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Dive into the research topics where Luis E. Anido-Rifón is active.

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Featured researches published by Luis E. Anido-Rifón.


ACM Transactions on Computing Education \/ ACM Journal of Educational Resources in Computing | 2001

A component model for standardized web-based education

Luis E. Anido-Rifón; Manuel J. Fernández-Iglesias; Martin Llamas-Nistal; Manuel Caeiro-Rodríguez; Juan M. Santos-Gago; J. S. Rodríguez-Estévez

We present a layered component model to support Web-based collaborative applications. We show how this model lets programmers focus on the particular logic of their applications, avoiding most of the issues related to collaboration, access control, and network management. The proposed model is organized into three layers on top of a foundation composed of commercial-off-the-shelf services and standard Internet protocols. The service level provides a network-transparent communications layer, database access, and distributed data interchange. The component level offers typical collaborative services, like user management, auditing, user-oriented messaging, higher-level events, project management, and a bulletin board. The application level supports actual applications constructed using the services offered by the underlying layers. A Web-based educational application has been developed over this framework to illustrate the process. This tele-education system, which follows the recommendations of the main institutions involved in the learning technology standardization process, is the second contribution presented by the authors.


Mobile Computing and Communications Review | 2002

Condor grid computing from mobile handheld devices

Francisco J. González-Castaño; Javier Vales-Alonso; Miron Livny; Enrique Costa-Montenegro; Luis E. Anido-Rifón

In this paper, we propose a hierarchical design methodology for grid access from handheld devices. After determining all user interactions required and technologies available, they are arranged in layers. All functions in a layer are also supported by all underlying layers. By doing so, the designer is less conditioned by the constraints of a specific, out-of-context platform. Additionally, in a stratified modular design, many software components can be re-used. We present a prototype to access Condor from two neighbor layers: PDAs and cell phones.


Computers in Education | 2010

From SCORM to Common Cartridge: A step forward

Victor Gonzalez-Barbone; Luis E. Anido-Rifón

Shareable Content Object Reference Model (SCORM) was proposed as a standard for sharable learning object packaging, delivering and sequencing. Several years later, Common Cartridge (CC) is proposed as an enhancement of SCORM offering more flexibility and addressing needs not originally envisioned, namely assessment and web 2.0 standards, content authorization, collaborative forums, outcomes reporting, accessibility. Educational policy makers, specialists responsible for learning systems deployment, educational content authors and teachers committed to the learning object paradigm must opt for or coexist with two different, partially overlapping proposals for content packaging. While SCORM was conceived for self-paced computer based learning, Common Cartridge attempts at providing support for all forms of teaching and learning with a stress on interactive and collaborative environments. Variety of content, distributed content, discussion forums, assessment, students tracking, interaction with external tools and authorization to access resources are listed as its main enhancements. This article reviews and compares SCORM and Common Cartridge from an educational perspective, seeking to provide some ground and guidelines on how to stand before these proposals. A simple process for authoring a Common Cartridge is described, as well as testing and conversion from SCORM. Suggestions are made to education practitioners on learning objects standards adoption in the most common scenarios.


Computers in Education | 2008

Creating the first SCORM object

Victor Gonzalez-Barbone; Luis E. Anido-Rifón

The creation of the first SCORM (Shareable Content Object Reference Model) object offers some challenges and difficulties which go beyond the facilities offered by content generation applications. In particular, the creation of really reusable, searchable learning objects requires a detailed consideration of metadata, where some institutional aspects may be unclear or not available. This work describes creation of a first learning object, from software tools installation to final packaging. It aims at a wider perspective than that offered by handbooks or user guides for content generation tools, generally poor or altogether deprived of suggestions on how to go about to achieve reusability, interoperability, durability and accessibility as conceived by the SCORM standard. Only free software and Internet publications are used as references. The creation of a simple SCORM package with the Reload Editor is described step by step, and the package created is then tested using Reload SCORM Player, allowing for the detection of some difficulties and alternatives of solution. Help available and some commented references are afterwards indicated. A list of suggestions finally emerges, to the purpose of solving beforehand most of the uncertainties, defining a consistent learning object creation scheme and reducing training time to master tools and metadata generation. As a conclusion, some limitations found along the work are pointed out, in particular the necessity of adopting or defining a LOM (Learning Object Metadata) application profile together with an institutional strategy to face metadata creation efficiently.


Computer Education | 2001

Internet access to real equipment at computer architecture laboratories using the Java/CORBA paradigm

F. J. González-Castaño; Luis E. Anido-Rifón; J. Valez-Alonso; M. J. Fernández-Iglesias; M. Llamas Nistal; P. Rodríguez-Hernández; J. M. Pousada-Carballo

Abstract Laboratory courses in Engineering and Computer Science are not always easy to implement using Internet-based distance education. Simulation has its limits, when compared to working with the real thing (like a computer board). The system we present in this paper provides remote access to real equipment used in a Computer Architecture laboratory. It uses CORBA technology to manage real equipment as just another set of CORBA objects whose operations can be invoked remotely by students. Apart from accessibility advantages for students, there are important benefits for academic institutions. Our system allows different configurations that provide different levels of equipment availability, using fewer resources than a conventional laboratory, and reducing costs. This paper describes our system and its functional architecture, and analyzes economic savings for academic institutions.


human-computer interaction with mobile devices and services | 2002

A New Transcoding Technique for PDA Browsers, Based on Content Hierarchy

Francisco J. González-Castaño; Luis E. Anido-Rifón; Enrique Costa-Montenegro

This paper presents a new transcoding technique for WWW navigation on small display devices: Hierarchical Atomic Navigation. Unlike previous techniques, Hierarchical Atomic Navigation keeps all original information in a readable way, without imposing the use of a specific browser. To achieve this goal, a navigator page is used to represent original contents in a symbolic way. A set of representative icons replaces unreadable elements. These icons are linked to actual individual contents, as a set of atomic pages. Hierarchical Atomic Navigation can be used on any PDA, regardless of OS and browser choice, since both navigator and atomic pages use widely supported standard formats (e.g. XML, HTML).


Software - Practice and Experience | 2001

A Java/CORBA virtual machine architecture for remote execution of optimization solvers in heterogeneous networks

Francisco J. González-Castaño; Luis E. Anido-Rifón; José M. Pousada-Carballo; Pedro S. Rodríguez-Hernández; R. López‐Gómez

Virtual machines for remote execution are a useful tool for utilizing light user interfaces and intensive application cores in different physical machines connected through the Internet. In a virtual machine, application cores are distributed in a network. Specific locations, operating systems and hardware characteristics are hidden by virtual machines. They make it possible to use a PC to execute user interfaces and (a few) high‐performance computers for application cores.


Journal of Biomedical Informatics | 2016

Trends on the application of serious games to neuropsychological evaluation: A scoping review

Sonia Valladares-Rodriguez; Roberto Pérez-Rodríguez; Luis E. Anido-Rifón; Manuel J. Fernández-Iglesias

BACKGROUND The dramatic technological advances witnessed in recent years have resulted in a great opportunity for changing the way neuropsychological evaluations may be performed in clinical practice. Particularly, serious games have been posed as the cornerstone of this still incipient paradigm-shift, as they have characteristics that make them especially advantageous in trying to overcome limitations associated with traditional pen-and-paper based neuropsychological tests: they can be easily administered and they can feature complex environments for the evaluation of neuropsychological constructs that are difficult to evaluate through traditional tests. The objective of this study was to conduct a scoping literature review in order to map rapidly the key concepts underpinning this research area during the last 25years on the use of serious games for neuropsychological evaluation. METHODS MEDLINE, PsycINFO, Scopus and IEEE Xplore databases were systematically searched. The main eligibility criteria were to select studies published in a peer-reviewed journal; written in English; published in the last 25years; focused on the human population, and classified in the neuropsychological field. Moreover, to avoid risk of bias, studies were selected by consensus of experts, focusing primarily in psychometric properties. Therefore, selected studies were analyzed in accordance with a set of dimensions of analysis commonly used for evaluating neuropsychological tests. RESULTS After applying the selected search strategy, 57 studies -including 54 serious games- met our selection criteria. The selected studies deal with visuospatial capabilities, memory, attention, executive functions, and complex neuropsychological constructs such as Mild Cognitive Impairment (MCI). Results show that the implementation of serious games for neuropsychological evaluation is tackled in several different ways in the selected studies, and that studies have so far been mainly exploratory, just aiming at testing the feasibility of the proposed approaches. DISCUSSION It may be argued that the limited number of databases used might compromise this study. However, we think that the finally included sample is representative, in spite of how difficult is to achieve an optimum and maximum scope. Indeed, this review identifies other research issues related to the development of serious games beyond their reliability and validity. The main conclusion of this review is that there is a great interest in the research community in the use of serious games for neuropsychological evaluation. This scoping review is pertinent, in accordance with the increasing number of studies published in the last three years, they demonstrate its potential as a serious alternative to classic neuropsychological tests. Nevertheless, more research is needed in order to implement serious games that are reliable, valid, and ready to be used in the everyday clinical practice.


frontiers in education conference | 2006

A Separation of Concerns Approach to Educational Modeling Languages

Manuel Caeiro-Rodríguez; Martin Llamas-Nistal; Luis E. Anido-Rifón

This paper presents a separation of concerns approach to educational modeling languages (EMLs). Basically, it proposes to structure these languages in a way different from the one proposed by the IMS learning design (LD) specification, currently considered as the standard EML. In our opinion the LD specification is very complex. It is difficult to develop design and runtime applications and to produce EML-educational materials. Therefore, our goal is to simplify the complexity under EMLs providing a more structured solution. The main idea is not to attain the modeling of educational materials as a whole problem, but to divide it in several separated concerns that could be solved part by part. Two different kinds of parts are proposed: perspectives and aspects. In addition, flexibility is considered to support modifications. The paper introduces the theoretical ideas of the proposal and a modeling example


Computer Standards & Interfaces | 2014

Standardization in computer-based education

Luis E. Anido-Rifón; Manuel J. Fernández-Iglesias; Manuel Caeiro-Rodríguez; Juan M. Santos-Gago; Martin Llamas-Nistal; Luis Álvarez Sabucedo; Rubén Míguez Pérez

This paper presents the state of the art and current trends in the standardization of computer-based education, including recent approaches like virtual learning or distributed education. Equipment, communication protocols, multimedia content and formats, description and representation of educational resources, organizations, modeling languages and management issues are some of the key areas in this standardization process. The main institutions participating in the process and their roles are also identified. This survey may serve as a reference for the researcher or practitioner in this field.

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