Maria Fernanda Diaz Velasquez

Prof. Maria Fernanda Diaz Velasquez

orcid

Research Focus & Metrics

Academic Career Length

7Years (2020-Present)

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

Representative Publications

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15 November 2021 in International Journal of Emerging Technologies in Learning (iJET)
Verified
Journal Article
Open access
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NGNathalia Ospina García
Nathalia Ospina García
MVMaria Fernanda Diaz Velasquez
Maria Fernanda Diaz Velasquez
CRCarlos Andrés Tavera Romero
Carlos Andrés Tavera Romero
JMJesús Hamilton Ortiz Monedero
Jesús Hamilton Ortiz Monedero
Osamah IbrahimOsamah Ibrahim
Osamah Ibrahim
The pandemic has accelerated the use and development of video conferenc-ing platforms due to COVID-19, and it is necessary to find an application that best suits our requirements. This article evaluates nine features of nine video conferencing applications to find the best choice. A detailed analysis has been conducted in this article using surveys to collect data from two samples at national and international level. The methodology followed is the CDIO methodology, a tool to address complex problems in four stages: conception, design, implementation, and operation. The primary aim of this paper is to examine which is the best livestreaming option according to the selected criteria, using, as references, well-known applications such as Jitsi, Zoom, Microsoft Teams, Google Meet, Big Blue Button, among others. An application of multicriteria analysis is also shown to support the evalua-tion of these platforms compared to the established criteria.

21 August 2023 in International Journal of Interactive Mobile Technologies (iJIM)
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Journal Article
Open access
PDF file
CRCarlos Andrés Tavera Romero
Carlos Andrés Tavera Romero
JJJennifer Jaramillo-Losada
Jennifer Jaramillo-Losada
MVMaria Fernanda Diaz Velasquez
Maria Fernanda Diaz Velasquez
APAndrés Gerardo Domínguez Pineda
Andrés Gerardo Domínguez Pineda
VLVictor Manuel Hurtado López
Victor Manuel Hurtado López
The present work is the result of applied research, which describes how the physical therapy program at the Universidad Santiago de Cali approached the support of the learning processes from the Guide to Physical Therapist Practice issued by the American Physical Therapy Association (APTA) from a teaching perspective using information technologies with an emphasis on mobile devices (D-Learning). The implementation process was conducted using the PSP (Personal Software Process) methodology, condensing its six characteristic moments to address the problem in four stages: planning, design, development, and validation, corresponding to phases 2 and 3 of the interdisciplinary project developed by and between the Schools of Engineering and Health Sciences, thereby understanding that the remaining phases exceed the scope of this paper (these phases include a systematic review, an analysis, and feedback from the academic community). A preliminary assessment describes the knowledge gathering and idea conception processes, as well as the solution design process in Enterprise Architect. Subsequently, the prototype was implemented, the corresponding documentation was prepared, and its usability was validated by the academic community at the university. Therefore, a supporting tool was generated, focusing specifically on learning about the Guide to Physical Therapist Practice.

12 January 2024 in International Journal of Interactive Mobile Technologies (iJIM)
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Journal Article
Open access
PDF file
CRCarlos Andrés Tavera Romero
Carlos Andrés Tavera Romero
PMPatricia del Rosario Segovia de Maya
Patricia del Rosario Segovia de Maya
MVMaria Fernanda Diaz Velasquez
Maria Fernanda Diaz Velasquez
DCDiego Fernando Pérez Carvajal
Diego Fernando Pérez Carvajal
This research study aims to solve user location issues within the campus at an educational institution. As this campus comprises a large number of places and departments, users often get confused about how to reach a specific location. To address this problem, the “Ubícate” (“locate by yourself” in Spanish) application was developed following the CDIO methodology, which encompasses four creative process steps: conceive, design, implement, and operate. The “Ubícate” app provides users with information on places of interest such as schools, departments, halls, auditoriums, and sports venues, offering a visual reference of available locations through 360-degree images. The application also uses Google Maps to track user location within the campus, thus marking a reference route between university gates and the different locations available, in addition to providing information on university-sponsored events. In this paper, Section 2 describes the methodology and each of the stages that were addressed in the following sections. Section 3 presents the development itself and the data used for the purposes thereof. Next, Section 4 reveals the results from this study. Later, Section 5 assesses these results and the findings from the study. In Section 6, our conclusions are discussed. Finally, Section 7 lists topics for future research. The application did indeed contribute to improving the attendance of the academic community at events. Where the application was used, the first-hand perception of visitors and their own was very positive and enhanced the institutional image and sense of belonging. The contribution of this study consists of presenting a mobile application as a solution from three approaches: the technical aspects for application development, the business vision to satisfy the user’s needs, and the end user’s perception. All three approaches provide a technical reader, an entrepreneur, or an end user an overview of a scalable solution to different types of implementations in different types of businesses that require indoor location through the use of technologies in mobile applications. The mobile application performs the location indoors using the Google Maps platform, allowing a more agile development in implementing the APP.

27 February 2024 in Preprints.org
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Preprint
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MVMaria Fernanda Diaz Velasquez
Maria Fernanda Diaz Velasquez
CRCarlos Andrés Tavera Romero
Carlos Andrés Tavera Romero
JGJavier Gamboa-Cruzado
Javier Gamboa-Cruzado
JOJesus Hamilton Ortiz
Jesus Hamilton Ortiz
This article presents a critical review of the current and future state of “business architecture” within the enterprise architecture frameworks. The review is conducted in the following four stages. In the first stage of analysis, the research and publication questions are established. In the second stage, the search for information is designed and implemented using the Prisma methodology, and once the selection criteria were applied, 75 article-type documents were selected from Scopus, WoS, and Dimensions databases. In the third stage, the information analysis is conducted, and then it is synthesized. Finally, in fourth stage, the discussion is elaborated. This research contributes in understanding the current and future trends of business architecture in Industry 4.0. Considering the challenges of the changing market, the results show the need to implement architectures and dynamic business models, including their artifacts, in a globalized context immersed in new technologies.

3 March 2020
Verified
Book Chapter
Closed access
PDF file
LTLuis Carlos Rodríguez Timaná
Luis Carlos Rodríguez Timaná
DLDiego Fernando Saavedra Lozano
Diego Fernando Saavedra Lozano
MVMaria Fernanda Diaz Velasquez
Maria Fernanda Diaz Velasquez
JGJavier Ferney Castillo García
Javier Ferney Castillo García

14 May 2026 in International Journal of Engineering Business Management
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Journal Article
Open access
MVMaria Fernanda Diaz Velasquez
Maria Fernanda Diaz Velasquez
CRCarlos Andrés Tavera Romero
Carlos Andrés Tavera Romero
FPFernando Pinciroli
Fernando Pinciroli
JOJesús Hamilton Ortiz
Jesús Hamilton Ortiz
The transition towards Industry 5.0 requires patterns that offer solutions for the design of organisational structures capable of integrating human–machine cooperation into decision-making processes, thereby improving organisational productivity and enabling the transformation of business models. This article presents a reusable and scalable enterprise architecture pattern that integratesco-intelligence elements, digital twins and an intelligent enterprise interaction manager. The research was carried out in four stages: (1) analysis of the pattern concept; (2) pattern design; (3) implementation on the Enterprise Architect platform using the ArchiMate language; and (4) application in two scenarios: a drone swarm factory and a public disaster response agency. The application of the pattern reduced the model size by approximately 75%, compared to modelling without the synthesis proposed by the co-intelligence artefact. These results show a significant decrease in visual and cognitive complexity, as well as confirming the reusability and adaptability of the pattern.