and higher education institutions to design inclusive institutional websites and virtual learning platforms, which not only consider the information needs and the attractive impact of their design but also a focus on the population. with disabilities.Este trabajo presenta el desarrollo de una guía para el diseño de sitios web de Instituciones de Educación Superior (IES) basada en el estándar WCAG 2.1 aplicado a discapacidades visuales. Para ello se identificaron propuestas que orientan el diseño de sitios web accesibles de IES. A partir de los hallazgos y del estándar WCAG 2.1 se especificó una guía que facilite el diseño de sitios web de IES aplicada a discapacidades visuales, después se evaluó el nivel de conformidad obtenido por el sitio web de Univida al aplicar la guía propuesta. Como método de evaluación, se utilizó la herramienta en línea TAW. Los resultados muestran que en las propuestas analizadas se enfocan en evaluar la accesibilidad de los sitios web; sin embargo, ninguna de ellas se orienta específicamente a webmasters, desarrolladores y diseñadores web, ni se enfocan en el diseño de sitios web de ies para personas con discapacidad visual. También se evidenció que, al aplicar la guía en el sitio web seleccionado, de un total de 433 errores en el primer análisis se logró disminuir a 14 en un segundo análisis para los niveles de conformidad A, AA y AAA. Este trabajo permite concluir que existe un creciente interés en investigadores e instituciones de educación superior de diseñar sitios web institucionales y plataformas virtuales de aprendizaje inclusivos, que no solo consideren las necesidades de información y el impacto atractivo de su diseño, sino también un enfoque hacia la población con discapacidad.Este artigo apresenta o desenvolvimento de um guia para a concepção de sites de Instituições de Ensino Superior (IES) com base na norma WCAG 2.1 aplicada à deficiência visual. Para tanto, foram identificadas propostas que orientam o desenho de websites acessíveis de IES, com base nos achados e na norma WCAG 2.1, foi especificado um guia para facilitar a concepção de websites de IES aplicadas à deficiência visual, seguido do nível de conformidade obtido por no site da UNIVIDA ao aplicar o guia proposto. A ferramenta online TAW foi utilizada como método de avaliação. Os resultados mostram que nas propostas analisadas se concentram na avaliação da acessibilidade de sites, porém, nenhuma de las é especificamente voltada para webmasters, desenvolvedores e web designers, nem se concentra no design de sites de IES para pessoas com deficiência. Evidenciou-se também que, na aplicação do guia no site selecionado, de um total de 433 erros na primeira análise, foi reduzido para 14 em uma segunda análise para os níveis de conformidade A, AA e AAA. Este trabalho permite concluir que existe um interesse crescente de investigadores e instituições de ensino superior em conceber sites institucionais inclusivos e plataformas virtuais de aprendizagem, que considerem não só as necessidades de informação e o impacto atractivo da sua conceção, mas também o enfoque na população. deficiências

    Construcción de un juego serio como apoyo al aprendizaje de la física cinemática

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    The experience obtained in the construction of a serious game prototype is presented in this paper, aimed at supporting the development of physics courses in secondary education, and including game-oriented processes in the learning process. Similarly, the proposed serious game is intended to serve as a reference for the construction of serious games in different application contexts. This development is mainly driven by the difficulties evidenced in high school students regarding appropriation of knowledge of kinematics. The proposed serious game was built based on a model in which pedagogical and playful aspects of this type of interactive tools are considered, among which the definition of learning objectives, the design of the playful component of the game, and interface design are taken into account. A usability inspection was carried out for evaluation purposes, based on the ten Nielsen heuristic principles of usability, which yielded various recommendations: it would be necessary to improve a future version of the game in some aspects related to the principles of consistency and standards, help and documentation, and visibility of the systemNeste artigo apresenta-se a experiência obtida na construção de um protótipo de jogo sério, cujos objetivos são apoiar o desenvolvimento dos cursos de física de educação média e incluir processos lúdicos no processo de aprendizagem. Do mesmo modo, esse jogo pretende servir de referência para a construção de jogos sérios em diferentes contextos de aplicação. Essa iniciativa acadêmica esteve motivada pelas dificuldades evidenciadas em estudantes de educação média quanto à apropriação do conhecimento de física cinemática. O jogo foi construído com base num modelo no qual se consideram elementos pedagógicos e lúdicos próprios desse tipo de ferramentas interativas, entre os quais se levam em consideração a definição dos objetivos de aprendizagem; o desenho do componente lúdico do jogo; e o desenho de interfaces. Para o processo de avaliação, realizou-se uma inspeção de usabilidade, conduzida a partir dos dez princípios heurísticos de usabilidade de Nielsen; com isso se constatou que certas questões relacionadas com os princípios de visibilidade do sistema, consistência e padrões, ajuda e documentação deveriam ser objeto de melhora numa versão futura do jogo sério.En este artículo se presenta la experiencia obtenida en la construcción de un prototipo de juego serio, cuyos objetivos son apoyar el desarrollo de los cursos de física de educación media e incluir procesos lúdicos en el proceso de aprendizaje. Del mismo modo, este juego pretende servir de referencia para la construcción de juegos serios en diferentes contextos de aplicación. Esta iniciativa académica estuvo motivada por las dificultades evidenciadas en estudiantes de educación media en cuanto a la apropiación del conocimiento de física cinemática. El juego fue construido con base en un modelo en el cual se consideran elementos pedagógicos y lúdicos propios de este tipo de herramientas interactivas, entre los cuales se tienen en cuenta la definición de los objetivos de aprendizaje; el diseño del componente lúdico del juego; y el diseño de interfaces. Para el proceso de evaluación se realizó una inspección de usabilidad, conducida a partir de los diez principios heurísticos de usabilidad de Nielsen; con ello se constató que ciertas cuestiones relacionadas con los principios de visibilidad del sistema, consistencia y estándares, ayuda y documentación deberían ser objeto de mejora en una versión futura del juego serio

    Determinants of morbidity and mortality following emergency abdominal surgery in children in low-income and middle-income countries

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    Background: Child health is a key priority on the global health agenda, yet the provision of essential and emergency surgery in children is patchy in resource-poor regions. This study was aimed to determine the mortality risk for emergency abdominal paediatric surgery in low-income countries globally. Methods: Multicentre, international, prospective, cohort study. Self-selected surgical units performing emergency abdominal surgery submitted prespecified data for consecutive children aged &lt;16 years during a 2-week period between July and December 2014. The United Nation's Human Development Index (HDI) was used to stratify countries. The main outcome measure was 30-day postoperative mortality, analysed by multilevel logistic regression. Results: This study included 1409 patients from 253 centres in 43 countries; 282 children were under 2 years of age. Among them, 265 (18.8%) were from low-HDI, 450 (31.9%) from middle-HDI and 694 (49.3%) from high-HDI countries. The most common operations performed were appendectomy, small bowel resection, pyloromyotomy and correction of intussusception. After adjustment for patient and hospital risk factors, child mortality at 30 days was significantly higher in low-HDI (adjusted OR 7.14 (95% CI 2.52 to 20.23), p&lt;0.001) and middle-HDI (4.42 (1.44 to 13.56), p=0.009) countries compared with high-HDI countries, translating to 40 excess deaths per 1000 procedures performed. Conclusions: Adjusted mortality in children following emergency abdominal surgery may be as high as 7 times greater in low-HDI and middle-HDI countries compared with high-HDI countries. Effective provision of emergency essential surgery should be a key priority for global child health agendas

    Global economic burden of unmet surgical need for appendicitis

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    Background There is a substantial gap in provision of adequate surgical care in many low- and middle-income countries. This study aimed to identify the economic burden of unmet surgical need for the common condition of appendicitis. Methods Data on the incidence of appendicitis from 170 countries and two different approaches were used to estimate numbers of patients who do not receive surgery: as a fixed proportion of the total unmet surgical need per country (approach 1); and based on country income status (approach 2). Indirect costs with current levels of access and local quality, and those if quality were at the standards of high-income countries, were estimated. A human capital approach was applied, focusing on the economic burden resulting from premature death and absenteeism. Results Excess mortality was 4185 per 100 000 cases of appendicitis using approach 1 and 3448 per 100 000 using approach 2. The economic burden of continuing current levels of access and local quality was US 92492millionusingapproach1and92 492 million using approach 1 and 73 141 million using approach 2. The economic burden of not providing surgical care to the standards of high-income countries was 95004millionusingapproach1and95 004 million using approach 1 and 75 666 million using approach 2. The largest share of these costs resulted from premature death (97.7 per cent) and lack of access (97.0 per cent) in contrast to lack of quality. Conclusion For a comparatively non-complex emergency condition such as appendicitis, increasing access to care should be prioritized. Although improving quality of care should not be neglected, increasing provision of care at current standards could reduce societal costs substantially
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