Libros y Capítulos de Libros
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Examinando Libros y Capítulos de Libros por Autor "Fernández, Alejandro"
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Acceso Abierto Book of abstract RUC-APS international conference 2021(University of Liverpool, United Kingdom, 2021) Hernández, Jorge; Brockley, Rachel; Antonelli, Leandro; Esteso, Ana; Liu, Shaofeng; Iannacone, Rina; Arias, Horacio; Zarate, Pascale; Kacprzyk, Janusz; Fernández, AlejandroThis book includes the abstracts of accepted submissions to the 2nd International RUC-APS conference, held online from November 29th to December 2nd 2021. - Parte de libro
Acceso Abierto La comunicación: el futuro de las redes sociales(2019) Rosen, Marta; Fernández, Alejandro; Muravchik, Carlos HoracioEn este cápitulo los autores discuten aspectos de privacidad, rol politico, ética y valores de las redes sociales, enmarcando las mismas en el contexto de la evolución de las comunicaciones. - Parte de libro
Acceso Abierto Desafíos de usabilidad de aplicaciones nómadas en el automóvil(2022) Carvajal Lema, Carlos; Luna-García, Huizilopoztli; Rodríguez, Andrés; Fernández, AlejandroInvestigadores de la Interacción Humano-Computador han trabajado durante décadas definiendo métodos y técnicas para evaluar la demanda de atención de los sistemas de información en el vehículo (IVIS). La mayoría de métodos requieren entornos de prueba costosos y personal altamente capacitado para su implementación. En el ámbito de los ecosistemas de aplicaciones móviles (también conocidos como «apps»), existen pautas y programas de certificación. Las aplicaciones deben pasarlas para que se consideren sistemas preparados para el entorno automotriz. Sin embargo, entrar en la categoría de aplicaciones certificadas no garantiza el pleno cumplimiento de los criterios establecidos por los métodos formales aceptados por la industria automotriz y estándares internacionales. Además, numerosos estudios muestran el alto riesgo de utilizar IVIS durante la conducción, lo que lleva a considerar que los actuales enfoques predominantes para evaluar las demandas de atención de las aplicaciones de automoción y como guía para el diseño de IVIS no son suficientes. Los métodos costo beneficio eficientes aplicables en las primeras fases de desarrollo de aplicaciones, así como las interfaces adaptables al contexto, tienen el potencial de contribuir a la mejora de los entornos de conducción seguros. - Parte de libro
Acceso Abierto Evaluation of a Model-Driven Proposal to the Development of Groupware Systems(2022) Bibbo, Luis Mariano; Pons, Claudia Fabiana; Fernández, Alejandro; Zhao, Jingyuan; Richards, JosephBuilding groupware is a complex task. This chapter presents the use of the domain-specific language CSSL v2.0 collaborative software system language. CSSL provides simplicity, expressiveness, and precision to model the main concepts of collaborative systems, especially collaborative processes, protocols, and awareness. Models of collaborative systems are created via visual editors that support the concrete syntax of CSSL. According to the MDD methodology, models are independent of the implementation platform and are formally prepared to be transformed. In this implementation, the target of the transformation is a web application that provides a set of basic functions that developers can refine. Evaluation, validation, and verification of the language is performed, determining that the CSSL tools allow developers to solve central aspects of collaborative systems implementation in a simple and reasonable way. The evaluation determined that the CSSL metamodel has low complexity, with semantics strongly associated with UML and with good configuration possibilities. - Parte de libro
Acceso Abierto Optimizing a Gamified Design Through Reinforcement Learning - A Case Study in Stack Overflow(2021) Martin, Jonathan; Torres, Diego; Fernández, AlejandroGamification can be used to foster participation in knowledge sharing communities. While designing and assessing the potential impact of a gamification design in such a context, it is important to avoid work disruption and negative side effects. A gamification optimization approach implemented with deep reinforcement learning based on play-testing approaches helps prevent possible disruptive configuration and has the capability to adapt to different communities or gamification targets. In this research, a case of study for this approach is presented running over the Stack Overflow Q&A community. The approach detects the best configuration for a Contribution, Reinforcement, and Dissemination (CRD) gamification strategy using Stack Overflow historical data in a year. The results show that the approach funds proper gamification strategy configurations. Moreover, those configurations are robust enough to be applied along the time unseen periods. - Parte de libro
Acceso Abierto A User Interface for Consistent AHP Pairwise Comparisons(Springer, Cham, 2021) Cimadamore, Andrés; Fernández, Alejandro; Ye, Chenhui; Zaraté, Pascale; Kamissoko, DaoudaDecision Makers generally reason on several criteria, aiming to obtain a total consistency or partial order of several alternatives. MultiCriteria analysis is based on the assumption that such ordering exists. Decision Makers are supported by several kinds of approaches or tools. One approach consists in comparing the criteria two by two, i.e. pairwise comparison, to find the relative importance of each criterion. This relative importance, called weight of criteria, is used to find the final order of alternatives. One methodology, developed by Saaty, called Analytical Hierarchical Process (AHP), is based on this principle of pairwise comparison. Having the weights of criteria, the decision makers have then to compare the alternatives two by two for each criterion. Pairwise comparisons are simple to use; however, as the number of items to compare increases, so do the effort of conducting all comparisons and the probability of introducing inconsistencies. In this article we present an innovative approach to conduct pairwise comparisons based on a UI widget that resembles an interactive data plot. It uses the transitivity property of a consistent comparison matrix to infer comparisons. Our hypothesis is that this new approach is more efficient (as it reduces the number of actions the user must conduct to compare all items), more effective (as it limits the sources of inconsistencies), and yields better user satisfaction. We conducted a controlled experiment involving 50 participants. We observed that the proposed widget reduces the effort of making pairwise comparisons, improves the consistency of the comparisons, and leads to a better user experience.