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Daniel Cantón Enriquez

Bio: Daniel Cantón Enriquez is an academic researcher from Universidad del Istmo. The author has contributed to research in topics: Writing style & Gumbel distribution. The author has an hindex of 2, co-authored 2 publications receiving 12 citations.

Papers
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Journal ArticleDOI
25 Sep 2017-Apertura
TL;DR: In this article, a sistema de real reality virtual inmersivo 3D with interaccion natural de usuario desarrollado con el proposito de facilitar la inspeccion de aerogeneradores con fine didacticos.
Abstract: Los sistemas de realidad virtual inmersivos tienen una creciente relevancia en el ambito educativo como herramientas didacticas que motivan el aprendizaje a traves de dos conceptos clave: la inmersion y la interaccion. En este documento describimos el uso de sistemas de realidad virtual en la educacion y tomamos como caso de estudio un sistema de realidad virtual inmersivo 3D con interaccion natural de usuario desarrollado con el proposito de facilitar la inspeccion de aerogeneradores con fines didacticos. El sistema sugerido busca la convergencia tecnologica de equipos de visualizacion, adquisicion de informacion y software de graficos. Para lograrlo, seguimos la metodologia de desarrollo de software basado en componentes de Pressman. Los resultados cualitativos de una primera evaluacion al sistema indican que la propuesta permite experimentar la realidad virtual inmersiva y ofrece una gran similitud al entorno real, con la posibilidad de interactuar por medio de gestos y movimientos corporales. Esto contribuye a motivar el aprendizaje y fomentar el interes de los usuarios en practicar con esta tecnologia. Ademas, la convergencia tecnologica entre los equipos de visualizacion, interaccion y software grafico permite dar un paso adelante en el desarrollo de este tipo de herramientas didacticas.

9 citations

28 Feb 2018
TL;DR: A comparative study between two natural user interaction devices that are frequently used in immersive virtual reality systems: Kinect and Myo is presented, with the Myo device slightly outstrips the Kinect device as the most suitable.
Abstract: Resumen Este articulo presenta un estudio comparativo entre dos dispositivos de interaccion natural de usuario que son frecuentemente utilizados en sistemas de realidad virtual inmersiva: Kinect y Myo. Cada uno de estos dispositivos es usado en un sistema de realidad virtual inmersivo enfocado a la inspeccion de aerogeneradores. Se realiza una evaluacion de ambos empleando como principal instrumento la prueba NASA-TLX, tambien llamado indice de carga mental. Los resultados permiten corroborar la potencial aplicacion de cualquiera de los dos dispositivos. No obstante, el dispositivo Myo aventaja ligeramente al dispositivo Kinect como el mas idoneo. Palabras Claves: Energia eolica, interaccion natural de usuario, NASA-TLX, realidad virtual inmersiva. COMPARISON KINECT VS MYO APPLYING THE NASA-TLX TEST IN A RVI ENVIRONMENT FOR INSPECTION IN WIND TURBINES Abstract This paper presents a comparative study between two natural user interaction devices that are frequently used in immersive virtual reality systems: Kinect and Myo. Each of these devices is used in an immersive virtual reality system focused on the inspection of wind turbines. An evaluation of both using the NASA-TLX test, also called mental load index, is the main instrument. The results allow to corroborate the potential application of either device. However, the Myo device slightly outstrips the Kinect device as the most suitable. Keywords : Immersive virtual reality, NASA-TLX, natural user interaction, wind energy.

4 citations

Journal ArticleDOI
TL;DR: In this paper , the authors collated data on new daily confirmed cases of COVID-19 breakouts in: Argentina, Brazil, China, Colombia, France, Germany, India, Indonesia, Iran, Italy, Mexico, Poland, Russia, Spain, U.K., and the United States, from the 20th of January, 2020 to 28th of August 2021.

3 citations

Proceedings ArticleDOI
25 May 2022
TL;DR: Authorship Verification for Hired Plagiarism Detection (AVHPD) as discussed by the authors is a plagiarism detection tool based on natural language processing that identifies the ways in which a student writes based on a collection of their essays.
Abstract: Plagiarism detection is an important tool in modern academia. With growing class sizes and the modernization of the internet, there have been more ways that allow plagiarism to excel in modern culture. Methods such as patchwriting – where an individual may copy, paste and possibly modify the content – and commissioned writing – where an individual hires another person to do the work for them – are not considered by modern plagiarism detectors. This work aims to give instructors a way to identify and detect plagiarism in student writing that addresses these difficult-to-detect issues using artificial intelligence. We introduce a tool to aid instructors in detecting plagiarism that adapts to each students’ individual writing style as they submit writing assignments. This work incorporates artificial intelligence and natural language processing that identifies the ways in which a student writes based on a collection of their essays. The proposed Authorship Verification for Hired Plagiarism Detection (AVHPD) tool includes document storage, a clean user interface, and intuitive break-downs of how a given writing sample differs from prior samples.

Cited by
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29 Apr 2011
TL;DR: The "Ingenieria de software" as mentioned in this paper is a collection of 32 capitulos organizados en 5 partes of la U.S. to discuss the aspectos de software, desde las etapas iniciales de la especificacion of a sistema, hasta el mantenimiento de this despues that se utiliza.
Abstract: El libro integra tanto las perspectivas academicas como profesional en el desarrollo de los contenidos, son 32 capitulos organizados en 5 partes de esta forma se dividen los temas, y se ayuda a los instructores que no puedan completar el estudio del libro en un solo semestre. La ingenieria de software comprende todos los aspectos de produccion de software, desde las etapas iniciales de la especificacion del sistema hasta el mantenimiento de este despues que se utiliza, por lo que incluye varios campos de estudio e investigacion.

113 citations

Journal ArticleDOI
TL;DR: In this paper, el presente articulo mostramos el estado actual de la Universidad en lo que a integracion de TIC respecta, haciendo alusion a las tecnologias that estan irrumpiendo con mayor fuerza in los ultimos tiempos.
Abstract: En la ultima decada estan emergiendo un conjunto de tecnologias que se estan acercando a la educacion universitaria como no habia sucedido en epocas anteriores. Muchas de estas tecnologias pueden ser consideradas como disruptivas, puesto que estan transformando y mejorando los escenarios formativos. Entre las tecnologias que estan tomando mayor impulso e importancia encontramos la realidad aumentada y la realidad virtual, tal y como han puesto de manifiesto diversos informes Horizon y Edutrens. A pesar de que las investigaciones sobre la integracion de estas tecnologias se encuentran en un estado incipiente, podemos afirmar que las realizadas hasta el momento demuestran los grandes beneficios que aportan al proceso de ensenanza-aprendizaje. Entre estas contribuciones podemos destacar la mejora de la motivacion, de la satisfaccion y del rendimiento de los alumnos. En el presente articulo mostramos el estado actual de la Universidad en lo que a integracion de TIC respecta, haciendo alusion a las tecnologias que estan irrumpiendo con mayor fuerza en los ultimos tiempos. Ademas nos centramos en dos de las tecnologias “realidad aumentada y realidad virtual” que estan teniendo mayor repercusion en los ultimos anos, demostrando evidencias al respecto y haciendo mencion a su incorporacion en el ambito universitario.

24 citations

Journal ArticleDOI
TL;DR: In this article, the authors used a questionnaire that assesses the technical aspects and future projection of virtual reality, its drawbacks and the perception of the different dimensions of the participants' knowledge about virtual reality and its didactic employability.
Abstract: Given that the university teachers with more experience in the use of virtual reality are those corresponding to the areas of Health Sciences and of Engineering and Architecture, this article analyzes the assessment these teachers make about virtual reality as a teaching resource in their respective disciplines. The study uses a questionnaire that assesses the technical aspects and future projection of virtual reality, its drawbacks and the perception of the different dimensions of the participants’ knowledge about virtual reality and its didactic employability. The questionnaire was answered by a sample of 423 university teachers of different genders, ages, academic level and teaching experience, whose teaching activity is developed in various Latin American universities in the area of Health Sciences or in the area of Engineering/Architecture. Their answers have been analyzed descriptively and Spearman’s r statistics and the Multifactor ANOVA test have been used to verify the existence of significant differences in their evaluations for the different variables considered, cross-referencing them with the field of knowledge. Within the main results, gaps by area, years of teaching experience and academic level in the participants’ evaluations have been identified and discussed.

20 citations

Journal ArticleDOI
19 Jun 2020
TL;DR: In this article, the authors analyze psycho-pedagogy and ICT during the COVID-19 period in order to generate reflection for students' meaningful learning in the Ecuadorian educational system.
Abstract: The current work paper aims to analyze psycho-pedagogy and ICT during the COVID-19 period in order to generate reflection for students’ meaningful learning in the Ecuadorian educational system. The documentary description and content analysis were used. Psycho-pedagogy and education in general, in light of the documentary review carried out, is facing the challenge of responding effectively to the pedagogical needs created by the COVID-19 pandemic, this implies that in proportion to the traditional approach accomplished in the face-to-face modality, it is located at a crossroads respect to its effectiveness, so the beginning of a research cycle is conceived to know and adapt education to new learning styles, in a social stage based on uncertainty cracking the educational paradigm of certainty.

9 citations

Book ChapterDOI
19 Nov 2018
TL;DR: A Virtual Environments application of a Hybrid Power Plant, for professionals in Electrical Power Systems training and features three different modes as: immersion, interaction and failure modes, which enhance professional’s skills through visualization of the plant components and different processes operation.
Abstract: This article describes a Virtual Environments application of a Hybrid Power Plant, for professionals in Electrical Power Systems training. The application is developed in the Game Engine Unity 3D and features three different modes as: immersion, interaction and failure modes, which enhance professional’s skills through visualization of the plant components and different processes operation. Additionally, failure mode is proposed, it simulates wrong maneuvers consequences and effects. The Generation Environment is integrated by wind turbines and photovoltaic panels that interact through a mathematical model and enables manipulation of dependent variables bringing out a more realistic background.

8 citations