César A. Collazos

César A. Collazos
Universidad del Cauca · Systems Department

Phd in Computer Science

About

523
Publications
209,436
Reads
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3,628
Citations
Citations since 2017
187 Research Items
2334 Citations
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20172018201920202021202220230100200300400500
20172018201920202021202220230100200300400500
Additional affiliations
February 2006 - September 2006
Universitat de Lleida
Position
  • Professor
January 2003 - December 2004
August 1995 - present
Universidad del Cauca

Publications

Publications (523)
Chapter
Collaborative work focuses on the interaction between a group of participants and the corresponding search to achieve a better-shared understanding of a problem, while they perform common tasks cooperating towards the achievement of the same objective. In this search for shared understanding, the differences in the experiences, knowledge, and other...
Chapter
This paper presents a process implemented for the analysis of the frontend design of an infotainment system through the evaluation of a set of heuristics in a parked vehicle. The guidelines used to evaluate the system cover design, interaction and connectivity dimensions, which are studied through the execution of a usability test whose objective i...
Book
Actualmente, la sociedad está en constante evolución; la innovación, la tecnología y el aprendizaje son factores clave que permiten generar procesos más efectivos y automatizados en todas las áreas de una organización. Los nuevos avances ofrecen grandes oportunidades para desarrollar nuevos y mejores entornos de aprendizaje con el objetivo de rompe...
Article
Full-text available
The “FRIDA” framework is a guide for the agile development of accessible software for users with Autism Spectrum Disorder (ASD), as a tool for strengthening emotional and social skills in the treatment of autism. It is based on the use of accessible software for the development of emotional and social skills, and designed with a focus on the user w...
Article
Full-text available
When a group of people works to achieve a common goal, they refer to collaborative work, which is based on the philosophy of interaction and collaboration, that is about working in conjunction with other individuals to achieve that goal and seeking to reach effective results. For this, it is necessary to start from effective communication, which wi...
Chapter
In the information systems area, besides the problem of involvement, students often have difficulties learning in course units such as Requirements Engineering, namely in identifying and writing requirements and specifying the new information system based on requirements identified. The reasons for these difficulties are well known and described in...
Thesis
Smart University is a concept strongly related to smart technologies; it focuses on improving its technological infrastructure to achieve quality educational goals. Organizations, including universities, need to embrace smart technologies to leverage the capabilities they provide to transform their processes and drive them towards new organizationa...
Chapter
The objective of this publication is to identify the digital competencies that teachers in training have, within Higher Education Institutions in Mexico, through the analysis and systematization of previous research in 20 years from 2001 to date. For this purpose, a systematic review of the literature has been carried out through a systematic, expl...
Article
Full-text available
The complexity in collaborative work is mainly related to the difficulty in social interaction, which generates low levels of understanding among participants about what they should do and about the problem to be solved, resulting in problems in the motivation to generate true collaboration. Therefore, in the search to improve collaborative work an...
Article
CodES (CODificación con Entradas y Salidas) es una herramienta de visualización que basa su accionar en el artefacto más simple de análisis computacional que es el diagrama de entrada/salida, con el propósito de generar procesos de abstracción para el diseño y escritura de algoritmos, permitiendo que el estudiante centre su atención en comprender e...
Chapter
Technology management in universities impacts the quality of their administrative and academic processes. Smart technologies, such as big data, artificial intelligence, the Internet of Things, and cloud computing, continue to be disruptive and highly relevant. The factors for adopting smart technology and the key indicators will contribute to the k...
Chapter
Taking advantage of the advances in mobile technologies, and the new set of applications and games available in the different stores, in this article the authors propose a catalog of gamification patterns that can be implemented un those applications and games. These patterns increase student motivation through its implementation in activities in a...
Chapter
Sustainability and sustainable development are extremely critical aspects in modern society. Sustainability is the term employed for the practice of ensuring that goods and services are produced in ways that do not use resources that cannot be replaced. This concept can be extended to any environmental, political, and socio-economical system, becom...
Book
This volume revised versions of the selected papers presented during the Third International Workshop on Advanced Virtual Environments and Education, WAVE 2021, held in Fortaleza, Brazil, in March 2021. The 7 full papers and 4 short papers presented were thoroughly reviewed and selected from the 27 submissions. The papers are organized in the fol...
Article
Full-text available
En la actualidad existen muchas instituciones, tanto públicas como privadas, preocupadas por las múltiples dificultades que tienen los estudiantes universitarios al enfrentarse con materias como física, matemática, programación, entre otras. Para esto, en Colombia se han propuesto diferentes estrategias a nivel universitario como ser semilleros y c...
Chapter
The core value of Cloud Computing is in the management of information. Universities require elements that improve, streamline and safeguard information and have it available whenever it is needed. The adoption of cloud computing in education has the potential to improve knowledge management. For this reason, the education sector is the one that has...
Article
This study aims to identify Teaching-Learning (TL) methodologies applied in conjunction with mobile and extended reality applications developed for the deaf community. A systematic literature review of mixed type, cross-sectional between 2016 and 2020, focused on educational mobile applications for deaf children in basic school age is presented, em...
Article
Emotions are present and influence the learning process. One of the current challenges is how to get the emotions experienced by learners. Numerous mechanisms have been developed for this purpose. These mechanisms assess a number of basic emotions provided by the literature. A Virtual Learning Environment (VLE), on the other hand, is composed of se...
Article
This guest editorial introduces the first group of articles in the Special Issue on Educational Inclusion Through ICT. This Special Issue integrates articles that focus on identifying, sharing, and valorizing experiences, projects, and best practices on inclusion and education with digital technologies. The articles were submitted and reviewed in a...
Article
The incorporation of collaborative work in the educational field grows day after day, as does the research associated with this topic. One of the most recurring problems faced by teachers who want to employ this learning strategy is the good students group formation since this task can be complex both conceptually and computationally, especially if...
Article
Full-text available
Es sabido que América Latina es la región más desigual del planeta. Para hacer frente a la realidad, una de las cuestiones clave es impulsar la colaboración en la región, que permitan que la innovación y el conocimiento sean instrumentos fundamentales para erradicar la pobreza, combatir el hambre y mejorar la salud, así como para alcanzar un desarr...
Article
Full-text available
The field of design and development of games that integrate virtual aspects in a real environment has grown in recent years. An example of such games is pervasive games (PGs), which seek to enrich the game world through mixing these two realities in order to better involve the player in the story. The application of PGs has resulted in increasing p...
Article
Full-text available
The advance of video games, hand in hand with technological development, has grown exponentially in recent years. Their diffusion in society through multiple mobile formats (computer, console, mobile devices, etc.) is increasing together with the number of players. Consequently, technical and user experience requirements are also increasing, and th...
Article
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SPL scoping is the activity for bounding Software Product Lines (SPL), gathering heterogeneous knowledge from diverse sources. For achieving an agreement among different stakeholders, a commonalty scope must be understood and committed to. However, gathering this knowledge from stakeholders with individual interests is a complex task. This paper re...
Conference Paper
An evolutionary approach for a traditional university to progress through levels towards a smart university can be seen in a maturity model. Although maturity models are numerous and widely applicable, there is little documentation on how to develop them. So far, academics often fall short of providing detailed guidelines and useful tools to suppor...
Article
Full-text available
In this paper, an approach based on genetic algorithms is proposed to form groups in collaborative learning scenarios, considering the students’ personality traits as a criterion for grouping. This formation is carried out in two stages: In the first, the information of the students is collected from a psychometric instrument based on the Big Five...
Article
Full-text available
Teaching the fundamentals of computer programming in a first course (CS1) is a complex activity for the professor and is also a challenge for them. Nowadays, there are several teaching strategies for dealing with a CS1 at the university, one of which is the use of analogies to support the abstraction process that a student needs to carry for the ap...
Article
Full-text available
In this work, we present APRehab, a methodology for the design of serious games for psychomotor rehabilitation of children with hearing impairments. This methodology aims to guide developers in the construction of interactive experiences for therapeutic processes taking into account the identification and design of the formal elements, the therapeu...
Article
Full-text available
Smart University is an emerging concept, strongly anchored to smart technologies and considered by different authors in the literature. Organizations, including universities, need to incorporate smart technologies to take advantage of their capabilities to transform their processes and drive them toward new organizational models. A Smart University...
Chapter
In Software Process Line Engineering (SPrLE), two main processes are established for the construction of a Software Process Line (SPrL): domain engineering and application engineering. The first refers to the definition of the structural elements of the SPrL, and the second is responsible for deriving process instances that satisfy specific situati...
Chapter
Digital transformation is an undeniable reality, and its impact is widespread and global. The digital transformation crosses not only the different sectors and economic activities but also society in general. In this setting, the higher education sector is no exception being continuously affected by advances in digital technologies, which contribut...
Chapter
The quality of administrative, academic, and extension processes is influenced by the management of technology in universities. Smart technologies such as artificial intelligence (AI), cloud computing, the Internet of things (IoT), and big data continue to emerge with great prominence. Universities must use tools that connect learning with the use...
Article
Full-text available
Este trabajo expone una herramienta denominada HeuristicTool, mediante la cual se apoya el proceso de evaluación heurística, permitiendo a los evaluadores mejorar el proceso de análisis de los resultados y, en general, el desarrollo de dichas evaluaciones. Durante su desarrollo y permanente actualización, se incluyeron ontologías para facilitar la...
Article
Full-text available
Considering that group formation is key when developing activities in collaborative learning scenarios, this paper aims to propose a strategy based on a genetic algorithm approach for achieving optimal collaborative learning groups, considering the students’ personality traits as grouping criteria. A controlled experiment was designed with 238 stud...
Article
Full-text available
La formación del profesional UX constituye un desafío al ser altamente interdisciplinar. En este artículo se analizan las principales iniciativas formales, informales y profesionales del profesional UX en Iberoamérica. Además, se presenta una serie de tópicos, contenidos y competencias que deben ser considerados en el diseño de la formación UX así...
Article
El aprendizaje colaborativo soportado por computador - CSCL (Computer Supported Collaborative Learning) es un área de investigación que se preocupa por la realización de actividades colaborativas que generen aprendizaje en sus participantes, investigación que ha obtenido el análisis de los beneficios que trae a nivel de aprendizaje individual y las...
Article
Full-text available
To improve the process of scientific writing collaboratively, multiple investigations have been carried out, such as the elaboration of indicators of the success of these activities and the development of tools that facilitate the execution of this exercise. These studies have become relevant and pertinent due to current pandemic conditions (COVID-...
Article
Full-text available
Elderly people often have problems to use technology. As a result, the existing diversity of systems and applications adapted to this kind of users is expanding, thus facilitating the communication with their social environment, and supporting their daily activities. The aim of this study was to identify the intention of a group of older adults in...
Article
Full-text available
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 proces...
Chapter
Visual impairment is defined as the condition that directly affects the perception of images in whole or in part, in the world there are approximately 1.3 billion people who have some type of visual impairment. Currently there are new technological developments or methodologies that support people with this disability to develop activities of daily...
Chapter
Full-text available
Water is one of the main natural resources for humanity and it is important for countries to be aware of the water quality. The physical, chemical and biological parameters provide information on the current condition of surface waters used for municipal, industrial and agricultural water supply. Thus, the design and development of equipment used f...
Article
Full-text available
La incorporación del trabajo colaborativo en el ámbito educativo crece día a día, al igual que el número de grupos de investigación y proyectos asociados a este tema, dado que las actividades de aprendizaje especificadas de forma colaborativa promueven la comunicación, la coordinación y la negociación al interior de los grupos. Si bien se ha demost...
Article
Full-text available
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 interact...
Article
Full-text available
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,...
Article
Este documento propone la aplicación del método general de construcción de teoría en disciplinas aplicadas, establecido por Swanson y Chermack, para generar estrategias orientadas a mantener activas las habilidades cognitivas y psicomotoras de los adultos mayores. Considerando que varios autores coinciden en que las personas mayores sufren de aisla...
Article
Full-text available
La Experiencia de Usuario (UX) ha tenido un crecimiento en diferentes campos de la industria automotriz. Los vehículos se han convertido en un mundo lleno de oportunidades que le permiten al conductor sumergirse en un entorno de conectividad, comunicación, información y entretenimiento. Por lo tanto, es importante comenzar a darle al usuario un est...
Article
Programming courses often turn into courses with high percentage of desertion and, sometimes, result in a factor that drives students to abandon their careers, even when they are subjects highly relevant in the training of engineers in the areas of computer science, IT, and related careers. These courses demand high cognitive processes, which gener...
Article
The One Year of HCI Webinars in Spanish initiative enabled the creation of a shared understanding about the foundations of HCI in the Spanish-speaking context, which is fundamental to creating a specialized HCI cluster in Latin America. → The community around the HCI-Collab network is building a repository of completely free HCI educational resourc...
Conference Paper
Full-text available
There exists a considerable amount of digital games that are described and published in the scientific literature. Among them, there are those considered as “serious games”, whose foremost goal differs from pure entertainment, being conceived mainly for training, capacity building, and education among other ends. Serious digital games for learning...
Book
Avances y experiencias innovadoras en computación e informática es un libro resultado de investigación que recopila los principales estudios en temáticas como la Inteligencia Artificial, Deep Learning, minería de datos, Machine Learning, HCI, sistemas de control, algoritmos, Blockchain, informática educativa, videojuegos, pensamiento computacional,...
Article
Full-text available
Computer-Supported Collaborative Learning (CSCL) can give many benefits to students such as promoting creativity and sense of community, sharing abilities, etc. However, when groups of people work together, conflict is inevitable. Generally, conflict in any CSCL situation is uncomfortable, time consuming and counterproductive. It is hard to charact...
Conference Paper
This article seeks to present the previous experience made and the definition of inclusive application design criteria taken into account within a heuristic assessment process applied to validate the relevance of these tools in the treatment of Autism Spectrum Disorder -ASD. The article presents the procedure performed, as well as the formation of...
Preprint
Full-text available
La formación del profesional UX constituye un desafío al ser altamente interdisciplinar. En este artículo se analizan las principales iniciativas formales, informales y profesionales del profesional UX en Iberoamérica. Además, se presenta una serie de tópicos, contenidos y competencias que deben ser considerados en el diseño de la formación UX así...
Article
Full-text available
El sistema educativo en tiempos de pandemia ha tenido que transformarse de for-ma urgente e imprevista a una modalidad virtual. En este trabajo se presenta un es-tudio exploratorio sobre las principales dificultades encontradas por las institucio-nes educativas en Iberoamérica y algunas estrategias utilizadas en los procesos de enseñanza aprendizaj...
Article
Full-text available
Estudio exploratorio en Iberoamérica sobre procesos de enseñanza-aprendizaje y propuesta de evaluación en tiempos de pandemia A B S T R A C T The education system in times of pandemic has had to be urgently and unexpectedly transformed into a virtual modality. This paper presents an exploratory study on the main difficulties encountered by educatio...
Chapter
Full-text available
Computer-Supported Collaborative Work is a multidisciplinary research field and is the core of our society, forged with difficulties and benefits, however, one of its main problems is that the collaboration success is difficult to achieve and probably impossible to guarantee or even predict. Given that collaboration is a coordinated, synchronized a...
Article
Full-text available
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 i...
Conference Paper
There are currently a few contributions offering design guidelines aimed to enrich the user experience in serious games for hearing impaired children, this happens because the current proposals are adapted to the conditions of children without special needs. The aim of this article is to offer a series of guidelines adapted to the physical and cogn...
Conference Paper
This study focuses on the need for the support that is required from the Information and Communication Technologies to the psychotherapeutic processes related to PTSD, which are treated based on the internationally standardized clinical diagnoses in the DSM- V and CIE 10, These are dictated by expert psychotherapists. Immersive virtual reality (IVR...
Article
Full-text available
En la actualidad, las Tecnologías de la Información y la Comunicación (TIC) están presentes en todos los campos de nuestra sociedad, y la educación no es la excepción. Estas se convierten en una exigencia permanente para apoyar los procesos de enseñanza-aprendizaje, permitiendo que los estudiantes utilicen los métodos más adecuados a su necesidades...
Article
Full-text available
Tangible User Interfaces (TUIs) are a new, non-traditional way to interact with digital information using a physical environment. Therefore, TUIs connect a physical set of objects that can be explored and manipulated. TUI can be interconnected over the Internet, using Internet of Things (IoT) technology to monitor a child's activities in real-time....
Chapter
Considering that the group formation is one of the key processes when developing activities in collaborative learning scenarios, the aim of this paper is to propose a technique based on an approach of genetic algorithms to achieve homogeneous groups, considering the students’ personality traits as grouping criteria. The main feature of this techniq...
Chapter
The Mexican Robotics Tournament “Torneo Mexicano de Robotica (MRT)” holds an international tournament of autonomous driving with open source/hardware vehicles with a scale of 1:10, said vehicles must complete several by their self, using several machine learning algorithms. With the purpose of improving the results in the autonomous car contest a n...
Chapter
The elderly people often have problems with the use of technology. That is why today there are and are being generated a diversity of systems and applications adapted to this kind of user, to facilitate communication with their social environment, and serve as support for their daily tasks. Motivation and technological acceptance are very important...
Chapter
In Computer-Supported Collaborative Work - CSCW, there are factors that affect the collaboration achievement, as for example, the difficulty of having all group members participate effectively in the development of an idea, for this, it is necessary to go beyond having the activity and the technological tools. A deeper approach must be taken throug...
Preprint
A Tangible User Interface (TUI) is a new interaction option that uses nontraditional input and output elements. A tangible interface thus allows the manipulation of physical objects using digital information. The exploration and manipulation of physical objects is a factor to be considered in learning in children, especially those with some kind of...