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      • Advanced Clustering Techniques for Emotional Grouping in Learning Environments Using an AR-Sandbox 

        Restrepo Rodríguez, Andrés Ovidio; Ariza Riaño, Maddyzeth; Gaona-García, Paulo Alonso; Montenegro Marin, Carlos Enrique (International Journal of Uncertainty, Fuzziness and Knowledge-Based Systems, 2022)
        Recently, it has been proven that the emotional aspect directly influences the learning process, so that, based on data mining techniques, this behavior has been sought to be characterized. This has made clustering techniques ...
      • Emotional characterization of children through a learning environment using learning analytics and AR-Sandbox 

        Restrepo Rodríguez, Andrés Ovidio; Ariza Riaño, Maddyzeth; Gaona-García, Paulo Alonso; Montenegro-Marin, Carlos Enrique; González-Crespo, Rubén; Wu, Xing (Journal of Ambient Intelligence and Humanized Computing, 03/2020)
        Identifying emotions experienced by students in a learning environment contributes to measuring the impact when technologies such as augmented reality (AR) are implemented in the educational field. The most frequent methods ...
      • Hyperparameter Optimization for Image Recognition over an AR-Sandbox Based on Convolutional Neural Networks Applying a Previous Phase of Segmentation by Color-Space 

        Restrepo Rodríguez, Andrés Ovidio; Casas Mateus, Daniel Esteban; Gaona-García, Paulo Alonso; Montenegro-Marín, Carlos; González-Crespo, Rubén (Sysmmetry. Basel, 12/2018)
        Immersive techniques such as augmented reality through devices such as the AR-Sandbox and deep learning through convolutional neural networks (CNN) provide an environment that is potentially applicable for motor rehabilitation ...
      • Time Series for Evaluation of Performance Metrics as of Interaction with an AR-Sandbox Using Brain Computer Interfaces 

        Restrepo Rodríguez, Andrés Ovidio ; Ariza Riaño, Maddyzeth; Gaona-García, Paulo Alonso; Montenegro-Marín, Carlos (Lecture Notes in Networks and Systems, 2022)
        Technologies such as Augmented Reality (AR) can generate an impact within the educational process of students, which can be measured from the perspective of users. Generally, this perspective is evaluated from questionnaires ...

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