2. Research in Computing Science
Series Editorial Board
Editors-in-Chief:
Grigori Sidorov (Mexico)
Gerhard Ritter (USA)
Jean Serra (France)
Ulises Cortés (Spain)
Associate Editors:
Jesús Angulo (France)
Jihad El-Sana (Israel)
Jesús Figueroa (Mexico)
Alexander Gelbukh (Russia)
Ioannis Kakadiaris (USA)
Serguei Levachkine (Russia)
Petros Maragos (Greece)
Julian Padget (UK)
Mateo Valero (Spain)
Editorial Coordination:
María Fernanda Rios Zacarias
Research in Computing Science es una publicación trimestral, de circulación internacional, editada por
el Centro de Investigación en Computación del IPN, para dar a conocer los avances de investigación
científica y desarrollo tecnológico de la comunidad científica internacional. Volumen 143, Noviembre
de 2016 . Tiraje: 500 ejemplares. Certificado de Reserva de Derechos al Uso Exclusivo del Título No. :
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Volumen 143
3. Computing & Telematics
Roberto Zagal
Félix Mata
Carlos Hernández
Instituto Politécnico Nacional, Centro de Investigación en Computación México
2017
5. Table of Contents
Page
Propagation of Disaster Information about Typhoon Haiyan......................................10
Nikita Murzintcev, Shi Shen and Changxiu Cheng
Spatial chlorophyll fluorescence analysis of Banco Chinchorro using Terra and Aqua
MODIS products……………………………………………………………………..29
Hugo E. Lazcano Hernández, M. Susana Alvarado Barrientos, Haydée López
Adame, Alejandro Vega Zepeda, Héctor A. Hernández Arana.
System for recognition of signs for symptoms of illness in Mexican sign language
………...……………………………………………………………………………...40
Consuelo Varinia García Mendoza, Omar Juarez Gambino, Brenda Mirel
Ávalos Reyes and Kevin Trejo García
Testing Environment for Precision Agriculture Supported in IoT...............................51
E. A Quiroga, S. F. Jaramillo, W. Y. Campo Muñoz, G. E. Chanchí Golondrino
and C. L. Burbano G.
Study of the Eect of the Primary Network Service Time on a Wireless Sensor
Network for Seism Reporting in an Overlay Cognitive Radio System……....………62
Hassel Aurora Alcalá Garrido, Mario Eduardo Rivero Angeles, and
Eleazar Aguirre Anaya
Design and Implementation of a Stand-Alone Home Energy Management System
(HEMS) Based on Internet of Things (IoT).................................................................73
Javier E. Sierra, Boris Medina and Ramón Álvarez.
A modal analysis for wireless transmissions in indoors……………………………..84
Víctor Barrera Figueroa and Yunia V. García Tejeda
Analysis of Feature Sets for Malware Family Classification…………………..…….95
Jesús Javier Reyes Torres, Eleazar Aguirre Anaya, Ricardo Menchaca
Méndez, Nareli Cruz Cortés, David Alejandro Robles Ramírez.
Ecologies of Learning, in the Development of a Video Game for the Formation of the
Recycling Process in Primary School Children ...………………………………….110
Katerine Marceles, Clara Lucia Burbano, Maria Isabel Vidal1, Maria Lilia
Idrobo, Margui Fernanda Saenz Tobar, Raul Alberto Collazos
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6. Ecosystems of Collaborative Learning in Educational Technological Mediations:
Case Analysis……………………………………………………………………….119
Carolina Burbano Gonzalez, Clara Burbano Gonzalez and
Katerine Màrceles Villalba.
Cryptoanalysis of the 340-bit RSA algorithm using SBC..........................................124
Nelson Darío Pantoja, Anderson Felipe Jiménez, Siler Amador Donado,
Katerine Márceles
Security Validation with Owasp Mobile for the Data Protection in Oral Health…….
………………………………………………………………………………………136
Katerine Márceles, Clara L. Burbano, Gustavo Uribe and Diana Burbano
Conceptualization of Serious Games Used for the Dissemination of the Historical and
Cultural Heritage in Colombia…………………………………………...………....145
Claudia Sofia Idrobo, Maria Isabel Vidal, Katherine Marceles, Clara Lucia
Burbano.
Proposal of an Interconnection Management Model and Availability of Internet
Access for Things (MGID-IoT)…………………………………………………….157
Chadwick Carreto, Jhovanny Pasaran and Alfonso Fernandez.
Architecture of Mobile Services applied to the Internet of Things...……………….166
Chadwick Carreto, Francisco Cerda and Felipe Menchaca.
Embedded system for the regular blood pressure monitoring...……………………174
V. H. Garcia, N. Vega, R. Hernandez
Cryptography in Wireless Network Penetration Testing..………………………….190
Claudio Casado, Cristian Barría, Lorena Galeazzi
Computer Vision Algorithm Implementing Geometric Morphometry to the Shape
Analysis ...…………………………………………………………………………..197
L. Jhonathan Flores Guarneros and B. Esther Carvajal Gámez
Prototype system for recognition of facial expressions.....…………………………205
V. H. Garcia, R. Ortega, N. Vega, C. Rojas and B. Escalera
Proposal of a communication architecture for the configuration and monitoring of an
electric micro-grid..........……………………………………………………………216
V. H. Garcia, R. Ortega, R. Hernández and M.A. Ramírez
Proposal of Architecture for the Monitoring of Vital Signs based on Embedded
Systems.......................................................................................................................226
Jorge Martínez, Víctor García, Rubén Ortega
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7. Ecologies of Learning, in the Development of a Video
Game for the Formation of the Recycling Process in
Primary School Children
Katerine Marceles1
, Clara Lucia Burbano2
, Maria Isabel Vidal1
, Maria Lilia Idrobo1
,
Margui Fernanda Saenz Tobar1
, Raul Alberto Collazos1
1 Institución Universitaria Colegio Mayor del Cauca, Colombia
{katerinmar, albertocd1284}@gmail.com)
{mvidal, mlidrobo2, mfsaenz}@ unimayor.edu.co
2Corporación Universitaria Comfacauca, Colombia
clara_893@hotmail.com
Abstract. The present research work aims to include ICT in the learning process
as a mediating strategy in the development of the theme of Environmental Care
based on recycling, to optimize methodological schemes and forms of learning
that allow children to be involved in a participatory manner In the dynamics of
the development of technological and environmental competencies, for the
strengthening of educational strategies through the integration of ICT, which al-
lows the children to generate new perspectives, greater interest and motivation,
to improve their skills in expression, creativity, appropriation and appropriate use
of technologies to their age and cognitive development. This research proposes
to include the use and knowledge of didactic and innovative tools through ICT in
the learning process from the area of Natural Sciences, emphasizing in the theme
of recycling to associate the types of garbage with the containers, in which it is
due To make an adequate position of these, for the Environmental Care,
developing it with the students of the fourth grade of primary of the Agricultural
Educational Institution Sede La Union Chapel, with the purpose of optimizing
pedagogical, didactic and methodological aspects by means of planning , Design
and execution of activities of the area, in order to strengthen skills and significant
learning that lead to the care and conservation of the environment.
Keywords: Information and Communication Technologies (ICT), Recycling,
Environment, Education, Multimedia.
1 Introduction
The present research aims to use the concept of Recycling through ICT, in the protection
and care of the environment, with children of the fourth grade of elementary school, the
Agricultural Education Institution, the Headquarters Union Chapel. For this was
important first; to determine clearly the research question, to formulate the objectives
to establish actions, to carry out a review regarding the policies, guidelines of the theme
and the tool to be implemented, in order to verify the feasibility of the research project.
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8. It is important to establish and recognize the methodological tools that support and
analyze the research process, since from them, it is defined how can intervene and plan
the activities that allow to solve the problem of recycling in Environmental Care.
Taking into account the above, this project wishes to include the use of ICT didactic
tools in the learning process mainly from the area of Natural Sciences, and emphasizing
primarily the development of the theme related to recycling for Environmental Care,
applied with children of the fourth grade of primary education, the Agricultural
Education Institution the Headquarters La Union Chapel.
Nevertheless, some of the justifications regarding the need for implementation of
this proposal are mentioned, with solid waste production as a process of social and
productive activities, where its procedure is complex in urban centers. The final dis-
position of the waste is criticized in municipalities of Colombia, when thrown to rivers,
streams and in some areas of the country the deposition of the garbage is done in open
sky [1-2]. Evidence that the amount of waste that is produced are: inorganic waste
classified as: plastics, glass and metals which do not have the capacity to reintegrate
into the environment. Good recycling practices are based on the proper disposal of solid
waste, i.e. identifying the type of waste and the container in which to dispose of it [3].
Based on the previous information and needs evidenced in the children and teachers, an
evaluation instrument was applied where it was possible to show that only 22.5%
usually recycle, 37.5% do so sometimes and 40% definitely do not classify garbage , In
addition this evaluation tool revealed that 95% of the people surveyed find it attractive
to create an application that allows to know the containers and the solid waste that goes
in them, that is to say to make an adequate deposition of therubbish.
Other studies show that only 17% of the waste in Colombia is recycled, according
to the new legislation (Decree 596) that will allow a process of modernization of the
recycling system in the country, which is expected to change the model and So that this
figure increases
In 2013 in the city of Popayán the disposal of solid waste in the landfill was 5,914
tonnes per month on average (according to information provided by Serviaseo), in that
same year the amount of waste that was recovered ie adequately separated was
291.82 tons in the year is 24,318 tons per month [4].
Given the above, we saw the need to develop a Web application to induce children from
basic primary to management and good recycling practice.
2 Research goals
General goal. Design a web application through ICT, which strengthens learning using
recycling to care for the environment, from the area of Natural Sciences with children
of the fourth grade of primary education of the Agricultural Education Institution La
Silla Chapel La Union.
Specific goals:
Use evaluation tools to extract the necessary information to determine the
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9. viability of the web application.
Strengthen the learning process through ICT as a didactic tool of recycling
practices, arousing interest in the management of waste in the care of
the environment
Identify the proposed guidelines from the normativity and their relation with
the care of the environment
1.1 Methodology / Method
The research method - Action - participatory arises to solve pertinent problems in the
learning and to reflect on the practice, this research is of qualitative type according to
its measurement and analysis with a descriptive approach, it includes a frame of
reference in which the context is observed and The environment, as well as a legal
framework related to ICT, the environment, its relationship with public educational
policies, and a theoretical - conceptual framework where each of the concepts most
used and applied in environmental and educational processes is defined.
The methodology that is used to develop the research project is structured in the
design, application and analysis has three phases where in the first place it identifies
the proposed guidelines from the normativity and its relation with the care of the
environment, secondly Strengthens the learning process through ICT as a didactic tool
to strengthen the concept of recycling versus care of the environment and thirdly, design
and implement interactive activities mediated by ICT that impact on the conservation
of the environment versus recycling. Bernal (2000), defines the "Plan or strategy to
respond to the problem and reach the research objectives", in this concept the project is
framed under the methodology of Research - Action with a qualitative approach and
descriptive research where it is intended Specify the situation evidenced in the
Agricultural Education Institution La Silla Chapel La Union; About the failure to
include the use of didactic tools such as ICT in the learning process in the area of
Natural Sciences specifically in the development of the theme Environmental Care with
Recycling for the fourth grade of primary. "Action research is a form of" co- generative
"research, in the sense that a group meets to co-develop their research goals, for social
change.
Descriptive studies "work on realities of fact" and its fundamental characteristic is
to present a correct interpretation. In order to determine the situation, a diagnostic tool
(survey) was designed, applied and analyzed, which made it possible to highlight the
knowledge of the recycling theme in the Environment and the use of ICT in learning
processes. In this sense, the project aims to generate spaces for research, analysis,
reflection and application around Information and Communication Technology (ICT),
as a strategy that strengthens the learning of the environment, using recycling in a way
that improves pedagogical practice In teaching-learning processes of children in the
fourth grade of primary. The interaction between the three dimensions of the reflective
process is represented under the "Lewin triangle and the need for Research (1946)",
seeks to solve the problem through the use of ICT-supported technological tools in the
learning process in natural sciences area, specifically in the development of the theme
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10. "Care of the Environment, through Recycling". The tools for conducting the research
were to make use of qualitative research, through the survey and focus groups
Survey. A tool that allows the collection of data through questions applied to a
particular individual to obtain information on a specific topic. There are two types of
survey:
a) Direct: it is carried out in a personal way, where the interviewer has a direct
relationship with the respondent which can influence the type of responses
obtained.
b) Indirect: it is done through a questionnaire that is delivered to the
respondents in physical or digital form, in this type of survey the subject has
more time and freedom to give answers.
In this research was implemented as a data collection process, the indirect survey to
determine the feasibility of theproject.
Focal Group. It constitutes a technique of qualitative research widely diffused in diverse
fields of the investigation in psychology, and other scientific disciplines and non-
scientific areas [5]. For this research, this tool was used at the time of the pilot test, to
measure the reception and acceptance of the Video Game, which was executed by the
fourth-grade students of the Agricultural Educational Institution La Silla La Union
Chapel.
Analysis of the Results Once the qualitative research instruments (interview and
focus group) were applied, an analysis was carried out to determine the need and
feasibility of the knowledge of the thematic and tools with which the research project
is to be addressed.
Taking into account the above, the design of the video game based on a Web plat-
form is proposed, which seeks to promote concepts, use, management and strengthen
the topic of recycling in Environmental Care, instructional design, content, activities
and evidence, with the aim of improving the problems presented in this research work.
The execution of this project is contemplated in three phases which allow: to reach the
objectives proposed in the research and the students to focus the main problems with
the environment from the recycling. See Table 1. Phases of the Methodological Design.
It is also important to mention that within the process of construction of the video game,
the dynamics of the game correspond to the desires and needs that the game must satisfy
in the end users or players, the mechanics of the game which indicate the elements that
Provide the nature of the gameplay and the aesthetics of the game that corresponds to
the type of interface used and that provides immersion. These concepts are developed
in order to articulate the process to the theoretical foundations on which these types of
technologies are based. In the Fig. 1 Elements of the game are displayed on a general
level.
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11. Table 1. Phases of the Methodological Design
Stage 1 To establish
Category of Analysis of
the Guidelines from the
Normativity of the
Environment and the
TIC .
Stage 2 Information search,
development of guides and
multimedia material
Stage 3 Organization of
working groups and
execution of activities
Category of analysis by
means of guidelines from
the regulation of the
Recycling in the
Environment and the
TIC.
Search the Information on
the Web and analysis.
Formation of work teams,
with students. Sensitization
and identification of the
theme to be developed.
Development of pedagogical guides
around the theme "Care of the mediated
environment
through Recycling"
Execution of technological
activities - interactive, in
relation to recycling and the
environment.
Design of pedagogical activities,
mediated with ICT.
Execution of the video
game, obtaining evidence of
the process
Design of the video game, including
activities related to
recycling and the environment.
Evidence Sample
Other objects that appear in game are the; Organic waste (fruit), plastics (bottles),
paper (cartons) and containers where each of the above elements will be deposited.
Below are the models used in the game?
Fig 1. Game Elements
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12. Fig. 2 Perspective of the videogame
In order to carry out the tests, a visit was made to the children of the Agricultural
Educational Institution, La Silla La Union Chapel where information was shared on
how to recycle organic and inorganic waste and its adequate deposition according to its
type. Likewise, were made dynamics that allowed gaining the confidence of the
children, later proceeded to make use of the video game and as a feedback activity were
designed questions related to the appropriate way of depositing the garbage.
Organics Plastics Paper and paperboard
Collection
containers
Game
Complet
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13. 3 Results
The analysis of the study concluded that the means to include Tic tools in the
educational community, would be the video game, becoming a repository of
activities, applications and some tools of Web 2.0. This research aimed to
encourage, motivate and strengthen the learning process in the theme of
recycling in Environmental Care.
Different activities were carried out as a means of feedback in order to know
the degree of appropriation of the children regarding the theme ofrecycling.
It was verified that children are more motivated to protect the environment if
technological tools are used as sensitization process.
The application met the pedagogical and didactic expectations in the process
of learning good practices for the proper management of thegarbage.
The video Game fulfilled the objective with the children on the appropriation
and recognition of the distinctive colors for the deposit of the garbage, in this
way to make good use of the mugs.
There are some of the activities developed in Fig. 3, 4 and 5:
Fig 3. Talk about solid waste. Fig 4. Interacting with children.
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14. Fig 5. Children trying the videogame.
4 Conclusions
Based on current regulations regarding the environment and the appropriate use of ICT,
a video game was designed to strengthen environmental conservation, through
awareness of the use of recycling inchildren.
With the development of the technological tool, the design and execution of inter-
active activities was supported, improving the impact on the care of the environment,
through the use of Recycling in homes and in the school.
In the development of research, in the use of ICT were support to reach the pro-
posed objectives, evidencing a proper connection between the tools addressed and the
population under study.
It was possible to execute the strategy designed, it showed interest, good
management of resources, strengthening of the topics and satisfaction of the students
for having participated in this proposal.
Recognition and appropriation of good practices on the proper use of recycling bins
in the institution by including Tic specifically with video game.
From the above it can be concluded that although today ICT is seen in the class-
room as something a technological tool that supports the process of awareness and
learning in the classroom, it should also be clarified and take into account that ICT
alone they do not create knowledge and must transform them into technologies of
learning and knowledge (TAC).
It is important to apply a proper video game design methodology, taking into
account that Scrum is a process that supports the management of the project, it is
necessary to take into account the design of the interface, the mechanics and the
dynamics of the game.
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15. References
1. Alzate, C., Jiménez, D., Parrado, K., Posada, J. D., Hidalgo Arias, W., Santos,D.:
Delaurbe University Journalism For the City. Retrieved from "Delaurbe University
Journalism for the City (2016).
2. Corridor, M.: The Recycling Sector in Bogota and its Region: Opportunity for the
Included Businesses. Bogotá (2010)
3. Of the olive, M., Malonda, I.: Handbook of Good Practices in Waste Management.
Madrid (2012)
4. Vallejos, M., & Velasco M, J.: Report of the State of Natural Resources and the
Environment of Popayán Effective 2013. Popayán (2014)
5. JuanSantiago Juan, S. y Roussos, A.: El grupo focal como técnica de investigación
cualitativa . Universidad de Belgrano.
http://repositorio.ub.edu.ar/bitstream/handle/123456789/4781/254_Roussos.pdf?sequ
ence=1&isAllowed=y [Last accesed: 28 09 2017].
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