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Browsing by Author "Pesántez Cabrera, Paola Gabriela"

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    A Software Architecture Proposal for a Data Platform on Active Mobility and Urban Environment
    (Springer Science and Business Media Deutschland GmbH, 2020) Quinde, Christian; Guillermo, David; Sigüenza Guzmán, Lorena Catalina; Orellana Vintimilla, Daniel Augusto; Pesántez Cabrera, Paola Gabriela
    Over time Geographic Information Systems (GIS) have evolved from monolithic software to dynamic platforms interacting with other systems. Consequently, characteristics such as availability, scalability, interoperability, and failure handling have become essential. Due to the vast diversity of applications and user levels, and the growing complexity of data types and models handling geospatial data, information management has developed into a complex, often overlooked task, leading to delayed results and/or disorganization of information. The goal of this paper is to propose a software architecture design to support mobility data collection, analysis, and visualization. The proposal is based on the process for software architectures stated by Bredemeyer Consulting, comprising five stages: commit, requirements, design, validation, and deployment. Likewise, the Attribute Driven Design (ADD) method has been used for the design stage where the selected architectural pattern was Service Oriented Architecture (SOA) since it provides the scalability and interoperability attributes required for this study. The Architecture Tradeoff Analysis Method (ATAM) has been chosen to identify the risks of the proposal and to evaluate the architecture to ensure that all requirements have been satisfactorily met. The model was validated using the data and projects of the LlactaLAB research group.
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    Coordinating learning analytics policymaking and implementation at scale
    (2020) Pesántez Cabrera, Paola Gabriela; Solano Quinde, Lizandro Damián; Sigüenza Guzmán, Lorena Catalina; Zúñiga Prieto, Miguel Ángel
    Many Latin‐American institutions recognise the potential of learning analytics (LA). However, the number of actual LA implementations at scale remains limited, notwithstanding considerable effort made to formulate guidelines and frameworks to support the LA policy development. Guidance on how to coordinate the interaction between the LA policymaking and implementation is mostly missing, leaving a difficult challenge up to practitioners. In this study we propose a coordination model to support future LA initiatives at scale. We explore the problem by comparing two cases in Belgium and Ecuador. Following up we use the LA implementation timeline as a driver for planning the interaction between the policymaking and implementation. We continue by testing an application of the model with LA experts predominantly from Latin‐American institutions, asking them to map low‐level items of the SHEILA policy framework to four implementation phases. The results of this mapping support that LA policy building can be spread over time, that it can coincide with LA implementation at scale, and that both efforts can be coordinated. It is hoped that this study will provide additional guidance for future Latin‐American and other LA initiatives.
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    Método para la construcción de interfaces de usuario táctiles con mecanismos de accesibilidad mediante técnicas de desarrollo dirigido por modelos
    (Universidad de Cuenca, 2020-10-16) Sinchi Coronel, Pablo Fernando; Verónica Gabriela, Jimbo Tacuri; Pesántez Cabrera, Paola Gabriela; Cedillo Orellana, Irene Priscila
    Over the years, the use of technology has increased and has become essential in everyday life. Consequently, most of the world's population has become a software user at some point. Many of these users are part of the population that has accessibility problems, that is, some type of sensory, motor, or cognitive impairment that restricts their ability to perform activities of daily living. Thus, the user interface is the main way of interaction between users and the software, this interaction is carried out through various devices. However, currently, the use of touch screens has increased significantly so that they have become ubiquitous in industrial, commercial, and consumer applications. Taking this information into account, it is important to prioritize accessibility aspects in the development of touch user interfaces, seeking solutions that allow adapting the wide variety of accessibility problems that may arise, without wasting time and resources in the development of the interfaces. This work proposes a method for the creation of touch interfaces using accessibility mechanisms through model-driven development (MDD) techniques. This method, which has been called MBAUI, allows using MDD to solve the creation of touch interfaces, taking into account the variations and combinations between accessibility criteria that can be obtained by analyzing the degree and types of impairments of the users. Finally, the method is empirically validated through the execution of a quasiexperiment. This quasi-experiment assesses the user's perception of performing various tasks after a training session
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    Propuesta de una Arquitectura de Software para una plataforma de datos sobre movilidad activa y entorno urbano
    (Universidad de Cuenca, 2020-06-03) Guillermo Flores, Víctor David; Quinde Tenemaza, Christian Manuel; Pesántez Cabrera, Paola Gabriela; Sigüenza Guzmán, Lorena Catalina
    Over the years, with the continuous advancement of technology, geographic and geospatial information has gone from being in paper in libraries to being managed by computers through applications or geographic information systems (GIS), which have evolved from monolithic applications to have to interact with other systems, so it has been necessary and essential that these applications comply with features such as: scalability, interoperability, fault tolerance, usability, etc. LlactaLAB being an entity dedicated to active mobility and urban environment is directly related to geographic and geospatial information, whose management is complex due to the abundance and diversity of media, which is a problem for the entity in terms of data management, as well as the availability of them. To facilitate the management of data and its processes, they must be automated in some way and made available to users. The objective of this study is to propose a Software Architecture design that attempts to solve the problems described above, through the use of robust technologies and standards on the web; in the proposal design, the agile Scrum methodology is used with a Sprint 0, which will benefit the development in the following Sprints, as well as the Attribute-driven design or ADD method for the design, whose architectural pattern used is SOA (Service Oriented Architecture), facilitating scalability and interoperability of the system, finally the Architecture Trade-off Analysis Method (ATAM) is proposed for the evaluation of the architecture to comply with the needs initially considered.
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    Sistema de gestión de la información del plan de manejo ambiental para la Empresa Elecaustro S. A.
    (2009) Aguirre Brito, Cntya de la Nube; Pesántez Cabrera, Paola Gabriela; Espinoza Veintimilla, Angel Oswaldo
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    Towards an evaluation method of how accessible serious games are to older adults
    (Institute of Electrical and Electronics Engineers Inc., 2020) Cedillo Orellana, Irene Priscila; Pesántez Cabrera, Paola Gabriela; Acosta, María Inés; Jimbo, Verónica; Sinchi Coronel, Pablo Fernando
    The loss of cognitive and motor functions in humans increases with age, and the aging population is expected to continue growing significantly in the following years. In this context, serious games have become a tool that supports health professionals in mitigating age-related cognitive problems. Additionally, the accessibility provided by those tools is a determinant factor when users need to adapt themselves to a particular technology. Therefore, this paper presents an accessibility model and an evaluation method useful for assessing how accessible serious games are to older adults, based on the Games Accessibility Guidelines (GAG) proposed by the International Game Developers Association and the ISO/IEC 25040. In order to validate and ensure the feasibility of this study, each activity of the proposed method has been applied to a real game that was created for improving certain cognitive functions (i.e., A Clockwork Brain suite of serious games).

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