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Dennys Paillacho, Nayeth I. Solorzano Alcivar, & Jonathan S. Paillacho Corredores. (2021). LOLY 1.0: A Proposed Human-Robot-Game Platform Architecture for the Engagement of Children with Autism in the Learning Process. In The international Conference on Systems and Information Sciences (ICCIS 2020), julio 27-29. Advances in Intelligent Systems and Computing. (Vol. 1273, pp. 225–238).
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Juca Aulestia M., L. J. M., Guaman Quinche J., Coronel Romero E., Chamba Eras L., & Roberto Jacome Galarza. (2020). Open innovation at university: a systematic literature review. Advances in Intelligent Systems and Computing, 1159 AISC, 2020, 3–14.
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Viñán-Ludeña, M. S., Roberto Jacome Galarza, Montoya, L.R., Leon, A.V., & Ramírez, C.C. (2020). Smart university: an architecture proposal for information management using open data for research projects. Advances in Intelligent Systems and Computing, 1137 AISC, 2020, 172–178.
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Nayeth I. Solorzano, L. C. H., Leslie del R. Lima, Dennys F. Paillacho & Jonathan S. Paillacho. (2022). Visual Metrics for Educational Videogames Linked to Socially Assistive Robots in an Inclusive Education Framework. In Smart Innovation, Systems and Technologies. International Conference in Information Technology & Education (ICITED 21), julio 15-17 (Vol. 256, pp. 119–132).
Abstract: 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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Henry O. Velesaca, P. L. S., Dario Carpio, Rafael E. Rivadeneira, Ángel Sánchez, Angel D. Sappa. (2022). Video Analytics in Urban Environments: Challenges and Approaches. In ICT Applications for Smart Cities Part of the Intelligent Systems Reference Library book series (Vol. 224, pp. 101–122).
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Jorge L. Charco, A. D. S., Boris X. Vintimilla, Henry O. Velesaca. (2022). Human Body Pose Estimation in Multi-view Environments. In ICT Applications for Smart Cities Part of the Intelligent Systems Reference Library book series (Vol. 224, pp. 79–99).
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Angel D. Sappa. (2022). ICT Applications for Smart Cities. In Intelligent Systems Reference Library (Vol. 224).
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Viñán-Ludeña M.S., D. C. L. M., Roberto Jacome Galarza, & Sinche Freire, J. (2020). Social media influence: a comprehensive review in general and in tourism domain. Smart Innovation, Systems and Technologies., 171, 2020, 25–35.
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Xavier Soria, A. S., Patricio Humanante, Arash Akbarinia. (2023). Dense extreme inception network for edge detection. Pattern Recognition, Vol. 139.
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Daniela Rato, M. O., Victor Santos, Manuel Gomes & Angel Sappa. (2022). A Sensor-to-Pattern Calibration Framework for Multi-Modal Industrial Collaborative Cells. Journal of Manufacturing Systems, Vol. 64, pp. 497–507.
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