Valeria Díaz-Ontiveros, P. C. Santana-Mancilla, David Abdel Mejía Medina
{"title":"Analysis of the impact on the customer experience due to the integration of interactive technology in a retail space","authors":"Valeria Díaz-Ontiveros, P. C. Santana-Mancilla, David Abdel Mejía Medina","doi":"10.47756/aihc.y7i1.114","DOIUrl":"https://doi.org/10.47756/aihc.y7i1.114","url":null,"abstract":"The presence of technology in physical retail sites has a great tendency to incorporate smart and interactive elements; given this situation, the concept of smart retail arises to reinvent and, at the same time reinforcing, the role of stores in offering a better customer experience to consumers through the use of technology. This study explores the level of acceptance, interaction, and perception of users in technologically improved environments, the role of technology as a variable in the store's atmosphere","PeriodicalId":277849,"journal":{"name":"Avances en Interacción Humano-Computadora","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134056798","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Multimedia Principles Applied to a Virtual Reality Application Design for Procedural Learning","authors":"L. Bautista, José Guerrero, Carmen Plata","doi":"10.47756/aihc.y7i1.119","DOIUrl":"https://doi.org/10.47756/aihc.y7i1.119","url":null,"abstract":"Designing immersive learning environments based on simulations has evolved into a tool for practicing procedures in fields such as industrial safety. This document describes the design of a virtual reality learning environment for the practice of safe bench saw use in the carpentry workshops of the Industrial Design Program at Universidad Industrial de Santander (Colombia). The user interface was created using the multimedia principles of spatial contiguity, temporal contiguity, redundancy, and signaling from the Four-Components Instructional Design Model. The qualities mentioned have ties to the 4C/ID model's elements, learning tasks, procedural information, support information, and practical tasks, which allowed for their incorporation into the user interface elements of a virtual reality environment. A design for evaluating the prototype is also presented in order to assess how well it performs in terms of teaching students who use the learning environment how to use the machine safely.","PeriodicalId":277849,"journal":{"name":"Avances en Interacción Humano-Computadora","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115281279","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
J. R. Ramos Díaz, Juan Jesús Ruiz Lagunas, Adrián Núñez Vieyra, José Manuel Cuin Jacuinde, Juan Carlos Olivares Rojas
{"title":"Dialog modeling of domain specific cognitive assistants","authors":"J. R. Ramos Díaz, Juan Jesús Ruiz Lagunas, Adrián Núñez Vieyra, José Manuel Cuin Jacuinde, Juan Carlos Olivares Rojas","doi":"10.47756/aihc.y7i1.121","DOIUrl":"https://doi.org/10.47756/aihc.y7i1.121","url":null,"abstract":"Intelligent virtual assistants of software are becoming more common. Frequently, the communication interface is dialogue which is expressed in natural language. When an assistant consists of questions that are associated with a single answer, the abstraction of the dialogue is straightforward, however, when there are conversations with multiple bifurcations in the flow of communication, the representation and documentation is complex. In this sense, there is a lack of formalities that allow a dialogue to be accurately represented and based on them, to proceed with its programming in an industrial framework. In this work we propose the use of finite state machines to model complex dialogues. Thus, we introduce a formal model for the representation of dialogue and its mapping to a real assistant, using an industrial framework. We believe that our approach will make it easier to design and to program assistants with complex interaction, enabling better adoption of them.","PeriodicalId":277849,"journal":{"name":"Avances en Interacción Humano-Computadora","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131113459","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Towards a Collaborative Learning Framework for D-learning based on improving the teamwork skills of adolescents","authors":"Liliana Martínez-Venegas","doi":"10.47756/aihc.y7i1.115","DOIUrl":"https://doi.org/10.47756/aihc.y7i1.115","url":null,"abstract":"Collaborative learning (CL) and Computer Supported Collaborative Learning (CSCL) are educational models that significantly improve students' higher-order, digital, and transversal skills if employed appropriately. Experts and industry members have named the CL and CSCL essential strategies to solve the deficiencies detected in the skills of professionals working in a digital economy profoundly accelerated by technological advances and the consequences of the COVID-19 pandemic. This document presents a project’s path and current status to create a framework for collaborative learning among adolescents, focused on developing their team skills and robust support in the principles of d-learning. This research seeks to formulate a model for face-to-face learning at first, but that can evolve to be implemented in both online and hybrid courses.","PeriodicalId":277849,"journal":{"name":"Avances en Interacción Humano-Computadora","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129219139","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sara Maritza Gutiérrez Rondón, Luis Bautista Rojas, María Fernanda Maradei Garcia
{"title":"Measuring cognitive load using eye tracking technology in learning Content","authors":"Sara Maritza Gutiérrez Rondón, Luis Bautista Rojas, María Fernanda Maradei Garcia","doi":"10.47756/aihc.y6i1.82","DOIUrl":"https://doi.org/10.47756/aihc.y6i1.82","url":null,"abstract":"The objective of this study is to determine the effect of a cognitive process called Spatial Contiguity on students engaged in a learning activity. In organizing observed information, cognitive processes beyond attention influence the direction and duration of eye movements. Four volunteers participated in a pilot experiment developed using Eye-tracking to measure cognitive processing of stimuli from learning materials presented in two different formats. Eye-tracking is a tool used to record the eye movements of subjects while performing tasks. The results showed statistically significant differences in cognitive processing measures based on the way learning content is presented.","PeriodicalId":277849,"journal":{"name":"Avances en Interacción Humano-Computadora","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120907493","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Learning experience design through Minecraft, Imagineering, and Storytelling","authors":"Roberto Razo, Manuel Siordia, A. García","doi":"10.47756/aihc.y6i1.89","DOIUrl":"https://doi.org/10.47756/aihc.y6i1.89","url":null,"abstract":"The present research consists of implementing, through the learning experience design framework, a model that allows design students to connect the past with the present and the future of the profession. The process includes understanding the dimensions of the design of a historical character related to the discipline, implementing the hero's journey to tell his story but also contextualizing it in a three-dimensional environment in Minecraft. The video game allows them to express abstract elements in concrete through a three-dimensional representation that provides a user experience where you can also learn about these outstanding characters of the discipline.","PeriodicalId":277849,"journal":{"name":"Avances en Interacción Humano-Computadora","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122089712","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Towards a model for improving collaboration between design and development teams in a large-scale organization","authors":"Víctor Manuel García Luna","doi":"10.47756/aihc.y6i1.90","DOIUrl":"https://doi.org/10.47756/aihc.y6i1.90","url":null,"abstract":"<jats:p />","PeriodicalId":277849,"journal":{"name":"Avances en Interacción Humano-Computadora","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130692158","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Aurora Ruiz-Rodriguez, M. Wijkstra, E. V. Asseldonk
{"title":"Analysis of 3D virtual avatars for video game experience","authors":"Aurora Ruiz-Rodriguez, M. Wijkstra, E. V. Asseldonk","doi":"10.47756/aihc.y6i1.85","DOIUrl":"https://doi.org/10.47756/aihc.y6i1.85","url":null,"abstract":"Avatar personalization may contribute to the engagement in a video game. This exploratory study investigated which features a 3D virtual avatar should have for the user to experience Body Ownership. 10 participants (aged 20 to 30) participated in this study. For each participant three avatars were created based on a single picture of them from the shoulders up. The three software that created the avatars are Avatar SDK, Wolf 3D and Character Creator. After the avatars were created every participant filled out a questionnaire and rated each avatar according to the features. The features that the participants were asked to rate were skin color, hair color, hair style, shape of the face, personal details (e.g. freckles and moles), body shape, height and clothes. The results show that the participants had the highest level of Body Ownership with the avatar from the Avatar SDK, which was rated the highest on the features skin color and shape of the face. Most of the participants would choose the avatar created by the Wolf 3D software to play a video game with, because it has a more cartoon-like look. When the participants were asked what they thought would be the most important features the highest rated answers were skin color, shape of the face and hair color.","PeriodicalId":277849,"journal":{"name":"Avances en Interacción Humano-Computadora","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132420168","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Understanding changes in behavior during the COVID-19 pandemic: Opportunities to design around new eating experiences","authors":"Mario O. Parra, Luís A. Castro, J. Favela","doi":"10.47756/aihc.y6i1.79","DOIUrl":"https://doi.org/10.47756/aihc.y6i1.79","url":null,"abstract":"The pandemic has disrupted many of our daily habits and behaviors. Eating behaviors have been modified by lockdowns due to limited food availability. We report on a qualitative study conducted to better understand these changes in eating behaviors as they represent an opportunity to design technologies that both support healthy eating habits and take advantage of the new conditions produced by the COVID-19 pandemic. We interviewed 14 young professionals in Mexico to understand some of the challenges they faced during the pandemic and how they affected their eating behaviors, including changes in socialization while eating, motivation to improve health, increased cooking, and binge-eating. From this analysis, we envision ways in which novel information technologies can be designed for providing new eating experiences, such as improving virtual socialization while eating, and taking advantage of social media to support cooking and interactions at home.","PeriodicalId":277849,"journal":{"name":"Avances en Interacción Humano-Computadora","volume":"88 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133804005","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Design, development, and evaluation of a serious video game to promote visitors' engagement in a museum exhibition context","authors":"Jessica Cordova-Rangel, Karina Caro","doi":"10.47756/aihc.y6i1.107","DOIUrl":"https://doi.org/10.47756/aihc.y6i1.107","url":null,"abstract":"Museums have different challenges form a lack of funding and staff to a decrease in visitors. Due to the lack of interest from visitors, museums have created more enjoyable experiences for the public. The literature has shown that serious games are beneficial to visitors, as they can both encompasses entertainment and learning. On the other hand, this technology is mainly designed without the opportunity to allow for constant changes, resulting in a short life span. In this research, we propose the design and development of a serious video game for Caracol Museo de Ciencias, inspired by escape room game mechanics, which aims to promote visitors' engagement and to provide them with a different game experience every time they visit the museum, through the continuous updating of the game by museum staff with the help of a web authoring tool.","PeriodicalId":277849,"journal":{"name":"Avances en Interacción Humano-Computadora","volume":"320 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126046071","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}