The key to effective collaboration is awareness; traditional groupware systems have relied on vis... more The key to effective collaboration is awareness; traditional groupware systems have relied on visual cues to achieve it. Audio has been used to complement and overcome the limitations of graphical displays to maintain awareness. However, the emergence of alternative user interface strategies, such as haptic feedback, presents new opportunities to promote awareness. Yet, designing effective haptic awareness mechanisms is challenging due to the lack of documented experience. Therefore, we suggest using flexible prototyping and evaluation tools to facilitate an exploratory design process. We also propose that the design of awareness features should consider modalities to be used and the relationships between them from the outset. To support this idea, we introduce a modeling language and supporting tools to express haptic awareness features. We show how the language can be used in the context of model-driven development of groupware.
Implementing Collaborative Learning (CL) activities to support the education of children is somet... more Implementing Collaborative Learning (CL) activities to support the education of children is something that must be carefully designed to achieve the desired goals since just having a group of children working on the same activity does not guarantee proper collaboration. It is something that goes from defining the profile of the students to structuring the collaboration according to the learning objectives, the number of children per group, roles defined, and shared resources among others. Designing Computer-Supported Collaborative Learning (CSCL) activities may be even harder to achieve when collaboration is trying to be accomplished by children with some kind of disability due to differences in the way they communicate or understand the world around them, which is why in this study we decided to focus on designing CSCL activities for deaf children. Since there is not a clear path in the literature to achieve effective collaboration among deaf learners, we propose four stages to be ...
La Interacción Humano-Computador (HCI, CHI en USA o IPO en España) en la actualidad está presente... more La Interacción Humano-Computador (HCI, CHI en USA o IPO en España) en la actualidad está presente en cualquier software o producto y por ende es una asignatura obligatoria en todo el mundo (Abascal et al., 2001). Una interfaz es una “superficie” de contacto (Laurel & Mountford, 1990), que refleja las propiedades físicas de los usuarios que interactúan, las funciones a realizar, y el balance de poder y control. La interfaz forma parte de un entorno cultural, físico y social, y por tanto, es necesario tener en cuenta una serie de factores al momento de diseñarla. Es así como el diseño de la interfaz se ha convertido en un elemento crítico en el desarrollo de productos software y hardware, y es uno de los principales factores que influyen en el éxito y competitividad de las aplicaciones. Actualmente, los sistemas interactivos prestan una atención cada vez mayor a las interfaces, demandando cambios en el desarrollo de estos productos. Un sistema interactivo ya no es sólo juzgado por su ...
En este artículo se describen las actividades colaborativas, el awareness y la arquitectura black... more En este artículo se describen las actividades colaborativas, el awareness y la arquitectura blackboard propuesta en el ambiente multi-agente de enseñanza/aprendizaje ALLEGRO. ALLEGRO es un ambiente inteligente que integra las bondades de diferentes campos de investigación de la inteligencia artificial como la planificación instruccional (IP), razonamiento basado en casos (CBR), sistemas multiagente (MAS), sistemas tutoriales inteligentes (ITS) y CSCL. Para lograr construir lo anterior se utilizó el enfoque de los sistemas multiagente, el cual fue modelado utilizando la metodología MAS-CommonKADS. ALLEGRO fundamenta su arquetipo instruccional en tres paradigmas pedagógicos: conductismo, cognitivismo (cognición distribuida y aprendizaje basado en problemas) y la teoría histórico-social. La validación fue realizada a través de varios y diversos casos de estudio en el dominio de gráfica digital para cursos de posgrado en arquitectura. El modelo propuesto de awareness permite promover la concientización, comunicación, colaboración y coordinación en el CSCL de ALLEGRO. El modelo faculta a los aprendices a tener una percepción de lo que los demás hacen dentro del CSCL con el propósito de que les sirva para su entorno y actividades de trabajo. El aprendiz toma un papel activo en su proceso formativo a través de actividades que le permiten exponer e intercambiar ideas y opiniones con los demás integrantes, convirtiendo de esta forma el aula en un foro abierto a la reflexión y al contraste crítico de pareceres y opiniones. Se puede concluir que el modelo es un valioso recurso desde los puntos de vista tecnológico y pedagógico; en este último, en su fundamentación convergen diversas teorías, algunas de ellas antagónicas. Palabras clave: Palabras clave: awareness, arquitectura blackboard, ambientes colaborativos de aprendizaje apoyados en computador, inteligencia artificial.
I+ T+ C- Investigación, Tecnología y Ciencia, Dec 16, 2016
Propuesta metodológica para diseñar actividades de aprendizaje colaborativo gamificadas Methodolo... more Propuesta metodológica para diseñar actividades de aprendizaje colaborativo gamificadas Methodological proposal to design gamified collaborative learning activities Resumen: El diseño de actividades de aprendizaje colaborativo es una tarea compleja, máxime si se considera la necesidad de incluir elementos de gamificación que potencien la colaboración. En tal sentido, se requiere una guía simple y bien estructurada, fácil de entender y utilizar, que permita diseñar actividades de este tipo con el propósito de lograr una colaboración real entre los estudiantes. En este artículo se realiza una revisión detallada de diversos métodos para diseñar sistemas colaborativos, así como de métodos para la implementación de la gamificación en la educación, a partir de los cuales se propone un modelo para estructurar actividades de aprendizaje colaborativo enriquecidas con técnicas de gamificación.
Este articulo propone un modelo instruccional colaborativo, para la ensenanza de las tecnicas mas... more Este articulo propone un modelo instruccional colaborativo, para la ensenanza de las tecnicas mas comunes de evaluacion de la usabilidad de interfaces de usuario. El modelo facilito el trabajo colaborativo entre diversas universidades latinoamericanas, geograficamente dispersas, como un medio para transmitir conocimiento especifico a estudiantes de pregrado en Ingenieria Informatica y Ciencias de la Computacion. Ademas del modelo instruccional colaborativo propuesto, el articulo presenta resultados experimentales obtenidos de su aplicacion.
Significant work has addressed the role of knowledge and its impacts on business organizations. T... more Significant work has addressed the role of knowledge and its impacts on business organizations. The construction of effective environments implies time and cost pressure, allowing staff to seek immediate solutions from knowledge management (KM). Some studies have shown that collaborative knowledge generation through storage, access, dissemination, and application could help organizations collaborate with partner firms to share supply chain knowledge and improve their work. However, it is not clear how to structure activities that convey real collaboration. In that way, this paper proposes a mechanism using collaborative strategies supporting effective transfer knowledge in different kinds of organizations.
Due to the global pandemic (COVID-19) currently facing humanity, a new environment that promotes ... more Due to the global pandemic (COVID-19) currently facing humanity, a new environment that promotes teaching–learning is now emerging. This environment that challenges traditional teaching practices created an opportunity for the technology industry to capitalize on by developing creative e-learning platforms that empowers the teaching–learning process, during this ‘emergency’ situation. E-learning scenario is an important element to be considered, as it offers a host of benefits, such as reducing costs, allowing for education on-demand, etc., to its adopters. However, the application of this could bring some challenges, as some of the existing online platforms are not conducive to support clear communication among academic staff. This paper describes a report identifying the main problems faced by teachers and students from different countries in Latin America, when using e-learning platforms in a lockdown scenario, reporting the importance to include aspects related with emotions and...
Proceedings of the Third International Conference on Software and Data Technologies, 2008
This paper proposes a methodological approach for Model Based User Interface Development of Colla... more This paper proposes a methodological approach for Model Based User Interface Development of Collaborative Applications. We introduce a notation integration proposal. This proposal supports the interface design of groupware applications enabling integration with software processes through UML notation. We use our methodological approach to deal with the conceptual design of applications for supporting work groups, called CIAM. In summary, we describe the integration process of two notations: CIAN, which involves collaboration and human-computer interaction aspects; and UML, specifying groupware systems functionality. Such integration process is developed using a software tool called CIAT.
Journal of Information Technology Education: Research, 2013
Digital Ecosystem for the Collaborative Production of Open Textbooks related works about collabor... more Digital Ecosystem for the Collaborative Production of Open Textbooks related works about collaboration and Computer-Supported Cooperative Work; in this section, some authors, ideas, and methodological aspects of collaborative writing are also discussed. Next, the paper shows the proposal of a Digital Ecosystem for the collaborative creation of open textbooks, the six dimensions of this Ecosystem, and its respective descriptions. The work finishes with some conclusions about the proposal and the next steps needed to implement it in the real world.
El uso de las modernas tecnologías de la información y la comunicación se ha convertido en una de... more El uso de las modernas tecnologías de la información y la comunicación se ha convertido en una de las ideas más prometedoras para mejorar la enseñanza y el aprendizaje. Un ejemplo es el aprendizaje colaborativo apoyado por computadora, que se ocupa de estudiar cómo las personas pueden aprender en conjunto con la ayuda de computadoras y que, si se implementa de manera adecuada, puede proporcionar un entorno ideal en el que la interacción entre los estudiantes juega un papel importante en este proceso de aprendizaje. Sin embargo, la actividad de desarrollo en un grupo con el uso de una herramienta no garantiza una colaboración correcta y, además, otro problema aparente es: para los educadores es más fácil seguir las prácticas aceptadas que abrir nuevos caminos que reemplacen el modelo de tutoría tradicional, con algo radical como el trabajo en grupo con la ayuda de las computadoras. Por esta razón, es necesario tener elementos que digan qué y cómo apoyar el proceso de aprendizaje cola...
International Journal of Engineering & Technology, 2018
Heuristic evaluation is one of the most used techniques to evaluate the level of usability of a s... more Heuristic evaluation is one of the most used techniques to evaluate the level of usability of a software product. In this research, we performed a comprehensive analysis of the recent studies which report the use of this method in the context of a software development process. The purpose was to identify the specific way in which each author performs this usability evaluation method, in order to propose a formal protocol. After an indeed examination of these studies, we have determined there are several differences in the way this technique is conducted according to the literature. There is no agreement about the number of inspectors that should participate, the usability principles that should be used, the profile of the specialists who must be part of the assessment team, or the evaluation process that should be followed. This work highlights the available settings and a detailed procedure to perform a heuristic evaluation in the domain of software products.
Usability is a fundamental quality characteristic for the success of an interactive system. It is... more Usability is a fundamental quality characteristic for the success of an interactive system. It is a concept that includes a set of metrics and methods in order to obtain easy-to-learn and easy-to-use systems. Usability Evaluation Methods, UEM, are quite diverse; their application depends on variables such as costs, time availability, and human resources. A large number of UEM can be employed to assess interactive software systems, but questions arise when deciding which method and/or combination of methods gives more (relevant) information. We proposeCollaborative Usability Evaluation Methods, CUEM, following the principles defined by the Collaboration Engineering. This paper analyzes a set of CUEM conducted on different interactive software systems. It proposes combinations of CUEM that provide more complete and comprehensive information about the usability of interactive software systems than those evaluation methods conducted independently.
Communications in Computer and Information Science, 2016
This paper present the common-awareness artifacts, interaction elements that support the activiti... more This paper present the common-awareness artifacts, interaction elements that support the activities of workspace awareness. These artifacts are tools to design and evaluation of interaction and immersion components of a CVE, through a set of ten guideline/indicators. A case study shows how to design and evaluate a common-awareness artifact using the guidelines and indicators. The guidelines allowed building a suitable component to support a collaborative navigation activity in a CVE. A test with user provided that quantitative metrics of indicators may found the difference between two collaborative conditions.
The Social Network Analysis (SNA) techniques allow modelling and analysing the interaction among ... more The Social Network Analysis (SNA) techniques allow modelling and analysing the interaction among individuals based on their attributes and relationships. This approach has been used by several researchers in order to measure the social processes in collaborative learning experiences. But oftentimes such measures were calculated at the final state of experiences, what may be hardly representative of students' behaviours during the learning processes. Therefore, a temporal dimension in SNA metrics may extend and improve the understanding about students' interactions in a collaborative scenario. In this respect, this paper presents a systematic review about SNA metrics used for analysing CSCL scenarios and proposes to trace the behaviour of such metrics during experiences through the inclusion of a temporal dimension. In order to expose this approach, a real collaborative learning experience, supported by a platform called SMLearning System, was analysed. We found that social relationships among students tend to be symmetric, i.e., there was a proportional distribution of efforts and contributions of students, which is an expected condition in a collaborative scenario. Such observations are based on the temporal behaviour of the reciprocity metric and the correlation between in-and outdegree centrality metrics measured in time.
New Developments in Web Mediated Human Computer Interaction
This chapter is written as one method to supply the necessary support systems for educational and... more This chapter is written as one method to supply the necessary support systems for educational and training design. As such, the authors propose their global development software (GDS) methodology emerges as a revolutionary discipline. It is based on the externalization of software development between geographically distant places in order to reduce development costs. Traditional educational and training process in software engineering must be advocated to consider (or enhance) this new trend, with its respective challenges and necessary skills (multicultural interaction, effective communication, distributed software project management), into curriculums. GDS therefore demands the presence of supporting systems to provide permanent user interaction and enhanced communication tasks. The presence of such interactions is a key aspect to promote the performance and knowledge acquisition processes among globally distributed software development teams. The main goal of such interactions in...
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Papers by cesar collazos