Browsing by Author "Sánchez Zhunio, Bertha Cristina"
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Item A memory game for elderly people: development and evaluation(Institute of Electrical and Electronics Engineers Inc., 2020) Sánchez Zhunio, Bertha Cristina; Cedillo Orellana, Irene Priscila; Vázquez Patiño, Angel OswaldoThe elderly population has been growing at a significant rate, which leads to the development of technologies that contribute to healthy and active aging. Hence, recreational activities focus on improving: health status, cognitive abilities, physical and emotional skills. This document presents the development of a memory game made for Android platform, in which some usability and accessibility criteria focused on elderly people was used. To prove its functioning and perform an evaluation applying the Technology Acceptance Model (TAM), the game was presented to 63 elders who assist to the 'Hogar de los Abuelos' in Cuenca, Ecuador.Publication A method to build serious games for older adults ADE2: evaluation of user perceptions and threats of validity(Springer International Publishing, 2022) Cedillo Orellana, Irene Priscila; Orellana Mendieta, Leonel Marcos; Arias Ochoa, Jefferson Hernan; Arteaga Garcia, Emily Judith; Sánchez Zhunio, Bertha Cristinaver the years, people decrease their ability to remember certain events, which is more evident in older adults. Therefore, cognitive health professionals use tools and methods to train and assess attention and memory; among those solutions are found serious games. These games are intended to teach, while the player has fun. These games’ demand an important amount of Human–Computer Interaction (HCI) characteristics, which are not formally included during their development. A previous contribution, presented a first approach of a method to build serious games, named ADE2. In those studies, we established as further work the need of perform the empirical evaluation of the solution. Therefore, this paper presents an experimental process, where the ADE2 method has been evaluated by 22 software engineers, who evaluated it by using the Method Evaluation Model (MEM). The results show that the ADE2 method can be successfully adopted by the software engineering community, and the actions performed, by following each step of the method, can be reached effectively and efficiently.Publication ADE2: Towards a method for implementing serious games for older people's memory training(SCITEPRESS Digital Library, 2021) Arias Ochoa, Jefferson Hernan; Cedillo Orellana, Irene Priscila; Prado Cabrera, Katerine Daniela; Sánchez Zhunio, Bertha Cristina; Arteaga García, Emily JudithOver the years, cognitive deterioration appears, which is even more evident as age increases; therefore, it requires attention and treatment. Among the older adults' primary needs are learning and entertainment. These needs promote older people, caregivers, and health personnel to seek technological solutions that help during their free time while training the executive functions in the home or gerontological centers. Hence, serious games can teach without neglecting entertainment and fun. Thus, it is necessary to develop techniques, methods, tools, or standards for creating serious games by following a process that considers all the needs and specific characteristics of older adults. Hence, this paper presents a method named ADE2 that aims to facilitate the development of serious games for older adults aligned to usability standards, human-computer interaction (HCI) techniques, and healthcare and software engineering experts' considerations. Evaluating the feasibility of the method has been presented the construction of a serious game and a case study that evaluates the game's use perception. The evaluation was developed from the point of view of the psychological area and the end-user (older adult).Publication Evaluating the usability in domain-specific languages(Universitat Politècnica de València, 2021) Moreira Jara, Christian Alexander; Cedillo Orellana, Irene Priscila; Sánchez Zhunio, Bertha Cristina; Valdez Solis, Wilson Fernando; Cobos Quinde, Juan ManuelDomain-Specific Languages (DSL) represent software abstractions that provide semantic to a specific class or domain. DSLs use the concepts and rules from the field or domain to strengthen ties between the domain expert and the technology. Although several DSLs are modeled by considering quality features, most do not have high-quality characteristics related to their usability or do not address them. However, this characteristic constitutes a key aspect for software engineers and domain experts while designing their solutions. Therefore, this paper presents a usability quality model for DSLs aligned to the ISO / IEC 25010 standard and an evaluation model based on the ISO / IEC 25040 standard. Finally, the evaluation method was applied in order to show its feasibility by a case study that addresses the use of two DSLs (related to Ambient Assisted Living and Cloud Computing domain) and assesses their usability.Item Metodología para la creación de interfaces inteligentes aplicadas a ambient assisted living (AAL)(2018) Sánchez Zhunio, Bertha Cristina; Cedillo Orellana, Irene PriscilaIn the last years, the development of new technologies in different fields has become widespread, increasing the number of users. Moreover, some users are elders, people with disabilities, etc., users who have health problems and limitations that do not allow them to perform certain activities in a common way. That is why technologies must consider user's needs, their characteristics, their preferences and their limitations. Hence, the Ambient Assisted Living aims to develop new technologies that are responsible for improving the quality of life of users with disabilities and limitations in their health. Moreover, such it must have the ability to be adaptive for the user’s needs, thus, developers of new technologies should consider the creation of interfaces with easy-to-use considerations and adaptable to their needs. In this document, it has been proposed a new methodology for the creation of intelligent interfaces applied to Ambient Assisted Living – AMCIAAL. It allows to provide solutions with intelligent interfaces in order to improve the Human-Computer Interaction (HCI). In other words, users can easily navigate through a software or hardware solution with autonomy. Finally, in order to show the feasibility of this solution, it has been presented a case of use with a solution created by following each step of the AMCIAAL. This instantiation has been tested by a sample of 22 elderly people, from which some results and experiences were obtained and provide with insights that will help researchers in improving and creating new tools for ambient assisted livingPublication Quality model for CloudIot applied in Ambient Assisted Living (AAL)(Springer Naturaleza, 2021) Bermeo Arpi, Alexandra Elizabeth; Cedillo Orellana, Irene Priscila; Sánchez Zhunio, Bertha Cristina; Caceres Salamea, Maria Caridad; Peralta Velecela, Daniel FabricioNowadays, CloudIoT is used in several domains. Among them, AAL applications, where it can support the monitoring of certain variables related to the wellbeing of older adults at real-time. They store and manage personal information about users and vital signs, which are essential to be transmitted securely and reliably. Then, this paper presents a quality model focused on the CloudIoT layers in Ambient Assisted Living. It evaluates security, usability, and reliability, applied on the AAL domain, and focused on each of CloudIoT layers: Cloud Computing, Fog Computing, and Edge Computing. Also, an empirical evaluation of the AAL applications evaluation process in CloudIoT is presented. This method was evaluated using the Method Evaluation Model (MEM), 15 experts in computer science participated in the evaluation, the obtained results show that people find that the method is useful, easy to use, and allows to evaluate the viability of CloudIoT applications in AAL.Publication Towards a Method to Create Microlearning Capsules: Bullying and Cyberbullying Domain(Institute of Electrical and Electronics Engineers, 2022) Cedillo Orellana, Irene Priscila; Illescas Peña, Lourdes Eugenia; Peña Contreras, Eva Karina; Cárdenas Delgado, Paúl Esteban; Sánchez Zhunio, Bertha Cristina; Valdez Solis, Wilson FernandoThe development of new information and communication technologies (ICTs) has become widespread due to the technology development and the COVID-19 pandemic; consequently, internet use has increased and impacted different social areas, like communication, education, and the way people relate. Therefore, increasing the cases of bullying and cyberbullying in children and teenagers. In addition, instructional tools, such as microlearning, have emerged in education, allowing for compressing and massifying educational content from different areas of knowledge. This tool aims to reduce learning time and can be deployed on any platform without using traditional means of learning. This paper presents an overview of a method for creating learning capsules in the domain of bullying and cyberbullying named LeCCMe. This method is based on the ADDIE instructional model and incorporates a diffusion phase to reach the largest possible population. Finally, a case study is presented, in which a learning capsule has been created to prevent bullying and cyberbullying
