Mauricio SáenzUniversidad UNIACC · Computer Science
Mauricio Sáenz
Master of Science
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41
Publications
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Introduction
Ingeniero Civil en Computación y Magister en Ciencias, Mención Computación, Universidad de Chile; Magister en Educación Superior, Universidad de Artes, Ciencias y Comunicación; Diplomado de Experiencia De Usuario (UX DESIGN), Universidad Finis Terrae; Programa de Especialidad en Liderazgo, Universidad Adolfo Ibáñez. Scrum Foundation Professional Certificate (SFPC). Profesor Asociado de la Escuela de Administración en la carrera de Ingeniería Informática Multimedia y en el Magister en Tecnología
Skills and Expertise
Publications
Publications (41)
Hoy en día, los niños destinan a los videojuegos gran tiempo de sus vidas. Bajo este escenario, es que se midió el impacto en el aprendizaje de la estructura básica de un átomo de hidrógeno, que puede tener la utilización de un videojuego por cinco días para nueve niños. Inicialmente se trabajó con 37 niños chilenos de 8vo básico para conocer su us...
The digital transformation, driven by the third industrial revolution, forces companies to adapt continuously to their surroundings, which requires people not only with technical capabilities but also with soft skills that encourage continuous improvement. The challenge is to identify the competencies. For that, we are using the following methodolo...
This work presents an evaluative study on the usability of a haptic device together with a sound-based video game for the development and use of orientation and mobility (O&M) skills in closed, unfamiliar spaces by blind, school-aged children. A usability evaluation was implemented for a haptic device especially designed for this study (Digital Clo...
This study evaluates the impact of using the software program AudioMetro, a tool that supports the orientation and mobility of people who are blind in the Metro system of Santiago de Chile. A quasi-experimental study considering experimental and control groups and using the paired Student’s t in a two sample test analysis (pretest-posttest) was car...
There is a real need to have systems for people with visual disabilities to be able to improve their orientation and mobility
skills, and especially for children to be able to improve their autonomy into the future. However, these systems must be designed
according to available objectives, methodologies and resources, as well as by taking the inter...
This paper presents an innovative experience with teaching and learning Human-Computer Interaction in the field of Computer Engineering in the Faculty of Physical Sciences and Mathematics at the Universidad de Chile. This is a pioneering course in Latin America, and has been offered every year for the past 20 years without interruption. The content...
We present the design, development and an initial study changes and adaptations related to navigation that take place in the brain, by incorporating an Audio-Based Environments Simulator (AbES) within a neuroimaging environment. This virtual environment enables a blind user to navigate through a virtual representation of a real space in order to tr...
We present the design, development and initial cognitive evaluation of an Audio-based Environment Simulator (AbES). This software allows a blind user to navigate through a virtual representation of a real space for the purposes of training orientation and mobility skills. Our findings indicate that users feel satisfied and self-confident when inter...
This study consisted of designing a mobile technology to identify the position and orientation of people who are blind in closed environments, such as a school, building or home, identifying the necessary infrastructure based on criteria of usability, reliability and accessibility, in order for PocketPC device interface developers to be able to def...
Resumen Presentamos el diseño, desarrollo y evaluación cognitiva inicial de un simulador basado en audio de un ambiente (AbES). Este software permite que un usuario ciego navegue a través de una representación virtual de un espacio real con el propósito de entrenarlo en sus habilidades de navegación. Nuestros resultados indican que los usuarios cie...
Guatemala 1 Marco de Referencia para el m-Learning Contenido
Existe una necesidad real de contar con sistemas para que personas con discapacidad visual mejoren las habilidades de movilidad y orientación, es especial para que los niños puedan mejorar su autonomía en el futuro. Sin embargo, estos sistemas deben ser diseñados acorde a los objetivos, metodologías y recursos disponibles, así como también consider...
In this study we evaluate how the use of audio-based technology can facilitate school integration of blind learners through
the interaction with a science videogame. This experience consisted of designing and implementing The Natomy’s Journey Game to be played by blind and sighted middle school students. The use of the videogame and its impact on t...
This work proposes the study and design of mobile interfaces to identify the position and orientation of blind people in closed
environments. Through this development we seek to reach a consensus on the use of a certain technology that would allow for
the identification of the position and orientation of people within a closed space (such as a scho...
En este informe se presenta el estado del arte sobre lo que concierne al aprendizaje móvil con uso de tecnología, mobile Learning (mLearning). Las áreas abordadas en este estado del arte corresponden a movilidad y uso de dispositivos móviles, experiencias de mLearning, y videojuegos móviles para el aprendizaje.
Todo el material corresponde a una...
This work presents an evaluation study on the usability of a haptic device and a sound-based videogame for the development and use of orientation and mobility (O&M) skills in closed, unfamiliar spaces by blind, school-aged children. A usability evaluation was implemented for a haptic device especially designed for this project (Digital Clock Carpet...
Existe una necesidad real de contar con sistemas para que personas con discapacidad visual mejoren las habilidades de movilidad y orientación, es especial para que los niños puedan mejorar su autonomía en el futuro. Sin embargo, estos sistemas deben ser diseñados acorde a los objetivos, metodologías y recursos disponibles, así como también consider...
Este trabajo presenta las características y los resultados del uso de un video juego colaborativo para la resolución de problemas en el currículum de ciencias a nivel escolar. Se desarrollaron dos software para handhelds enmarcados en una metodología especialmente diseñada para el trabajo con alumnos y profesores. La usabilidad de los videojuegos f...
This study describes and analyzes the design, development, application and evaluation of a new pedagogical methodology based on interactive games for mobile devices (PDAs). The methodology is oriented to developing problem-solving skills in science classes for 8 th graders, by including pre-classroom activities with the teacher, classroom activitie...
Science learning for blind people is limited. For a variety of reasons there is a very low emphasis on science learning for such users, especially those from deprived communities. We have designed, implemented and evaluated the usability of AudioNature, an audio-based interface implemented for pocketPC devices to assist with science learning in use...
RESUMEN Los usuarios con discapacidad visual presentan problemas de movilidad, razón por la cual se han desarrollado soluciones para suplir dichas dificultades. El propósito de este estudio es entregar una solución sencilla que ayude a los usuarios ciegos a movilizarse en entornos abiertos. En este trabajo se presenta la experiencia de AmbientGPS (...
This work presents the features and results of a problem-solving collaborative game for 8th graders science classes’ curriculum. Software for pocketPC was developed for this game, based on a complete framework methodology
with students and teachers. From our point of view, the key to integrate mobile devices into school is the methodological
framew...
This study presents a model to design and implement mobile applications to support the displacement and dynamic decision making
of users with visual disabilities. To identify the real added value of using mobile technologies as support aids for decision
making in dynamic contexts for users with visual disabilities, we provide an application case....
Audio-based virtual environments have been increasingly used to foster cognitive and learning skills. A number of studies have also highlighted that the use of technology can help learners to develop effective skills such as motivation and self-esteem. This study presents the design and usability of 3D interactive environments for children with vis...
Information technologies are increasingly helping to integrate and socially include people with visual disabilities. Computing technologies have contributed grandly to attain this goal through innovative techniques and applications. Virtual environments, I/O interfaces, and sound based applications altogether with usability and cognitive impact stu...
Audio-based virtual environments have been increasingly used to foster cognitive and learning skills. A number of studies have also highlighted that the use of technology can help learners to develop affective skills such as motivation and self-esteem. This study presents the design and usability of 3D interactive environments for children with vis...
Diverse views have highlighted the use of audio to foster learning and cognition in blind children. The idea is to use computer sound and voice to explore audio senses as vehicles for knowing and thinking. Most studies have explored the impact of audio on general domain cognitive processes. A few studies have explored specific domains such as mathe...
En este informe se presenta el estado del arte sobre lo que concierne al aprendizaje móvil con uso de tecnología, mobile Learning (mLearning). Las áreas abordadas en este estado del arte corresponden a movilidad y uso de dispositivos móviles, experiencias de mLearning, y videojuegos móviles para el aprendizaje.
Todo el material corresponde a una...
We introduce AudioMetro, application software for blind users that represents a subway system in a desktop computer to assist mobilization and orientation in a subway network. A user can organize and prepare a travel by using the software before riding the subway. Conclusions of the usability study revealed the critical importance of using key inte...