357 research outputs found

    Towards Intelligent Playful Environments for Animals based on Natural User Interfaces

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    Tesis por compendioEl estudio de la interacción de los animales con la tecnología y el desarrollo de sistemas tecnológicos centrados en el animal está ganando cada vez más atención desde la aparición del área de Animal Computer Interaction (ACI). ACI persigue mejorar el bienestar de los animales en diferentes entornos a través del desarrollo de tecnología adecuada para ellos siguiendo un enfoque centrado en el animal. Entre las líneas de investigación que ACI está explorando, ha habido bastante interés en la interacción de los animales con la tecnología basada en el juego. Las actividades de juego tecnológicas tienen el potencial de proveer estimulación mental y física a los animales en diferentes contextos, pudiendo ayudar a mejorar su bienestar. Mientras nos embarcamos en la era de la Internet de las Cosas, las actividades de juego tecnológicas actuales para animales todavía no han explorado el desarrollo de soluciones pervasivas que podrían proveerles de más adaptación a sus preferencias a la vez que ofrecer estímulos tecnológicos más variados. En su lugar, estas actividades están normalmente basadas en interacciones digitales en lugar de explorar dispositivos tangibles o aumentar las interacciones con otro tipo de estímulos. Además, estas actividades de juego están ya predefinidas y no cambian con el tiempo, y requieren que un humano provea el dispositivo o la tecnología al animal. Si los humanos pudiesen centrarse más en su participación como jugadores de un sistema interactivo para animales en lugar de estar pendientes de sujetar un dispositivo para el animal o de mantener el sistema ejecutándose, esto podría ayudar a crear lazos más fuertes entre especies y promover mejores relaciones con los animales. Asimismo, la estimulación mental y física de los animales son aspectos importantes que podrían fomentarse si los sistemas de juego diseñados para ellos pudieran ofrecer un variado rango de respuestas, adaptarse a los comportamientos del animal y evitar que se acostumbre al sistema y pierda el interés. Por tanto, esta tesis propone el diseño y desarrollo de entornos tecnológicos de juego basados en Interfaces Naturales de Usuario que puedan adaptarse y reaccionar a las interacciones naturales de los animales. Estos entornos pervasivos permitirían a los animales jugar por si mismos o con una persona, ofreciendo actividades de juego más dinámicas y atractivas capaces de adaptarse con el tiempo.L'estudi de la interacció dels animals amb la tecnologia i el desenvolupament de sistemes tecnològics centrats en l'animal està guanyant cada vegada més atenció des de l'aparició de l'àrea d'Animal Computer Interaction (ACI) . ACI persegueix millorar el benestar dels animals en diferents entorns a través del desenvolupament de tecnologia adequada per a ells amb un enfocament centrat en l'animal. Entre totes les línies d'investigació que ACI està explorant, hi ha hagut prou interès en la interacció dels animals amb la tecnologia basada en el joc. Les activitats de joc tecnològiques tenen el potencial de proveir estimulació mental i física als animals en diferents contextos, podent ajudar a millorar el seu benestar. Mentre ens embarquem en l'era de la Internet de les Coses, les activitats de joc tecnològiques actuals per a animals encara no han explorat el desenvolupament de solucions pervasives que podrien proveir-los de més adaptació a les seues preferències al mateix temps que oferir estímuls tecnològics més variats. En el seu lloc, estes activitats estan normalment basades en interaccions digitals en compte d'explorar dispositius tangibles o augmentar les interaccions amb estímuls de diferent tipus. A més, aquestes activitats de joc estan ja predefinides i no canvien amb el temps, mentre requereixen que un humà proveïsca el dispositiu o la tecnologia a l'animal. Si els humans pogueren centrar-se més en la seua participació com a jugadors actius d'un sistema interactiu per a animals en compte d'estar pendents de subjectar un dispositiu per a l'animal o de mantenir el sistema executant-se, açò podria ajudar a crear llaços més forts entre espècies i promoure millors relacions amb els animals. Així mateix, l'estimulació mental i física dels animals són aspectes importants que podrien fomentar-se si els sistemes de joc dissenyats per a ells pogueren oferir un rang variat de respostes, adaptar-se als comportaments de l'animal i evitar que aquest s'acostume al sistema i perda l'interès. Per tant, esta tesi proposa el disseny i desenvolupament d'entorns tecnològics de joc basats en Interfícies Naturals d'Usuari que puguen adaptar-se i reaccionar a les interaccions naturals dels animals. Aquestos escenaris pervasius podrien permetre als animals jugar per si mateixos o amb una persona, oferint activitats de joc més dinàmiques i atractives que siguen capaces d'adaptar-se amb el temps.The study of animals' interactions with technology and the development of animal-centered technological systems is gaining attention since the emergence of the research area of Animal Computer Interaction (ACI). ACI aims to improve animals' welfare and wellbeing in several scenarios by developing suitable technology for the animal following an animal-centered approach. Among all the research lines ACI is exploring, there has been significant interest in animals' playful interactions with technology. Technologically mediated playful activities have the potential to provide mental and physical stimulation for animals in different environmental contexts, which could in turn help to improve their wellbeing. As we embark in the era of the Internet of Things, current technological playful activities for animals have not yet explored the development of pervasive solutions that could provide animals with more adaptation to their preferences as well as offering varied technological stimuli. Instead, playful technology for animals is usually based on digital interactions rather than exploring tangible devices or augmenting the interactions with different stimuli. In addition, these playful activities are already predefined and do not change over time, while they require that a human has to be the one providing the device or technology to the animal. If humans could focus more on their participation as active players of an interactive system aimed for animals instead of being concerned about holding a device for the animal or keep the system running, this might help to create stronger bonds between species and foster better relationships with animals. Moreover, animals' mental and physical stimulation are important aspects that could be fostered if the playful systems designed for animals could offer a varied range of outputs, be tailored to the animal's behaviors and prevented the animal to get used to the system and lose interest. Therefore, this thesis proposes the design and development of technological playful environments based on Natural User Interfaces that could adapt and react to the animals' natural interactions. These pervasive scenarios would allow animals to play by themselves or with a human, providing more engaging and dynamic playful activities that are capable of adapting over time.Pons Tomás, P. (2018). Towards Intelligent Playful Environments for Animals based on Natural User Interfaces [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/113075TESISCompendi

    El Cine de animación, transmisor de marcas y valores culturales.

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    This article is part of a comprehensive research on the film image as an advertising medium. We study the advertising insertion on animation cinema for being preferred for several audiencies as entertainment option. The results prove that animated film is an interesting platform to analyze the advertising strategies used by companies and institutions to disseminate messages and ideologemes. Concealed advertising is the most frequent, where the brand placement is reaching greater presence.El artículo forma parte de una investigación integral sobre la imagen cinematográfica como soporte publicitario. Se estudia las modalidades de inserción publicitaria en el cine de animación por ser el preferido, como opción de entretenimiento, por diferentes públicos. Los resultados ponen de manifiesto que el cine de animación es una interesante plataforma para analizar las estrategias publicitarias utilizadas por empresas e instituciones para difundir mensajes e ideologemas. La publicidad encubierta es la más recurrente, donde el brand placement es el que alcanza mayor presencia

    Cine y publicidad: la imagen cinematográfica como soporte publicitario. Estudio de caso los dibujos animados

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    El texto se centra en el análisis de las relaciones entre Cine y Publicidad, concretamente, en la utilización de la imagen cinematográfica como soporte publicitario. Abordamos el estudio en el ámbito específico de los dibujos animados a través del análisis de largometrajes de dibujos animados y/o animación. La elección de este campo de estudio, aplicado a un ámbito de la producción cinematográfica tan concreto, responde a que estas películas se convierten en una interesante herramienta para analizar el modo en que las Administraciones e instituciones (tanto públicas como privadas), entidades y marcas comerciales venden sus productos, servicios, turismo, patrimonio y la cultura propia de su paísThe text focuses on the analysis of the relationship between cinema and advertising, and, specifically, on the use of the cinematographic image as an advertising medium. This contribution deals with the study from the specific field of cartoons and / or animation. Through the analysis of such films are perceived as advertisers turn to film to insert persuasive messages. The choice of this field of study, applied to a field of film production as concrete, answers these films become an interesting tool to analyze how the authorities and institutions (both public and private) entities and trademarks are selling their products, services, tourism, heritage and culture of their country

    Public relations and communication strategy in the film events: Goya Awards

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    La gala de los Premios Goya se convierte en un modelo de organización y conjunción de los elementos personales, espaciales y temporales propios de eventos internacionales, así como una interesante herramienta de comunicación de Relaciones Públicas. Analizar cómo se planifica este tipo de gala y los resultados comunicacionales que se obtienen a partir de ella, sirve para advertir la importancia que adquieren como generadora de tendencias para otros acontecimientos especiales que buscan imitarla. La escenografía, la decoración, el atrezzo, la moda y complementos (masculinos y femeninos) se cuidan con exquisito detalle para alcanzar estándar de calidad y distinción que los espectadores exigen de este acontecimiento. Esta cita anual con el cine producido en España se convierte en una puesta en escena mediática que no deja lugar a improvisaciones, a pesar de que en ocasiones se producen situaciones inesperadas y disfuncionales. Estudiar todos los elementos de esta gala sirve para diseñar otros eventos similares, poniéndolos en valor como un soporte para desarrollar comunicación persuasiva indirecta y/o encubierta.Instituto de Investigación en Relaciones Pública

    El espacio Europeo de Educación Superior y las tecnologías de la información y la comunicación. Percepciones y demandas del profesorado

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    En este artículo se analizan algunas dimensiones relativas a las percepciones y demandas del profesorado universitario sobre el proceso de creación delEspacio Europeo de Educación Superior (EEES), y el papel que en el mismo jue-gan las Tecnologías de la Información y la Comunicación (TIC). El texto presentaalgunos aspectos de un estudio descriptivo en el que han participado 22 univer-sidades del Estado español. Las dimensiones analizadas se corresponden con lapercepción expresada por el profesorado sobre las ventajas del uso de las tecno-logías de la información en la docencia e investigación universitarias; el apoyo quelas TICpueden dar a los procesos de implantación del nuevo modelo, y sobre lasdemandas de formación institucional más adecuadas para integrar el marco deaplicación del EEES.This article analyses some aspects related to the perceptions anddemands of university teachers as regards the establishment of the EuropeanHigher Education Area (EHEA) and the role played by the Information andCommunication Technologies (ICTs). The article shows some aspects of a descrip-tive study in which 22 Spanish universities have taken part. The analysed pointscorrespond to the perceptions of teachers in relation to the advantages of usingthe information technologies in university teaching and research; the support pro-vided by ICTto the establishment of the new model, and to the demands for amore appropriate institutional training to integrate the EHEA

    Interactive spaces for children: gesture elicitation for controlling ground mini-robots

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    [EN] Interactive spaces for education are emerging as a mechanism for fostering children's natural ways of learning by means of play and exploration in physical spaces. The advanced interactive modalities and devices for such environments need to be both motivating and intuitive for children. Among the wide variety of interactive mechanisms, robots have been a popular research topic in the context of educational tools due to their attractiveness for children. However, few studies have focused on how children would naturally interact and explore interactive environments with robots. While there is abundant research on full-body interaction and intuitive manipulation of robots by adults, no similar research has been done with children. This paper therefore describes a gesture elicitation study that identified the preferred gestures and body language communication used by children to control ground robots. The results of the elicitation study were used to define a gestural language that covers the different preferences of the gestures by age group and gender, with a good acceptance rate in the 6-12 age range. The study also revealed interactive spaces with robots using body gestures as motivating and promising scenarios for collaborative or remote learning activities.This work is funded by the European Development Regional Fund (EDRF-FEDER) and supported by the Spanish MINECO (TIN2014-60077-R). The work of Patricia Pons is supported by a national grant from the Spanish MECD (FPU13/03831). Special thanks are due to the children and teachers of the Col-legi Public Vicente Gaos for their valuable collaboration and dedication.Pons Tomás, P.; Jaén Martínez, FJ. (2020). Interactive spaces for children: gesture elicitation for controlling ground mini-robots. 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    Complex multiple risk intervention topromote healthy behaviours in peoplebetween 45 to 75 years attended inprimary health care (EIRA study): study protocol for a hybrid trial

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    Background:Health promotion is a key process of current health systems. Primary Health Care (PHC) is the idealsetting for health promotion but multifaceted barriers make its integration difficult in the usual care. The majority ofthe adult population engages two or more risk behaviours, that is why a multiple intervention might be moreeffective and efficient. The primary objectives are to evaluate the effectiveness, the cost-effectiveness andan implementation strategy of a complex multiple risk intervention to promote healthy behaviours in peoplebetween 45 to 75 years attended in PHC.Methods:This study is a cluster randomised controlled hybrid type 2 trial with two parallel groups comparing acomplex multiple risk behaviour intervention with usual care. It will be carried out in 26 PHC centres in Spain. Thestudy focuses on people between 45 and 75 years who carry out two or more of the following unhealthybehaviours: tobacco use, low adherence to the Mediterranean dietary pattern or insufficient physical activity level.The intervention is based on the Transtheoretical Model and it will be made by physicians and nurses in theroutine care of PHC practices according to the conceptual framework of the“5A’s”. It will have a maximum durationof 12 months and it will be carried out to three different levels (individual, group and community). Incremental costper quality-adjusted life year gained measured by the tariffs of the EuroQol-5D questionnaire will be estimated. Theimplementation strategy is based on the“Consolidated Framework for Implementation Research”, a set of discreteimplementation strategies and an evaluation framework. Discussion:EIRA study will determine the effectiveness and cost-effectiveness of a complex multiple riskintervention and will provide a better understanding of implementation processes of health promotioninterventions in PHC setting. It may contribute to increase knowledge about the individual and structural barriersthat affect implementation of these interventions and to quantify the contextual factors that moderate theeffectiveness of implementation

    Technocreativity, Social Networks and Entrepreneurship: Diagnostics of Skills in University Students

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    [Abstract] This paper presents the first exploratory results of a research inte-grated in a more global project on digital and entrepreneurial skills of students at the University Europea del Atlantico. The study reveals gaps in professional skills such as problem solving, strategic thinking and creativity. For this reason, a pedagogical project is created integrating the use of social media in training (entrepreneurship), research (knowledge management) and university transfer. The aim is to develop skills in digital talent, (techno)creativity and to implement work methodologies, such as design thinking and growth hacking. In addition, it will encourage self-learning of the students, improve their e-competences, crea-tive capacity and practical skills for a better adaptation to the needs of social demand, where knowledge transfer generates development and growth scenarios (startup) and fosters innovation (competitive capacity). This innovative initiative will enable Higher Education students to acquire the most demanded skills in a multidisciplinary labour market that also requires specific ones in creativity, stra-tegic capacity, project management, product innovation, solution generation and entrepreneurship. This is what forms the basis of an integral project of triangular synergy between University, Business and SocietyUniversidad Europea del Atlántico; CEI-23/202

    Personalización de comportamiento en ambientes inteligentes empleando una herramienta para superficies interactivas

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    [ES] Los espacios inteligentes se están convirtiendo en un futuro prometedor que aportarán indudables mejoras a la sociedad a medida que el número de dispositivos inteligentes capaces de formar parte de dichos entornos crece rápidamente. Puesto que la combinación de tantos y tan variados elementos inteligentes en un mismo espacio abre la puerta a nuevas oportunidades para mejorar la calidad de vida de las personas, también hace más complejo el desarrollo de sistemas capaces de adaptarse a la perfección a cualquier contexto o usuario. Y más todavía si se tiene en cuenta la naturaleza cambiante de los entornos o de las preferencias de las personas que los habitan. Por tanto, la personalización del comportamiento de estos sistemas inteligentes por parte de los usuarios finales de los mismos se plantea como una tarea de sumo interés. Sin embargo, puesto que estos usuarios no son expertos en el sistema ni suelen tener conocimientos de programación, es necesario proveer mecanismos sencillos para llevar a cabo una tarea compleja como es la especificación de comportamiento. Este trabajo presenta un editor visual basado en expresiones de flujos de datos para superficies interactivas que permitirá definir reglas de comportamiento en los futuros espacios inteligentes de manera natural y sencilla. Se ha llevado a cabo un estudio para demostrar la usabilidad del editor en base a la capacidad de usuarios no programadores de comprender las abstracciones y conceptos en los que se basa la herramienta, la facilidad de uso de la interfaz visual propuesta y la adecuación de los mecanismos de interacción multitacto y tangibles utilizados en la edición. Los resultados de este trabajo han demostrado que usuarios sin conocimientos previos de programación son capaces de utilizar correctamente la herramienta propuesta para definir reglas de comportamiento de cierta complejidad en el contexto de una casa inteligente. El estudio realizado ha permitido, además, detectar problemas leves de usabilidad a los que se ofrecerá solución en próximas versiones de la herramienta, y han surgido diversas líneas de actuación para acercar y hacer todavía más natural la personalización de ambientes reactivos.[EN] Smart environments are becoming a promising future that will bring improvements to our society as the number of intelligent devices capable of taking part in those environments is increasing very rapidly. As the combination of diverse and heterogeneous devices within the same environment will open a wide range of new opportunities to make our lives easier, developing systems which adapt perfectly to any context or user becomes a difficult task. If we consider the dynamic nature of the environments and their dwellers¿ preferences, it becomes even more complex. For this reason, allowing end-users to define behavior in their own smart environments stands as a very interesting feature. However, these users are non experts and usually do not have programming knowledge, so that easy mechanisms must be provided for performing such a demanding exercise. This work presents a purely visual rule editor based on dataflow expressions for interactive tabletops which allows behavior to be specified in smart environments. An experiment was carried out aimed at evaluating the usability of the editor in terms of non-programmers¿ understanding of the abstractions and concepts involved in the rule model, ease of use of the proposed visual interface and the suitability of the interaction mechanisms implemented in the editing tool. The study revealed that users with no previous programming experience were able to master the proposed rule model and editing tool for specifying behavior in the context of a smart home. Moreover, this study has revealed minor usability issues that will be solved in future versions of the editing tool, and several future work trends have emerged for making smart environments customization even more natural.Pons Tomás, P. (2013). Personalización de comportamiento en ambientes inteligentes empleando una herramienta para superficies interactivas. http://hdl.handle.net/10251/37596Archivo delegad

    Multi-locus barcoding confirms the occurrence of Elegant Tern in Western Europe

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    We are very grateful to the following people who helped in various ways with sample collection: Jérome Fuchs and Eric Pasquet (National Museum of Natural History, Paris), Sharon M. Birks (Burke Museum of Naturel History of Seattle), Charlotte Francesiaz, Benjamin Vollot and Gilles Balança (Sandwich Tern, France), Charles Collins (Elegant Tern, USA), Arnaud Lenoble (Royal Tern, Guadeloupe), Lorien Pichegru (Crested Tern, South Africa), Abdulmaula Hamza (Lesser Crested Tern, Libya) and Clive Barlow (The Gambia). Marcio Efe and Eli Bridge helped with genotyping and shared unpublished sequences. We thank Juan Antonio Gómez for advice and Miguel Chardí and Francisco Javier García-Gans for field assistance in Valencia (Spain). Mathias Grandpierre (Société pour l’Etude et l’Aménagement de la Nature dans le Sud-Ouest) helped with fieldwork at the Banc d’Arguin (France). All the experiments comply with the current laws of the country in which they were performed.Peer reviewedPostprin
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