Browsing by Autor "Fernando De la Rosa"
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Item type: Item , Estudio de reducción del ruido en imágenes SAR para el análisis de inundaciones(Universidad de San Buenaventura, 2015) Jaime Alberto Parra Plazas; José Tiberio Hernández; Fernando De la RosaLa recopilación de información a través de la teledetección inició desde principios del siglo XX, y ha permitido su uso para la toma de decisiones en diversos ámbitos del manejo de desastres. La integración de información de imágenes satelitales e información real de las estaciones de hidrología permite conocer el comportamiento de la inundación en un lapso de tiempo. La reducción del ruido originada por el tipo cobertura del suelo afecta la imagen por el eco de la variación del terreno afectando los procesos de fusión espacial y temporal de imágenes. Siendo una dificultad que todavía está en estudio a pesar que es una dificultad bastante antigua de las imágenes satelitales en general. Se tienen diversos tipos de filtros basados en frecuencia o estadísticos que ayudan a su reducción, pero es necesario estudiar su comportamiento para aplicarlo en imágenes SAR (Radar de apertura sintética). Como finalidad está en mejorar la precisión de los cálculos de las inundaciones en aspectos de determinar las áreas inundadas y confrontar en un futuro la información con los datos de las estaciones de hidrología. El resultado experimental es evaluar el proceso de reducción del ruido usando indicadores y así obtener criterios para aplicar los filtros por parte del usuario en procesos hidrológicoItem type: Item , RoBlock – Web App for Programming Learning(kassel university press, 2016) Pedro Guillermo Feijóo-García; Fernando De la RosaOne of the major challenges related to teaching programming and algorithmics to amateur students is the time spent to explain a language’s syntax. Also, students who undertake computer programming may find problems that hinder their understanding of concepts and the development of their problem-solving and programming skills. This paper presents the results of an experimental approach that evaluated the interaction of a group of Colombian students with a Web solution within the context of Mobile Robotics to learn programming and algorithmics. The designed Web App is oriented towards autodidactic learning by using Visual Blocks Programming through five interactive modules that include concepts to be learned by students such as the following: variables, sensors, conditionals, cycles, and functions. The solution is designed to present virtual scenarios for Mobile Robotics. This proposal was evaluated with middle school students from the Colombian education system and was compared to the results obtained using Scratch as a reference tool.Item type: Item , Scaffolded Block-based Instructional Tool for Linear Data Structures: A Constructivist Design to Ease Data Structures’ Understanding(kassel university press, 2019) Daniel Felipe Almanza-Cortés; Manuel Felipe Del Toro-Salazar; Ricardo Andrés Urrego-Arias; Pedro Guillermo Feijóo-García; Fernando De la RosaData Structures courses commonly introduce topics involving high levels of abstraction and complexity, requiring significant effort from instructors and apprentices to achieve positive outcomes from the teaching-learning process. Despite the multiple studies that have occurred within the Computer Science Education (CSE) community to understand the experiences novice programmers may have when learning how to program, there is still a lack of exploration and research on understanding these experiences in scenarios different from first-year Computer Science (CS) courses. Looking further from CS introductory courses, this paper presents the results of a pilot study that evaluated the interaction of a group of CS Colombian students with DStBlocks, which is a scaffolded block-based instructional technology, designed and developed to ease linear data structures understanding. The findings and results of this pilot study are favorable, corresponding to tests centered on user experience and learning impact.Item type: Item , Semi-automatic construction of video game design prototypes with MaruGen(Universidad de Antioquia, 2020) Italo Felipe Capasso-Ballesteros; Fernando De la RosaMachinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the participation of programmers and video game artists, MaruGen allows the generation of agile video game prototypes in the Unity game engine. These prototypes can be analyzed by the entire workgroup to look for games with diverse complexities that make them attractive to their users. MaruGen is based on the expression of rules on elements of interest in video games and the rewriting mechanism using L-Systems for the generation of procedural content. MaruGen was evaluated in the construction of the Cubic Explorer video game and tested by gamers and video game developers during the Game Jam Ludum Dare 38.