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Patricia Suarez & Angel Sappa |
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Toward a thermal image-like representation |
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2023 |
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Proceedings of the International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications VISIGRAPP 2023 |
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133 - 140 |
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no |
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cidis @ cidis @ |
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205 |
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Angely Oyola; Dennis G. Romero; Boris X. Vintimilla |
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A Dijkstra-based algorithm for selecting the Shortest-Safe Evacuation Routes in dynamic environments (SSER) |
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2017 |
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The 30th International Conference on Industrial, Engineering, Other Applications of Applied Intelligent Systems (IEA/AIE 2017) |
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131-135 |
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no |
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cidis @ cidis @ |
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55 |
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Henry O. Velesaca, Patricia L. Suarez, Dario Carpio, and Angel D. Sappa |
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Title |
Synthesized Image Datasets: Towards an Annotation-Free Instance Segmentation Strategy |
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Conference Article |
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2021 |
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16 International Symposium on Visual Computing. Octubre 4-6, 2021. Lecture Notes in Computer Science |
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13017 |
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131-143 |
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cidis @ cidis @ |
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163 |
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Nayeth I. Solorzano, L. C. H., Leslie del R. Lima, Dennys F. Paillacho & Jonathan S. Paillacho |
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Title |
Visual Metrics for Educational Videogames Linked to Socially Assistive Robots in an Inclusive Education Framework |
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2022 |
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Smart Innovation, Systems and Technologies. International Conference in Information Technology & Education (ICITED 21), julio 15-17 |
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256 |
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119-132 |
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In gamification, the development of “visual metrics for educational
video games linked to social assistance robots in the framework of inclusive education” seeks to provide support, not only to regular children but also to children with specific psychosocial disabilities, such as those diagnosed with autism spectrum disorder (ASD). However, personalizing each child's experiences represents a limitation, especially for those with atypical behaviors. 'LOLY,' a social assistance robot, works together with mobile applications associated with the family of educational video game series called 'MIDI-AM,' forming a social robotic platform. This platform offers the user curricular digital content to reinforce the teaching-learning processes and motivate regular children and those with ASD. In the present study, technical, programmatic experiments and focus groups were carried out, using open-source facial recognition algorithms to monitor and evaluate the degree of user attention throughout the interaction. The objective is to evaluate the management of a social robot linked to educational video games
through established metrics, which allow monitoring the user's facial expressions
during its use and define a scenario that ensures consistency in the results for its applicability in therapies and reinforcement in the teaching process, mainly
adaptable for inclusive early childhood education. |
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cidis @ cidis @ |
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180 |
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