39 research outputs found

    Towards an Ontology to Describe the Taxonomy of Common Modules in Learning Management Systems

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    This article have the objective a create ontology for "common modules in a Learning Management Systems", the steps for the build Ontology were: Determine the domain and scope of the ontology, Consider reusing existing ontology, Enumerate important terms in the ontology, Define the classes and the class hierarch, Define the properties of classes—slot and Define the facets of the slot, finally be explained how the ontology is composed

    Propuesta arquitectural para la interoperabilidad entre sistemas multiagente y mundos virtuales 3D

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    El término Web 3D hace referencia a lenguajes de programación, protocolos, formatos de archivos y tecnologías utilizadas para la creación y presentación de universos tridimensionales interactivos a través de Internet. Por medio de interfaces tridimensionales se logra una aproximación a la realidad virtual, permitiendo la creación de escenarios de simulación, que facilitan la interacción de los seres humanos con ambientes de aprendizaje enriquecidos similares al mundo real. Sin embargo, un entorno grafico llamativo en sí, no garantiza el aprendizaje efectivo, se necesita un seguimiento, evaluación y retroalimentación. Por lo tanto, se propone la integración de entornos tridimensionales con sistemas multi-agentes, que permitan personalizar elproceso de aprendizaje a las necesidades individuales de los estudiantes, organizar y distribuir contenidos de manera eficiente y apoyar reflexiones de los estudiantes sobre su aprendizaje. Diferentes estudios han realizado implementaciones específicas de agentes en mundos virtuales a través de lenguajes de marcas de hipertexto; sin embargo, los modelos propuestos no permiten implementaciones de propósito general. Nuestro modelo dearquitectura integra los comportamientos de los sistemas multi-agente y los mundos virtuales 3D. La validación se realizó a través de una aplicación que integra Java Development Framework Agent desarrollado por Telecom Italia Lab y OpenSimulator

    Social Voting Techniques: A Comparison of the Methods Used for Explicit Feedback in Recommendation Systems

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    Web recommendation systems usually brings a content list to users based on previous ratings made by them to other similar contents through some social voting mean. This paper aims to present a comparison of the main explicit rating methods used by web recommendation systems. The goal of this survey is to determine which of the studied methods fits better to user preferences when they rate a content on the web; based on the obtained results, a recommendation system can be implemented using an explicit feedback method to achieve this goal

    Gade4all: Developing Multi-platform Videogames based on Domain Specific Languages and Model Driven Engineering

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    The development of applications for mobile devices is a constantly growing market which and more and more enterprises support the development of applications for this kind of devices. In that sense, videogames for mobile devices have become very popular worldwide and are now part of highly profitable and competitive industry. Due to the diversity of platforms and mobile devices and the complexity of this kind of applications, the development time and the number of errors within that development process have increased. The productivity of the developers has also decreased due to the necessity of using many programming languages in the development process. One of the most popular strategies is to employ specialized people to perform the development tasks more efficiently, but this involves an increase of the costs, which makes some applications economically unviable. In this article we present the Gade4all Project, consisting in a new platform that aims to facilitate the development of videogames and entertainment software through the use of Domain Specific Languages and Model Driven Engineering. This tool makes possible for users without previous knowledge in the field of software development to create 2D videogames for multiplatform mobile devices in a simple and innovative way

    Architectural proposal for interoperability between multi-agent systems and 3D virtual worlds

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    El término Web 3D hace referencia a lenguajes de programación, protocolos, formatos de archivos y tecnologías utilizadas para la creación y presentación de universos tridimensionales interactivos a través de Internet. Por medio de interfaces tridimensionales se logra una aproximación a la realidad virtual, permitiendo la creación de escenarios de simulación, que facilitan la interacción de los seres humanos con ambientes de aprendizaje enriquecidos similares al mundo real. Sin embargo, un entorno grafico llamativo en sí, no garantiza el aprendizaje efectivo, se necesita un seguimiento, evaluación y retroalimentación. Por lo tanto, se propone la integración de entornos tridimensionales con sistemas multi-agentes, que permitan personalizar elproceso de aprendizaje a las necesidades individuales de los estudiantes, organizar y distribuir contenidos de manera eficiente y apoyar reflexiones de los estudiantes sobre su aprendizaje. Diferentes estudios han realizado implementaciones específicas de agentes en mundos virtuales a través de lenguajes de marcas de hipertexto; sin embargo, los modelos propuestos no permiten implementaciones de propósito general. Nuestro modelo dearquitectura integra los comportamientos de los sistemas multi-agente y los mundos virtuales 3D. La validación se realizó a través de una aplicación que integra Java Development Framework Agent desarrollado por Telecom Italia Lab y OpenSimulator.The term 3D Web refers to programming languages, protocols, file formats, and technologies used to create and present interactive three-dimensional universes over the Internet. Through three-dimensional interfaces, an approximation to virtual reality is achieved, allowing the creation of simulation scenarios, which facilitate the interaction of human beings with enriched learning environments similar to the real world. However, a flashy graphic environment in itself does not guarantee effective learning, monitoring, evaluation and feedback is needed. Therefore, the integration of three-dimensional environments with multi-agent systems is proposed, which allow the learning process to be customized to the individual needs of students, organize and distribute content efficiently and support student reflections on their learning. Different studies have carried out specific implementations of agents in virtual worlds through hypertext markup languages; however, the proposed models do not allow general purpose implementations. Our architecture model integrates the behaviors of multi-agent systems and 3D virtual worlds. The validation was performed through an application that integrates the Java Development Framework Agent developed by Telecom Italia Lab and OpenSimulator

    La idea de heurística en estudiantes para profesor de matemáticas

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    Este artículo es el resultado de una coinvestigación enmarcada en la Investigación «El proceso de demostración como instrumento de aprendizaje en la formación de profesores», desarrollada por el Grupo MESCUD de la Universidad Distrital Francisco José de Caldas. La investigación gira en torno al aprendizaje de la demostración en los estudiantes para profesor de matemáticas en un contexto matemático de continuidad de reales. Se tiene en cuenta la perspectiva de la demostración que explica en dónde los estudiantes emplean representaciones, ejemplos y argumentaciones propias. La metodología empleada consistió en un experimento de enseñanza como una forma de la investigación formativa. Se enfoca en el perfeccionamiento progresivo de un diseño basado en la puesta en práctica del mismo. Este diseño es constantemente revisado y modificado, por el equipo de investigadores, con el fin de mejorar el aprendizaje. El análisis de los datos se sustenta en la técnica de las viñetas; es decir, informes que integran información de diferentes fuentes de la práctica del profesor, interpretaciones e inferencias del investigador. Así, se vincula, desde el quehacer matemático de los estudiantes, la evidencia de cómo el uso de diversas estrategias heurísticas en el proceso de resolución permite comprender la demostración. A su vez, estas estrategias y procedimientos posibilitan la concepción de la demostración como el objetivo principal de su proceso de resolución, dándole sentido a la actividad del estudiante

    Diagnostic yield of early repeat colonoscopy after suboptimal bowel preparation in a fecal immunochemical test-based screening program

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    Background Current guidelines regarding surveillance after screening colonoscopy assume adequate bowel preparation. However, follow-up intervals after suboptimal cleansing are highly heterogeneous. We aimed to determine the diagnostic yield of early repeat colonoscopy in patients with suboptimal bowel preparation in fecal immunochemical test (FIT)-based screening colonoscopy. Methods An observational study including patients who underwent colonoscopy with suboptimal bowel preparation after positive FIT screening and then repeat colonoscopy within 1 year. Suboptimal preparation was defined as a Boston Bowel Preparation Scale (BBPS) score of 1 in any segment. Patients with a BBPS score of 0 in any segment or incomplete examination were excluded. The adenoma detection rate (ADR), advanced ADR (AADR), and colorectal cancer rate were calculated for the index and repeat colonoscopies. Results Of the 2474 patients with FIT-positive colonoscopy at our center during this period, 314 (12.7%) had suboptimal preparation. Of the 259 (82.5%) patients who underwent repeat colonoscopy, suboptimal cleansing persisted in 22 (9 %). On repeat colonoscopy, the ADR was 38.7% (95% CI 32.6% to 44.8%) and the AADR was 14.9% (95%CI 10.5% to 19.4%). The per-adenoma miss rate was 27.7% (95 %CI 24.0% to 31.6%), and the per-advanced adenoma miss rate was 17.6% (95%CI 13.3% to 22.7%). After repeat colonoscopy, the post-polypectomy surveillance recommendation changed from 10 to 3 years in 14.7% of the patients with previous 10-year surveillance recommendation. Conclusions Patients with suboptimal bowel preparation on FIT-positive colonoscopy present a high rate of advanced adenomas in repeat colonoscopy, with major changes in post-polypectomy surveillance recommendations

    Modeling and Comparison Study of Modules in Open Source LMS Platforms with Cmapstool

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    This work is part of a first phase of the project “DOMAIN SPECIFIC MODELING FOR THE LEARNING OBJECTS BUILD PLATFORM-INDEPENDENT " and seeks to make a comparison between Open Source LMS to get a first approximation of common modules them, and then start building the ontology compatible with all LMS studied, for that reason this paper is organized as follows: 1.Select Tools to work. 2. Contextualization of LMS tools to work. 3. Leaning Objects. 4. Structure of the LMS. 5. LMS ratings. 6. Creating the map of knowledge for each LMS. 7. Comparison between the LMS modules modeled and 8. Conclusions

    Risk Factors for Metachronous Colorectal Cancer or Advanced Adenomas After Endoscopic Resection of Highrisk Adenomas

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    Background & aims: Among the characteristics of high-risk adenomas (HRAs), some may predict a higher risk of metachronous advanced lesions. Our aim was to assess which HRA characteristics are associated with high risk of metachronous colorectal cancer (CRC) or advanced adenomas (AAs). Methods: We systematically searched Pubmed, EMBASE, and Cochrane for cohort studies and clinical trials of CRC or AA incidence at surveillance stratified by baseline lesion size, histology, and multiplicity. We calculated pooled relative risks (RRs) using a random-effects model. Heterogeneity was assessed with the I2 statistic. Results: Fifty-five studies were included, with 936,540 patients with mean follow-up 5.4 ± 2.9 years. CRC incidence per 1000 person-years was 2.6 (2.1-3.0) for adenomas ≥20 mm, 2.7 (2.2-3.2) for high-grade dysplasia (HGD), 2.0 (1.8-2.3) for villous component, 0.8 (0.1-1.4) for ≥5 adenomas, 1.0 (0.7-1.2) for ≥3 adenomas. Metachronous CRC risk was higher in adenomas ≥20 mm vs 10 to 19 mm (RR, 2.08; 95% confidence interval [CI], 1.20-3.61), HGD vs low-grade dysplasia (RR, 2.89; 95% CI, 1.88-4.44), villous vs tubular (RR, 1.75; 95% CI, 1.33-2.31). No significant differences in CRC risk were found in ≥3 adenomas vs 1 to 2 (RR, 1.24; 95% CI, 0.84-1.83), nor in ≥5 adenomas vs 3 to 4 (RR, 0.79; 95% CI, 0.30-2.11). Compared with normal colonoscopy, RR for CRC risk was 2.61 (95% CI, 2.06-3.32) for ≥10mm, 6.62 (95% CI, 4.60-9.52) for HGD, 3.58 (95% CI, 2.24-5.73) for villous component, and 2.03 (95% CI, 1.40-2.94) for ≥3 adenomas. Similar trends were seen for metachronous AAs. Conclusion: Metachronous CRC risk is highest in patients with baseline adenomas with ≥20 mm or HGD. Multiplicity does not seem to be associated with substantially higher CRC risk in the near term

    Mercury in archaeological human bone: biogenic or diagenetic?

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    We investigated mercury (Hg) in human bone from archaeological sites in the Iberian Peninsula where the cultural use of cinnabar (HgS) as a pigment, offering or preservative in burial practices has been documented from the 4th to 2nd millennia cal B.C. (Late Neolithic, Copper Age and Bronze Age). Previous analyses have shown high levels of total mercury (THg) in human bone at numerous Neolithic and Chalcolithic sites in this region, but the question remains if this mercury entered the bones via diagenetic processes in the soil, especially where cinnabar powder and paint was found associated with the burials, or if it entered the bone via biogenic pathways from exposure to mercury from using cinnabar in life. We analyzed the humerus, femur, and tibia from a total of 30 individual burials from four Neolithic to Bronze Age sites in Iberia and found low to high values of THg in these bones, with the humerus showing significantly more THg concentrations than other skeletal elements when the THg was greater than 1 ppm. This pattern of Hg deposition in skeletal material from different sites and ages strongly suggests a biogenic origin for the mercury. In addition, absence of detectable Hg in bones with high to low values of THg using SEM EDS analysis further discounts diagenetic intrusion of Hg or cinnabar particles into the bone from the soil. It is likely that greater stress and bone remodeling rates from use of heavy tools and other activities in life are responsible for higher THg in the humerus than other skeletal elements, but additional research is needed to verify this.National Science FoundationNational Science Foundation (NSF) [ECCS-1542174]Spanish GovernmentSpanish Government [HAR2016-78036-P, HAR2016-74846-P, HAR2017-82755-P, HAR2017-83004-P, I + D HAR2017-87324-P]CIAS [PEst-OE/SADG/UI0283/2019]FCTPortuguese Foundation for Science and Technology [PTDC/EPH-ARQ/0798/2014]info:eu-repo/semantics/publishedVersio
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