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  • Artículo
    Acceso Abierto
    Dynamic detection of accessibility smells
    (2023) Durgam, Fernando; Grigera, Julián; Garrido, Alejandra
    Automatic detection of accessibility problems is mainly performed by checking for compliance with guidelines on the HTML structure of web pages. While this method can find many problems, it has limitations in detecting difficulties that occur during user interaction. The purpose of this work is to find problematic sequences of interaction events, which we call Accessibility Events. These events occur dynamically as the user interacts with the page and can result in automatic detection of accessibility problems, called Accessibility Smells. We focus on visually impaired users interacting with the web through screen readers. Using previously and recently defined Accessibility Smells, we design Accessibility Events and heuristics to detect them. We describe an empirical study with visually impaired users accessing different pages with known Accessibility Smells. Using a logging tool, we capture Accessibility Events and report on their relationship (or lack thereof) with those smells. For the study, we recruited 8 volunteers, who performed user tests in different websites. During the study, we automatically captured the events on the interfaces and found that out of the 100 events detected during the sessions, 64 resulted in accessibility odors and 19 did not. The remaining 17 were inconclusive, but helped to reformulate the current odor heuristics to analyze potential new ones. The results indicate that it is possible to characterize special patterns of Accessibility Events that may be used to detect potential accessibility issues. While further studies are necessary, our findings provide a base ground for the dynamic detection of accessibility problems in web applications.
  • Documento de conferencia
    Acceso Abierto
    Patterns for Anonymity Enhancing Cryptocurrencies Non-Custodian Mobile Wallets
    (2022) Gindre, Francisco; Urbieta, Matías; Rossi, Gustavo Héctor
    Since their appearance in 2009, the use of cryptocurrencies has been growing constantly in terms of market cap and adoption. This boom is publicly visible as well as the grand majority of the decentralized finance transactions. Despite the use of advanced cryptography, privacy in the "crypto world" is relatively low, with certain exceptions: Privacy Coins (or Anonymity Enhanced Coins, AEC). Studies show that adoption is growing steadily on younger generation of users mostly through mobile devices and applications. This work focuses on patterns for developing mobile wallets for AECs, analyzing the cryptocurrencies Monero and primarily Zcash, taking the latter as study case. Its contributions are four design patterns that capture functional and non-functional requirements to develop a non-custodian privacy coin mobile wallet and a reference architecture that addresses these requirements in an abstract manner.
  • Documento de conferencia
    Acceso Abierto
    AlfaDatizando: a Data Visualization Platform to work Computational Thinking in Digital Humanities
    (2022) Lliteras, Alejandra Beatriz; Artopoulos, Alejandro Martín; Fernández, Alejandro; Huarte, Jimena
    Computational Thinking is one of the fundamental skills of the 21st century and will be a necessary part of all future work, so it is essential that children learn it in school. One way to work on Computational Thinking is through data visualization. This paper presents the motivation, design and implementation of a platform called AlfaDatizando, through which it is possible to work with data visualization activities to promote the skill of Computational Thinking in Digital Humanities. AlfaDatizando allows the creation, resolution, and feedback of data visualization activities without the need to use another platform. It also allows sharing didactic sequences and data sources with the educational community registered in the platform. AlfaDatizando is still in an early stage of development.
  • Documento de conferencia
    Acceso Abierto
    A Model of Adaptive Gamification in Collaborative Location-Based Collecting Systems
    (2022) Dalponte Ayastuy, María; Torres, Diego; Fernández, Alejandro
    Gamification is a widely used resource to engage and retain users. It is about the use of game elements and mechanics in systems and domains that are not naturally games. Nevertheless, the usage of gamification does not always achieve the expected results due to the too much generalized approach that makes invisible the different motivations, characteristics and playing styles among the players. Currently, research on adaptive gamification deals with the gamification that each particular user needs at a particular moment, adapting gamification to users and contexts. Collaborative location-based collecting systems (CLCS) are a particular case of collaborative systems where a community of users collaboratively collect geo-referenced data. This article proposes an adapted gamification approach for CLCS, through the automatic game challenge generation. Particularly a model of user profile considering the spacetime behavior and challenge completion, a model for the different types of challenges applicable in CLCS, a model for the CLCS objectives and coverage, and a strategy for the application of Machine Learning techniques for adaptation.
  • Documento de conferencia
    Acceso Abierto
    Web User Interaction Speed Study
    (2022) Loza Bonora, Leonardo Germán; Grigera, Julián; Gardey, Juan Cruz; Garrido, Alejandra
    Web applications often suffer from interaction problems, causing users to struggle to fill out forms or find information. To diagnose these problems without incurring large costs, a popular solution is to analyze interaction events automatically to find problematic behavior patterns. However, these analyses often do not take into account the user’s interaction style, such as speed. In this paper we present a study on the web users’ speed by using recordings of real sessions to find how early this characteristic, measured in terms of mouse, scroll and keyboard speed, can be estimated. Preliminary results suggest that it takes approximately 50 seconds or 500 events to obtain a close estimate (>0.85) of the benchmark speed, calculated from the total number of events in the session.
  • Documento de conferencia
    Solo metadatos
    Comparing and evaluating tools for sentiment analysis
    (2023) Borrelli, Franco M.; Challiol, Cecilia
    Sentiment analysis is a process of identifying and extracting personal information from textual data. It has become essential for businesses and organizations to understand customers' opinions, emotions, and attitudes toward their products, services, or brands. While creating a custom sentiment analysis model can provide tailored results for specific datasets, it can also be time-consuming, resource-intensive, and require a high level of expertise in machine learning. Some tools offer a faster and more accessible alternative to users without a background in machine learning to create a custom model. However, researchers and practitioners usually do not know how to choose the best tool for each domain. This paper compares and evaluates some sentiment analysis tools' differences, considering how they were built and how suitable they are for analyzing sentiments on some specific topics. In particular, this paper focuses on four popular sentiment analysis tools for Python: TextBlob, Vader, Flair, and HuggingFace Transformers.
  • Artículo
    Acceso Abierto
    Generating voice user interfaces from web sites
    (2023) Ripa, Gonzalo; Torre, Manuel; Urbieta, Matías; Rossi, Gustavo Héctor; Fernández, Alejandro; Tacuri, Alex; Firmenich, Sergio
    Virtual assistants allow end users to interact with apps using a conversational mode. A particular kind of device supporting virtual assistants is the smart speaker, which allows end users to access contents and services, perform searches and command smart environments via voice interaction. These devices are gaining relevance among users, and the number of apps available for giving them more conversational capabilities grows constantly. However, there is a gap between what can be achieved using these devices and the information available on the web, i.e. most web apps don’t have one smart speaker app counterpart. In this work, we present a two-step approach to defining conversational interfaces for virtual assistants based on existing web sites. During the first step, the user creates web content blocks, which describe target contents and the strategy for retrieving them. In the second step, the user uses web content blocks to specify the conversational interface. Although the approach could be considered generic enough for any kind of conversational interface, we focus our research on voice user interfaces, considering smart speaker apps as a major target. With our approach, apps based on voice user interfaces for smart speakers may be developed in a no-code manner. We describe and illustrate the approach by presenting usage examples and an evaluation using the Alexa service and an Amazon Echo device. The evaluation shows promising results for two case studies where there is no significant difference between the user experience when comparing solutions developed using the Alexa SDK versus apps using our approach.
  • Documento de conferencia
    Acceso Abierto
    Fits like a game: a multi-criteria adaptive gamification for collaborative location-based collecting systems
    (2023) Dalponte Ayastuy, María; Fernández, Alejandro; Torres, Diego
    This article proposes an adaptive gamification approach based on a Multi-Criteria Recommendation System (MCRS) for Collaborative Location-based Collecting Systems, adapting the gamification to each user, taking into account her preferences and the project’s objectives as a multi-criteria scenario. Specifically, the potentially recommended items are dynamically generated gamification elements, and the recommendation criteria are defined considering two points of view: user preferences and project objectives. Finally, the article includes an evaluation of the proposal and then a discussion of the results.
  • Documento de conferencia
    Acceso Abierto
    Design Thinking para el diseño de software accesible desde su concepción
    (2022) Ortiz, Claudia; Challiol, Cecilia; Panessi, Walter
    El Diseño Centrado en las Personas busca identificar las necesidades de las personas involucrándolas en todas las etapas del diseño, para poder generar un producto/servicio. Sin embargo, involucrar a las personas con discapacidad activamente en el diseño del software (destinado a ellas) sigue siendo una meta pendiente. Más aun, en la mayoría de los casos la accesibilidad es abordada en etapas avanzadas del desarrollo porque es considerada un problema de implementación. Esto genera que no se empatice adecuadamente con las necesidades reales de estas personas al desarrollar software. En los últimos años, ha tenido gran auge Design Thinking como un abordaje de Diseño Centrado en las Personas que se focaliza en la etapa de empatización para generar productos innovadores; pero Design Thinking está poco explorado para el diseño y desarrollo de software destinado a personas con discapacidad. El objetivo de este trabajo es proponer un abordaje de Design Thinking para el diseño de software accesible desde su concepción. En este trabajo se explora la etapa de empatización utilizando distintos recursos para identificar las necesidades de personas daltónicas (en un futuro se continuará explorando otras discapacidades). Con esta exploración se busca comprender cuáles son los mejores recursos para empatizar; y además ir registrando sus necesidades reales para posteriormente diseñar desde etapas tempranas estas adaptaciones en el software. Además, se plantea en este trabajo un espacio de discusión con relación a la temática que, esperamos, contribuya a la reflexión de todos los diseñadores/desarrolladores.
  • Documento de conferencia
    Acceso Abierto
    Construcción de un grafo de conocimiento para un observatorio inmobiliario
    (2022) Dioguardi, Felipe; Torres, Diego; Antonelli, Leandro; Del Río, Juan Pablo
    Los observatorios inmobiliarios permiten la producción y sistematización de datos provenientes del mercado inmobiliario. En manos de estadistas y expertos del dominio, resultan herramientas invaluables para el estudio de los valores del suelo en un área geográfica determinada. Crear un observatorio inmobiliario requiere la disponibilidad de una gran cantidad de datos, lo que puede resultar un problema si no se cuenta con información extensa, confiable, actualizada, y pública. Para solucionarlo, este artículo presenta una metodología para la extracción de conocimiento proveniente de páginas web dedicadas a la publicación de avisos inmobiliarios, utilizando tecnologías de web scraping. Además, propone el almacenamiento de la información inmobiliaria en un grafo de conocimiento estructurado por una ontología acorde al dominio, que dotará los datos externos de valor semántico. Esto posibilitará la inferencia de nuevo conocimiento, y facilitará su manipulación por parte de máquinas y sistemas automatizados. Por último, este artículo ofrece los resultados preliminares de la implementación de una herramienta que sigue con la metodología propuesta, con relación a la capacidad de relevamiento inherente a un proceso manual. Este trabajo se desarrolla en el marco de la tesina de grado titulada “Evaluación de técnicas de detección de duplicados sobre grafos de conocimiento de avisos inmobiliarios”, presentada con el proyecto “Observatorio de valores del suelo e instrumentos de financiamiento del desarrollo urbano”.
  • Documento de conferencia
    Acceso Abierto
    Análisis de deuda técnica de UX en repositorios de GitHub
    (2022) Lubomirsky, Ana Liz; Gardey, Juan Cruz; Garrido, Alejandra
    El concepto de deuda técnica se utiliza para denotar problemas de calidad del software que a medida que transcurre el tiempo se hacen progresivamente más difíciles de reparar. Este trabajo consiste en investigar la presencia de deuda técnica relacionada a la experiencia de usuario (UX) en las incidencias (issues) de 8 proyectos de GitHub, con el fin de fundamentar la necesidad de administrar esta deuda de UX, tal como ocurre con otros tipos de deuda técnica. Mediante diferentes análisis, se caracterizaron los issues relacionados a la UX y se identificaron aquellos que pueden contribuir a la acumulación de deuda de UX, para comparar su índice de resolución frente con otros tipos de issues, y así determinar cuanta importancia se le da al tratamiento de la deuda de UX. Los resultados muestran que los issues que generan deuda de UX con frecuencia no se resuelven, o su atención se posterga para priorizar otro tipo de issues.
  • Documento de conferencia
    Acceso Abierto
    Flexible Detection of Similar DOM elements
    (2021) Grigera, Julián; Gardey, Juan Cruz; Rossi, Gustavo Héctor; Garrido, Alejandra
    Different research fields related to the web require detecting similarity between DOM elements. In the field of information extraction, many approaches emerged to extract structured data from web documents, most of which require comparing sample documents to extract their underlying structure. Other fields of applicability like web augmentation or transcoding also require analyzing structural similarity, but on UI components with smaller structures than full documents, making them unsuitable for the algorithms generally used in information extraction. Instead, these approaches tend to rely on the DOM elements’ location, but this does not resist structural changes in the document, and cannot locate similar elements placed in different positions. In this paper we present two flexible algorithms to measure similarity between DOM elements by using a mixed approach that considers both elements’ location and inner structure, together with a wrapper induction technique. We evaluated our algorithms with respect to other known approaches in the literature by comparing how they cluster a dataset of 1200+ DOM elements, using a manual clustering as ground truth. Results show that both proposed algorithms outperform all baseline ones. The proposed algorithms run in linear time, so they are faster than most approaches that analyze structural similarity.
  • Documento de conferencia
    Acceso Abierto
    Local Pluralistic Homophily in Networks: A New Measure Based on Overlapping Communities
    (2023) Barraza, Fernando; Ramírez, Carlos; Fernández, Alejandro
    Pluralistic homophily is an important phenomenon in social network analysis as nodes tend to associate with others that share their same communities. In this work, we present the concept of local pluralistic homophily of a node in a network, along with a method to measure it. It is based on the assortativity index proposed by other authors. We analyze the distribution of local pluralistic homophily in different networks using publicly available datasets. We identify patterns of behavior of the proposed measure that relate to various structural and topological characteristics of a network. These findings are significant because they help better understand how pluralistic homophily affects communities. Furthermore, our results suggest possible applications of local pluralistic homophily in future research.
  • Documento de conferencia
    Acceso Abierto
    Extensiones a DEHIA en el marco de una arquitectura distribuida con microservicios
    (2022) Arcidiacono, José; Lliteras, Alejandra Beatriz; Bazán, Patricia
    DEHIA es una plataforma para la creación y ejecución de actividades de recolección de datos que requieren de la intervención humana para realizar este objetivo. La plataforma está definida sobre una arquitectura distribuida, basada en microservicios y ya cuenta con revisiones en torno a la distribución por componentes en contenedores independientes que aportan a la interoperabilidad pero que aumenta la complejidad operacional y requiere automatización y monitoreo. En este trabajo, se presentan dos líneas de trabajo que extienden la plataforma en torno a la recolección de datos: 1- realizar la recolección ex-situ y 2- definir un componente de visualización de los datos recolectados.
  • Documento de conferencia
    Acceso Abierto
    Diseñar software accesible: pensar fuera de la caja
    (2023) Ortiz, Claudia; Challiol, Cecilia; Panessi, Walter
    La accesibilidad es abordada generalmente como un aspecto de implementación, y no se involucran a las personas con discapacidad en las etapas tempranas de diseño. Por otro lado, el auge de Design Thinking ha llevado a replantearse si los métodos tradicionales de empatización (entrevistas y/o encuestas) llegan a captar las necesidades reales de las personas, en particular aquellas con discapacidad. En este trabajo se propone una guía para empatizar con personas con discapacidad dentro de experiencias de Design Thinking, para el diseño de software accesible desde su concepción. Usando esta guía, se diseña y explora la empatización con dos personas, una con desafíos motrices (que afectan su habla y su escritura) y otra con Síndrome de Down. Con este trabajo se busca reflexionar sobre cuáles son los mejores recursos para empatizar y aportar en la dirección de diseñar software accesible.
  • Artículo
    Acceso Abierto
    A modeling approach to introduce haptic feedback in multimodal awareness for groupware systems
    (2023) Rodríguez, Andrés; Bibbo, Luis Mariano; Collazos, César; Fernández, Alejandro
    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.
  • Documento de conferencia
    Acceso Abierto
    An Interaction Effort Score for Web Pages
    (2022) Gardey, Juan Cruz; Grigera, Julián; Rodríguez, Andrés; Rossi, Gustavo Héctor; Garrido, Alejandra
    There is a lack of automatic evaluation models to measure the user experience (UX) of online systems, especially in relation to the user interaction. In this paper we propose the interaction effort score as a factor that contributes to the measure of the UX of a web page. The interaction effort is automatically computed as an aggregation of the effort on each interactive widget of a page, and for all users that have interacted with them. In turn, the effort on each widget is predicted from different micro-measures computed on the user interaction, by learning from manual UX expert ratings. This paper describes the evaluation of the interaction effort of different web forms, and how it compares to other metrics of usability and user interaction. It also shows possible applications of the interaction effort score in the automatic evaluation of web pages.
  • Artículo
    Acceso Abierto
    UX debt in an agile development process: evidence and characterization
    (2022) Rodríguez, Andrés; Gardey, Juan Cruz; Grigera, Julián; Rossi, Gustavo Héctor; Garrido, Alejandra
    The metaphor of technical debt (TD) has generated a conceptual framework on factors that weaken the quality of software and accumulate a repair cost. However, user-related aspects like user experience (UX) receive little consideration among TD types, for reasons like the substantial focus on code TD, some dynamics inherent to agile processes, and an apparent lack of cumulative cost over time. This article has two main goals: frst, to present evidence of the existence of UXDebt as a type of TD, with a cumulative cost for the development team as well as stakeholders; second, to propose a defnition and characterization of UXDebt that may serve as a frame for further research on methods and tools for continuous management within agile processes. For the frst goal, we have compiled evidence on the current state of UXDebt from three sources: a literature review, a survey among software engineering professionals in agile teams, and the analysis of UX issues in GitHub. All sources have evidenced some form of UXDebt; surveyed practitioners have recognized its poor management with a cost for the entire team that accumulates over time. Moreover, issue tracking systems allow to visualize and measure a technical form of UXDebt. For the second goal, we have defned a conceptual model that characterizes UXDebt in terms of both technical and non-technical aspects. On the technical side, we propose the notion of UX smells which allows us to discuss concrete management activities
  • Documento de conferencia
    Acceso Abierto
    Semantic annotation in collaborative document transcription: a gamified citizen science approach
    (2023) Bracco, Christian Ezequiel; Cuevas, Lucas Ezequiel; Torres, Diego
    Human or manual transcription is the task in which a person reads a handwritten document and writes in a digital environment the text they are reading. The manual transcription task is a long and timeconsuming process for one person. However, the intelligence of the transcriber is provided with better results than automatic alternatives. This article introduces a collaborative transcription platform called Transcriptor, in which the community members can upload digitized manuscripts and collaborate in transcribing them, defining different transcription layers which will be represented using semantic web technologies and gamification techniques. The article provides two experimentation that shows that Transcriptor had a good acceptance and novelty.
  • Artículo
    Acceso Abierto
    Generating BIM model from structural and architectural plans using Artificial Intelligence
    (2023) Urbieta, Martin; Urbieta, Matías; Tomas Laborde; Villarreal, Guillermo; Rossi, Gustavo Héctor
    Over the last few decades, building development has been recorded using hand-made blueprints before CAD tools appeared and later with digital building plans. As a consequence, there is a large amount of information in millions of assets that are hard to process because of their analog nature. Since adopting the Building Information Model (BIM) approach, any new building plan can be subject to sophisticated validations and analysis. However, legacy analog plans can not profit from sophisticated BIM analysis, and it is not feasible to manually generate BIM representations at low cost. There is a demand for BIM models of existing buildings that are feasible to be integrated into a workflow for building energy retrofitting. This paper presents a novel approach to generating BIM Models based on artificial intelligence algorithms by parsing architectural and structural drawings. To identify elements from blueprints and generate the model, we first trained the Mask R-CNN framework with our dataset of 9 concrete buildings composed of architectural and structural blueprints. The outcome of the process is a BIM model corresponding to one of the multi-story buildings using the Industry Foundation Classes (IFC) format. Building development has been recorded using hand-made blueprints before CAD tools appeared and later with digital building plans.