Traumatic dental injuries (TDIs) are the fifth most prevalent condition worldwide. Proper diagnosis and emergency management are essential for ensuring a favourable outcome and prognosis. Although other international guidelines provide recommendations for the emergency management of TDI, specific clinical situations are not always addressed. To provide the dental health team and patients with recommendations based on the best scientific evidence available for the outpatient emergency management of people suffering from TDI. The Chilean Ministry of Health formed a multidisciplinary guideline panel balanced to minimize potential bias from conflicts of interest. The Center for Research in Epidemiology, Economics and Oral Public Health (CIEESPO), Universidad de La Frontera, supported the guideline-development process, including evidence synthesis. The panel prioritized clinical questions and outcomes according to their importance for clinicians and patients. We used the Grading of Recommendations Assessment, Development and Evaluation (GRADE) approach, including GRADE Evidence-to-Decision frameworks. The panel agreed on 15 recommendations for outpatient management of TDIs, such as fractures, luxations and avulsions in primary and permanent dentition. Conditional recommendations for permanent teeth included performing partial pulpotomy with calcium hydroxide or bioceramic in complicated crown fractures, stabilizing with a rigid splint in cervical root fracture, performing digital repositioning and splinting in lateral and extrusive luxation for more than 48 h, performing dental reimplantation in avulsed teeth with extended extra-oral time > 1 h, not treating the root surface and prescribe antibiotics in avulsed teeth. Conditional recommendations for primary teeth included performing just the extraction of the mobile fragment in complicated crown-root fractures and not splint in teeth with subluxation, lateral or extrusive luxation. Conditional recommendations for the use of mouthwash with 0.12% chlorhexidine twice a day for a period of 7–14 days in people with TDIs and against prescribing antibiotics in people with crown fracture, intra-alveolar root fracture or tooth luxation associated with trauma.
This work consists of creating a Chatbot agent using RASA, Python, and PHP to automate the teachers’ assistance in the learning and education management platform Ciudad Educativa, which is focused on primary and secondary education. A knowledge base has been created in RASA; this knowledge base has 159 intentions. It comprises 131 frequently asked questions and 28 management and control intentions to train the machine learning model. Primary and secondary schools significantly vary in parameterization as well as pedagogical and educational methodologies. This variability is identified according to the contexts and intent combined to provide adequate assistance to the user. The Chatbot has been integrated with the chat module of the same platform. It was evaluated by a sample of teachers who rated 82.9% of the answers presented by the Chatbot to the questions as applicable.
The design and development of a web application to identify a high or low probability of student dropout at the National Learning Service (SENA) in Colombia, aiming to streamline the process of identifying and supporting potential candidates for assistance provided by the institution through the student welfare department. Throughout the development, socioeconomic variables with the highest impact on characterized academic dropout processes to create a dataset. This dataset was then utilized with various artificial intelligence techniques explored in Machine Learning (Decision Trees, K-means, and Regression), ultimately determining the most effective algorithm for integration into the Software. The decision tree classification technique emerged as the most effective, achieving an impressive accuracy of 91% and a minimal error rate of 9%, substantiating its state-of-the-art standing. As a result, this Software has optimized processes within the Student Welfare Department at SENA and is adaptable for use in any higher education institution.
Public and private institutions have invested in IT to increase their information security. Along with investments, the human factor is dominant. In that sense, countries have also implemented their own Computer Security Incident Response Teams (CSIRTs), whose main objective is to minimize and control the damage in case of a security breach. In the case of the Chilean government, with its CSIRT, they propose new guidelines for IT standards related to cybersecurity in the country’s gaming casinos. This incorporation includes creating internal policies, procedures, protocols, and procurement. The objective of this article is to design a model for creating a cybersecurity awareness and education campaign based on the recommendations of the National Institute of Standards and Technology (NIST) and ISO 27001. The methodology consists of the evaluation of these alternatives and the declaration of 5 preliminary stages. On this occasion, we evaluated the first of them, evaluating all the internal workers of the company to form the subsequent initiatives.
We created a web application for the National Learning Service (NLS) in Colombia to identify students who are at risk of dropping out. This application helps the Student Welfare Department offer support to those who need it. We collected data on socio-economic variables that contributed to academic dropout and used it to develop the software. We explored different artificial intelligence techniques in the Machine Learning area and selected the best algorithm to integrate into the software. The resulting software has improved processes at NLS and can benefit other higher education institutions.
While some areas of software engineering knowledge present great advances with respect to the automation of processes, tools, and practices, areas such as software maintenance have scarcely been addressed by either industry or academia, thus delegating the solution of technical tasks or human capital to manual or semiautomatic forms. In this context, machine learning (ML) techniques play an important role when it comes to improving maintenance processes and automation practices that can accelerate delegated but highly critical stages when the software launches. The aim of this article is to gain a global understanding of the state of ML-based software maintenance by using the compilation, classification, and analysis of a set of studies related to the topic. The study was conducted by applying a systematic mapping study protocol, which was characterized by the use of a set of stages that strengthen its replicability. The review identified a total of 3776 research articles that were subjected to four filtering stages, ultimately selecting 81 articles that were analyzed thematically. The results reveal an abundance of proposals that use neural networks applied to preventive maintenance and case studies that incorporate ML in subjects of maintenance management and management of the people who carry out these tasks. In the same way, a significant number of studies lack the minimum characteristics of replicability.
Autism spectrum disorder (ASD) is a neurodevelopmental disorder defined as persistent difficulty in maturing the socialization process. Health professionals have used traditional methods in the therapies performed on patients with the aim of improving the expression of emotions by patients. However, they have not been sufficient to detect the different emotions expressed in the face of people according to different sensations. Therefore, different artificial intelligence techniques have been applied to improve the results obtained in these therapies. In this article, we propose the construction of an intelligent mirror to recognize five basic emotions: angry, scared, sad, happy and neutral. This mirror uses convolutional neural networks to analyze the images that are captured by a camera and compare it with the one that the patient should perform, thus supporting the therapies performed by health professionals in children with ASD. The proposal presents the platform and computer architecture, as well as the evaluation by specialists under the technology acceptance model.
Ubiquitous learning is an evolution of educational learning processes that implements the concept of ubiquity. That is to say, it is found at all times and in all places. This article summarizes our previous works and proposes an alternative to answer our main research question: how can we develop a U-Learning model that integrates connective learning and xAPI user experiences? This paper presents the U-Learning Model Supported by Learning Experiences and Connective Learning for virtual higher education (U-CLX Model) to measure U-Learning in virtual institutions. The U-CLX Model measures ubiquitous learning in four dimensions: time, place, medium, and context. To develop the model, we proposed a theoretical and technological framework, a definition of the U-Learning concept, a unit of measurement for ubiquitous learning (UbiquoL), and a description of the measurement process. We validated the proposal by thematic specialists and applied the instrument in two universities. The model aims to assess the level of ubiquitous learning in virtual higher education institutions and to suggest how these institutions can improve within their current operations.
Governments and private sectors currently procure software solutions for industry through public tender using mass distribution websites.This alternative organizes the demand and produces a large number of software tenders.Objective.The present study focuses on analyzing the texts of these documents to characterize them efficiently and explore a particular solution to the general problem known as ''to bid or not to bid.''The tool is based on the automatic classification of speech acts, from where we generate different metrics from the Public Call Software Tender (PCST).Methodology.Our first approach was to use some analysis techniques suggested for Requirements Specifications.In particular, our interest focused on speech acts and the ontology-based on speech acts for analyzing requirements.These works focus on classifying software requirements in the early stages of the life cycle, which gave us a starting point for our work in PCST.We use our tool to analyze a set of four PCSTs downloaded from the Chilean Government's public purchases website for the validation stage.The automatic analysis consisted in categorizing and classifying the four PCST downloaded, obtaining the measured values of the variables used by the metrics.Results.An initial assessment shows that the results of this application agree with the proposals generated manually by expert analysts.Our proposal saves time and effort when looking for relevant tenders.Conclusion.We consider the theory of speech acts, which allows texts to be categorized from a pragmatic point of view.We propose a first version of an automatic text classifier based on characterizing speech acts accompanied by metrics.This tool will allow potential tenderers in a public call for software tenders to decide whether it is worth tendering for the call.Based on these assumptions, we propose to use the identification of speech acts in requirements specifications to calculate a set of metrics that will enable us not only to describe PCST but also to compare them.
Context. The electronic government has become a trend for transforming public management to comply with the performance of an efficient, modern state. The processes for public procurement and personnel recruitment represent an essential fraction of a country’s public spending. Objective. Maturity models are tools for assessing different management dimensions resulting in some level of organizational maturity on an ordinal scale which can show null, partial, or total progress towards the desired state. This paper presents an e-government maturity model for public procurement and personnel recruitment processes, based on a literature review to determine the current state of research in the field. Methodology. We have used a known procedural model from Becker to support the design of the proposed model. Later on, we have tested it with government buyers and personnel recruiters. Findings. These initial results show that users understand the questionnaires designed for the study, and their answers allow us to obtain deep validation. A tool with these characteristics can be handy for measuring the degree of transparency in public entities, thus reducing corruption levels in their processes. Conclusion. This proposal describes the complexity of variables that influence the transparency of a socio-technical process in public tenders. We describe five levels of transparency for software procurement through development projects. These classifications enable the maturity levels of the transparency of electronic procedures used by government agencies to be measured in different dimensions. Implications. One of the crucial challenges to increasing a government’s transparency is defining a regulatory or legal framework that regulates its processes and allows the levels of transparency or corruption to be measured in its different departments. Thus instruments and metrics play a crucial role in monitoring the expected change. With direct application in the industry, a model is an essential step for fundamental transparency in electronic governments.
The teaching of programming is a critical topic in our society. Given the Science and Technology initiatives, these topics are considered in different training cycles: primary, secondary and higher education. In the case of higher education, students must cultivate fundamental concepts for developing computer applications, which contribute to not only the knowledge of programming languages but also open guidelines for computational thinking. In previous research, we evaluated a set of platforms under a usability lens; on this occasion, we compare these results and their impact on the learning outcomes. We evaluated three experimental groups that used video game platforms to achieve their learning outcomes. Additionally, we will synthesize the literature regarding new paradigms of programming education under immersive environments.
Women play a fundamental role in society, sustainable development, and the Information and Communications Technology (ICT) industry. In recent years it has been explicitly stated that society must invest in and facilitate scenarios for more women to find a space for professional development. In the ICT area, we find a perfect scenario for women to have valuable job opportunities with long-term projections since it is an area that fails to meet the need for professionals every year. However, the enrollment of women in universities and institutes that offer careers in ICT has not increased considerably over the years, and retention is not encouragingeither. This article aims to present an exploratory review to identify themotivations that drive young women to enter and remain until they graduatein a traditional career in Computer Science and to determine which professional roles are primarily associated with the female profile in this industry. The methodology applied consisted of a systematicmapping of the literature relevant to the study, which is complemented with a case study analysis involving students and professional women in the discipline through surveys. As a result,we obtained a preliminary approach to principal motivations to enter and remain in a university career in ICT and if these aspects replicate the recurrent professional positions women perform in the area.
Currently, kinesiologists who study the posture of people during walking rely on spreadsheets and visual posture assessment. Some technologies make it possible to include sensors in people's bodies to identify their movements. Today, artificial intelligence is supporting many medical processes. In this sense, our proposal focuses on developing software based on Computer Vision and Artificial Intelligence. The software is deployed in a robust architecture based on microservices to support the process of image analysis with high concurrency. This software assists specialists in the analysis and measurements of lower extremity angles and distances during gait. On this occasion, we are working with a local medical center, specialists in caring for high-performance athletes. One of its crucial kinesiology care activities is the performance of kinematic gait analysis.
The development of Information Technologies has contributed to the increase and complexity of data, implying a greater diversity of mechanisms for knowledge extraction. This high data availability has made citizens increase their interest in analyzing data and making more informed decisions. Data mining is an intrinsically complex process that expert users generally use. The non-expert users are overwhelmed because they lack relevant techniques for analyzing and understanding these results. This proposal presents a usability experiment to evaluate the level of understanding of the results when applying classification techniques. The users worked with decision trees, one of the “friendliest” of existing patterns. We need to start focusing on new patterns for non-expert users from the results exposed.
Women play a fundamental role in the IT and ICT industry. In the last two decades, different actors have made great efforts so that more women choose to develop their professional futures in these disciplines. It is here where the insertion of women plays a fundamental role. As it is already known, the number of women who choose to study STEM does not increase considerably over the years; the increase is meager despite the fair offers of employability in public and private organizations in the area. This article aims to present an exploratory review to identify the roles, functions, and jobs most recurrently performed by women in computer science and ICT and also seeks to identify the most required professional competencies and skills for a female profile in this environment. Our methodology for the exploratory review consisted of applying the systematic mapping approach to relevant literature. Complementary results were obtained from the analysis of a sample of 31 female engineers from Chile, who provided us with information to classify roles, functions, competencies, and skills and to identify whether inclusion and equity initiatives are carried out in their previous or current jobs.
Objective: To develop a new concept of teledentistry for the elderly through a web platform and associated mobile application in the context of the COVID-19 pandemic. Material and Methods: A new concept for attention via teledentistry of the elderly supported by the web platform/app TEGO (Acronym for Tele-platform of Geriatric and Dental Specialties in Spanish) was developed. Priority and urgent dental care for elderly patients in the context of the COVID-19 pandemic was provided onboard a mobile dental clinic equipped with all the necessary conventional dental care facilities as well as state-of-the-art digital technology. Dental care was carried out in five cities of Chile. For the study, 135 elderly patients were treated. The tele-dental care model includes visit-appointment and remote interconsultation with a staff of specialists. To evaluate patient satisfaction aspects, regarding the service / care provided, a user satisfaction survey was applied. Results: A total of 68 questionnaires were completed by patients. The results showed high levels of patients’ satisfaction after the priority or urgent dental care, which reached above 75% in all dimensions of the questionnaire (Access to dental care, user treatment, platform, recommendation). Conclusion: The generation of a technological eco-system for teledentistry can provide a series of important advantages in the attention of elderly patients, by optimizing the dental care coverage by different specialists who can provide attention to a population that has limited or no access to them.
Usability is considered one of the most significant aspects to contemplate during the software development process. For this reason, it is necessary to have tools that allow development teams and specialists to evaluate whether the interface design proposals are usable, understandable, and easy to use. One of the widely used instruments to determine if an interface design is usable are questionnaires. There are some proposals aimed at capturing the perception of end-users. Still, very few approaches are focused on covering all aspects of E-Commerce applications and are aimed at specialists in Human-Computer Interaction. In this study, we have used a proposal of a new questionnaire that was developed considering an in-depth analysis of the literature and the information collected from two consulting firms. This new assessment tool intended to provide specialists a way to perform more accurate usability evaluations that cover all aspects of a software in the E-Commerce domain and at the same time allows to quantify the level of user experience. The questionnaire was used to evaluate the usability of the three main E-Commerce websites in Peru. The results show that, despite being the most relevant platforms in the country, they must improve many aspects of usability. There is little concern on the part of companies in offering websites that are intuitive and that generate satisfaction to end users.
Given the nature of the elements that make up blood, microscopes are fundamental to identifying blood cell morphology. These instruments are expensive, and it is not easy to keep blood samples and their diversity in educational environments. We propose a solution based on virtual reality, that generates reliable blood samples using the automatic creation of images that simulate specific pathologies. As part of its essential characteristics, the proposal allows browsing in larger samples and actions like traditional microscopes' operation. In this proposal, we analyse academic approaches that detail similar experiences. Then, we describe the technical architecture that supports the sample generation processes. We validated the proposal in four aspects: Amethod of adoption model, the validation of replicated samples, aperformance test, and an educational exercise. The development of the mobile application was able to generate simulations of samples corresponding to a healthy adult and an adult with acute myeloid leukaemia, where users can visualise, explore and obtain data on each of the elements that appear in the sample. This iteration not only verifies its technical feasibility but opens the way for future research on improving education or training processes.
Critical thinking consists in analysing and evaluating the coherence of reasoning. This ability is crucial when we talk about software quality (SQ). SQ is closely related with the engineer’s ability to judge and discriminate between solutions correctly, so students are required to analyse, evaluate and draw conclusions. Critical thinking, therefore, becomes a crucial part of the training of software engineers. The problem arises from the diversity of proposals and the lack of rigour in existing experiences, making it difficult to find specific recommendations, especially in online contexts. This article reports a systematic mapping study (SMS), the purpose of which was to detect, organise and characterise specific dimensions in online teaching-learning of critical thinking for software engineering. Based on the results of the SMS, we propose a preliminary framework for the evaluation of critical thinking in the training of software engineers in a context of online higher education. It is expected that this proposal will serve as a basis for instructors of the discipline when evaluating critical thinking in a context of online teaching.
Teaching computer programming is an important topic. Due to Science and Technology initiatives, these topics are considered in different training cycles. For higher education, students must cultivate fundamental concepts for the development of software applications, which not only contribute to the knowledge of programming languages but also to opening guidelines for computational thinking. However, selecting a proper tool can be complex. Especially for the diversity of alternatives on the web. Further, not all of them meet basic usability requirements. In this study, we present a set of platforms that seek to develop programming skills based on video games. The search consisted of 4 stages: (i) definition of the research questions, (ii) scope review, (iii) execution of search and (iv) platform selection. Finally, we employ a usability heuristic evaluation for a novice programming system to determine best practices.