This paper presents two proposals for the analysis of the complexity of the Cyber security Ecosystem of Colombia (CEC). This analysis shows the available knowledge about entities engaged in cyber security in Colombia and the relationships between them, which allow an understanding of the synergy between the different existing components. The complexity of the CEC is detailed from the view of the Influence Diagram of System Dynamics and the Domain Diagram of Software Engineering. The resulting model makes cyber security evident as a strategic component of national security.
There is low adoption of Information Technologies (IT) in the administration of small bovine production systems which causes that most decisions are made based on the experience of the administrators and not based on data. This study proposes a methodological strategy to improve the adoption and appropriation of a Decision Support System (DSS) in the aforementioned kind of systems. The strategy includes gamification elements in the training supported in three IT tools, which help with the understanding of the connection between the tools. The tools are a simulation model, a serious video game, and the DSS. The design and development of the strategy used Design and Development Research and Case Study, System Dynamics to develop the simulation model and a Rational Unified Process to develop the serious video game and the DSS. The methodology was implemented in Santander, Colombia with informative sessions and working with producers in aided simulated environments with the goal of getting participants to use the proposed tools in their environments in a voluntary, autonomous, lasting way. Results showed the impact of the ludic and pedagogical components for the appropriation of the technology. 22 months after finishing the aided sessions 34% of the farmers show appropriation of the DSS and use it on their farms.
11 September 2020 in International Journal of Interactive Mobile Technologies (iJIM)
This document presents a Decision Support System (DSS) aimed at small livestock farmers who have not made use of Information Technologies (IT) in their production systems. The DSS was built based on the finite difference equations of a simulation model in System Dynamics in whose definition the beneficiaries participated and also served as a base for the development of a serious video game. The DSS and the Serious video game is supported in a Web and Mobile Architecture. The simulation model and the serious video game are used as support tools in the training given to users to learn how to use the DSS. These three tools are the result of a doctoral research project, which used two methodologies during its execution: Design and Development Research and the Case Studies methodology. The tools were applied in an appropriation strategy with livestock farmers of the department of Santander in Colombia, where resistance to change and cultural attachment causes a low adoption of technology. The inclusion of gamification elements helps the user to understand the connection of these elements and their processes in a real farm, know the large volume of data managed by the DSS, enhance the process by making it more fun, improve the learning curve and provide useful data for tracking the use of the DSS. 16 months after the end of the training, the DSS has more than 13000 reported records about the activities of the farmers in their farms.
Se presenta una revisión sistemática de estudios relacionados con temas de apropiación de tecnologías de la información (TI), dinámica de sistemas (DS), videojuegos serios (VS) y sistemas de información para la toma de decisiones (DSS), asociados a la agroindustria, realizada con base a la información entregada por la Web of Science y Scopus. Entre los resultados de esta revisión se destaca la baja adopción de TI en el sector, especialmente por parte de los pequeños productores. Se observa también interés especial por mitigar esa brecha, específicamente la del uso de los sistemas de información y de desarrollos para la comprensión y aprendizaje de modelos con DS y VS. Esta revisión sirve de base para futuros trabajos relacionados con la apropiación de TI en sistemas productivos rurales.
Este artículo presenta un sistema de información soportado en tecnologías web y móvil para gestionar la comercialización de productos agrícolas entre organizaciones consumidoras y productoras asociadas y mitigar la brecha de la oferta y la demanda. Los productores asignan, desde un dispositivo móvil, la producción de sus cultivos según las necesidades de las organizaciones consumidoras. El software hace una estimación de la fecha y la cantidad de producción de sus futuras cosechas. Esto se hace mediante un modelo que opera en base a información sobre el área a sembrar y el producto escogido. Las organizaciones consumidoras gestionan, desde un navegador web, sus necesidades productivas a partir de los cultivos registrados por las productoras y las cosechas realmente obtenidas.