183 research outputs found

    GestiStock: gestión de almacén informatizada

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    El software tiene la principal funcionalidad de administrar el almacén de una pequeña o mediana empresa, y tener un control exhaustivo de todo lo relacionado con dicho almacén, así como, de los empleados que trabajan con él.El sistema también permitirá el análisis de temas estadísticos relacionados con dicho apartado, así como, el control de aspectos como las compras, salidas de artículos del almacén y otros items

    Gamification in IT Service Management: A Systematic Mapping Study

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    Despite the benefits of adopting IT Service Management (ITSM) reference models, such initiatives do not always produce the expected results. The research literature in this area concludes that motivation, engagement, skills, experience, performance and willingness to change of the personnel involved are among the critical factors for an effective ITSM implementation. Gamification has the capability to improve people's motivation and engagement and to drive people's behavior to meet the objectives set. Besides, gamification is widely used in learning systems for increasing students' skills and competences. In the last years, many researchers have added gamification to their process improvement initiatives to increase the motivation and engagement of process participants and to address their behavior throughout the process. Thus, we consider that adopting gamification in ITSM processes can be an interesting area of study. In this paper, we conducted a systematic mapping study to analyze the actual state of research in the field of ITSM gamification and identify the key challenges that justify future research. The results of our study highlight the positive impact of adopting gamification in ITSM processes and that ITSM gamification is a novel an attractive research area with many action possibilities

    A Bibliometric Analysis of Gamification Research

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    Gamification has rapidly emerged as one of the favorite persuasive technologies widely used with the aim of promoting a positive change in the user's behavior by means of including game-like elements in non-game contexts. As a research discipline, gamification is growing fast, maturing from basic and fundamental questions such as what and why gamify to more mature ones such as how to gamify, when and when not, and still facing empirical and theoretical challenges to prove the effects of its practice and consolidate the principles that guide meaningful gamification designs. The purpose of this paper is to conduct a bibliometric study to describe how gamification as a scientific discipline is structured and how it has evolved over time. To do this, we make use of bibliometric performance analysis and science mapping methods to display and analyze the intellectual, conceptual and social network structures of gamification research, as well as the evolution and dynamical aspects of the discipline. The results reveal the research fronts and intellectual structures of the field, the internal relationships among articles, authors and keywords, the existing networks of collaboration, the emerging trends, the hot topics, and the most influential authors, publications and sources. Together, they picture the intellectual landscape of gamification as a scientific field that will be useful for junior and senior researchers, practitioners, funding agencies and policymakers

    GoRace: A Multi-Context and Narrative-Based Gamification Suite to Overcome Gamification Technological Challenges

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    Gamification is a potential approach to foster motivation and engagement in different contexts which popularity in recent years has encouraged its application in a diversity of domains, including health, education, business, society, or tourism. However, although all their promising benefits and rapidly developing, the gamification community should face a variety of theoretical, empirical, and technological challenges. Focusing on technological challenges, we can observe a need that claims for suitable gamification software tools that offer system-independence and flexibility, support the gamification design, implementation, and monitoring activities, and experiment with more game elements than only points, badges, and leaderboards. For that reason, this paper deals with the identified technological challenges by introducing a gamification software tool to cover the main lacks found. An analysis of the advances in gamification domain and their recent literature was conducted to identify the strengths and weaknesses of the most popular gamification software tools in order to design and develop a flexible system-independent gamification software solution that goes beyond the implementation of the classic game elements. As a result, we created GoRace, a multi-context and narrative-based gamification suite that supports the entire gamification process, provides flexible and system-independent gamification solutions, and allows the creation of tailored and reusable gamification solutions that go beyond the classic game elements to immerse participants in a fun, engaging, and challenging narrative-based gamification experience

    Comportamiento electoral en las elecciones a rector en las universidades españolas (2002-2015)

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    La Ley Orgánica de Universidades 6/2001 de 21 de diciembre introduce cambios significativos en la elección a rector en las Universidades Españolas. Uno de esos cambios más significativos es la extensión del sufragio universal directo a todos los miembros de la comunidad universitaria. Las elecciones a rector suelen despertar interés de los medios de comunicación en aquellos lugares en que éstas se celebran, sin embargo, pocos estudios han tratado de determinar en qué medida ese mismo interés se vivía dentro de las propias universidades. En este trabajo analizamos cómo han sido los procesos electorales intentando conocer en qué medida este cambio legislativo ha supuesto o no la movilización de la comunidad universitaria en sus diferentes sectores y, con ello, un aumento del interés por la participación. Así mismo, tratamos de conocer entre qué sectores se ha concentrado el apoyo a los rectores en estas elecciones y, con ello, poder establecer algunas conclusiones al respecto de las mejoras que ha podido suponer este cambio en la ley en los últimos 14 años

    Magnetic Resonance Imaging, texture analysis and regression techniques to non-destructively predict the quality characteristics of meat pieces

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    The quality of meat products is traditionally assessed by chemical or sensorial analysis, which are time consuming, need specialized technicians and destroy the products. The development of new technologies to monitor meat pieces using non-destructive methods in order to establish their quality is earning importance in the last years. An increasing number of studies have been carried out on meat pieces combining Magnetic Resonance Imaging (MRI), texture descriptors and regression techniques to predict several physico-chemical or sensorial attributes of the meat, mainly different types of pig ham and loins. In spite of the importance of the problem, the conclusions of these works are still preliminary because they only use the most classical texture descriptors and regressors instead of stronger methods, and because the methodology used to measure the performance is optimistic. In this work, we test a wide range of texture analysis techniques and regression methods using a realistic methodology to predict several physico-chemical and sensorial attributes of different meat pieces of Iberian pigs. The texture descriptors include statistical techniques, like Haralick descriptors, local binary patterns, fractal features and frequential descriptors, like Gabor or wavelet features. The regression techniques include linear regressors, neural networks, deep learning, support vector machines, regression trees, ensembles, boosting machines and random forests, among others. We developed experiments using 15 texture feature vectors, 28 regressors over 4 datasets of Iberian pig meat pieces to predict 39 physico-chemical and sensorial attributes, summarizing16,380 experiments. There is not any combination of texture vector and regressor which provides the best result for all attributes tested. Nevertheless, all these experiments provided the following conclusions: (1) the regressor performance, measured using the squared correlation (R2), is from good to excellent (above 0.5625) for 29 out of 39 attributes tested; (2) the WAPE (Weighted Absolute Percent Error) is lower than 2% for 32 out of 37 attributes; (3) the dispersion in computer predictions around the true attributes is lower or similar than the dispersion in the labeling expert’s for the majority of attributes (85%); and (4) differences between predicted and true values are not statistically significant for 29 out of 37 attributes using the Wilcoxon ranksum statistical test. We can conclude that these results provide a high reliability for an automatic system to predict the quality of meat pieces, which may operate on-line in the meat industries in the futureThe authors wish to acknowledge the funding received from the FEDER-MICCIN Infrastructure Research Project (UNEX-10-1E-402), Junta de Extremadura economic support for research group (GRU15173 and GRU15113), from the Xunta de Galicia (Centro singular de investigación de Galicia accreditation 2016–2019) and from the European Union (European Regional Development Fund — ERDF)S

    A multiple-trait analysis of ecohydrological acclimatisation in a dryland phreatophytic shrub

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    Water is the main limiting factor for groundwater-dependent ecosystems (GDEs) in drylands. Predicted climate change (precipitation reductions and temperature increases) and anthropogenic activities such as groundwater drawdown jeopardise the functioning of these ecosystems, presenting new challenges for their management. We developed a trait-based analysis to examine the spatiotemporal variability in the ecophysiology of Ziziphus lotus, a long-lived phreatophyte that dominates one of the few terrestrial GDEs of semiarid regions in Europe. We assessed morpho-functional traits and stem water potential along a naturally occurring gradient of depth-to-groundwater (DTGW, 2–25 m) in a coastal aquifer, and throughout the species-growing season. Increasing DTGW and salinity negatively affected photosynthetic and transpiration rates, increasing plant water stress (lower predawn and midday water potential), and positively affected Huber value (sapwood cross-sectional area per leaf area), reducing leaf area and likely, plant hydraulic demand. However, the species showed greater salt-tolerance at shallow depths. Despite groundwater characteristics, higher atmospheric evaporative demand in the study area, which occurred in summer, fostered higher transpiration rates and water stress, and promoted carbon assimilation and water loss more intensively at shallow water tables. This multiple-trait analysis allowed us to identify plant ecophysiological thresholds related to the increase in salinity, but mostly in DTGW (13 m), and in the evaporative demand during the growing season. These findings highlight the existence of tipping points in the functioning of a long-lived phreatophyte in drylands and can contribute to the sustainable management of GDEs in southern Europe, paving the way for further studies on phreatophytic species

    Percepción de los pacientes respecto a la humanización del cuidado enfermero en una unidad de hemodiálisis

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    Objetivo: Analizar la percepción de los pacientes sobre la humanización de los cuidados de enfermería en una unidad de hemodiálisis. Material y Método: Estudio descriptivo transversal, realizado en 2023 en la unidad de hemodiálisis del Hospital Universitario de Jaén. Se utilizó el cuestionario PCHE 3ªversión (32 ítems, escala Likert 1-4), obteniéndose una puntuación sobre percepción global del cuidado humanizado y 3 puntuaciones correspondientes a las dimensiones: “Cualidades del hacer de enfermería”, “Apertura a la comunicación para proporcionar educación para la salud a la persona” y “Priorizar el sujeto de cuidado”. También se recogieron las variables sexo, edad y tiempo en hemodiálisis. Se realizó un análisis descriptivo, y se comparó la puntuación global y de las 3 dimensiones con la variable sexo (U-Mann-Whitney) y con las otras variables (Rho-Spearman). Resultados: Se analizaron 38 cuestionarios, 57,9% hombres, edad media: 65,2±15,28años, mediana tiempo en hemodiálisis: 42 (P25:8-P75:96) meses. Alpha de Cronbach del cuestionario: 0,919. Un 73,7% calificó como “siempre” la percepción global del cuidado humanizado, y un 5,3% “nunca”. Analizando las respuestas “siempre” y “nunca” en cada dimensión, encontramos: “Comunicación” (63,2% vs 5,3%), “Priorizar al paciente” (63,2% vs 5,3%), “Cualidades del hacer” (84,2% vs 5,3%). Los pacientes con >1 año en hemodiálisis presentaron peor puntuación total PCHE (p=0,03), también encontramos correlación entre “tiempo en diálisis” y la dimensión “Cualidades del hacer” (Rho-Spearman:-0,346; p=0,039). Conclusiones: La percepción por parte de los pacientes en hemodiálisis sobre el cuidado humanizado de enfermería ha sido buena, identificándose áreas de mejora en la comunicación y priorización del paciente

    Visual music: from the color organs to the first computers

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    [EN] The idea of obtaining images from music has been treated over the centuries; not as an independent movement but always within the cultural and technological context of each era. This historical effort can be grouped into what has come to be called Visual Music, Sound Visualization or Visual Sound that bases its nature on the notion of synesthesia (Brougher 2005).The field of Visual Music has always been marked by the technological media involved in the creation of images. In this work, we conducted a historical review of some of the contributions that we consider most relevant, focusing on the relationship between technology and art. Our historical review begins with the first intuitions of the Greek philosophers to relate colour and sound and ends at the beginning of the digital age.[ES] La idea de obtener imágenes a partir de la música ha sido tratada a lo largo de los siglos; no como un movimiento independiente sino siempre dentro del contexto cultural y tecnológico de cada época. Este esfuerzo histórico se puede agrupar en lo que se ha venido a denominar Música Visual, Visualización del Sonido o Sonido Visual que fundamenta su naturaleza en la noción de sinestesia (Brougher 2005). El campo de la Música Visual siempre ha estado marcado por los medios tecnológicos involucrados en la creación de imágenes. En este trabajo realizamos una revisión histórica de algunas de las aportaciones que consideramos más relevantes centrándonos en las relaciones entre tecnología y arte. Nuestro repaso se inicia con las primeras intuiciones de los filósofos griegos de relacionar color y sonido y termina en los inicios de la era digital.Este trabajo es resultado del proyecto de investigación de la Universitat Politècnica de València financiado por la Generatitat Valenciana con referencia GV/2017/028García Miragall, CM.; Sanmartin Piquer, FJ.; Gracia Bensa, T. (2018). Música Visual: de los órganos de color a los primeros ordenadores. AusArt. 6(1):125-138. https://doi.org/10.1387/ausart.19463S1251386
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