Dra. ADRIANA PEÑA PÉREZ NEGRÓN
adriana.ppnegron@academicos.udg.mx
Departamento de adscripción:
INNOVACION BASADA EN LA INFORMACION Y EL CONOCIMIENTO
Nombramiento: PROFESOR E INVESTIGADOR TITULAR "B"
Categoría: DEFINITIVO
Resumen curricular:
La Dra. Adriana Peña es Licenciada en Sistemas Computacionales, Maestra en Administración y Doctora en Ingeniería de la Informática. Es miembro del Sistema Nacional de Investigadores nivel I. Sus líneas de investigación incluyen estudios sobre interacción mediada por computadora, estudios del comportamiento por medio digitales, gamificación y realidad virtual.
Perfil de Investigador SNII:
Nivel SNII:
I
Área del conocimiento:
IV
Campo de investigación:
Psicología
Periodo vigente:
1 de enero de 2025
-
31 de diciembre de 2029
Perfil PRODEP:
Inicio de la vigencia:
1 de septiembre de 2022
Fin de la vigencia:
31 de agosto de 2025
Bases de datos bibliográficas:
Publicaciones del académico:
2024 - 6 articulos.
- Impresión 3D con software libre
- Mejora del aprendizaje basado en la lógica: aplicación de GUESS-18 para la evaluación de la experiencia del usuario
- A Comparative Study of Soft Skills Evaluation for Software Developers Using Video Games
- Towards a Methodology for the Development of Educational Resources Based on Augmented Reality Technology
- Hacia una Metodología de Desarrollo de Recursos Educativos Basada en Tecnología de Realidad Aumentada
- Una Visión General de los Datos Abiertos y su Análisis con Aprendizaje Automático para Ciudades Inteligentes
2023 - 12 articulos.
- iArte Book
- Introducción al desarrollo de videojuegos con GODOT
- Introduction to Videogame Development with Open-Source Software in GODOT
- Application of Psychological Research Methods in Video Game Design
- RehabGame: A Hand Exoskeleton and Video Game Interface for Home Rehabilitation
- Logic-Driven Learning: An Interactive Video Game to Foster Software Engineering
- Video game design for personal skills analysis
- Influence of Belbin's Role on Database Design: An Exploratory Experiment
- Exploratory Analysis of Using Gamification in Software Engineering Education
- Exploring Technological Education: An Augmented Reality Sandbox.
- Identification of the Personal Skills Using Games
- Diseño de videojuegos para el análisis de habilidades personales
2022 - 9 articulos.
- Influence of Belbin’s Role Theory on Database Design: Experimenting with Software Engineering Students
- Video Game Development Process for Soft Skills Analysis
- Scrumming
- Handbook of Research on the Influence and Effectiveness of Gamification in Education
- Introduction to scientific video game design
- Mathematical model of social behavior for the allocation of members in software development teams
- Scrumming: Gamifying a Dashboard for Undergraduate Student Motivation
- A Literature Review of Hand-Based Interaction in Virtual Environments Through Computer Vision
- Towards the evaluation of relevant interaction styles for software developers
2021 - 18 articulos.
- Adaptación al usotecnología enel ámbito educativo durante la pandemiaderivada del COVID-19 en México
- Perspectiva docente sobre tecnología en tiempos del COVID-19 en México
- An exploratory analysis of the perception of the utility of proven practices of the software basic profile of ISO/IEC 29110 by a set of VSEs in Mexico
- Videogame development training approach: A Virtual Reality and open-source perspective
- How Do We Interact in Collaborative Virtual Reality?: A Nonverbal Interaction Perspective
- Cutting-Edge Technology for Video Games
- EEG data modeling for brain connectivity estimation in 3D graphs
- Adaptación al uso tecnología en el ámbito educativo durante la pandemia derivada del COVID-19 en México
- A comparative study on the effects of the COVID-19 pandemic on three different national university learning ecosystems as bases to derive a Model for the Attitude to get Engaged in Technological Innovation (MAETI).
- How Do We Interact in Collaborative Virtual Reality?
- Systematic literature review of sentiment analysis in the Spanish language. Data Technologies and Applications, 55 (4), 461–479
- Beyond factors that motivate the adoption of the ISO/IEC 29110 in Mexico: An exploratory study of the implementation pace of this standard and the benefits observed
- Adaptación al uso tecnología en el ámbito educativo durante la pandemia derivada del COVID-19 en México
- Strategy for training in the ISO/IEC 29110 standard based on a serious game
- Saving the Word: A serious game to improve kids reading skills
- Systematic literature review of sentiment analysis in the Spanish language
- A Model for the Attitude to get Engaged in Technological Innovation (MAETI) derived from a comparative study on the effects of the SARS-CoV2 pandemic seen through the lens of …
- A comparative study on the effects of the COVID-19 pandemic on three different national university learning ecosystems as bases to derive a Model for the Attitude to get …
2020 - 5 articulos.
- Framework to support the Data Science of smart city models for decision-making oriented to the efficient dispatch of service petitions
- Latin American Women and Research Contributions to the IT Field
- A model for nonverbal interaction cues in collaborative virtual environments
- Analysis of 13 implementations of the software engineering management and engineering basic profile guide of ISO/IEC 29110 in very small entities using different life cycles
- Explorando la influencia de los roles de belbin en la calidad del diseño lógico de una base de datos generado por estudiantes de ingeniería de software