Universidad de Medellín

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    The embodied spectre: Semantic implications of the metaleptic flashback in 'wild strawberries' ('Smultronstället', 1957) [El espectro corporeizado: Resonancias semánticas del 'flashback' metaléptico en 'Fresas salvajes' ('Smultronstället', 1957)]

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    This paper aims to carry out a new reading of the film Wild Strawberries (Smultronstället; Ingmar Bergman, 1957) through a narratological exploration of two fundamental techniques used in the body of the work: the flashback and metalepsis. The joined use of these two techniques creates the phenomenon of metaleptic flashback, which, through its particular nature, sheds light on the influence of present conflicts on the reconstruction of the past in three crucial scenes within the story. While the metaleptic properties of the regressions in the first two cases take an exclusive focus with regard to the kind of involvement of the reminiscing individual within those scenes, in the last scene of remembrance, once the main character has resolved the existential crisis that he has been experiencing, the perspective becomes finitively inclusive, a sign of his having reached a reconciliation with his past experiences. © 2019 Blanquerna School of Communication and International Relations. All rights reserved

    Oportunidades De Investigación A Partir Del Análisis De Revisiones De Literatura De Selección De Proveedores

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    Background impurities and a delta-doped QW. Part I: Center doping

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    The influence of shallow background donor impurities on the energy characteristics of the SiGe/Si/SiGe quantum well structure with centered delta-doping is studied numerically. The description of the self-consistent method includes the calculation of the donors impurity binding energy in the delta-layer. The delta-layer impurity binding energy as well as the energy differences between the first quantized electron subbands in the well demonstrate a significant dependence on the characteristics of the background doping. Therefore, the background doping cannot be neglected when studying phenomena like intersubband optical transitions. © 2019 IOP Publishing Ltd

    Proposal of an educational video game for the teaching-learning of the requirements classification in software engineering [Propuesta de un videojuego educativo para la enseñanza-aprendizaje de la clasificación de requisitos en ingeniería de software]

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    One of the most relevant phases in software development process is the analysis phase, in which the scope of the software to be constructed is defined through the specification of functional and non-functional requirements. This phase is crucial since a poor specification of the system requirements can generate an extra effort in subsequent phases. At the academic level, shortcomings have been identified in the students of the software engineering courses, in terms of the definition and classification of these requirements, which may affect the quality of the software products of these future professionals. This paper proposes a videogame as a tool to reinforce students skills in these courses, in terms of identification and classification of requirements. The video game was conceived using the Design Thinking methodology, implemented through the GDevelop platform and evaluated from the usability perspective, using Pinelle video game heuristics. © 2019, Associacao Iberica de Sistemas e Tecnologias de Informacao. All rights reserved

    A generalized theory for full microtremor horizontal-to-vertical [H/V(z, f)] spectral ratio interpretation in offshore and onshore environments

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    Advances in the field of seismic interferometry have provided a basic theoretical interpretation to the full spectrum of the microtremor horizontal-to-vertical spectral ratio [H/V(f)]. The interpretation has been applied to ambient seismic noise data recorded both at the surface and at depth. The new algorithm, based on the diffuse wavefield assumption, has been used in inversion schemes to estimate seismic wave velocity profiles that are useful input information for engineering and exploration seismology both for earthquake hazard estimation and to characterize surficial sediments. However, until now, the developed algorithms are only suitable for on land environments with no offshore consideration. Here, the microtremor H/V(z, f) modelling is extended for applications to marine sedimentary environments for a 1-D layered medium. The layer propagator matrix formulation is used for the computation of the required Green's functions. Therefore, in the presence of a water layer on top, the propagator matrix for the uppermost layer is defined to account for the properties of the water column. As an application example we analyse eight simple canonical layered earth models. Frequencies ranging from 0.2 to 50 Hz are considered as they cover a broad wavelength interval and aid in practice to investigate subsurface structures in the depth range from a few meters to a few hundreds of meters. Results show a marginal variation of 8 per cent at most for the fundamental frequency when a water layer is present. The water layer leads to variations in H/V peak amplitude of up to 50 per cent atop the solid layers. © The Author(s) 2019

    Validación de Parámetros de Algoritmos Genéticos para la Conformación de Lotes en la Preparación de Pedidos en Almacenes

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    Toward a model based on gamification to influence the productivity of software development teams [Aproximación de un modelo basado en gamificación para influir en la productividad de equipos de desarrollo de software]

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    Software development is characterized by being an activity centered on people. From this perspective, it is common that there are issues related to the development team and their need for communication, collaboration, motivation, commitment, among others. These issues are also presented in the management of software projects, which are not only oriented towards the technical part but towards social and human factors. For this reason, software companies are interested to provide solutions to this kind of difficulties that influence the productivity of the team, the satisfaction of their customers, the costs, the quality, and the time of their projects. In order to contribute with this purpose, we propose a model based on gamification to intervene social and human factors and influence the productivity of development team. Through gamification, we seek to develop skills and abilities related to social and human factors in such a way that team is motivated, committed, satisfied, and its work is reflected in the results of the projects. © 2019 AISTI

    Cocreation of adaptative components for a virtual platform based on learning styles [Cocreando componentes adaptativos para una plataforma virtual basados en estilos de aprendizaje]

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    This paper presents the results of the co-creation stage of adaptive components for e-learning platform, focusing on learning styles. The co-creation is considered the methodology that allows to identify the adaptability requirements for virtual learning processes, within a macro project supported by research and government entities of Antioquia, which have interest in improving the education indexes of their people and have identified virtual education as a facilitator in the scope of these social purposes. © 2019 AISTI

    IlluminApp: Educational support tool for sustainable indoor illumination system reconversion for household applications

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    The illumination household represents an important percentage of electricity consumption in developing countries. The electricity consumption derived from residential illumination is strongly reduced by assuming cleaner and more efficient technologies. One of the Sustainable Development Goals (SDG) considers responsible consumption and production of goods and services, in which the authors have focused this study on lighting loads on households. For this matter, IlluminApp has been developed. It is an educational tool, which allows to identify the benefits of the illumination technology conversion to residential users, as well as, an estimation on energy savings and the retrofit cost reduction by using different light bulbs technologies. The application uses a simple cost and energetic model to estimate: payback time, CO2emissions reduction, money, and energetic savings. This software is available in English and Spanish. The objective of this paper is to discuss in detail the interfaces of this application and its main functionalities. © 2019 AISTI

    Comparison of alumina ball size distribution in two white cement grinding units using swebrec function [Comparación de la distribución de tamaño de bolas de alúmina en dos unidades de molienda de cemento blanco utilizando la función swebrec]

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    The results of characterizing the alumina ball size distribution in two mills of a crushing and grinding plant are shown. The mills were unloaded and the ball charge was screened in order to establish the ball size distribution. For both mills, the balls retained during the unloading were compared to the balls retained at the beginning of the process, and additionally, they were compared to the results obtained by the Swebrec adjusted distribution model. In both cases, the experimental data have had a good fit with this model. This practice is important in order to establish the best ball charge at the beginning of the operation and the ball recharge in the steady state. © The author; licensee Universidad Nacional de Colombia

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