Browsing by Author "Parra González, Luis Otto"
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Publication A Methodology to Develop Extended Reality Applications for Exhibition Spaces in Museums(Institute of Electrical and Electronics Engineers, 2022) Granda Juca, María Fernanda; Barreto Paredes, Christian Fabián; Agudo Guiracocha, Dayana Isabel; Parra González, Luis Otto; Parra González, Luis OttoWeb 2.0 brought the development of social networks and new elements of interaction that were incorporated into Web sites and devices that supported them. In the field of museums, the emergence of Web 2.0 and Museum 2.0 has made it possible to improve access to information regarding art collections. Due to the COVID-19 pandemic, museums have opted for the introduction of technology permitting virtual access to their collections. However, many applications were developed using traditional development process without considering a methodology dedicated to extended reality applications. This paper describes a methodology for the implementation of extended reality applications to exhibition spaces in museums. Using a quasi-experiment, we evaluate the data collection stage of the proposed methodology to develop an extended reality application to visit exhibition spaces in a museum. Results show that the proposed methodology helps to the software engineers/designers in the development process of extended reality applications.Publication A metrics-driven inspection framework for model transformations(Curran Associates, 2019) Granda Juca, María Fernanda; Parra González, Luis Otto; Condori Fernández, Nelly; Granda Juca, María FernandaModel transformations are key elements of Model-driven Engineering. They allow querying, synthesizing and transforming models into other models or code. [Problem] However, as with other software development artefacts, they are not free from anomalies and thus require specialist verification techniques. [Objective] The objective of this study is to define a semi-automated framework for inspecting the correctness (notions of type and correspondence) of model transformations, by means of detecting and locating anomalies in the transformation rules. [Method] In order to compare the correctness of source and target models, we assume that operational behaviour can be compared by metrics applied on projections from the source model to the target (with deliberate loss of information), which should be preserved by the transformation. [Results] We demonstrate the applicability of our framework for inspecting the correctness of a model-to-model transformation required in a model-driven testing approach. The main result of the study highlights the advantages of metrics for detecting any missing, incorrect or unnecessary transformation rules that have an impact on the correctness of the model transformations. From the research perspective, the feedback produced by the implemented tool will be useful for future research.Item A model-driven method and a tool for developing gesture-based information system interfaces(CEUR-WS, 2015-06-08) Parra González, Luis OttoConsidering the technological advances in touch-based devices, gesture-based interaction has become a prevalent feature in many application do-mains. Information systems are starting to explore this type of interaction. Currently, gesture specifications are hard-coded by developers at the source code level, hindering its reusability and portability. Similarly, defining new gestures in line with users' requirements is further complicated. This paper describes a model-driven approach to include gesture-based interaction in desktop information systems and a tool prototype to: capture user-sketched multi-stroke gestures and transform them into a model, automatically generating the gesture catalogue for gesture-based interaction technologies and gesture-based interface source code. We demonstrate our approach in several applications, ranging from case tools to form-based information systems.Item A model-driven method for gesture-based interface requirements specification(CEUR-WS, 2014-04-07) Parra González, Luis OttoCurrently there are several software development suites that include tools for user interface design and implementation (mainly by programming source code). Some of the tools are multi-platform and multi-style; that is, al-lowing the specification of devices, e.g. computer, notebook, smartphone, and user interaction styles, e.g. based on gestures, voice, mouse and keyboard. Among the styles, gesture-based interaction is neglected, despite the proliferation of gesture-recognizing devices. Given the variety of styles of human-computer interaction currently available, it is necessary to include information on these styles in software requirements specification to obtain a complete spec-ification prior to code generation. In this paper, we propose the design of a model-driven method and tool that allows specifying gesture-based interactions and then generates gesture-based interface requirements specification. We in-tend to our proposal be interoperable with existing methods and tools. The re-search method follows design science and we plan to validate our proposals by means of technical action-research.Item An empirical comparative evaluation of gestUI to include gesture-based interaction in user interfaces(2019) Parra González, Luis Otto; España, Sergio; Panach, José ignacio; Pastor, OscarCurrently there are tools that support the customisation of users’ gestures. In general, the inclusion of new gestures implies writing new lines of code that strongly depend on the target platform where the system is run. In order to avoid this platform dependency, gestUI was proposed as a model-driven method that permits (i) the definition of custom touch-based gestures, and (ii) the inclusion of the gesture-based interaction in existing user interfaces on desktop computing platforms. The objective of this work is to compare gestUI (a MDD method to deal with gestures) versus a code-centric method to include gesture-based interaction in user interfaces. In order to perform the comparison, we analyse usability through effectiveness, efficiency and satisfaction. Satisfaction can be measured using the subjects’ perceived ease of use, perceived usefulness and intention to use. The experiment was carried out by 21 subjects, who are computer science M.Sc. and Ph.D. students. We use a crossover design, where each subject applied both methods to perform the experiment. Subjects performed tasks related to custom gesture definition and modification of the source code of the user interface to include gesture-based interaction. The data was collected using questionnaires and analysed using non-parametric statistical tests. The results show that gestUI is more efficient and effective. Moreover, results conclude that gestUI is perceived as easier to use than the code-centric method. According to these results, gestUI is a promising method to define custom gestures and to include gesture-based interaction in existing user interfaces of desktop-computing software systems. © 2018 Elsevier B.V.Item Análisis de requerimientos para el desarrollo de aplicaciones para dispositivos móviles(2007) Urgilés Verdugo, Marcela; Parra González, Luis OttoItem Análisis del impacto del reconocimiento facial en el enganche del jugador en videojuegos: un estudio de caso(Universidad de Cuenca, 2025-09-25) Alvarado Suárez, Kevin Mateo; Armijos Goercke, Santiago Ariel; Granda Juca, María Fernanda; Parra González, Luis OttoNowadays, facial recognition—and particularly emotion recognition through facial expressions— has gained importance in various fields, including video games. This research focused on developing an adaptive Flappy Bird-style game prototype aimed at analyzing how automa-tic emotion detection can enhance player engagement by dynamically adapting the gaming experience. The study was conducted in two phases. In the first phase, a non-adaptive pro-totype was created to collect interaction data and facial expressions. A convolutional neural network was trained using the DAiSEE dataset to identify affective states, while DeepFa-ce detected basic emotions. The collected data was compared with the Game Experience Questionnaire (GEQ) to find useful patterns for adaptive design. In the second phase, a new prototype with real-time adaptation mechanisms was built, based on the previously esta-blished relationships. This system adjusted game variables such as speed, difficulty, and visual/auditory stimuli according to the player’s emotional state. Experimental results sho-wed that the adaptive version significantly improved engagement levels compared to the non-adaptive version. These findings demonstrated that integrating emotional recognition techniques with artificial intelligence is an effective approach to enrich human-computer in-teraction and opens new possibilities for designing emotionally responsive video games.Item Análisis y diseño de una red inalámbrica con tecnología spread spectrum para el Campus de la Universidad de Cuenca(2005) Alvarez Alvarez, Freddy; Mendoza Vázquez, Iván; Parra González, Luis OttoItem Análisis y diseño de una red San (Storage Area Network) para la Universidad de Cuenca(2007) Serpa Serpa, Jhoanna Elizabeth; Zhañay Ledesma, Henry Paúl; Parra González, Luis OttoItem Análisis, diseño e implantación de un prototipo de un cluster usando sofware libre para la Universidad de Cuenca(2007) Illescas Peña, Jorge Fernando; Toral Espinosa, Fernando Sebastián; Parra González, Luis OttoItem Control de tráfico de internet en servidores linux para la Universidad de Cuenca(2005) Chacón Arévalo, Claudio Hermel; Parra González, Luis OttoItem Desarrollo de herramientas de software para la implementación de cursos a distancia(2003) Méndez Torres, Marcelo Benjamín; Olivo Pila, Miguel Marcelo; Parra González, Luis OttoItem Desarrollo del sistema de control de gasto interno para la universidad de Cuenca(Universidad de Cuenca. Facultad de Ingeniería, 2004) Carrillo Serrano, Ximena; Piedra Sánchez, Bolívar; Parra González, Luis OttoItem Desarrollo del sistema piloto de votación electrónica para la Universidad de Cuenca(2006) Peñafiel Urgilés, Adriana; Parra González, Luis OttoPublication Desarrollo y caracterización del posgrado en el campo de conocimiento de las tecnologías de la información y comunicación y sus procesos de evaluación y acreditación a nivel internacional y en Ecuador(CACES, 2022) Granda Juca, María Fernanda; Parra González, Luis OttoItem Diseño de infraestructura para la provincia de servicios de valor agregado para la Universidad de Cuenca(2007) Parra González, Luis Otto; Ochoa Figueroa, Edgar EfraínItem Diseño de un centro de datos basado en estándares. Caso práctico: diseño del centro de datos del colegio Latinoamericano(2010) Maldonado Mahauad, Jorge Javier; Parra González, Luis OttoItem Diseño y construcción de un centro de operaciones de red para la Universidad de Cuenca(2007) Alvear, Oscar; Astudillo, Fabián; Barros, Gabriel; Crespo, Pablo; Parra González, Luis OttoItem Diseño y construcción de un sistema de detección de instrucciones para la Universidad de Cuenca(2005) Astudillo Aguilar, Pablo Vladimir; Parra González, Luis OttoItem Diseño y desarrollo de una solución informática para la gestión de puntos de carga para vehículos eléctricos en la ciudad de Cuenca(Universidad de Cuenca, 2021-11-12) Arévalo Armijos, Jaime Paúl; Remache Farinango, Paola Maribel; Parra González, Luis OttoAfter a grim outlook due to the pollution generated over the years and how damaging this is to humanity, the need arises to replace one of the biggest causes of this problem. For this reason, the industries dedicated to transport that are the main emitters of harmful gases, given the notorious situation, begin with a progressive development of new technologies. From several proposed initiatives, electric vehicles emerge, however, their massification is limited by several aspects, among them: little marketing, ignorance, not having an infrastructure for public charge or support of any kind, among others. These reasons have triggered the failure of the initiatives that have tried to support the insertion of electric vehicles in Ecuador. Given the shortcomings of previous implementations of electric vehicle charging point management systems in various areas of the country, characterized by dependence on the vehicle manufacturer and the charging point, the lack of technical advice regarding knowledge of the charging stations are concerned, and the unavailability of public charging stations, which has limited the performance of vehicles; This degree project proposes a computer solution that mitigates these shortcomings. The objective of this work is to design and develop a prototype of a mobile application for electric vehicles, with the capacity to manage reservations and geolocation to facilitate the future insertion of charging points, proposing a simulated environment for functionality within the city of Cuenca. To meet the goal, a literature review and both an exploratory and field analysis is performed, as well as an approach with the possible users to establish the necessary requirements, as a result, the need for standardized communication is evidenced to decouple this implementation from charging points manufacturers. The computer solution consists of a mobile application called Tidy that allows us to view and monitor the information generated by the charging points that are registered within a centralized database. Additionally, a program that operates within a simulated environment, has been developed. This environment allows bidirectional communication with the simulation of a charging point to obtain variables such as: availability, states, events and the amount of energy charged. So, the solution helps to efficiently execute and automate all the processes that are carried out when a person charges an electric vehicle. Finally, an evaluation is carried out in the field of usability to have the degree of acceptance of the application and the feasibility of launching it on the market.
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