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11 Research products

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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Rosati, Germán; Domenech, Laia; Chazarreta, Adriana Silvina; Maguire, Tomás;

    We present a first approximation to the quantification of social representations about the COVID-19, using news comments. A web crawler was developed to construct the dataset of reader’s comments. We detect relevant topics in the dataset using Latent Dirichlet Allocation, and analyze its evolution during time. Finally, we show a first prototype to the prediction of the majority topics, using FastText. Sociedad Argentina de Informática

    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Servicio de Difusión...arrow_drop_down
    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
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      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Servicio de Difusión...arrow_drop_down
      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Jofré, Nicolás; Rodríguez, Graciela; Alvarado, Yoselie; Fernández, Jacqueline; +1 Authors

    Since the start of the COVID-19 pandemic, the severity and prevalence of symptoms of psychological distress, fatigue, brain fog, and other conditions have increased considerably, including among people who have not been infected with SARS-CoV-2. Many studies summarize the effect of the pandemic on the availability of mental health services and how this has changed during the pandemic. Concerned that potential increases in mental health conditions, had already prompted 90% of countries surveyed to include mental health and psychosocial support in their post COVID-19 response plans, but major gaps and concerns remain. In this paper we developed a de-stress proposal through a digital zen garden by using an augmented reality sandbox. The system provides patients with flexible interaction and easy control of the scenario, while making real time data recording. An objective evaluation method is proposed to review the effectiveness of the therapy. According to the evaluation results of patients’ training, the system is a low cost entertainment tool that augments patients’ motivation, and helps to increase the effectiveness of therapy. XX Workshop Computación Gráfica, Imágenes y Visualización (WCGIV) Red de Universidades con Carreras en Informática

    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Servicio de Difusión...arrow_drop_down
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      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Servicio de Difusión...arrow_drop_down
      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Díaz, Francisco Javier; D'Agostino, Sandra; Molinari, Lía Hebe; Osorio, Alejandra; +2 Authors

    The Phone Line 148 (in spanish, Centro de Atencion Integral Telefonica-linea 148, CAIT) of the de Government of Province of Buenos Aires (Argentina) is the telephone communication channel with citizens for consultations about general provincial procedures. During the COVID-19 pandemic, the phone line 148 is one of the first contacts between a person that believes to be infected and the Health Care System. It is the principal place of the registry of suspected cases of infection and close contact cases. In addition, it provides general information about situations related to the pandemic. The use of a virtual learning tool as Moodle, facilitated the formation of a community to establish a uniform discourse before citizens and guarantee immediate communication in the face of new guidelines or emerging situations. Facultad de Informática

    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Servicio de Difusión...arrow_drop_down
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      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Servicio de Difusión...arrow_drop_down
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  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Perín, Giuliana Carolina;

    Nos proponemos analizar y problematizar las intervenciones en convivencia escolar en escuelas secundarias públicas de la ciudad de La Plata, indagando sobre la aplicación de las políticas de cuidado. Investigaremos en torno al conocimiento e inclusión de las normativas vigentes que contemplan dichas políticas, identificando las propuestas que se desarrollaron para promover la convivencia democrática en las escuelas, considerando los obstáculos y las condiciones que, en la perspectiva de los agentes, suscitaron su enriquecimiento o su detenimiento. Consideramos que debido al Aislamiento Social Preventivo y Obligatorio producto de la pandemia por Covid-19, los vínculos existentes entre docentes y estudiantes podrían haberse transformado, ya que las prácticas educativas tal como las conocíamos antes de dicha situación fueron reconfiguradas en función de los dispositivos virtuales, cuadernillos y diversos recursos, a los fines de garantizar la Continuidad Pedagógica. Se trabajará con triangulación de fuentes y de instrumentos de recolección de datos. En un primer momento, se analizarán diversos documentos oficiales y se relevará bibliografía especializada. Posteriormente, se realizarán entrevistas en profundidad a diversos agentes educativos y se administrarán “Cuestionarios de Situación-Problema” adaptados a la especificidad de la temática planteada. Allí, el informante desarrolla cinco preguntas abiertas: a) el recorte de una situación-problema; b) la intervención realizada, c) las herramientas utilizadas, d) los resultados alcanzados y e) a qué los atribuye. Para el análisis utilizaremos la “Matriz de Análisis Complejo”, un recurso destinado al estudio y la categorización de intervenciones docentes situadas en contextos educativos (Erausquin, 2019). We propose to analyze and problematize the interventions in school coexistence in public secondary schools in the city of La Plata, inquiring about the application of care policies. We will investigate about the knowledge and inclusion of the current regulations that contemplate these policies, identifying the proposals that were developed to promote democratic coexistence in schools, considering the obstacles and conditions that, from the perspective of the agents, raised their enrichment or his arrest. We consider that due to the Preventive and Mandatory Social Isolation product of the Covid-19 pandemic, the existing links between teachers and students could have been transformed, since educational practices as we knew them before said situation were reconfigured based on virtual devices, booklets and various resources, in order to guarantee Pedagogical Continuity. It will work with triangulation of sources and data collection instruments. At first, various official documents will be analyzed and specialized bibliography will be collected. Subsequently, in-depth interviews will be conducted with various educational agents and “Situation-Problem Questionnaires” will be administered adapted to the specificity of the issue raised. There, the informant develops five open questions: a) cutting out a problem-situation; b) the intervention carried out, c) the tools used, d) the results achieved and e) what it attributes them to. For the analysis we will use the “Complex Analysis Matrix”, a resource for the study and categorization of teaching interventions located in educational contexts (Erausquin, 2019). Facultad de Psicología

    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Servicio de Difusión...arrow_drop_down
    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
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      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Servicio de Difusión...arrow_drop_down
      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Perdomo, Luciano; Ordinez, Leonardo;

    In Argentina there was a great growth of e-commerce due to the COVID-19 pandemic. With the aim of helping local companies to understand the market and help them in decision making, data were obtained from online shoe sales sites and with them Machine Learning models were implemented to make price predictions in sneakers. It was concluded that higher-tier companies have greater competitive advantage over lower-tier companies. Nonetheless, the cost-effective methodology used would aid local companies scale up. Workshop: WBDMD - Base de Datos y Minería de Datos Red de Universidades con Carreras en Informática

    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Servicio de Difusión...arrow_drop_down
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      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Servicio de Difusión...arrow_drop_down
      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Alvarado, Yoselie; Rodríguez, Graciela; Jofré, Nicolás; Fernández, Jacqueline; +1 Authors

    Some time ago Virtual Reality and Augmented Reality were exclusively devoted to the gaming industry. Nowadays, both technologies are experiencing a deep interest from various spheres, including healthcare sector. The new infectious disease COVID-19 has had a catastrophic effect on the world’s demographics. Many patients with mild or severe COVID- 19 do not recover completely and present with a wide variety of chronic symptoms after infection, often of a neurological, cognitive or psychiatric nature. The most common signs of cognitive disorder can be summarized as mental fog, memory problems and concentration problems. The aim of this study was to analyze the opportunities for Virtual and Augmented Reality in the cognitive interventions related to mentioned disorders by searching for articles in scientific databases. We conclude that as these technologies and devices become cheaper and accessible worldwide, can at least be regarded as a rehabilitation therapy as effective as traditional training, and to some extent better than it. Workshop: WCGIV - Computación Gráfica, Imágenes y Visualización Red de Universidades con Carreras en Informática

    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Servicio de Difusión...arrow_drop_down
    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
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      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Servicio de Difusión...arrow_drop_down
      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Rodríguez, Mariela E.; Boixader, Francesc; Wong, Alvaro; Rexachs del Rosario, Dolores; +1 Authors

    Simulation, in health services, has become an important tool that has made it possible to replicate real scenarios that have a critical degree and thus have reliable information to obtain knowledge about the variables managed in an emergency. In the activity of a Hospital Emergency Service (HED), we can find active agents such as doctors, nurses, patients and passive ones such as medical rooms, beds, among others, interacting between them. HEDs have been overwhelmed by catastrophic events, such as those induced by COVID 19, in the last two years. In these situations, the availability of resources, due to the considerable reduction in health personnel and the excessive arrival of patients for care, implies that the emergency service has become inoperative. The recovery of this essential service is fundamental and a priority. For this reason, it is necessary to analyze the period of time for departments, after a catastrophe, to reach a stable state that allows them to adapt to the new workload, that is, to analyze how resilient the ED is. The present work shows the proposal of a research project for the modeling and simulation of an ED that supports the design and evaluation of a resilient service considering the infrastructures, resources and services that occur in an ED. The model must consider the organization and infrastructure capacity to support and recover from extreme situations, in order to provide and maintain its operation and services in an adequate manner. To achieve this objective, the normal service index and the ability to resist, restore and evolve in the face of future risks and threats will be measured. The design of the model will be integrated and participatory, and it will focus on people and communities, governed by the principles of sustainable development goals regarding Health and Wellbeing, Gender Equality, Industry, Innovation and Infrastructure. Instituto de Investigación en Informática

    image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Servicio de Difusión...arrow_drop_down
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    Authors: Rodríguez, Guillermo Horacio; Vidal, Santiago; Marcos, Claudia A.; Saucedo, Ana M.;

    Games for learning help students and professionals to incorporate new knowledge through a playful experience. With the popularization of virtual education (partially due to COVID-19), there is a need for new tools that complement virtual educational environments. To deal with this need, we present Scrum Game, a mobile application game that aims to support the Scrum software methodology teaching and training. Scrum Game offers 42 activities grouped in levels with specific learning goals. This paper reports on a controlled experiment that evaluates Scrum Game in a course with more than 160 students. We assessed Scrum Game's effectiveness in terms of (i) user performance (i.e., students' marks and number of levels/activities completed) and (ii) user experience (i.e., usability). We found that students who used Scrum Game outperformed those who did not use it. We also found that students think that Scrum Game exhibits an enjoyable user experience. Sociedad Argentina de Informática e Investigación Operativa

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      image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/ Servicio de Difusión...arrow_drop_down
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    Authors: Bellassai, Juan C.; Madoery, Pablo G.; Detke, Ramiro; Blanco, Lucas; +7 Authors

    In the context of COVID-19, contact tracing has shown its value as a tool for contention of the pandemic. In addition to its paper based form, contact tracing can be carried out in a more scalable and faster way by using digital apps. Mobile phones can record digital signals emitted by communication and sensing technologies, enabling the identification of risky contacts between users. Factors such as proximity, encounter duration, environment, ventilation, and the use (or not) of protective measures contribute to the probability of contagion. Estimation of these factors from the data collected by phones remains a challenge. In this work in progress we describe some of the challenges of digital contact tracing, the type of data that can be collected with mobile phones and focus particularly on the problem of proximity estimation using Bluetooth Low Energy (BLE) signals. Specifically, we use machine learning models fed with different combinations of statistical features derived from the BLE signal and study how improvements in accuracy can be obtained with respect to reference models currently in use. Sociedad Argentina de Informática e Investigación Operativa

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    Authors: Lezcano Airaldi, Andrea; Díaz Pace, Jorge Andrés; Irrazábal, Emanuel;

    Data-driven storytelling helps to communicate facts, easing comprehension and decision making, particularly in crisis settings such as the current COVID-19 pandemic. Several studies have reported on general practices and guidelines to follow in order to create effective narrative visualizations. However, research regarding the benefits of implementing those practices and guidelines in software development is limited. In this article, we present a case study that explores the benefits of including data visualization best practices in the development of a software system for the current health crisis, as well as the impact of not doing so. The system had high volatility in its requirements and short development cycles, prioritizing the delivery of functionality and real-time visualizations. This meant that narrative and visual aspects were set aside and that only some best practices were followed by the development team. Sociedad Argentina de Informática e Investigación Operativa

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11 Research products
  • image/svg+xml art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos Open Access logo, converted into svg, designed by PLoS. This version with transparent background. http://commons.wikimedia.org/wiki/File:Open_Access_logo_PLoS_white.svg art designer at PLoS, modified by Wikipedia users Nina, Beao, JakobVoss, and AnonMoos http://www.plos.org/
    Authors: Rosati, Germán; Domenech, Laia; Chazarreta, Adriana Silvina; Maguire, Tomás;

    We present a first approximation to the quantification of social representations about the COVID-19, using news comments. A web crawler was developed to construct the dataset of reader’s comments. We detect relevant topics in the dataset using Latent Dirichlet Allocation, and analyze its evolution during time. Finally, we show a first prototype to the prediction of the majority topics, using FastText. Sociedad Argentina de Informática

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    Authors: Jofré, Nicolás; Rodríguez, Graciela; Alvarado, Yoselie; Fernández, Jacqueline; +1 Authors

    Since the start of the COVID-19 pandemic, the severity and prevalence of symptoms of psychological distress, fatigue, brain fog, and other conditions have increased considerably, including among people who have not been infected with SARS-CoV-2. Many studies summarize the effect of the pandemic on the availability of mental health services and how this has changed during the pandemic. Concerned that potential increases in mental health conditions, had already prompted 90% of countries surveyed to include mental health and psychosocial support in their post COVID-19 response plans, but major gaps and concerns remain. In this paper we developed a de-stress proposal through a digital zen garden by using an augmented reality sandbox. The system provides patients with flexible interaction and easy control of the scenario, while making real time data recording. An objective evaluation method is proposed to review the effectiveness of the therapy. According to the evaluation results of patients’ training, the system is a low cost entertainment tool that augments patients’ motivation, and helps to increase the effectiveness of therapy. XX Workshop Computación Gráfica, Imágenes y Visualización (WCGIV) Red de Universidades con Carreras en Informática

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    Authors: Díaz, Francisco Javier; D'Agostino, Sandra; Molinari, Lía Hebe; Osorio, Alejandra; +2 Authors

    The Phone Line 148 (in spanish, Centro de Atencion Integral Telefonica-linea 148, CAIT) of the de Government of Province of Buenos Aires (Argentina) is the telephone communication channel with citizens for consultations about general provincial procedures. During the COVID-19 pandemic, the phone line 148 is one of the first contacts between a person that believes to be infected and the Health Care System. It is the principal place of the registry of suspected cases of infection and close contact cases. In addition, it provides general information about situations related to the pandemic. The use of a virtual learning tool as Moodle, facilitated the formation of a community to establish a uniform discourse before citizens and guarantee immediate communication in the face of new guidelines or emerging situations. Facultad de Informática

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    Authors: Perín, Giuliana Carolina;

    Nos proponemos analizar y problematizar las intervenciones en convivencia escolar en escuelas secundarias públicas de la ciudad de La Plata, indagando sobre la aplicación de las políticas de cuidado. Investigaremos en torno al conocimiento e inclusión de las normativas vigentes que contemplan dichas políticas, identificando las propuestas que se desarrollaron para promover la convivencia democrática en las escuelas, considerando los obstáculos y las condiciones que, en la perspectiva de los agentes, suscitaron su enriquecimiento o su detenimiento. Consideramos que debido al Aislamiento Social Preventivo y Obligatorio producto de la pandemia por Covid-19, los vínculos existentes entre docentes y estudiantes podrían haberse transformado, ya que las prácticas educativas tal como las conocíamos antes de dicha situación fueron reconfiguradas en función de los dispositivos virtuales, cuadernillos y diversos recursos, a los fines de garantizar la Continuidad Pedagógica. Se trabajará con triangulación de fuentes y de instrumentos de recolección de datos. En un primer momento, se analizarán diversos documentos oficiales y se relevará bibliografía especializada. Posteriormente, se realizarán entrevistas en profundidad a diversos agentes educativos y se administrarán “Cuestionarios de Situación-Problema” adaptados a la especificidad de la temática planteada. Allí, el informante desarrolla cinco preguntas abiertas: a) el recorte de una situación-problema; b) la intervención realizada, c) las herramientas utilizadas, d) los resultados alcanzados y e) a qué los atribuye. Para el análisis utilizaremos la “Matriz de Análisis Complejo”, un recurso destinado al estudio y la categorización de intervenciones docentes situadas en contextos educativos (Erausquin, 2019). We propose to analyze and problematize the interventions in school coexistence in public secondary schools in the city of La Plata, inquiring about the application of care policies. We will investigate about the knowledge and inclusion of the current regulations that contemplate these policies, identifying the proposals that were developed to promote democratic coexistence in schools, considering the obstacles and conditions that, from the perspective of the agents, raised their enrichment or his arrest. We consider that due to the Preventive and Mandatory Social Isolation product of the Covid-19 pandemic, the existing links between teachers and students could have been transformed, since educational practices as we knew them before said situation were reconfigured based on virtual devices, booklets and various resources, in order to guarantee Pedagogical Continuity. It will work with triangulation of sources and data collection instruments. At first, various official documents will be analyzed and specialized bibliography will be collected. Subsequently, in-depth interviews will be conducted with various educational agents and “Situation-Problem Questionnaires” will be administered adapted to the specificity of the issue raised. There, the informant develops five open questions: a) cutting out a problem-situation; b) the intervention carried out, c) the tools used, d) the results achieved and e) what it attributes them to. For the analysis we will use the “Complex Analysis Matrix”, a resource for the study and categorization of teaching interventions located in educational contexts (Erausquin, 2019). Facultad de Psicología

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    Authors: Perdomo, Luciano; Ordinez, Leonardo;

    In Argentina there was a great growth of e-commerce due to the COVID-19 pandemic. With the aim of helping local companies to understand the market and help them in decision making, data were obtained from online shoe sales sites and with them Machine Learning models were implemented to make price predictions in sneakers. It was concluded that higher-tier companies have greater competitive advantage over lower-tier companies. Nonetheless, the cost-effective methodology used would aid local companies scale up. Workshop: WBDMD - Base de Datos y Minería de Datos Red de Universidades con Carreras en Informática

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    Authors: Alvarado, Yoselie; Rodríguez, Graciela; Jofré, Nicolás; Fernández, Jacqueline; +1 Authors

    Some time ago Virtual Reality and Augmented Reality were exclusively devoted to the gaming industry. Nowadays, both technologies are experiencing a deep interest from various spheres, including healthcare sector. The new infectious disease COVID-19 has had a catastrophic effect on the world’s demographics. Many patients with mild or severe COVID- 19 do not recover completely and present with a wide variety of chronic symptoms after infection, often of a neurological, cognitive or psychiatric nature. The most common signs of cognitive disorder can be summarized as mental fog, memory problems and concentration problems. The aim of this study was to analyze the opportunities for Virtual and Augmented Reality in the cognitive interventions related to mentioned disorders by searching for articles in scientific databases. We conclude that as these technologies and devices become cheaper and accessible worldwide, can at least be regarded as a rehabilitation therapy as effective as traditional training, and to some extent better than it. Workshop: WCGIV - Computación Gráfica, Imágenes y Visualización Red de Universidades con Carreras en Informática

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    Authors: Rodríguez, Mariela E.; Boixader, Francesc; Wong, Alvaro; Rexachs del Rosario, Dolores; +1 Authors

    Simulation, in health services, has become an important tool that has made it possible to replicate real scenarios that have a critical degree and thus have reliable information to obtain knowledge about the variables managed in an emergency. In the activity of a Hospital Emergency Service (HED), we can find active agents such as doctors, nurses, patients and passive ones such as medical rooms, beds, among others, interacting between them. HEDs have been overwhelmed by catastrophic events, such as those induced by COVID 19, in the last two years. In these situations, the availability of resources, due to the considerable reduction in health personnel and the excessive arrival of patients for care, implies that the emergency service has become inoperative. The recovery of this essential service is fundamental and a priority. For this reason, it is necessary to analyze the period of time for departments, after a catastrophe, to reach a stable state that allows them to adapt to the new workload, that is, to analyze how resilient the ED is. The present work shows the proposal of a research project for the modeling and simulation of an ED that supports the design and evaluation of a resilient service considering the infrastructures, resources and services that occur in an ED. The model must consider the organization and infrastructure capacity to support and recover from extreme situations, in order to provide and maintain its operation and services in an adequate manner. To achieve this objective, the normal service index and the ability to resist, restore and evolve in the face of future risks and threats will be measured. The design of the model will be integrated and participatory, and it will focus on people and communities, governed by the principles of sustainable development goals regarding Health and Wellbeing, Gender Equality, Industry, Innovation and Infrastructure. Instituto de Investigación en Informática

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    Authors: Rodríguez, Guillermo Horacio; Vidal, Santiago; Marcos, Claudia A.; Saucedo, Ana M.;

    Games for learning help students and professionals to incorporate new knowledge through a playful experience. With the popularization of virtual education (partially due to COVID-19), there is a need for new tools that complement virtual educational environments. To deal with this need, we present Scrum Game, a mobile application game that aims to support the Scrum software methodology teaching and training. Scrum Game offers 42 activities grouped in levels with specific learning goals. This paper reports on a controlled experiment that evaluates Scrum Game in a course with more than 160 students. We assessed Scrum Game's effectiveness in terms of (i) user performance (i.e., students' marks and number of levels/activities completed) and (ii) user experience (i.e., usability). We found that students who used Scrum Game outperformed those who did not use it. We also found that students think that Scrum Game exhibits an enjoyable user experience. Sociedad Argentina de Informática e Investigación Operativa

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    Authors: Bellassai, Juan C.; Madoery, Pablo G.; Detke, Ramiro; Blanco, Lucas; +7 Authors

    In the context of COVID-19, contact tracing has shown its value as a tool for contention of the pandemic. In addition to its paper based form, contact tracing can be carried out in a more scalable and faster way by using digital apps. Mobile phones can record digital signals emitted by communication and sensing technologies, enabling the identification of risky contacts between users. Factors such as proximity, encounter duration, environment, ventilation, and the use (or not) of protective measures contribute to the probability of contagion. Estimation of these factors from the data collected by phones remains a challenge. In this work in progress we describe some of the challenges of digital contact tracing, the type of data that can be collected with mobile phones and focus particularly on the problem of proximity estimation using Bluetooth Low Energy (BLE) signals. Specifically, we use machine learning models fed with different combinations of statistical features derived from the BLE signal and study how improvements in accuracy can be obtained with respect to reference models currently in use. Sociedad Argentina de Informática e Investigación Operativa

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    Authors: Lezcano Airaldi, Andrea; Díaz Pace, Jorge Andrés; Irrazábal, Emanuel;

    Data-driven storytelling helps to communicate facts, easing comprehension and decision making, particularly in crisis settings such as the current COVID-19 pandemic. Several studies have reported on general practices and guidelines to follow in order to create effective narrative visualizations. However, research regarding the benefits of implementing those practices and guidelines in software development is limited. In this article, we present a case study that explores the benefits of including data visualization best practices in the development of a software system for the current health crisis, as well as the impact of not doing so. The system had high volatility in its requirements and short development cycles, prioritizing the delivery of functionality and real-time visualizations. This meant that narrative and visual aspects were set aside and that only some best practices were followed by the development team. Sociedad Argentina de Informática e Investigación Operativa

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