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El autor Javier Jaen ha publicado 4 artículo(s):

1 - Analyzing the Understandability of Requirements Engineering Languages for CSCW Systems: A Family of Experiments

Context of the proposal: Collaborative Systems
Nowadays, even classic applications like text processors are collaborative. For instance, Google Docs [2] enables several users to edit a text document simultaneously . These collaborative text processors are a good example of CSCW (Computer Supported Cooperative Work) systems [3], which are systems whose users can perform collaboration, communication and coordination tasks (3C). Collaborative systems, in a similar way to classical single-user systems, have to be specified by means of a set of requirements, whose accuracy and suitability are key to achieve the quality of the developed system. The main difference between the requirements of single-user systems and CSCW systems is the highly non-functional nature of the latter, because of the users’ need of being aware of the presence of other users with whom to perform the above mentioned 3C tasks, that is, the Workspace Awareness (WA). In order to deal with the specification of this special type of systems, we conducted several empirical evaluations in order to check which is the most adequate Requirements Engineering technique to model both awareness and quality requirements of CSCW systems. We concluded that the i* Framework [1], was the most promising one. However, we identified several issues when modeling collaborative systems with this language that led us to extend the original i* language by creating CSRML (Collaborative Systems Requirements Modeling Language) [4] and evaluate it empirically.

Autores: Miguel A. Teruel / Elena Navarro / Víctor López-Jaquero / Francisco Montero / Javier Jaén / Pascual González / 
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2 - Exploring Tabletops as an Effective Tool to Foster Creativity Traits

People are continuously solving problems in their everyday activities. Some of these are «routine» problems that are easy to solve and have obvious and well-known criteria for identifying the solution by applying knowledge directly. Other problems are considered «complex» or «intractable» problems which people are unable to easily come up with a solution even if they are considered to have an adequate level of intelligence. In this case, divergent thinking and eventually creativity can make a difference in devising new solutions.
Creativity is therefore important for learning and future personal development, especially in the case of children and teenagers, and as a consequence it is also relevant for the whole society. How it can be fostered as well as evaluated in Information and Communications Technologies (ICT) settings seems to be a key issue for research. Despite advanced technology is being used to provide ICT systems according to creativity theories they rarely assess creativity itself, what brings up doubts on whether technologies actually provide some benefit in the expected direction. Moreover most of the computer-mediated approaches used to address creativity have been designed to support single-user interactions and so fail to consider other important dimensions of creativity, such as collaboration, reflection and divergent thinking in group face-toface scenarios.

Autores: Alejandro Catala / Javier Jaen / Betsy van Dijk / Sergi Jordà / 
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3 - An ACO-based personalized learning technique in support of people with acquired brain injury

The ever-increasing cases of acquired brain injury (ABI), especially among young people, have prompted a rapid progress in research involving neurological disorders. One important path is the concept of relearning, which attempts to help people regain basic motor and cognitive skills lost due to illness or accident. The goals of relearning are twofold. First, there must exist a way to properly assess the necessities of an affected person, leading to a diagnosis, followed by a recommendation regarding the exercises, tests and tasks to perform, and second, there must be a way to confirm the results obtained from these recommendations in order to fine-tune and personalize the relearning process. This presents a challenge, as there is a deeply-rooted duality between the personalized and the generalized approach. In this work we propose a personalization algorithm based on the ant colony optimization (ACO), which is a bio-inspired meta-heuristic. As we show, the stochastic nature of ants has certain similarities to the human learning process. Applied Soft Computing 47 (2016) 316-331 21/130 (Q1) We combine the adaptive and exploratory capabilities of ACO systems to respond to rapidly changing environments and the ubiquitous human factor. Finally, we test the proposed solution extensively in various scenarios, achieving high quality results.

Autores: Kamil Krynicki / Javier Jaen / Elena Navarro / 
Palabras Clave: ABI - ACO - Acquired brain injury - Recommendation system - Relearning process

4 - SemHabitApp: Diseño de un Entorno de Observación Biológica para Pacientes Pediátricos Basado en Interacción Tangible y Repositorios Semánticos

Los pacientes pediátricos están sometidos a altas cargas de estrés emocional que repercuten en su bienestar psicológico y social. Estudios previos muestran la efectividad de mezclar terapias tecnológicas de observación de especies animales, aun no contando con la presencia física de éstas en el hospital. En este trabajo se presenta una herramienta de observación de ecosistemas biológicos y un meca-nismo de consultas basado en elementos tangibles que permita a usuarios en edad infantil hospitalizados realizar tareas de exploración biológica de forma autónoma. El mecanismo de consulta desarrollado está basado en definiciones ontológicas utilizando el lenguaje de modelado OWL y en el uso de razonadores semánticos que permiten la inferencia de información no explícita. Por otro lado, el uso de elementos de interacción tangible y de lenguajes icónicos pretende reducir el es-fuerzo cognitivo requerido a usuarios en edad infantil durante el proceso de defi-nición de consultas sobre los repositorios semánticos.

Autores: Ana Seguí / Fernando Garcia-Sanjuan / Javier Jaen / 
Palabras Clave: Bases de datos ontológicas - Hospitalización - Interfaces Tangibles de Usuario (TUI) - Marcadores fiduciales - OWL - RFID