Esther De Ves

Dr. Esther De Ves


Research Focus & Metrics

Academic Career Length

23Years (2004-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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28 July 2020 in Sustainability
Verified
Journal Article
Open access
PDF file
XBXaro Benavent
Xaro Benavent
EVEsther De Ves
Esther De Ves
Anabel Forte DeltellAnabel Forte Deltell
Anabel Forte Deltell
Carmen Botella-MascarellCarmen Botella-Mascarell
Carmen Botella-Mascarell
Emilia López-IñestaEmilia López-Iñesta
Emilia López-Iñesta
PMPaula Marzal
Paula Marzal
Science, Technology, Engineering, and Mathematics (STEM) are key disciplines towards tackling the challenges related to the Sustainable Development Goals. However, evidence shows that women are enrolling in these disciplines in a smaller percentage than men, especially in Engineering related fields. As stated by the United Nations Women section, increasing the number of women studying and working in STEM fields is fundamental towards achieving better solutions to the global challenges, since the potential for innovation is larger. In this paper, we present the Girls4STEM project, which started in 2019 at the Escola Tècnica Superior d’Enginyeria de la Universitat de València, Spain. This project works towards breaking the stereotypes linked to STEM fields, addressing both boys and girls aged from 6 to 18, but especially trying to open the range of career options for young girls through interaction with female STEM experts. The goal is to spark girls’ interest in STEM disciplines from childhood, so that they become more self-confident in these areas. To achieve this goal, the project is built over three main actions: the Girls4STEM Family Talks, where students, families, and teachers participate; the Girls4STEM Professional Talks, where the target is a general audience; and the Initial Training Seminars for teachers. Short-term results are here presented, showing that aspects related to self-perception and perception from others (family, teachers) play a significant role. Moreover, these results also indicate that there may not be a general understanding of which disciplines are included in STEM.

1 September 2014 in Pattern Recognition
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Journal Article
Closed access
EVEsther De Ves
Esther De Ves
DADaniel Acevedo
Daniel Acevedo
ARAna Ruedin
Ana Ruedin
XBXaro Benavent
Xaro Benavent

11 June 2013 in IEEE Transactions on Multimedia
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Journal Article
Open access
XBXaro Benavent
Xaro Benavent
AGAna Garcia-Serrano
Ana Garcia-Serrano
RGRuben Granados
Ruben Granados
JBJoan Benavent
Joan Benavent
EVEsther De Ves
Esther De Ves
Main goal of this work is to show the improvement of using a textual pre-filtering combined with an image re-ranking in a Multimedia Information Retrieval task. The defined three step-based retrieval processes and a well-selected combination of visual and textual techniques help the developed Multimedia Information Retrieval System to overcome the semantic gap in a given query. In the paper, five different late semantic fusion approaches are discussed and experimented in a realistic scenario for multimedia retrieval like the one provided by the publicly available ImageCLEF Wikipedia Collection.

26 April 2006 in Pattern Analysis and Applications
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Journal Article
Closed access
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EVEsther De Ves
Esther De Ves
XBXaro Benavent
Xaro Benavent
GAG. Ayala
G. Ayala
JDJuan Domingo
Juan Domingo

1 May 2004 in Journal of Mathematical Imaging and Vision
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Journal Article
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ASAmelia Simó
Amelia Simó
EVEsther De Ves
Esther De Ves
GAGuillermo Ayala
Guillermo Ayala

20 June 2018
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Conference Paper
Open access
PDF file
MCMaximo Cobos
Maximo Cobos
MAMiguel Arevalillo-Herráez
Miguel Arevalillo-Herráez
EVEsther De Ves
Esther De Ves
Sandra RogerSandra Roger
Sandra Roger
MGMiguel García-Pineda
Miguel García-Pineda
MCMaria Asunción Castaño
Maria Asunción Castaño
The so-called game-based learning strategies are based on introducing games in the classrooms to improve aspects such as student performance, concentration and effort. Currently, they provide a very useful resource to increase the motivation of university students, generating a better atmosphere among peers and between student and teacher, which in turn is generally translated into better academic results. However, the design of games that successfully achieve the desired teaching-learning objectives is not a trivial task. This work focuses on the design of games that allow the assessment of ICT-related university subjects. Specifically, three different games are proposed, all based on student participation in teams. After undertaking a preliminary evaluation of the different games, and observing the results obtained in different subjects taught by different teachers, the advantages and disadvantages of each game are discussed. This preliminary study will thus serve as an starting point for a more exhaustive study on the designed games, by including an statistical analysis considering the time variable (results in different academic courses).