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    <link>http://hdl.handle.net/10045/164</link>
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        <rdf:li rdf:resource="http://hdl.handle.net/10045/27204" />
        <rdf:li rdf:resource="http://hdl.handle.net/10045/27188" />
        <rdf:li rdf:resource="http://hdl.handle.net/10045/23423" />
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    <dc:date>2013-05-21T12:47:00Z</dc:date>
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  <item rdf:about="http://hdl.handle.net/10045/27204">
    <title>Pilot project for implementing corporate governance of IT</title>
    <link>http://hdl.handle.net/10045/27204</link>
    <description>Título: Pilot project for implementing corporate governance of IT
Autor/es: Fernández Martínez, Antonio; Gumbau Mezquita, José Pascual; Llorens Largo, Faraón
Resumen: This article presents the results of the IT Governance Enhancement Project (ITGEP) carried out in three Spanish universities (the University of Murcia, Jaume I University and the Polytechnic University of Cartagena) on the initiative of the IT Commission of the Spanish Association of University Rectors (CRUE). The aim of the project was to apply the reference framework of Governance of IT for Universities (GTI4U) in order to determine the best practices currently carried out in the three universities, as well as to ascertain their level of maturity of corporate governance of IT. The project also provides an empirical evaluation of the implementation process, the GTI4U framework and its tools. The GTI4U framework was implemented in each university in a four-stage process: first an IT Governance Committee (ITGC) was set up and given responsibility for carrying out the remaining stages; the ITGC members were then taught the basic notions of IT governance, the GTI4U framework and how to implement it; there followed a self-assessment process to determine the maturity level of corporate governance of IT and which best practices fit the needs of the university; finally an IT Governance Improvement Plan was drawn up for the university. The ITGC members had a high opinion of the GTI4U framework, awarding it a mark of 4.3 on a scale of 0 to 5. They regarded GTI4U as a “reference of the highest calibre” which aspires to the maximum level of IT governance, also considering that the recommended improvement actions correspond to the most demanding professional practices. In addition, they deemed the process designed to carry out the ITGEP to be efficient and satisfactory (awarding it a mark of 4.3) and they recommended that similar processes be implemented by other universities (4.6). As regards the best practices of IT governance applied in the three universities, it was observed that 1 of each 3 best practices proposed by GTI4U were applied in relation to the principle of Responsibility and Strategy in ISO 38500, while for the principles of Acquisition, Performance, Conformance and Human Behaviour 1 of every 4 best practices were applied. These results are a clear indication that these three universities are in the early stages of corporate governance of IT and need to implement new best practices. The current maturity of corporate governance of IT is also at the lower levels of the scale for all the principles of ISO 38500, in no case surpassing the “Repeatable” level (level 2 on a scale of 0 to 5). The aim of both the CRUE and the authors of the present article is that the pilot project (ITGEP) and the GTI4U framework should become a valid reference source and should be used in the near future by many other universities that are committed to improving their corporate governance of IT.
Descripción: Paper submitted to the 18th EUNIS Congress, A 360° perspective on IT/IS in Higher Education, Vila Real, Portugal, June 20-22, 2012.</description>
    <dc:date>2012-06-01T00:00:00Z</dc:date>
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  <item rdf:about="http://hdl.handle.net/10045/27188">
    <title>Predicting student performance in foreign languages with a serious game</title>
    <link>http://hdl.handle.net/10045/27188</link>
    <description>Título: Predicting student performance in foreign languages with a serious game
Autor/es: Illanas Vila, Ana; Calvo Ferrer, José Ramón; Gallego Durán, Francisco; Llorens Largo, Faraón
Resumen: In this digital age, many statements have been made regarding the use of technology for teaching purposes. In this sense Serious Games are gaining ground considering that, besides their technological advantages, they provide fun, which allegedly engages students in their training. Much research has been carried out to show how Serious Games improve teaching methodologies and student learning outcomes in various subjects. This research focuses on the field of digital game-based learning from a different perspective: Namely, the work carried out does not focus on the use of Serious Games for teaching and learning, but on the use of such tools for the prediction of learning outcomes. Accurately predicting future student performance lets teachers give customized advice to them. The approach is undertaken by means of machine learning and data mining techniques, and educational data mining techniques in particular. These techniques are applied to data collected from games played by students. For such purposes, The Conference Interpreter (CoIn), a Serious Game which simulates a context of simultaneous interpreting has been developed and used as a data mining tool. Following this, the experiment carried out is described and machine learning/data mining results are presented and discussed.</description>
    <dc:date>2013-03-01T00:00:00Z</dc:date>
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  <item rdf:about="http://hdl.handle.net/10045/23423">
    <title>Modeling a mobile robot using a grammatical model</title>
    <link>http://hdl.handle.net/10045/23423</link>
    <description>Título: Modeling a mobile robot using a grammatical model
Autor/es: López García, Gabriel; Gallego Sánchez, Antonio Javier; Dalmau Espert, J. Luis; Molina Carmona, Rafael; Compañ Rosique, Patricia
Resumen: Virtual Worlds Generator is a grammatical model that is proposed to define virtual worlds. It integrates the diversity of sensors and interaction devices, multimodality and a virtual simulation system. Its grammar allows the definition and abstraction in symbols strings of the scenes of the virtual world, independently of the hardware that is used to represent the world or to interact with it. A case study is presented to explain how to use the proposed model to formalize a robot navigation system with multimodal perception and a hybrid control scheme of the robot.</description>
    <dc:date>2012-01-01T00:00:00Z</dc:date>
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  <item rdf:about="http://hdl.handle.net/10045/23398">
    <title>Bayesian models for finding and grouping junctions</title>
    <link>http://hdl.handle.net/10045/23398</link>
    <description>Título: Bayesian models for finding and grouping junctions
Autor/es: Cazorla Quevedo, Miguel Ángel; Escolano Ruiz, Francisco; Gallardo López, Domingo; Rizo Aldeguer, Ramón
Resumen: In this paper, we propose two Bayesian methods for detecting and grouping junctions. Our junction detection method evolves from the Kona approach, and it is based on a competitive greedy procedure inspired in the region competition method. Then, junction grouping is accomplished by finding connecting paths between pairs of junctions. Path searching is performed by applying a Bayesian A* algorithm that has been recently proposed. Both methods are efficient and robust, and they are tested with synthetic and real images.</description>
    <dc:date>1999-01-01T00:00:00Z</dc:date>
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