396 research outputs found
Agile Beeswax: Mobile App Development Process and Empirical Study in Real Environment
Mobile application development is a highly competitive environment; agile methodologies
can enable teams to provide value faster, with higher quality and predictability, and a better attitude
to deal with the continuous changes that will arise in the mobile context application (App), and the
positive impact of that on sustainable development through continuous progress. App development
is different from other types of software. For this reason, our objective is to present a new agilebased methodology for app development that we call Agile Beeswax. Agile Beeswax is conceived
after identifying the mobile development process’s issues and challenges, and unique requirements.
Agile Beeswax is an incremental, iterative development process composed of two main iterative
loops (sprints), the incremental design loop and the incremental development loop, and one bridge
connecting these two sprints. Agile Beeswax is structured in six phases, idea and strategy, user
experience design, user interface design, design to development, handoff and technical decisions,
development, and deployment and monitoring. One of its main strengths is that it has been created
with academic and business perspectives to bring these two communities closer. To achieve this
purpose, our research methodology comprises four main phases: Phase 1: Extensive literature review
of mobile development methodologies, Phase 2: Interviews with mobile application developers
working in small to medium software companies, Phase 3: Survey to extract valuable knowledge
about mobile development (which was carefully designed based on the results of the first and the
second phases), and Phase 4: Proposal of a new methodology for the agile development of mobile
applications. With the aim of integrating both perspectives, the survey was answered by a sample of
35 experts, including academics and developers. Interesting results have been collected and discussed
in this paper (on issues such as the development process, the tools used during this process, and the
general issues and challenges they encountered), laying the foundations of the methodology Agile
Beeswax proposed to develop mobile apps. Our results and the proposed methodology are intended
to serve as support for mobile application developers.Spanish Government
European Commission
RTI2018-096986-B-C3
Un modelo de adaptación integral y evolutivo para sistemas hipermedia. El sistema de aprendizaje del modelo SEM-HP
Tesis Univ. Granada, Dpto. de Lenguajes y Sistemas Informáticos. Leída en 200
Validation and Psychometric Properties of the Gameplay-Scale for Educative Video Games in Spanish Children
The knowledge of evaluation instruments to determine the level of gameplay of
schoolchildren is very important at this time. A systematic review has been carried out in this
study. The aim of this paper is to investigate the psychometric properties of a study of a sample
of Spanish gamers. Two hundred and thirty-seven children (mean age: 11.2 +/- 1.17 years, range:
10-12 years, 59.5% female) completed the Gameplay-Scale to discover their opinions after a game
session with a serious educational game. The final scale consisted of three factors. The fit for factor 1
(usability) was 0.712, the fit for factor 2 was 0.702 (satisfaction), the fit for factor 3 was 0.886 (empathy)
and the overall fit was 0.868. A positive and direct relationship could be observed between all the
dimensions of the developed scale. The greatest correlation strength is shown between satisfaction
and empathy (r = 0.800; p < 0.005), followed by satisfaction and usability (r = 0.180; p < 0.05) and
the association between empathy and usability (r = 0.140; p < 0.05). In summary, the results of the
present study support the use of the Gameplay-Scale as a valid and reliable measure of the game
experience of youth populations. These results demonstrate strong psychometric properties so that
the Gameplay-Scale appears to be a valid instrument for children in different contexts where an
educational video game is used, analyzing its usability/“playability” in terms of learning to use it,
game satisfaction, and empathy.This research is supported by the Andalusian Research Program under the project P11-TIC-7486
co-funded by FEDER, together with TIN2014-56494-C4-3-P and TEC2015-68752 from the Spanish Ministry of
Economy and Competitiveness and FEDER also
Diabetes mellitus asociada a enfermedades cardiovasculares en adultos mayores en el Hospital de apoyo II - Sullana
El presente estudio define una disyuntiva de salud pública que afecta a toda la comunidad, dando un enfoque en personas de la tercera edad, teniendo como finalidad determinar si la Diabetes mellitus es una causa de riesgo directa en el incremento de enfermedades cardiacas en adultos mayores en el establecimiento de salud hospital de apoyo – Sullana Se realizó un estudio de tipo observacional, descriptivo y de corte transversal en pacientes mayores de 60 años con diagnóstico de enfermedades cardiovasculares en el hospital de apoyo – Sullana del año 2021. Las enfermedades cardiovasculares se presentan en una taza asociada a diabetes mellitus en el 27.8% en pacientes con insuficiencia cardíaca congestiva 20.4% en pacientes con hipertensión arterial y 4.6% en pacientes con infarto agudo de miocardio por lo cual en este caso las enfermedades cardiovasculares y diabetes mellitus son concomitantes en los adultos mayores atendidos a nivel del hospital de Sullana. La diabetes mellitus es un factor de riesgo para el desarrollo de enfermedades cardiovasculares en adultos mayores en el hospital de apoyo Sullana
Análisis de accesibilidad en los sitios web de las universidades ecuatorianas
The article addresses the navigation difficulties encountered on the web pages of Ecuadorian universities about accessibility. The aim is to determine the extent to which the WCAG 2.1 guidelines applied in these universities. Of the 61 web pages analyzed, only 11 featured a button for visual adjustments. Utilizing TAW (Web Accessibility Test) and dispersion analysis, it was found that most universities exhibit up to 26.8 errors in the 'Perceivable' principle, 46.8 errors in the 'Operable' principle, 9.4 errors in the 'Understandable' principle, and 9.4 errors in the 'Robust' principle. When using the Markup Validation Service, as many as 80 markup errors were discovered. Similarly, with the CSS Validation Service, up to 143 errors were identified on the web pages. These findings enable web developers to better target their improvements, considering accessibility guidelines.El artículo aborda las dificultades de navegación que presentan las páginas web de universidades ecuatorianas respecto a la accesibilidad. El objetivo de este artículo es determinar el grado de aplicación de las pautas WCAG 2.1, en las universidades ecuatorianas. Para ello se aplicaron varias herramientas de validación. Del total de 61 páginas web analizadas, solo 11 presentaban un botón para ajustes visuales. Utilizando TAW (Test de Accesibilidad Web) y un análisis de dispersión, se determinó que la mayoría de las universidades tienen hasta 26.8 errores en el principio “Perceptible”; 46.8 errores en el principio “Operable”; 9,4 errores en el principio “Comprensible” y 9.4 errores en el principio “Robusto”. Utilizando Markup Validation Service se encontraron hasta 80 errores de marcado. La aplicación del CSS Validation Service evidenció hasta 143 errores en las páginas web. Con estos resultados, los desarrolladores web podrán enfocar sus mejoras, considerando las pautas de accesibilidad
General Architecture for Development of Virtual Coaches for Healthy Habits Monitoring and Encouragement
Good health is the result of a healthy lifestyle, where caring about physical activity
and nutrition are key concerns. However, in today’s society, nutritional disorders are becoming
increasingly frequent, affecting children, adults, and elderly people, mainly due to limited nutrition
knowledge and the lack of a healthy lifestyle. A commonly adopted therapy to these imbalances
is to monitor physical activity and daily habits, such as recording exercise or creating custom meal
plans to count the amount of macronutrients and micronutrients acquired in each meal. Nowadays,
many health tracking applications (HTA) have been developed that, for instance, record energy
intake as well as users’ physiological parameters, or measure the physical activity during the day.
However, most existing HTA do not have a uniform architectural design on top of which to build
other applications and services. In this manuscript, we present system architecture intended to serve
as a reference architecture for building HTA solutions. In order to validate the proposed architecture,
we performed a preliminary evaluation with 15 well recognized experts in systems and software
architecture from different entities around world and who have estimated that our proposal can
generate architecture for HTA that is adequate, reliable, secure, modifiable, portable, functional, and
with high conceptual integrity. In order to show the applicability of the architecture in different
HTA, we developed two telemonitoring systems based on it, targeted to different tasks: nutritional
coaching (Food4Living) and physical exercise coaching (TrainME). The purpose was to illustrate the
kind of end-user monitoring applications that could be developed.
Keywords: telemonitoring; healthy habits; virtual coaches; system
De start -up a scale -up: un análisis de necesidades y barreras
El objetivo de este trabajo consiste en difundir, entre la comunidad académica y profesional, las actividades realizadas en Andalucía en el marco de la iniciativa europea CESEAND SCALE-UP así como analizar las necesidades y barreras de jóvenes empresas que aspiran a escalar sus actividades de negocio en el Mercado Único. Durante el programa, se han organizado dos talleres con las partes interesadas (stakeholders) del ecosistema de apoyo a este tipo de empresas aplicando la metodología world café y se han entrevistado a las empresas beneficiarias mediante un cuestionario con preguntas cerradas y abiertas. Las principales barreras/necesidades observadas han sido: dificultades en la gestión y retención del talento; estrategia financiera poco definida y recursos financieros insuficientes; modelos de negocio poco escalables e insuficiente definición de la estrategia comercial.El trabajo ha sido cofinanciado por la Comisión Europea a través de su agencia para la pyme (EASME) en el marco de los proyectos CESEAND PLUS 2017-2018 y CESEAND SCALE-UP
Design and validation of the questionnaire “GAMEPLAY” for the assessment of sports activities
Knowledge of play is essential in the field of education and sport, the aim of this research work is to create an instrument in order to measure in a proper and reliable way the analysis of play in people who practise sports non-professionally, based on a multidimensional and hierarchical model of play. Validation of content has been carried out with the agreement and consensus of sixteen experts with a PhD degree in Physical Activity and Sports Science using the Delphi Method and validity of understanding has been established by the application of the questionnaire to a sample of 769 non-professional athletes/players aged between 21 and 51. Some changes were made based on initial data collected using the Delphi Method. The final test named GAMEPLAY was made up of 12 items which were suitably fit regarding validity of understanding and validity of content. Confirmatory factor analysis established three dimensions (usability, satisfaction and empathy
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