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Today, the world is experiencing the COVID-19 health contingency, which prevents people from being exposed to one another and restricts physical contact. Under this context, the use of technology has become an essential tool to face the challenges of daily life, and virtual reality can be an alternative in the development of solutions that effectively support the acquisition of learning skills and knowledge transmission through the execution of tasks designed by multi-disciplinary groups. In addition, it can encourage the user to continue with the acquisition of learning skills in a friendly and fun way in a health and education context. This work proposes the use of virtual reality environments as an alternative to support the learning process in children with special educational needs such as Attention Deficit Hyperactivity Disorder (ADHD) and other associated disorders that occur in basic education. These proposed reality environments are designed under the Lean UX process model and their contents are designed according to expert therapeutic guidelines. As a result of this proposal, a case study is presented in which the user experience is evaluated through the use of an interactive environment to support the special educational needs of elementary school children attending an educational institution in Mexico.
Héctor Cardona-Reyes; Jaime Muñoz-Arteaga; Klinge Villalba-Condori; María Barba-González. A Lean UX Process Model for Virtual Reality Environments Considering ADHD in Pupils at Elementary School in COVID-19 Contingency. Sensors 2021, 21, 3787 .
AMA StyleHéctor Cardona-Reyes, Jaime Muñoz-Arteaga, Klinge Villalba-Condori, María Barba-González. A Lean UX Process Model for Virtual Reality Environments Considering ADHD in Pupils at Elementary School in COVID-19 Contingency. Sensors. 2021; 21 (11):3787.
Chicago/Turabian StyleHéctor Cardona-Reyes; Jaime Muñoz-Arteaga; Klinge Villalba-Condori; María Barba-González. 2021. "A Lean UX Process Model for Virtual Reality Environments Considering ADHD in Pupils at Elementary School in COVID-19 Contingency." Sensors 21, no. 11: 3787.
The video game and entertainment industry has been growing in recent years, particularly those related to Virtual Reality (VR). Therefore, video game creators are looking for ways to offer and improve realism in their applications in order to improve user satisfaction. In this sense, it is of great importance to have strategies to evaluate and improve the gaming experience in a group of people, without considering the fact that users have different preferences and, coupled with this, also seeks to achieve satisfaction in each user. In this work, we present a model to improve the user experience in a personal way through reinforcement learning (RL). Unlike other approaches, the proposed model adjusts parameters of the virtual environment in real-time based on user preferences, rather than physiological data or performance. The model design is based on the Model-Driven Architecture (MDA) approach and consists of three main phases: analysis phase, design phase, and implementation phase. As results, a simulation experiment is presented that shows the transitions between undesired satisfaction states to desired satisfaction states, considering an approach in a personal way.
Héctor Cardona-Reyes; Jaime Muñoz-Arteaga; Andres Mitre-Ortiz; Klinge Villalba-Condori. Model-Driven Approach of Virtual Interactive Environments for Enhanced User Experience. Applied Sciences 2021, 11, 2804 .
AMA StyleHéctor Cardona-Reyes, Jaime Muñoz-Arteaga, Andres Mitre-Ortiz, Klinge Villalba-Condori. Model-Driven Approach of Virtual Interactive Environments for Enhanced User Experience. Applied Sciences. 2021; 11 (6):2804.
Chicago/Turabian StyleHéctor Cardona-Reyes; Jaime Muñoz-Arteaga; Andres Mitre-Ortiz; Klinge Villalba-Condori. 2021. "Model-Driven Approach of Virtual Interactive Environments for Enhanced User Experience." Applied Sciences 11, no. 6: 2804.
Today, human-computer interaction (HCI) shows great activity, dynamism, and academic presence throughout the world, having special relevance in the Latin American region. The region is not only vast for its geographical space but also diverse and multicultural, where researchers and academics from this area or community have proposed and made known the benefits of the HCI that they can bring to today’s society. However, some problems arise and need to be addressed in the HCI area in the Latin American region, such as the lack of training strategies and the availability of content and educational resources in Spanish. In order to mitigate this problem, the current work proposes a collaborative production model of educative resources for human-computer interaction developed in Latin America. The model preconizes a series of strategies and technological services to support the collaborative production and access of HCI educative resources such as videos, slides, handouts, textbooks, user experience analysis, and usability tests. The proposed model is tested throughout two real case studies conducted by teachers and researchers from different Latin American universities in order to produce and use the HCI educative resources for under- and postgraduate courses.
Jaime Muñoz-Arteaga. Collaborative Production Model of Educational Resources for Human-Computer Interaction Community in Latino America. Human 4.0 - From Biology to Cybernetic 2021, 1 .
AMA StyleJaime Muñoz-Arteaga. Collaborative Production Model of Educational Resources for Human-Computer Interaction Community in Latino America. Human 4.0 - From Biology to Cybernetic. 2021; ():1.
Chicago/Turabian StyleJaime Muñoz-Arteaga. 2021. "Collaborative Production Model of Educational Resources for Human-Computer Interaction Community in Latino America." Human 4.0 - From Biology to Cybernetic , no. : 1.
In Mexico there are units of consultants that help schools to make students with special needs be included in regular education they provide the necessary help to enhance the learning process. Their work implies adapting the learning methodology, complementing the planned academic activities, adapting learning goals to the students' needs, providing specific technological tools, analyze the knowledge acquisition, etc. Additionally, there are many factors that can affect these goals and complicate the whole intervention process. The COVID-19 pandemic is making attitudinal changes of students, together with the long academic brake, and the forced on-line learning. Together, consultants, teachers, parents, and scientists have analyzed gaps in the intervention process of the supporting units, related with collaboration, teamwork, adaptations in activities and knowledge acquisition, and proposed a solution to it. In this chapter, the authors present Scrum process as a feasible solution, making easy and stronger the collaboration, role definition, and goals prioritization.
Alfredo Mendoza González; Jaime Muñoz-Arteaga. An Agile Method to Support Students With Special Educational Needs in Regular Education After COVID-19 Contingency. Advances in Systems Analysis, Software Engineering, and High Performance Computing 2021, 209 -226.
AMA StyleAlfredo Mendoza González, Jaime Muñoz-Arteaga. An Agile Method to Support Students With Special Educational Needs in Regular Education After COVID-19 Contingency. Advances in Systems Analysis, Software Engineering, and High Performance Computing. 2021; ():209-226.
Chicago/Turabian StyleAlfredo Mendoza González; Jaime Muñoz-Arteaga. 2021. "An Agile Method to Support Students With Special Educational Needs in Regular Education After COVID-19 Contingency." Advances in Systems Analysis, Software Engineering, and High Performance Computing , no. : 209-226.
Current work preconizes the development of educational applications to support learning activities for a hospital school program. A hospital school program allows to fulfill the right children and young people to be educated in a situation of illness or a process of rehabilitation. For this, a user-centered design, multidisciplinary and incremental process model is proposed here, this model is a guide to design and develop educational application, as an alternative solution to the lack of educational resources relevant to hospital school programs. A case study implements the proposed process model to develop interactive applications to support the learning of a hospitalized child in particular in basic math area.
Jaime Muñoz-Arteaga; César Velázquez Amador; Héctor Cardona Reyes; Miguel Ortiz Esparza; Gerardo Ortiz Aguiñaga. Process Model to Develop Educational Applications for Hospital School Programs. Advances in Intelligent Systems and Computing 2020, 86 -98.
AMA StyleJaime Muñoz-Arteaga, César Velázquez Amador, Héctor Cardona Reyes, Miguel Ortiz Esparza, Gerardo Ortiz Aguiñaga. Process Model to Develop Educational Applications for Hospital School Programs. Advances in Intelligent Systems and Computing. 2020; ():86-98.
Chicago/Turabian StyleJaime Muñoz-Arteaga; César Velázquez Amador; Héctor Cardona Reyes; Miguel Ortiz Esparza; Gerardo Ortiz Aguiñaga. 2020. "Process Model to Develop Educational Applications for Hospital School Programs." Advances in Intelligent Systems and Computing , no. : 86-98.
Dyslexia is one of the learning disabilities frequently manifested at elementary school, and then teachers require to identify extra educative resources, in particular, educational applications are useful. This work preconizes the educational patterns as best practices to use these kinds of interactive applications. In addition, a simple and an effective procedure is proposed to obtain some educational patterns for dyslexia considering pedagogical as well as technological aspects. the proposed procedure is applied to obtain a classification of educational patterns considering dyslexia in pupils at elementary school. Several educational patterns are specified in detail. Finally, the current proposal is compared versus related work and a case study is presented.
Jaime Munoz-Arteaga. Educational Pattern Classification Considering Dyslexia in Pupils at Elementary School. IEEE Revista Iberoamericana de Tecnologias del Aprendizaje 2020, 15, 76 -85.
AMA StyleJaime Munoz-Arteaga. Educational Pattern Classification Considering Dyslexia in Pupils at Elementary School. IEEE Revista Iberoamericana de Tecnologias del Aprendizaje. 2020; 15 (2):76-85.
Chicago/Turabian StyleJaime Munoz-Arteaga. 2020. "Educational Pattern Classification Considering Dyslexia in Pupils at Elementary School." IEEE Revista Iberoamericana de Tecnologias del Aprendizaje 15, no. 2: 76-85.
Learning environments integrate multiple technology platforms allowing people to meet learning objectives through available content, resources, and integrated services. Learning environments allow users to cover learning objectives in different subject areas, such as social skills development, health, etc. This article presents a development model of Learning Environments through Virtual Reality (VR). This model incorporates new forms of interaction for learning, such as immersion in simulated scenarios that support users in attaining learning objectives. A VR tour of a university is presented as a case study, where distinct users, such as teachers, students, and general public interact with content, resources available and services to achieve the specific learning objectives.
Héctor Cardona-Reyes; José Eder Guzman-Mendoza; Gerardo Ortiz-Aguiñaga; Jaime Muñoz-Arteaga. An Architectural Model for the Production of Virtual Reality Learning. Communications in Computer and Information Science 2020, 73 -87.
AMA StyleHéctor Cardona-Reyes, José Eder Guzman-Mendoza, Gerardo Ortiz-Aguiñaga, Jaime Muñoz-Arteaga. An Architectural Model for the Production of Virtual Reality Learning. Communications in Computer and Information Science. 2020; ():73-87.
Chicago/Turabian StyleHéctor Cardona-Reyes; José Eder Guzman-Mendoza; Gerardo Ortiz-Aguiñaga; Jaime Muñoz-Arteaga. 2020. "An Architectural Model for the Production of Virtual Reality Learning." Communications in Computer and Information Science , no. : 73-87.
Learning objects are considered as educational resources that can be employed in technology support learning. They are a digital piece of knowledge to put together in order to form online courses. Considering cultural aspects is possible to reuse them in different context for a large diversity of community of users. Nevertheless, current virtual learning environment give a few supports for manage course in terms of multicultural learning objects. This work purposes an architectural model for virtual learning environment taken into account multiples sources of multicultural learning objects in an effective manner. The proposed model is applied throughout a case study showing the design of a multicultural learning object related to one significative tradition in Mexico.
Jaime Muñoz-Arteaga; Alicia Lozano Quiroz; Klinge Villalba Condori. An Architectural Model for Virtual Learning Environments Using Multicultural Learning Objects. Communications in Computer and Information Science 2020, 10 -19.
AMA StyleJaime Muñoz-Arteaga, Alicia Lozano Quiroz, Klinge Villalba Condori. An Architectural Model for Virtual Learning Environments Using Multicultural Learning Objects. Communications in Computer and Information Science. 2020; ():10-19.
Chicago/Turabian StyleJaime Muñoz-Arteaga; Alicia Lozano Quiroz; Klinge Villalba Condori. 2020. "An Architectural Model for Virtual Learning Environments Using Multicultural Learning Objects." Communications in Computer and Information Science , no. : 10-19.
This article presents a methodology for the analysis of data on the Internet, combining techniques of Big Data analytics, NLP and semantic web in order to find knowledge about large amounts of information on the web. To test the effectiveness of the proposed method, webpages about cyberterrorism were analyzed as a case study. The procedure implemented a genetic strategy in parallel, which integrates (Crawler to locate and download information from the web; to retrieve the vocabulary, using techniques of NLP (tokenization, stop word, TF, TFIDF), methods of stemming and synonyms). For the pursuit of knowledge was built a dataset through the description of a linguistic corpus with semantic ontologies, considering the characteristics of cyber-terrorism, which was analyzed with the algorithms, Random Forests (parallel), Boosting, SVM, neural network, K-nn and Bayes. The results reveal a percentage of the 95.62% accuracy in the detection of the vocabulary of cyber-terrorism, which were approved through cross validation, reaching 576% time savings with parallel processing.
Iván Castillo-Zúñiga; Francisco Javier Luna-Rosas; Laura C. Rodríguez-Martínez; Jaime Muñoz-Arteaga; Jaime Iván López-Veyna; Mario A. Rodríguez-Díaz. Internet Data Analysis Methodology for Cyberterrorism Vocabulary Detection, Combining Techniques of Big Data Analytics, NLP and Semantic Web. International Journal on Semantic Web and Information Systems 2020, 16, 69 -86.
AMA StyleIván Castillo-Zúñiga, Francisco Javier Luna-Rosas, Laura C. Rodríguez-Martínez, Jaime Muñoz-Arteaga, Jaime Iván López-Veyna, Mario A. Rodríguez-Díaz. Internet Data Analysis Methodology for Cyberterrorism Vocabulary Detection, Combining Techniques of Big Data Analytics, NLP and Semantic Web. International Journal on Semantic Web and Information Systems. 2020; 16 (1):69-86.
Chicago/Turabian StyleIván Castillo-Zúñiga; Francisco Javier Luna-Rosas; Laura C. Rodríguez-Martínez; Jaime Muñoz-Arteaga; Jaime Iván López-Veyna; Mario A. Rodríguez-Díaz. 2020. "Internet Data Analysis Methodology for Cyberterrorism Vocabulary Detection, Combining Techniques of Big Data Analytics, NLP and Semantic Web." International Journal on Semantic Web and Information Systems 16, no. 1: 69-86.
Determining the learning object quality presents a special complication because we must consider the characteristics of a software application and an instructional element; the above is complicated by the inclusion of the disability issue because there are factors that must be considered in a special way. The chapter has the objective of presenting which are the main factors that must be considered when developing learning objects for people with visual impairment. The instruments for determining learning object quality usually only consider the area expert perspective, without considering the user opinion. For the above, it is proposed to integrate aspects of service theory in the quality determination in order to generate learning objects that also provide greater satisfaction of use to the student. The chapter also presents example questions that can be used to assess the proposed quality factors.
César Eduardo Velázquez Amador; Juan Pedro Cardona Salas; Jaime Muñoz Arteaga; Francisco Javier Álvarez Rodríguez; María Dolores Torres Soto; Aurora Torres Soto. Factors Determining Learning Object Quality for People With Visual Impairment. Advances in Systems Analysis, Software Engineering, and High Performance Computing 2020, 38 -51.
AMA StyleCésar Eduardo Velázquez Amador, Juan Pedro Cardona Salas, Jaime Muñoz Arteaga, Francisco Javier Álvarez Rodríguez, María Dolores Torres Soto, Aurora Torres Soto. Factors Determining Learning Object Quality for People With Visual Impairment. Advances in Systems Analysis, Software Engineering, and High Performance Computing. 2020; ():38-51.
Chicago/Turabian StyleCésar Eduardo Velázquez Amador; Juan Pedro Cardona Salas; Jaime Muñoz Arteaga; Francisco Javier Álvarez Rodríguez; María Dolores Torres Soto; Aurora Torres Soto. 2020. "Factors Determining Learning Object Quality for People With Visual Impairment." Advances in Systems Analysis, Software Engineering, and High Performance Computing , no. : 38-51.
Nowadays, the digital divide in underdeveloped countries is not about the provision of infrastructure and Internet connectivity, is about innovation in models and strategies for digital literacy and digital content generation. In additions, the differences in terms of access and ICT skills between different groups in society have created a problem of digital divide. To overcome this kind of problems, models and strategies are required to achieve a greater impact on the citizen and that population can develop skills that enhance inclusion in the society knowledge. This work addresses the digital divide issue as a challenge to achieve the knowledge society; it proposes a collaborative content production architectural model to generate content in order to mitigate the digital divide. This is a model-centered approach in order to have a massive content production to facilitate the integration of users with different skills. Finally, a case study describes the use of proposed architectural model in order to reduce the digital divide for large communities of librarians of in México. .
Jaime Muñoz-Arteaga; José E. Guzmán Mendoza; Héctor Cardona Reyes; Ricardo Mendoza-González. Collaborative Content Production Model to Reduce Digital Divide. Communications in Computer and Information Science 2019, 150 -164.
AMA StyleJaime Muñoz-Arteaga, José E. Guzmán Mendoza, Héctor Cardona Reyes, Ricardo Mendoza-González. Collaborative Content Production Model to Reduce Digital Divide. Communications in Computer and Information Science. 2019; ():150-164.
Chicago/Turabian StyleJaime Muñoz-Arteaga; José E. Guzmán Mendoza; Héctor Cardona Reyes; Ricardo Mendoza-González. 2019. "Collaborative Content Production Model to Reduce Digital Divide." Communications in Computer and Information Science , no. : 150-164.
A large diverse amount of educational content can dynamically contribute to the construction of basic knowledge for elementary school children. These contents can be used to develop or expand such knowledge and this becomes different when it needs to be applied to children with learning problems in basic mathematics. Then, it is necessary to manage effectively educational resources. The current work proposes the use of an architectural model in order to support teaching activities of a multidisciplinary group of specialist in inclusive education. A case study presents here some examples of teaching activities such as the specification of context and the management of educational resources according the learning problems of children at elementary school.
Miguel Angel Ortiz Esparza; Jaime Muñoz Arteaga; José Eder Guzman Mendoza; Juana Canul-Reich; Julien Broisin. An Eco-System Architectural Model for Delivering Educational Services to Children With Learning Problems in Basic Mathematics. International Journal of Information Technologies and Systems Approach 2019, 12, 61 -81.
AMA StyleMiguel Angel Ortiz Esparza, Jaime Muñoz Arteaga, José Eder Guzman Mendoza, Juana Canul-Reich, Julien Broisin. An Eco-System Architectural Model for Delivering Educational Services to Children With Learning Problems in Basic Mathematics. International Journal of Information Technologies and Systems Approach. 2019; 12 (2):61-81.
Chicago/Turabian StyleMiguel Angel Ortiz Esparza; Jaime Muñoz Arteaga; José Eder Guzman Mendoza; Juana Canul-Reich; Julien Broisin. 2019. "An Eco-System Architectural Model for Delivering Educational Services to Children With Learning Problems in Basic Mathematics." International Journal of Information Technologies and Systems Approach 12, no. 2: 61-81.
El presente artículo describe, de manera general, un modelo de intervención para el desarrollo de la sociedad del conocimiento del estado de Aguascalientes, particularmente enfocado en las bibliotecas públicas en las que se aplicaron estrategias para capacitar al personal bibliotecario que labora en las unidades de información. En dicha intervención, se describen los cursos, objetivos y logística, así como los resultados que se obtuvieron, con la finalidad de fortalecer las competencias digitales del personal bibliotecario, además de las etapas que se cubrieron en dicho proceso. El modelo se justifica y adquiere valor por sus características de flexibilidad, adaptabilidad e interdisciplinariedad de cursos, especialmente diseñados para reducir la brecha digital en los bibliotecarios y en la sociedad. Se exponen también en los siguientes apartados el contexto e importancia de las habilidades y competencias obtenidas a lo largo del programa, así como datos cualitativos; más aún, esta propuesta permitió analizar las condiciones del sistema bibliotecario de la entidad y conocer las características de infraestructura que posee.
José Luis González Sandoval; Francisco Javier Álvarez-Rodríguez; Jaime Muñoz Arteaga. Modelo de intervención para competencias digitales del Programa Bibliotecas Públicas de Aguascalientes. Investigación Bibliotecológica: archivonomía, bibliotecología e información 2019, 33, 155 -171.
AMA StyleJosé Luis González Sandoval, Francisco Javier Álvarez-Rodríguez, Jaime Muñoz Arteaga. Modelo de intervención para competencias digitales del Programa Bibliotecas Públicas de Aguascalientes. Investigación Bibliotecológica: archivonomía, bibliotecología e información. 2019; 33 (80):155-171.
Chicago/Turabian StyleJosé Luis González Sandoval; Francisco Javier Álvarez-Rodríguez; Jaime Muñoz Arteaga. 2019. "Modelo de intervención para competencias digitales del Programa Bibliotecas Públicas de Aguascalientes." Investigación Bibliotecológica: archivonomía, bibliotecología e información 33, no. 80: 155-171.
The differences in term of access and ICT skills between different groups in society have created a problem of digital divide. To overcome this problem, models and strategies are required to achieve a greater impact on the population, and that population can develop skills that enhance inclusion in the society of knowledge. This chapter proposes the design of a collaborative environment based on digital literacy ecosystem approach that aims to set a new educational paradigm approach to encourage different learning communities to use new ICT that allow them to be more competitive in today's world and thus improve the digital divide problem.
José Eder Guzmán Mendoza; Jaime Muñoz Arteaga; Julien Broisin. Collaborative Environments Based on Digital Learning Ecosystem Approach to Reduce the Digital Divide. Design Solutions for Adaptive Hypermedia Listening Software 2019, 27 -42.
AMA StyleJosé Eder Guzmán Mendoza, Jaime Muñoz Arteaga, Julien Broisin. Collaborative Environments Based on Digital Learning Ecosystem Approach to Reduce the Digital Divide. Design Solutions for Adaptive Hypermedia Listening Software. 2019; ():27-42.
Chicago/Turabian StyleJosé Eder Guzmán Mendoza; Jaime Muñoz Arteaga; Julien Broisin. 2019. "Collaborative Environments Based on Digital Learning Ecosystem Approach to Reduce the Digital Divide." Design Solutions for Adaptive Hypermedia Listening Software , no. : 27-42.
Nowadays, the massive dissemination of technologies for the education at elementary schools is transforming the learning environments, for example the educational applications for dyslexia are easy to use notably in mobile devices beyond the classroom walls. However, the development of this technology has not been explicit in order to help reading the children with dyslexia. The development of this educational application is considering as a challenge because it is necessary to consider the different perspectives of stakeholders since the early phases of development process. This paper proposes as solution a software process model to develop educational applications considering the learning needs of children with dyslexia; it involves a user-centered approach since the participation of several actors are considered such as the teacher, the student, the psychologist and the software engineer. A case study has been conducted in order the present the performance of proposed model in particular for usability and accessibility factors.
Jaime Munoz Arteaga; Dafne Ifigenia Pinedo Rivera. A Process Model to Develop Educational Applications for Children with Dyslexia. 2018 6th International Conference in Software Engineering Research and Innovation (CONISOFT) 2018, 79 -87.
AMA StyleJaime Munoz Arteaga, Dafne Ifigenia Pinedo Rivera. A Process Model to Develop Educational Applications for Children with Dyslexia. 2018 6th International Conference in Software Engineering Research and Innovation (CONISOFT). 2018; ():79-87.
Chicago/Turabian StyleJaime Munoz Arteaga; Dafne Ifigenia Pinedo Rivera. 2018. "A Process Model to Develop Educational Applications for Children with Dyslexia." 2018 6th International Conference in Software Engineering Research and Innovation (CONISOFT) , no. : 79-87.
Software development is a human activity typically performed by individuals or groups working in an organization. For this task to be successful, a variety of human factors must be considered, from individual factors (cognitive capacity or motivation of the developer) to group factors (ease of teamwork or to participate in social interaction) This research focuses on the study of the possible correlation between the personality of the software engineer and their individual specific capacity for software design. The fundamentals of characterization of currently accepted personality features and a comparison of these features in the adult population in Mexico, Canada, United States and Brazil are presented. Finally, the results of an experiment with computer engineering students from a Mexican university are presented, relating these characteristics with their ability to develop software design products.
Hector G. Perez-Gonzalez; Alberto Nunez-Varela; Francisco E. Martinez-Perez; Sandra E. Nava-Munoz; P. David Arjona-Villicana; F. Edgar Castillo-Barrera; Jaime Munoz-Arteaga. Investigating the Effects of Personality on Software Design in a Higher Education Setting Through an Experiment. 2018 6th International Conference in Software Engineering Research and Innovation (CONISOFT) 2018, 72 -78.
AMA StyleHector G. Perez-Gonzalez, Alberto Nunez-Varela, Francisco E. Martinez-Perez, Sandra E. Nava-Munoz, P. David Arjona-Villicana, F. Edgar Castillo-Barrera, Jaime Munoz-Arteaga. Investigating the Effects of Personality on Software Design in a Higher Education Setting Through an Experiment. 2018 6th International Conference in Software Engineering Research and Innovation (CONISOFT). 2018; ():72-78.
Chicago/Turabian StyleHector G. Perez-Gonzalez; Alberto Nunez-Varela; Francisco E. Martinez-Perez; Sandra E. Nava-Munoz; P. David Arjona-Villicana; F. Edgar Castillo-Barrera; Jaime Munoz-Arteaga. 2018. "Investigating the Effects of Personality on Software Design in a Higher Education Setting Through an Experiment." 2018 6th International Conference in Software Engineering Research and Innovation (CONISOFT) , no. : 72-78.
Paulo Realpe-Muñoz; César A. Collazos; Julio Hurtado; Toni Granollers; Jaime Muñoz-Arteaga; Jaime Velasco-Medina. Eye tracking-based behavioral study of users using e-voting systems. Computer Standards & Interfaces 2018, 55, 182 -195.
AMA StylePaulo Realpe-Muñoz, César A. Collazos, Julio Hurtado, Toni Granollers, Jaime Muñoz-Arteaga, Jaime Velasco-Medina. Eye tracking-based behavioral study of users using e-voting systems. Computer Standards & Interfaces. 2018; 55 ():182-195.
Chicago/Turabian StylePaulo Realpe-Muñoz; César A. Collazos; Julio Hurtado; Toni Granollers; Jaime Muñoz-Arteaga; Jaime Velasco-Medina. 2018. "Eye tracking-based behavioral study of users using e-voting systems." Computer Standards & Interfaces 55, no. : 182-195.
Paulo Realpe-Muñoz; César A. Collazos; Toni Granollers; Jaime Muñoz-Arteaga; Eduardo B. Fernandez. Design process for usable security and authentication using a user-centered approach. Proceedings of the XVIII International Conference on Human Computer Interaction 2017, 42 .
AMA StylePaulo Realpe-Muñoz, César A. Collazos, Toni Granollers, Jaime Muñoz-Arteaga, Eduardo B. Fernandez. Design process for usable security and authentication using a user-centered approach. Proceedings of the XVIII International Conference on Human Computer Interaction. 2017; ():42.
Chicago/Turabian StylePaulo Realpe-Muñoz; César A. Collazos; Toni Granollers; Jaime Muñoz-Arteaga; Eduardo B. Fernandez. 2017. "Design process for usable security and authentication using a user-centered approach." Proceedings of the XVIII International Conference on Human Computer Interaction , no. : 42.
Liliana Rodríguez-Vizzuett; Jaime Muñoz-Arteaga; Josefina Guerrero-García. Towards the definition of an instrument for usability testing on interactive collaborative applications. Proceedings of the XVIII International Conference on Human Computer Interaction 2017, 52 .
AMA StyleLiliana Rodríguez-Vizzuett, Jaime Muñoz-Arteaga, Josefina Guerrero-García. Towards the definition of an instrument for usability testing on interactive collaborative applications. Proceedings of the XVIII International Conference on Human Computer Interaction. 2017; ():52.
Chicago/Turabian StyleLiliana Rodríguez-Vizzuett; Jaime Muñoz-Arteaga; Josefina Guerrero-García. 2017. "Towards the definition of an instrument for usability testing on interactive collaborative applications." Proceedings of the XVIII International Conference on Human Computer Interaction , no. : 52.
Jaime Muñoz-Arteaga. Teaching experience of human-computer interaction at at autonomous university of aguascalientes. Proceedings of the XVIII International Conference on Human Computer Interaction 2017, 22 .
AMA StyleJaime Muñoz-Arteaga. Teaching experience of human-computer interaction at at autonomous university of aguascalientes. Proceedings of the XVIII International Conference on Human Computer Interaction. 2017; ():22.
Chicago/Turabian StyleJaime Muñoz-Arteaga. 2017. "Teaching experience of human-computer interaction at at autonomous university of aguascalientes." Proceedings of the XVIII International Conference on Human Computer Interaction , no. : 22.