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Tecologías de la Información para la formación y el conocimiento

Goal: Descubrir nuevas soluciones para la gestión global del conocimiento

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Project log

José Antonio Gutiérrez de Mesa
added 2 research items
Mobile devices are the newest Internet Clients but they are quickly achieving an important position due to the use of great number of these devices around the world. Companies which grant access to Internet, the net of nets, to this new kind of net, are pushing hardly, but they do it in order to get more and more profit. We suspect that in this fast evolution the main subject has been forgotten, that is the user interest. A lot of emphasis has been done in marketing and technology but, does the user get all the things companies promise?. In this paper we analyze the interfaces provided to the users and how them affect the usability of Internet through these devices, from our experience in different re- lated fields, Mobile Devices Programming, Web Interfaces Adaptability or Internet Basics.
José Antonio Gutiérrez de Mesa
added 2 research items
The platform presented aims to the creation of an open interchange point where shared of educational content, not only games can be done. The main subject of the games supported by the platform team focuses on gaming-learning (g-learning). To deal with this objective, the platform is built using the latest Java technologies, represented by the Struts framework, which is designed to create web applications with excellent maintainability and extensibility. As the system is intended to be accessed from mobile devices and desktop computer web browsers, it supports web protocols and languages as well as wap ones. The wap version of the share point is optimized for small-screen devices, like the ones pdas and cell phones have. On top of that, the application can gather information from the devices used. It can check the capabilities of that device, such as resolution, installed operating system, and additional components, like the java virtual machine installed (if any). Those capabilities can be checked against a requirement list used by the educational applications, and by doing so,the platform can hide those educational applications that are not suited for the specific device. The platform can be used as well to distribute updates for the downloaded educational applications. Updates can be checked by having a look at the news section. This news section can also display other important information such as events, competitions, and so on. On the other hand, users can not only download educational applications, but also manuals and other relevant learning information. These characteristics, lead to a traditional download site, but the system presented includes also the possibility to upload new games or personal versions from existing ones to any user, but a registration is required to ensure the control of undesirable behaviours. In order to complete the site, some rating and statistical options are added. Most of them are automatic and they are aimed to increase the site interactivity and its adaptation to the evolution of the users' preferences. Some of this possibilities are used to automatically record the best rated and most downloads and offer them to the user as the first: or recommended option.
In e-learning initiatives content creators are usually required to arrange a set of learning resources in order to present them in a comprehensive way to the learner. Course materials are usually divided into reusable chunks called Learning Objects (LOs) and the ordered set of LOs is called sequence, so the process is called LO sequencing. In this paper an intelligent agent that performs the LO sequencing process is presented. Metadata and competencies are used to define relations between LOs so that the sequencing problem can be characterized as a Constraint Satisfaction Problem (CSP) and artificial intelligent techniques can be used to solve it. A Particle Swarm Optimization (PSO) agent is proposed, built, tuned and tested. Results show that the agent succeeds in solving the problem and that it handles reasonably combinatorial explosion inherent to this kind of problems.
José Antonio Gutiérrez de Mesa
added 4 research items
Competency definition and standardization is actually a highly active research and development trend in the e-learning area. Meanwhile adaptive systems and techniques have a consolidated background and they have been widely used to construct personalized e-learning systems. This paper aims to join these two different areas developments in order to propose a new framework where competencies can be used to create standardized adapted contents for each learning activity participating learner.
ontologies. The platform can connect different types of agents which consist of sensors and devices acting as producers or consumers of information, and provide the real information for intelligent application. Ontology technologies can insure automatic information communication between agents and the systems. In our proposal, the intelligent platform can obtain data from these agents, and users can easily interact with the intelligent territory platform. The information of each agent is semantically represented as the standardized knowledge of the intelligent platform.
Resumen: Casi todos los planes de estudio de las carreras técnicas universitarias incluyen, en los últimos semestres, la realización por el estudiante de un proyecto o trabajo fin de carrera. En el presente artículo se muestran algunos ejemplos de este tipo de trabajos, que tienen en común el ser proyectos de construcción de sistemas de información para PYMEs (pequeñas y medianas empresas) realizados mediante sowftare libre, y se exponen las ventajas que este tipo de trabajos conllevan, tanto para la formación en competencias de los propios estudiantes que los realizan, como para el entorno económico y social en el que desarrollarán, en un futuro próximo, su labor profesional los recién graduados. Palabras clave: Enseñanza universitaria, software libre, sistemas de información, PYMEs (pequeñas y medianas empresas). 1 Los trabajos de fin de carrera En casi todos los planes de estudio de ingenierías y otras carreras de carácter científico-técnico, se incluye la realización y defensa pública de un trabajo o proyecto de fin de carrera (TFC) a realizar por el estudiante durante el último semestre. En la Escuela Técnica Superior de Ingeniería Informática de la universidad de Alcalá, se define el TFC como " una labor personal del alumno donde éste aplica y desarrolla los conocimientos adquiridos durante la carrera " [1] y requiere la supervisión de un director. El trabajo finaliza con la realización de una memoria y la exposición oral de los resultados ante un tribunal de evaluación. Los estudiantes pueden elegir alguno de los trabajos propuestos por los departamentos, o pueden tomar la iniciativa y sugerir qué trabajo concreto estaría interesado en desarrollar como TFC, siempre encuadrado en uno de los siguientes tipos [1]:
José Antonio Gutiérrez de Mesa
added a project goal
Descubrir nuevas soluciones para la gestión global del conocimiento