Hernán Francisco Villar Vega
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Research Interests
Hernán Francisco Villar Vega has a total of 17 co-authors. Here are the top co-authors by number of shared publications:
A Ossa-Montoya
1 shared publicationC A Adarve
1 shared publicationC A Páramo
1 shared publication- Cristian Adarve Gómez
Servicio Nacional de Aprendizaje SENA
1 shared publication Dily Alexandra Castillo Carvajal
Servicio Nacional de Aprendizaje SENA
1 shared publication- Enevis Rafael Reyes-Moreno
Servicio Nacional de Aprendizaje SENA, Medellín, Colombia
1 shared publication
Latest Publications
- Open Access
- 1 September 2023
- Published by Universidad de Santander - UDES in AiBi Revista de Investigación, Administración e Ingeniería
- Vol. 11 (3) , 143-155
ChatGPT en la educación: un enfoque bibliométrico de la integración de sistemas de Chatbots en los procesos educativos
En este artículo de revisión bibliográfica se examina la integración de sistemas de chatbot, como ChatGPT, en los procesos educativos. Se utilizó un enfoque mixto de tipo analítico tomando como muestra inicial 360 documentos de revistas indexadas, de los cuales se filtraron y seleccionaron 92. Para el análisis cuantitativo, se llevó a cabo un estudio bibliométrico utilizando el software VOSviewer para identificar la frecuencia de las palabras clave, conceptos más destacados, citación de los documentos y coautoría entre países. Para el análisis cualitativo se realizó la lectura de documentos que cumplieran con los criterios de inclusión y exclusión establecidos. La discusión de los resultados se abordó con relación a las dimensiones de la matriz de análisis en cuanto a controversias, retos e implicaciones de ChatGPT y sus limitaciones, oportunidades y sugerencias en el contexto educativo orientadas a los docentes y estudiantes. En conclusión, se destaca el impacto de las herramientas de chatbot basadas en inteligencia artificial y su potencial en la educación del futuro.
- 1 September 2023
- Published by Universidad de Santander - UDES in AiBi Revista de Investigación, Administración e Ingeniería
- Vol. 11 (3) , 143-155
Open AccessChatGPT en la educación: un enfoque bibliométrico de la integración de sistemas de Chatbots en los procesos educativos
En este artículo de revisión bibliográfica se examina la integración de sistemas de chatbot, como ChatGPT, en los procesos educativos. Se utilizó un enfoque mixto de tipo analítico tomando como muestra inicial 360 documentos de revistas indexadas, de los cuales se filtraron y seleccionaron 92. Para el análisis cuantitativo, se llevó a cabo un estudio bibliométrico utilizando el software VOSviewer para identificar la frecuencia de las palabras clave, conceptos más destacados, citación de los documentos y coautoría entre países. Para el análisis cualitativo se realizó la lectura de documentos que cumplieran con los criterios de inclusión y exclusión establecidos. La discusión de los resultados se abordó con relación a las dimensiones de la matriz de análisis en cuanto a controversias, retos e implicaciones de ChatGPT y sus limitaciones, oportunidades y sugerencias en el contexto educativo orientadas a los docentes y estudiantes. En conclusión, se destaca el impacto de las herramientas de chatbot basadas en inteligencia artificial y su potencial en la educación del futuro.
- 21 December 2019
- Published by Institucion Universitaria Pascual Bravo in Revista CINTEX
- Vol. 24 (1) , 64-70
A review of virtual reality videogames for job-training applications
Information and Communication Technologies (ICT) are considered as crucial elements in educational processes, as they constitute relevant and necessary tools in the search for higher levels of socioeconomic development. In this context, ICTs have raised the challenge of finding pedagogical models that maximize their impact on teachers and students. The Business Services and Management Center of the SENA Regional Antioquia has a wide range of technical training programs, for a rapid immersion into the labor market, which implies the use of training technologies to ease the understanding of theoretical concepts and the practice of technical procedures. In addition, these programs require the development of skills allowing their students to perform correctly in the workplace. Considering the above, videogames arise as an alternative tool for training operations. This article presents a review of training tools based on virtual reality, focusing mainly on the design of the game elements and their dynamics, which can contribute to magnify user experiences. Moreover, we present some projects showing success stories in the learning process and discussing the impact of the elements and game mechanics.
- 21 December 2019
- Published by Institucion Universitaria Pascual Bravo in Revista CINTEX
- Vol. 24 (1) , 64-70
A review of virtual reality videogames for job-training applications
Information and Communication Technologies (ICT) are considered as crucial elements in educational processes, as they constitute relevant and necessary tools in the search for higher levels of socioeconomic development. In this context, ICTs have raised the challenge of finding pedagogical models that maximize their impact on teachers and students. The Business Services and Management Center of the SENA Regional Antioquia has a wide range of technical training programs, for a rapid immersion into the labor market, which implies the use of training technologies to ease the understanding of theoretical concepts and the practice of technical procedures. In addition, these programs require the development of skills allowing their students to perform correctly in the workplace. Considering the above, videogames arise as an alternative tool for training operations. This article presents a review of training tools based on virtual reality, focusing mainly on the design of the game elements and their dynamics, which can contribute to magnify user experiences. Moreover, we present some projects showing success stories in the learning process and discussing the impact of the elements and game mechanics.
- Open Access
- 1 December 2019
- Published by IOP Publishing in Journal of Physics: Conference Series
- Vol. 1418 (1)
Serious game for real-time brain-computer interface training
This article presents the development of the serious game PROEZA, for training users of a brain-computer interface system for control a hand prosthesis. The document describes the integration of electroencephalogram signals captured by an Emotiv Epoc+ headband, with the Unity video game engine. Also, it is presented how control commands are generated for the video game and for a handheld prosthetic device from these signals, basis of brain-computer interface systems. In addition, a protocol for validate the skills of the users to control the signals of the brain-computer interface system is proposed, based on evaluations before and after to training in PROEZA. The experimental results, after tests carried out on 2 users, show that the proposed protocol promises to be an appropriate strategy to evaluate the ability of users to control the brain-computer interface system and opens up the possibility to develop multiple physical and neuro rehabilitation applications using of serious games.
- 1 December 2019
- Published by IOP Publishing in Journal of Physics: Conference Series
- Vol. 1418 (1)
Open AccessSerious game for real-time brain-computer interface training
This article presents the development of the serious game PROEZA, for training users of a brain-computer interface system for control a hand prosthesis. The document describes the integration of electroencephalogram signals captured by an Emotiv Epoc+ headband, with the Unity video game engine. Also, it is presented how control commands are generated for the video game and for a handheld prosthetic device from these signals, basis of brain-computer interface systems. In addition, a protocol for validate the skills of the users to control the signals of the brain-computer interface system is proposed, based on evaluations before and after to training in PROEZA. The experimental results, after tests carried out on 2 users, show that the proposed protocol promises to be an appropriate strategy to evaluate the ability of users to control the brain-computer interface system and opens up the possibility to develop multiple physical and neuro rehabilitation applications using of serious games.
- Open Access
- 1 December 2019
- Published by IOP Publishing in Journal of Physics: Conference Series
- Vol. 1418 (1)
Computer forensic analysis protocols review focused on digital evidence recovery in hard disks devices
Fourth Industrial Revolution includes cybersecurity as a key technology, given the increase in the number of devices connected to the Internet, the volume of relevant information available and the incidence of cybercrime on them. Among the lines of study of cybersecurity appears the computer forensic analysis, which seeks to reveal and analyze information in systems based on an analysis of digital evidence. This process involves a series of phases that ensure the integrity of the sources of information from beginning to end. Occupational studies in the area show a deficit of qualified and qualified personnel to cover the demand of processes related to this topic. In order to close this gap, the National Learning Service at Services and Business Management Center implements the Digital Forensic Laboratory. In this paper, workflows of computer forensic analysis procedures described in scientific documents are analyzed and a proposal of a protocol applicable to the laboratory is presented, which allows to rescue digital evidences of hard disks. A six-step procedure is proposed, ranging from the diagnosis of the case, to the presentation of results, through the collection of evidence, the copies of files, the analysis of data and the extraction of information.
- 1 December 2019
- Published by IOP Publishing in Journal of Physics: Conference Series
- Vol. 1418 (1)
Open AccessComputer forensic analysis protocols review focused on digital evidence recovery in hard disks devices
Fourth Industrial Revolution includes cybersecurity as a key technology, given the increase in the number of devices connected to the Internet, the volume of relevant information available and the incidence of cybercrime on them. Among the lines of study of cybersecurity appears the computer forensic analysis, which seeks to reveal and analyze information in systems based on an analysis of digital evidence. This process involves a series of phases that ensure the integrity of the sources of information from beginning to end. Occupational studies in the area show a deficit of qualified and qualified personnel to cover the demand of processes related to this topic. In order to close this gap, the National Learning Service at Services and Business Management Center implements the Digital Forensic Laboratory. In this paper, workflows of computer forensic analysis procedures described in scientific documents are analyzed and a proposal of a protocol applicable to the laboratory is presented, which allows to rescue digital evidences of hard disks. A six-step procedure is proposed, ranging from the diagnosis of the case, to the presentation of results, through the collection of evidence, the copies of files, the analysis of data and the extraction of information.
- Open Access
- 1 December 2019
- Published by IOP Publishing in Journal of Physics: Conference Series
- Vol. 1418 (1)
Macroscopic pest detection system for aromatic herbs in post-harvest stage using computer vision and neural networks techniques
Worldwide consumption of aromatic herbs has increased in recent years, which has led to an increase in the areas of cultivation and exports of these plants in producing countries. Within the production chain of these herbs, phytosanitary control is a requirement for the quality assurance and exports of the product. Pests cause damage in the plants, not only in the crop but also after the harvest. According to the regulatory authorities, who conduct inspections for pests, bad phytosanitary practices lead to the return of the product from the port to its origin or destruction in the country of destination. This results in an economic loss to the producer and exporter of the plant. One of the aromatic herbs with the highest level of production and export in Colombian market is thyme (Thymus). This work presents a support system for detecting macroscopic pests in thyme using computer vision techniques and neural networks. The main contribution of this work focuses on product classification between free and not free for pest in the postharvest process.
- 1 December 2019
- Published by IOP Publishing in Journal of Physics: Conference Series
- Vol. 1418 (1)
Open AccessMacroscopic pest detection system for aromatic herbs in post-harvest stage using computer vision and neural networks techniques
Worldwide consumption of aromatic herbs has increased in recent years, which has led to an increase in the areas of cultivation and exports of these plants in producing countries. Within the production chain of these herbs, phytosanitary control is a requirement for the quality assurance and exports of the product. Pests cause damage in the plants, not only in the crop but also after the harvest. According to the regulatory authorities, who conduct inspections for pests, bad phytosanitary practices lead to the return of the product from the port to its origin or destruction in the country of destination. This results in an economic loss to the producer and exporter of the plant. One of the aromatic herbs with the highest level of production and export in Colombian market is thyme (Thymus). This work presents a support system for detecting macroscopic pests in thyme using computer vision techniques and neural networks. The main contribution of this work focuses on product classification between free and not free for pest in the postharvest process.
- 16 May 2016
- Published by Universidad EIA in Revista EIA
- p. 59-67
APLICACIÓN: NANOCOMPUESTO DE GRAFENO PARA MEJORA DE LA CADENA DE FRÍO EN EL TRANSPORTE DE VACUNAS
Las vacunas son productos biológicos que se deben conservar entre 2˚ y 8 ˚C, de lo contrario van perdiendo acción hasta llegar a inactividad total. Buscando mejorar la vida útil de las vacunas cuando requieran transportarse a lugares apartados, se ha propuesto utilizar un sistema móvil de refrigeración monitoreada (SMRM) que usa un nanocompuesto de matriz polimérica reforzado con grafeno. Esto mejora la velocidad de enfriamiento o calentamiento en dispositivos eléctricos, electrónicos y térmicos. Dicha mejora pretende asegurar que las vacunas transportadas en el SMRM tengan menor exposición a temperaturas por fuera de las especificadas, permitiendo que el producto tenga mayor eficacia que el transportado con sistemas comerciales. Finalmente, al lograr una velocidad de enfriamiento de 1,54 (˚C/min) y un consumo energético de 6,67 W/h, se evidencia una mejora importante, que comparándolos con el sistema comercial genera el equivalente a 200 % mayor velocidad de enfriamiento y 41 % menor consumo energético.
- 16 May 2016
- Published by Universidad EIA in Revista EIA
- p. 59-67
APLICACIÓN: NANOCOMPUESTO DE GRAFENO PARA MEJORA DE LA CADENA DE FRÍO EN EL TRANSPORTE DE VACUNAS
Las vacunas son productos biológicos que se deben conservar entre 2˚ y 8 ˚C, de lo contrario van perdiendo acción hasta llegar a inactividad total. Buscando mejorar la vida útil de las vacunas cuando requieran transportarse a lugares apartados, se ha propuesto utilizar un sistema móvil de refrigeración monitoreada (SMRM) que usa un nanocompuesto de matriz polimérica reforzado con grafeno. Esto mejora la velocidad de enfriamiento o calentamiento en dispositivos eléctricos, electrónicos y térmicos. Dicha mejora pretende asegurar que las vacunas transportadas en el SMRM tengan menor exposición a temperaturas por fuera de las especificadas, permitiendo que el producto tenga mayor eficacia que el transportado con sistemas comerciales. Finalmente, al lograr una velocidad de enfriamiento de 1,54 (˚C/min) y un consumo energético de 6,67 W/h, se evidencia una mejora importante, que comparándolos con el sistema comercial genera el equivalente a 200 % mayor velocidad de enfriamiento y 41 % menor consumo energético.