- Digital Accessibility for Disabilities
- Education and Digital Technologies
- E-Learning and Knowledge Management
- Online Learning and Analytics
- Tactile and Sensory Interactions
- Open Education and E-Learning
- Assistive Technology in Communication and Mobility
- Multimedia Communication and Technology
- Digital literacy in education
- Augmented Reality Applications
- Educational Games and Gamification
- Technology Use by Older Adults
- Digital Transformation in Industry
- Big Data and Business Intelligence
- Semantic Web and Ontologies
- Education during COVID-19 pandemic
- 3D Surveying and Cultural Heritage
- Virtual Reality Applications and Impacts
- Teaching and Learning Programming
- Interactive and Immersive Displays
- Media and Digital Communication
- Economic and Technological Innovation
- Business and Management Studies
- ICT Impact and Policies
- Usability and User Interface Design
Universidade Presbiteriana Mackenzie
2016-2025
Jagiellonian University
2022
University of Macerata
2022
Departamento de Educación
2020
National Training Service
2020
Colciencias
2020
This paper presents the characteristics of digital divide (DD)in Latin American countries on example of: Bolivia, Brazil; Dominican Republic; Ecuador; Finland; Guatemala; Poland. The purpose text is to show scale phenomenon, most vulnerable groups (including DD determinants)and practices facilitating inclusion. comparison and exchange good help understand more fully (regardless location people affected by DD)and promote practices. part activities within SELI project.
Preface to the Iberoamerican Human-Computer Interaction Conference 2024 Special Issue
Industry 4.0 is driving significant transformations, even in complex and uncertain industrial environments. This concept represents an innovation strategy aimed at redefining the manufacturing sector, enhancing global competitiveness through cost reduction, more agile processes, superior product quality. Concurrently, Artificial Intelligence (AI) forefront of a profound shift organizational management operations, reshaping professional routines society's interaction with technology. The...
A pandemia decorrente da COVID-19 trouxe mudanças profundas para toda a sociedade, seja no seu contexto social ou profissional. Escolas e Universidades Brasil Mundo fecharam com intenção de frear contaminação muitos professores se viram obrigados, num curto período tempo, reinventar suas aulas presenciais em uma modalidade não presencial, mediadas pela tecnologia. No entanto, nem todos os professores, que cotidiano já possuem sobrecarga trabalho, estavam preparados esta mudança tão...
Several initiatives have made available open educational resources, offered through platforms, aiming to achieve a broader audience, thus having the opportunity of democratizing knowledge. However, accessibility aspects in these resources still many gaps. One is how help teachers prepare curricular contents all students, regardless their limitations and disabilities. In this sense, paper presents digital ecosystem architecture that being developed by group eleven European Latin American...
The elderly population has been increased due better health conditions and quality of life. With a healthier aging, the start to have more active participative life in society. They pursue, among other things, acquire new knowledge despite being generation which access existing technology was restricted, there is an increase use digital technologies, especially educational field. However, with advancing age, cognitive motor skills decrease. Given this scenario, creation accessible didactic...
Video content has become a frequent means of communication on the web and is generated consumed all time through websites. Therefore, study to determine what guidelines should be followed create efficient designs for these websites necessary. This paper presents comparative Nielsen's heuristic evaluation applied five video (Netflix, VideoBrasil Platform, Video@RNP, Vimeo YouTube) in order find suitable recommendations user interfaces according usability approach.
The paper aims to present the conditions surrounding use of ICTs in Brazilian schools. goal study was offer a wide perspective that included opportunities, barriers, transfer knowledge, and challenges related introducing information technology into education. technique used qualitative - an expert interview with four experienced respondents. individuals interviewed represented different areas professional activity: academic sector, implementation practical activities schools, pedagogical...
The different commercial and open-source LMSs do not support pre-built activities for students in Augmented Reality (AR).To solve this challenge, work combines AR technology the Moodle platform to enhance capabilities motivate during learning process.For this, we developed configured an app receive a quiz by communication (using message swap) between Moodle, Vuforia, Unity.The post-quiz questionnaire results show satisfaction level of 40 higher education after taking via AR.A descriptive...
The COVID-19 pandemic brought about profound changes in social and professional contexts. Schools universities all over the world were closed to curb contamination. In a short period, many educators forced reinvent their classes non-classroom mode, mediated by technology. This scenario of overwork can lead stress, favoring distress, anxiety, depression due uncertainties resulting from search for new knowledge acquisition. paper shows research results conducted university Latin America who...
EVALUATION RUBRIC BASED ON BLOOM TAXONOMY FOR ASSESSMENT OF STUDENTS LEARNING THROUGH EDUCATIONAL RESOURCES
The massive amount of data produced by the streaming and storage videos generated from classes, medical procedures other science educational films using UHD technologies is creating huge databases that are not fully used. For example, preparation a surgery setup class which streamed in real time parts could be extracted final version before being saved system. Usually online video platforms only permit users to edit after end streaming. This article describes project editor called...
In order to contribute the increasing inclusion of people who have been for a long time out society, it is possible construct accessible didactic material specific audiences, such as elderly. This article aims area accessibility by presenting recommendations authors that are not specialists in ICT construction intended this elderly public.
This article presents a study for the creation of framework front-end development web applications with accessibility visually impaired and responsiveness. As result, Acceasy (created tool), its operation, some examples project's contributions to application developers end users are presented. final created proved be able generate responsive pages, semantic codes use markings, automatically transparently developers, thus facilitating their work. Pages tool also show improvements in screen...
This paper seeks to identify trends in the usage of an Ontology for Universal Design Learning. To perform analysis guides Learning (UDL) are presented and properties domain Accessibility is verify its potential support UDL. ontology provides data with extensive coverage throughout characteristics educational resources that most suited students disabilities. The conclusions reached obtained from previous projects will be useful construction Inclusive Education scaled improve specifically...
The aim of this study is to show the relationship between attitude new media in group future and current teachers evaluation e-learning platform. research problem closely related development digitally mediated education. It who first experiment are responsible for implementing digital solutions focuses on juxtaposition motivation factor tool - learning environment SELI (Smart Ecosystem Learning Inclusion) survey was conducted Poland Pedagogical University Krakow May-July 2020 a sample 226...
The growing number of the elderly and their potential use technological products requires understanding interaction between these users technology to develop appropriate that include them. Accordingly, this article focuses on studying older people digital games provide strategies for game developers create inclusive users. Thus, usability user experience evaluation sessions were performed achieve objectives, generation's acceptance during with was verified. data collection methods...