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Published January 1, 2024

Gamification and Augmented Reality

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Editorial Salud, Ciencia y Tecnología

Title:

Gamification and Augmented Reality

ISSN-L: 3008-9093

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2024-04-24 Original
Guidelines for writing software building reports

By Annier Jesús Fajardo Quesada, René Herrero Pacheco

The linkage of software with various areas of knowledge has increased significantly, highlighting the importance of process automation thanks to the expansion of imaginative capabilities in this area. The concept of software now encompasses applications on different operating systems, including PWAs, websites, command line applications and APIs. This landscape demands standardized methods for the creation and dissemination of applications, although there is currently no detailed guidance for writing reports on software creation. It is crucial to adopt methodological guidelines that allow the reproducibility of software research, clearly differentiating between the creation and the evaluation-validation of these tools. Such differentiation helps to avoid confusion and ensures consistency in reporting, especially when the objective is to develop new tools. Before starting software development, it is essential to consider the objective, scope and existence of similar technologies, assessing the real need to create a new solution. The article proposes a detailed outline for writing software development reports, covering from the introduction, method, results, to the discussion and conclusions. This outline covers aspects such as the theoretical and historical framework, the importance and necessity of the product, classification of the study, details of the creation process, technologies used, and software evaluation. It highlights the importance of performing quality tests throughout the development, ensuring that the final results reflect the most recent and conclusive state of the software. The creation of software is presented as a non-linear process that requires iterations and adaptations based on functionality and quality tests, whose results directly influence the progress of the project. The suggested model is flexible, allowing adjustments according to the specific characteristics of the software under development.

2024-03-11 Reviews
Influence of virtual reality and augmented reality on mental health

By Felipe Machuca-Contreras, Carlos Oscar Lepez, Carlos Canova-Barrios

Introduction: When the term artificial intelligence comes to mind, most people intuitively relate it to science fiction, especially those who are older and who had access to books, comics and impactful films on these topics, especially the film based on the story by Brian Aldiss and directed by Spielberg.
Methods: A review of the literature was carried out in the month of January 2024 through access to the databases Scopus, PubMed, Dialnet, Scielo, and the search engine Google Scholar version 2022, with the strategies: ((health mental) AND (augmented reality)), ((mental health) AND (technological advances)) and ((medicine) AND (mental health) AND (augmented reality) AND (virtual reality) AND (technology)) and their translations into English language, limited the search to the last 5 years.
Results: Virtual reality has its origins in the Second World War, as a precedent for a request from the United States of America to the Massachusetts Institute of Technology, for it to create a flight simulator that would allow ground training for the navy; which gave birth to virtual reality. In 1960, the first multi-sensor simulator created by Morton Heilin was called Sensorama.
Conclusions: Virtual reality has positively influenced the restoration of mental health; Therefore, this development of technology has been a fundamental factor in many moments of scientific and technical development in the health sciences.

2024-06-23 Systematic reviews or meta-analyses
Benefits of the use of telemedicine in patients with obesity: A systematic review

By Vivian Rodrigues Neves, Lorena Djament

Background: Obesity is a multifactorial disease with high growth rates currently being considered an epidemic of the 21st century. The health area has adapted to the use of technology, using different applications focused on changing habits in patients with the intention of achieving weight reduction in them. Material and methods: A systematic review was carried out in different online engines such as PubMed, Cochrane Library and Google Scholar. Results: Were selected 8 randomized clinical trials after applying the inclusion and exclusion criteria that sought to demonstrate the benefits of using new techniques such as telemedicine in people with obesity to provide a better quality of life. Conclusion: In obese patients who used telemedicine as part of the treatment, a greater weight reduction was observed compared to patients who did not use it.

2024-07-11 Short communications
Notes on gamification and education

By Rubén González Vallejo

The classroom is a dynamic space where active and exploratory methodologies, such as gamification, promote cooperation, critical thinking, motivation, and meaningful learning. Gamification, which uses game elements adapted to teaching, has shown advantages such as increased creativity, autonomy, and digital skills. Its application has been notable in Primary and Secondary Education, as well as in various university disciplines. However, debates persist about its potential and the tendency to prioritize numerical assessment over learning, generating skepticism in certain areas of higher education

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