
Nuria Medina-Medina- University of Granada
Nuria Medina-Medina
- University of Granada
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Publications (93)
El artículo aborda las dificultades de navegación que presentan las páginas web de universidades ecuatorianas respecto a la accesibilidad. El objetivo de este artículo es determinar el grado de aplicación de las pautas WCAG 2.1, en las universidades ecuatorianas. Para ello se aplicaron varias herramientas de validación. Del total de 61 páginas web...
In the teaching-learning processes, research and continuous innovation are encouraged. Now, when talking about innovation, the concept of adapting methodologies that have been successfully applied to speed up and increase the quality of software projects begins to emerge, is the case of agile software development methodologies. Scrum is one of the...
In the last years, serious games have been successfully exploited in different areas. However, in spite of the powerful tool that this kind of video games has proved to be in the classroom, a few methodological efforts have been conducted in order to involve pedagogues or educators in the design loop of these games or, one step further, include stu...
Mobile application development is a highly competitive environment; agile methodologies can enable teams to provide value faster, with higher quality and predictability, and a better attitude to deal with the continuous changes that will arise in the mobile context application (App), and the positive impact of that on sustainable development throug...
The knowledge of evaluation instruments to determine the level of gameplay of schoolchildren is very important at this time. A systematic review has been carried out in this study. The aim of this paper is to investigate the psychometric properties of a study of a sample of Spanish gamers. Two hundred and thirty-seven children (mean age: 11.2± 1.17...
Currently, video games are a key piece in the entertainment and culture of our society; without prejudice to the values, knowledge or skills that they implement when dealing with serious games. For this reason, they should not be treated as an accessory element but as a resource that all people should have at their disposal to achieve true digital...
Human–computer interaction is transformed as well as the technology used to achieve it. This paper discusses the ease of use of a classic touch screen user interface (TUI) in contrast to a gesture-based user interface (GBUI) applied to a mobile device. Two basic positions are used for comparison: “normal” when individual is standing and “special” w...
Good health is the result of a healthy lifestyle, where caring about physical activity and nutrition are key concerns. However, in today’s society, nutritional disorders are becoming increasingly frequent, affecting children, adults, and elderly people, mainly due to limited nutrition knowledge and the lack of a healthy lifestyle. A commonly adopte...
Actualmente, los juegos pervasivos son uno de los tipos de experiencia de juego que causan el mayor impacto en los jugadores, pues rompen el entorno usual del juego en su dimensión espacial, temporal o social. Este documento tiene el objetivo de proponer, en esos juegos, una integración de la narrativa con la interactividad y la geolocalización. Es...
Information and communication technologies, in general, and multimedia systems, in particular, are currently incorporated into the learning processes with certain normality. Furthermore, the scientific community agrees that video games, as a specific expression of these technologies, present additional benefits that improve many student skills. In...
The graphic adventure is a genre of video game that poses, in a controlled way, a set of challenges; requiring for its resolution: exploratory capacity, prediction skills and decision making. The dynamic structure of its strong narrative component increases the motivation of the reader/player to whom a very active role is required and, consequently...
Video games are interactive applications aimed at entertainment that, practically since its inception, has been tested in order to exploit their properties in other areas. In this line, the educational extrapolation has revealed a collection of benefits of the video games as pedagogical tools [1, 2], including: the potential to assist students who...
Pervasive games are one of the types of gaming experiences that currently causes the most impact on players. They break the usual environment of the game in a spatial, temporal or social dimension. The integration of the narrative with the interactivity and the geolocalization of these games requires a model that represents and structures the story...
Serious games, especially educational games, have proliferated in the last decade, with many proven benefits. However, there are very few methodological proposals for educational video game development, and the proposals analyzed in this paper display certain drawbacks that limit their application. This article therefore presents a new methodology...
This article highlights the importance of establishing comprehensive taxonomies in the booming sector of serious games. Although various authors have proposed partial classification systems in this field, very little has so far been published on serious game taxonomies which serve to classify any type of serious game. This article proposes a compre...
Counselling systems such as recommendation systems and virtual coaches assist users to gradually achieve their goals. For that purpose, it is usual to devise a progression plan consisting of intermediate, possibly interrelated, tasks or goals to be accomplished in order to guide counselees from their current state to a (desirable) target state, whi...
In recent years, there has been a massive increase in the number of serious games (SG). While many scientific studies have focused on the benefits of such games in different application areas such as health, education or business, few have examined how design could be improved. This paper focuses on one aspect that should be considered during SG de...
Nowadays video games have acquired a great popularity, and not only as an instrument of entertainment but for other serious purposes. For this reason is essential to ensure that they can be used by the greatest number of people regardless of their abilities. However, within this universal accessibility purpose the group of people with vision proble...
There has been a constant increase in the number of serious games. In recent years, they have become extremely important within the scientific community and their repercussions on industry have been reflected in exponential growth in terms of their economic impact. The term serious game covers an extremely wide range of video games all with very di...
This paper outlines the educational advantages provided by adaptive systems and stresses the importance of the user model in the task of adaptation. The paper also establishes a general taxonomy of user models thereby enabling classification of any model according to various features related to its structure and management. This taxonomy allows an...
The efficiency of educational video games could be improved through the use of a specific development method that allows them to keep both their educational and recreational goals and maintains their playability. Accordingly, we present a process for the incremental design of educational video games with collaborative activities based on Software E...
A number of studies have been published on the benefits offered by educational video games for student development and there has been a constant increase in the use of serious games for this purpose. Very few methodological proposals for educational video game development, however, have been published in scientific literature and the proposals anal...
Resumen Los videojuegos serios se están convirtiendo en una herramienta alternativa o complementaria para el aprendizaje de conceptos, práctica de habilidades y destrezas, terapias de rehabilitación o concienciación social, entre otras muchas aplicaciones. El potencial de estos videojuegos aún no ha sido delimitado, siendo cada vez más amplio su ab...
Resumen—En este artículo se analizan las ventajas e inconvenientes de los juegos serios, así como el impacto que actualmente tienen sobre la sociedad en la que vivimos. Se muestran varios ejemplos representativos en el ámbito de los videojuegos serios, prestando especial atención a los del área educativa. También se presentan dos videojuegos serios...
In order for educational video games to continue aiding in the teaching / learning processes it is necessary to continue advancing, first, in their educational effectiveness and, secondly, in their ease of use for the teacher. This ease of use is multifaceted; one aspect is the assessment of learning achieved by students. In an educational environm...
Maintenance is considered a key issue in hypermedia systems. Common sense indicates that it might be possible to understand
the web's content without any knowledge representation, but not to automatically manage and support it. Assuming that the
development and maintenance of hypermedia systems is dynamic and evolutionary, this implies a continuous...
Springer SharedIt Link to Full-text: http://rdcu.be/m1EA
Universal access should be a target for all public Web sites. However, it is very hard to achieve, and even Web applications that comply with accessibility standards may still lack usability for disabled users. This paper proposes refactoring as an essencial technique to incrementally improve...
Evaluating competency-based learning requires a continuous assessment process which enables the skills and capabilities that students develop to be detected. Using video games allows a great deal of information to be recorded and merged effectively, which makes them an advantageous option in assessing this kind of learning. Consequently, in this pa...
Principal Component (PC) plots have become widely used to summarize genetic variation of individuals in a sample. The similarity between genetic distance in PC plots and geographical distance has shown to be quite impressive. However, in most situations individual ancestral origins are not precisely known or they are heterogeneously distributed so...
According to W3C accessibility standards, most Web applications are neither accessible nor usable for people with disabilities. Developers often solve this problem by building separate accessible applications, but these applications are seldom usable and typically offer less functionality than the original. Another common solution is to maintain a...
Full text/Dowloads: http://www.tandfonline.com/eprint/AVGK9NA5SkbEFVTiTAnE/full
This paper discusses the importance of user adaptation and software evolution in hypermedia applications, and reviews some of the most relevant approaches to both fields. The paper describes a model that has been conceived for the development, maintenance and navigatio...
It is already known that power in multimarker transmission/disequilibrium tests may improve with the number of markers as some associations may require several markers to be captured. However, a mechanism such as haplotype grouping must be used to avoid incremental complexity with the number of markers. 2G, a state-of-the-art transmission/disequili...
Work carried out in the working group by means of slideshow.
PLAGER-VG is an architecture used to design, execute, analyze and adapt educational processes supported by video games, especially those that include collaborative activities and which use collaborative learning techniques. In this paper, we have focused on the monitoring and adaptive processes in order to customize activities both within the game...
Inferring haplotype phase is a subject of interest, and given the increasing number of GWAS and related applications, like genetic profiling, it is necessary for phasing algorithms to provide a good performance even when processing large DNA fragments. Most of studies focus on genomic regions of limited length, therefore, we propose to test the mos...
En este artículo se presenta el uso de video juegos multijugador que manejan actividades colaborativas como un instrumento educativo acorde con la era digital que vivimos, así como las bases que soportan dicha iniciativa. Este tipo de aplicaciones que se denomina Video Games¿Supported Collaborative Learning (vgscl), pretende obtener las ventajas qu...
Multimarker Transmission/Disequilibrium Tests (TDTs) are very robust association tests to population admixture and structure which may be used to identify susceptibility loci in genome-wide association studies. Multimarker TDTs using several markers may increase power by capturing high-degree associations. However, there is also a risk of spurious...
An Appendix which shows that
follows a
distribution under the null hypoyhesis of no linkage.
(PDF)
2 These authors have contributed equally to this paper. Abstract: Traditionally, genetic risk maps consider genotypic differences in a small number of single markers. However, a more recent approach considers a very large set of input variables some of them with very little effect and haplotypes with several consecutive markers instead of genotypes...
The exponential increment in the production of biomedical data is forcing a higher level of automatization to analyze it. There-fore, biomedical researchers have to entrust bioinformaticians to develop software able to process a huge amount of data on high performance unix-based servers. However, most of the software is developed with a very basic,...
High-throughput sequencing technologies are a significant innovation that can contribute to important advances in genetic research. In recent years, many algorithms have been developed to align the large number of short nucleotide sequences generated by these technologies. Choosing within the available alignment algorithms is difficult; to assist t...
The enormous amount of genetic data that is currently being produced with the explosion of genome-wide association studies is yielding an important effort in the construction of genetic-based predictive models for individual susceptibility to complex diseases. However, a constant pattern of low accuracy is observed in most of them. We hypothesize t...
This paper presents the usage of multiplayer video games introducing collaborative activities as an educational tool in line with the digital age we are currently living as well as the basis underpinning this proposal. Such applications, called vgscl (Video Games - Supported Collaborative Learning) are intended to obtain the benefits derived from t...
This paper presents a model, called SEM-HP, which enables the development
of evolutionary hypermedia systems that can adapt their functioning to each user and their
structure to a particular group of users. The individual adaptation feature manages a user
model that includes the personal data, experience, preferences, knowledge, and interests
of ea...
The exponential increment in the production of biomedical data is forcing a higher level of automatization to analyze it. Therefore, biomedical researchers have to entrust bioinformaticians to develop software able to process a huge amount of data on high performance unix-based servers. However, most of the software is developed with a very basic,...
Los sistemas hipermedia automatizan el principio de asociación de ideas para acceder a la información (Bush et al., 1945) y se han convertido en un poderoso mecanismo para organizar y navegar información, especialmente en la Web (Lowe y Hall, 1999). Sin embargo, su diseño y mantenimiento siguen siendo en la actualidad problemas abiertos ya que a me...
Assessing risk susceptibility of individuals to a complex disease is becoming an interesting prevention tool specially recommended
for those with ancestors or other relatives affected by the disease. As genome-wide DNA sequencing is getting more affordable,
more dense genotyping is performed and accuracy is increased. Therefore, health public servi...
Tree-based transmission-disequilibrium tests are valuable tools to perform fine-mapping in the search of genetic factors for
complex diseases, as they use evolutionary information to relate haplotypes affecting the disease. However, the number of
different haplotype trees exponentially increases with the number of markers used, leading to spurious...
Several studies support the benefits that collaborative learning offers to students’ overall development. It has also been
shown that introducing new technologies into the educational field as motivational tools improves learning. Based on the strong
evidence that CSCL (Computer-Supported Collaborative Learning) is an effective way of learning, ana...
Building accessible Web applications is difficult, moreover considering the fact that they are constantly evolving. To make
matters more critical, an application which conforms to the well-known W3C accessibility standards is not necessarily usable
for handicapped persons. In fact, the user experience, when accessing a complex Web application, usin...
Multimarker transmission/disequilibrium tests (TDTs) are powerful association and linkage tests used to perform genome-wide filtering in the search for disease susceptibility loci. In contrast to case/control studies, they have a low rate of false positives for population stratification and admixture. However, the length of a region found in associ...
Several studies claim for the benefits that collaborative learning has to the students' comprehensive development as well as many benefit of introducing new technologies into the educational field. By other hand, interaction analysis in collaborative learning processes has become an important research field. Starting from these two realities, this...
In hypermedia environments, especially those of large dimensions such as the World Wide Web (WWW), the description of browsing can not be considered an easy task, not only due to the particular organization of hyperdocuments, but also to the dynamic changes suffered by browsing whenever an hyperdocument is included, changed, or deleted in that comp...
The aim of this paper is to briefly describe a semantic, systemic and evolutionary model that has been conceived to develop adaptive hypermedia models. This model is called SEM-HP and it is composed of four subsystems which allow separating aspects related to knowledge representation, presentation, navigation, and user adaptation. Above this layer...
This paper presents Sc@ut Generator as a powerful tool that allows the design of personalized communicators. It can be used by teachers or people responsible for a person with communication problem. Communicators run on PC or mobile devices like Pocket PC or the video-console $intendo DS. Its use in education special schools helps the adaptation of...
Environments on the web should support high-level hypermedia features to improve their key challenges: searching, navigation, adaptation and maintenance of hyperdocuments. In this paper, we show the benefits of applying software evolution theory to Hypermedia Systems (HSs) and, in order to face these challenges we propose the Semantic and Evolution...
Sc@ut Communicators are augmentative and alternative communication systems (AAC) that have been developed by the Sc@ut platform. These communicators help people with communication problems and their main feature is that they may be adapted to each individual. These communicators are currently being used by autistic children, and professionals requi...
We present a model and a tool that allow the development of concept maps that can be navigated by the student, thereby allowing
plenty of course contents to be browsed through a concept map. The tool applies several user adaptation techniques that reduce
disorientation and cognitive overhead when browsing large maps by adapting the concept maps to...
El presente trabajo se enmarca en el uso pedagógico de las TIC principalmente en el uso de estrategias de aprendizaje para el trabajo grupal de los estudiantes con el uso de la plataforma educativa MOODLE. Se implementó un nuevo módulo en dicha plataforma para el aprendizaje cooperativo basado en el método JIGSAW. Además se diseñó un nuevo formato...
In this paper, we describe a model for hypermedia systems that aims to reduce the main problems present in the development of these systems. This model, called SEM-HP, is defined as systemic, semantic, adaptive and evolutionary. It is systemic because it separates the aspects of representation, presentation, navigation and adaptation of the hyperme...
This paper presents JSEM-HP, an author tool for the development of semantic, adaptive and evolutionary hypermedia systems based on the model SEM-HP. The proposed development process has four iterative phases, associated to four interacting subsystems: memorization, in which the author creates a specific kind of semantic network that gives semantic...
This paper presents JSEM-HP, a tool for the development of hypermedia systems. It is based on the SEM-HP model, which adds semantics, user adaptation and evolution to traditional hypermedia systems. The hypermedia systems created with this tool are based on a special kind of semantic network, which gives semantic coherence to the information offere...
SEM-HP is a model for the development of evolutionary and adaptive hypermedia systems by means of: a development process that consists in iterative and evolutionary phases; a layered architecture that captures each phase in subsystems divided into two levels of abstraction (system and metasystem); and an author tool that implements the model. The p...
One of the most important problems in the development of communicational augmentative systems is that they lack mechanisms to support their necessary adaptation and evolution. The objective of these systems is to help individuals with temporal or permanent communication problems to communicate, and we therefore expect them to be able to change acco...
Dial-XML (Analysis and Application of XML-based Technologies to Set Up Dialogue Systems) is a research project funded by the Research Plan of Granada University for 2005. The project is aimed at facilitating the creation of a basic infrastructure to study, analyse and develop spoken, multimodal and multilingual dialogue using XML-based technologies...
Tesis Univ. Granada, Dpto. de Lenguajes y Sistemas Informáticos. Leída en 2004
In this paper we present part of our current work: a proposal on a Software System evolutionary framework. This proposal is based mainly on previous work carried out by the GEDES (Group of Specification, Development and Evolution of Software) Research Group. Within this framework, we try to model the way a Software System can evolve, and especially...
Augmentative and Alternative Communication Systems (AAC) are an emergent technology for improving the social integration of
people with temporary or permanent communication difficulties. One problem which arises is the need to adapt these systems
to the different users and situations by taking their capabilities, skills and progress into account. I...
El propósito del artículo es describir brevemente la estructura de
navegación semántica proporcionada a los usuarios de un sistema hipermedia
desarrollado de acuerdo al modelo SEM -HP, centrándonos en las distintas
alternativas de navegación permitidas sobre ésta y en el proceso de adaptación
realizado en cada tipo de navegación.
In this paper we describe an adaptation method for adaptive hypermedia systems, consisting in personalized guided routes for
the SEM-HP model. SEM-HP is a layered, systemic, semantic and evolutionary model for the development of adaptive hypermedia
systems, which adapt to the particular features and interests of each user. For evolution it uses a...
In this paper we present part of our current work: a proposal on Software System evolutionary framework. This proposal is based mainly on previous work carried out by the GEDES (Group of Specification, Development and Evolution of Software) Research Group. Within this framework, we try to model the way a Software System can evolve, and especially,...
In this paper a classification of adaptive hypermedia systems is presented. Advantages and disadvantages of these systems
are also discussed. As a consequence, the need of evolution is argued. An adaptive and evolving hypermedia system is presented
and outlined, where the user model is formalized by means of Petri Nets. Finally, an example shows ho...
In this paper, the need of mechanisms of evolution in adaptive hypermedia systems is argued. Moreover, the basic characteristics of these systems are described and the user adaptation carried out in them is situated in the context of evolution models. Finally, SEM-HP, an evolutionary and adaptive hypermedia system, is presented and outlined.
1 Introducción Esta contribución tiene como objetivo principal presentar parte de la actividad científica desarrollada por el grupo de investigación GEDES (Grupo de Especificación, Desarrollo y Evolución del Software) del departamento de Lenguajes y Sistemas Informáticos de la Universidad de Granada. El trabajo realizado está ubicado dentro del pro...
This paper focuses on improving ACS (Augmentive Communication Systems) by means of an adaptive evolutionary hypermedia. One
of the most important features of our approach is the separation of the different aspects involved in the development, use
and maintenance of the communication system. Concerning the knowledge representation aspect we use an o...
Learning processes are difficult tasks that children must face along their whole scholar life. It is proved enough that there are several techniques that make these processes easier either regarding learning styles or techniques itself. One of the most popular techniques is collaborative learning, which we include into educational video games in or...
Resumen En este trabajo se presenta una propuesta para obtener una especificación dinámica y evolutiva de un sistema cooperativo. Dicha propuesta está basada en una extensión del modelo SEM -HP y toma como punto de partida para dicha especificación los diagramas de tareas utilizados en AMENITIES para el diseño de sistemas cooperativos.
En este trabajo se presenta una propuesta para obtener una especificación de un sistema cooperativo a través de un modelo hipermedia evolutivo. El modelo incorpora mecanismos que garantizan la consistencia del sistema especificado tras un cambio y automatiza la propagación del mismo. Dicha propuesta está basada en una extensión del modelo SEM-HP y...
Resumen. El propósito principal de este artículo es desarrollar una taxonomía que nos permita clasificar los sistemas hipermedia adaptativos desde diferentes perspectivas. Con objeto de comprobar la utilidad de la taxonomía, nuestro modelo, SEM-HP, es brevemente descrito y evaluado de acuerdo a los distintos criterios de clasificación contemplados...
Resumen. El objetivo de este artículo es caracterizar el modelo SEM-HP desde el punto de vista de la evolución. Para ello, se describen los diferentes modelos que un sistema software puede seguir para evolucionar y se justifica cuáles de estos modelos están presentes en SEM-HP.