Browsing by Author "Bastida, Leire"
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Item Association of lifestyle and early risk obesity variables with the BMI for age categories in Greek, Spanish, and Brazilian schools. POSTER DISCUSSION(Wiley-Blackwell, 2020) Torrego, M.; Cortés Martínez, A.; Del Rey Mejías, A.; Arredondo, E.; Seara, G.; Praça Brasil, C.; Bezerra, I.; Magalh, D.; Reis, Dos; Rodrigues Ferreira, J.; De Vasconcelos, J.; Fontenelle Catrib, A.; Mendes Melo, N.; Rocha, C.; Webert, E.; Costa, L.; Melo, R.; Bastida, Leire; et alChildhood obesity is a multifactorial disease conse- quence of an interaction among a complex set of factors that are related to the environment, genetics, and ecological effects such as the family, community, and school. Interventions tailored to high risk determinants at an early age can prevent or limit the excess weight gain.Item Augmented Reality for Supporting Workers in Human–Robot Collaboration(2023-04-10) Moya, Ana; Bastida, Leire; Aguirrezabal, Pablo; Pantano, Matteo; Abril-Jiménez, Patricia; ADV_INTER_PLAT; VISUALThis paper discusses the potential benefits of using augmented reality (AR) technology to enhance human–robot collaborative industrial processes. The authors describe a real-world use case at Siemens premises in which an AR-based authoring tool is used to reduce cognitive load, assist human workers in training robots, and support calibration and inspection tasks during assembly tasks. The study highlights the potential of AR as a solution for optimizing human–robot collaboration and improving productivity. The article describes the methodology used to deploy and evaluate the ARContent tool, which demonstrated improved usability, reduced task load, and increased efficiency in the assembly process. However, the study is limited by the restricted availability of workers and their knowledge of assembly tasks with robots. The authors suggest that future work should focus on testing the ARContent tool with a larger user pool and improving the authoring tool based on the shortcomings identified during the study. Overall, this work shows the potential for AR technology to revolutionize industrial processes and improve collaboration between humans and robots.Item Exploring the role of ICT on household behavioural energy efficiency to mitigate global warming(2019-04) Bastida, Leire; Cohen, Jed J.; Kollmann, Andrea; Moya, Ana; Reichl, Johannes; ADV_INTER_PLATWith the advent of ICT in the energy system, new possibilities to inform and influence residential electricity consumption become available. We explore the potential of ICT-based interventions in households to decrease electricity usage, improve energy efficiency and thus contribute to reducing GHG (greenhouse gas) emissions from this sector. Based on a literature review on the subject, we suggest that ICT can affect some of the main behaviour-influencing factors, and discuss the causal avenues by which these effects can take hold. Our review finds that ICT-based effects on consumer behaviour can reduce household final electricity consumption by 0–5%. These and other findings from the literature are used to define parameter values, which reflect the efficacy of ICT at changing household energy usage patterns, and ultimately decreasing GHG emissions from the electricity sector. A quantitative analysis of the potential for ICT to contribute to reaching the 1.5 °C target in the context of the European Union (EU) energy sector is performed. It is found that ICT-based interventions in household energy use could contribute between 0.23% and 3.3% of the EU CO2e reduction target from the energy sector that would keep warming under 1.5 °C, corresponding to 4.5–64.7 mio. tCO2e abated per year.Item A gamified Experience for Motivating Students to Learn Literature(2019) Menchaca, Sara; Moya, Ana; Bastida, Leire; ADV_INTER_PLATThis paper describes a new teaching approach based on gamification with the following goals: to promote the learning of Spanish Literature to non-motivated third-year high school students and to provide teachers with an effective method based on game design techniques to teach Literature. A complete gamification experience has been developed to provide the most effective gamified learning experience able to awake the interest of the students in Literature, while assuring the knowledge retention of the concepts in higher grades. The experience was validated among a group of 20 students of 14-15 years-old with very interesting and promising conclusions: students’ and teacher’s motivation were increasing along the experience and the students’ final marks on the subject were 20% better that the same subject the year before.Item The H2020 project RAYUELA: A fun way to fight cybercrime(Ediciones de la Universida de Castilla-La Mancha, 2021) López, Gregorio; Bueno, Nereida; Castro, Mario; Reneses, Maria; Perez, Jaime; Riberas, Maria; Alvarez-Campana, Manuel; Vega-Barbas, Mario; Solera-Cotanilla, Sonia; Bastida, Leire; Moya, Ana; Fernandez, Ruben; Vazquez, Violeta; Zango, German; Vicente, PedroAs in the case of maieutics, this paper aims to unveil the most important goals and features of the recently funded European project RAYUELA by answering some important questions, such as: why, who, what, how, what the main challenges and novelty of the project are, and what will be next (although the project is still in its earlier stages).Item Initiating the Human-robot Collaboration During the WEEE Management(Fraunhofer, 2020) Arnaiz, Sixto; Cacho, Iñigo; Uria, Iratxe; Guarde, Dorleta; Arieta-araunabeña, Maider; Stergiou, Athanasios; Karamoutsos, Spyridon-Dionysios; Antunes, Ana-Catarina; Oliveira, Elisabete; Sillaurren, Sara; Bastida, LeireThe amount and variety of WEEE (waste electrical and electronic equipment) that is generated, in Europe and globally, has steeply increased during the last years.Item The OCARIoT Data Acquisition App(Institute of Electrical and Electronics Engineers Inc., 2020-07) Barbosa, Paulo; Santos, Douglas; Lucena, Caio; Bastida, Leire; Ferreira, Jose Fernando; Cea, Gloria; de Herrera, Alba Garcia Seco; Rodriguez Gonzalez, Alejandro; Santosh, KC; Temesgen, Zelalem; Kane, Bridget; Soda, Paolo; ADV_INTER_PLATWe introduce the OCARIoT Data Acquisition App, a mHealth open source solution that synchronizes and manages data in Health IoT pilots. It was developed during the H2020 project entitled OCARIoT (Smart childhood Obesity CARing solution using IoT potential) and is innovative in the sense that it allows efficient IoT data collection, integration of different commercial devices, improves the user's privacy, data's security and the management of data controllers respecting legal and ethics policies. The application acts as a token manager for accessing external services. Besides the main features of the application, we report the integration of Fitbit services, and the deployment in four Health IoT pilots in Brazil, Greece and Spain. A survey was conducted with users in these three pilots and collected information about their user experience. The results presented excellent feedbacks from the users, with initial needs of synchronizing different children's accounts and privacy, which justified the development of the tool. Finally, we got feedback of improvements in ethics, technological and reuse in Health IoT pilots.Item The Power of Gamification to Learn and Promote Healthy Habits among Children(2019) Bastida, Leire; Moya, Ana; Gaeta, Eugenio; de Vasconcelos Filho, José Eurico; Gabler, Felicia; ADV_INTER_PLATChildhood obesity is one of the biggest paediatric public health concern, affecting more than one in three schoolaged children in countries like Spain, Brazil and Greece. This paper describes the gamification approach used in the OCARIoT project in order to promote a long-term behavioral change towards healthy habits in children between 9 and 12 years old. This gamification approach has been designed and validated following a user centricapproach, with a gender-balanced population of around 100 children aged 9 to 12, in four schools in Spain, Greece and Brazil.Item Towards a Functional Approach to the Assessment of Daily Life Physical Activity in Children: Are the PAQ-C and Fitbit Flex-2 Technically Adequate?: Are the paq-c and fitbit flex-2 technically adequate?(2020-11-17) Venetsanou, Fotini; Emmanouilidou, Kyriaki; Soutos, Konstantinos; Sotiriou, Sofoklis A.; Bastida, Leire; Moya, Ana; Kambas, Antonis; ADV_INTER_PLATConsidering the need for functional physical activity (PA) measures in PA settings, this study sought to determine the technical adequacy of the Physical Activity Questionnaire for Older Children (PAQ-C) and the Fitbit Flex-2, two instruments with promising features for wide use, using the Actigraph GT3X+ accelerometer as the criterion reference. A total of 218 Greek children (94 boys, 124 girls; mean age = 10.99 ± 1.52 years) volunteered to join in. Participants wore the PA trackers for seven days and completed the PAQ-C. Moreover, a sub-group (n = 60) recompleted the PAQ-C after a week. Results revealed acceptable internal consistency and excellent test–retest reliability for the PAQ-C. Regarding concurrent validity, weak to moderate correlations with PA parameters recorded by the GT3X+ were revealed for the total PAQ-C and were excellent for the Flex-2, while a Bland–Altman plot indicated good agreement. Finally, in alignment with relevant literature, significant gender, but no age, differences were found in participants’ PA records in all the tools applied. The above results support the use of the PAQ-C and the Fitbit Flex-2 in children. Considering that they shed light into different parameters of children’s habitual PA, their combined utilisation, providing comprehensive information, is strongly recommended.Item Validating item response processes in digital competence assessment through eye-tracking techniques(ACM, 2020-10-21) Bartolomé, Juan; Garaizar, Pablo; Bastida, Leire; Garcia-Penalvo, Francisco Jose; ADV_INTER_PLATThis paper reports on an exploratory study with the aim to validate item response processes in digital competence assessment through eye-tracking techniques. When measuring complex cognitive constructs, it is crucial to correctly design the evaluation items to trigger the intended knowledge and skills. Furthermore, to assess the validity of a test requires considering not only the content of the evaluation tasks involved in the test, but also whether examinees respond to the tasks by engaging construct-relevant response processes. The eye tracking observations helped to fill an ‘explanatory gap’ by providing data on variation in item response processes that are not captured by other sources of process data such as think aloud protocols or computer-generated log files. We proposed a set of metrics that could help test designers to validate the different item formats used in the evaluation of digital competence. The gaze data provided detailed information on test item response strategies, enabling profiling of examinee engagement and response processes associated with successful performance. There were notable differences between the participants who correctly solved the tasks and those who failed, in terms of the time spent on solving them, as well as the data on their gazes. Moreover, this included insights into response processes which contributed to the validation of the assessment criteria of each item.