Persona: Hernández Berlinches, Roberto
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Hernández Berlinches
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Publicación A Cloud Game-based Educative Platform Architecture: the CyberScratch Project(MDPI, 2021) Utrilla, Alejandro; Tobarra Abad, María de los Llanos; Robles Gómez, Antonio; Pastor Vargas, Rafael; Hernández Berlinches, RobertoThe employment of modern technologies is widespread in our society, so the inclusion of practical activities for education has become essential and useful at the same time. These activities are more noticeable in Engineering, in areas such as cybersecurity, data science, artificial intelligence, etc. Additionally, these activities acquire even more relevance with a distance education methodology, as our case is. The inclusion of these practical activities has clear advantages , such as (1) promoting critical thinking and (2) improving students’ abilities and skills for their professional careers. There are several options, such as the use of remote and virtual laboratories, virtual reality and gamebased platforms, among others. This work addresses the development of a new cloud game-based educational platform, which defines a modular and flexible architecture (using light containers). This architecture provides interactive and monitoring services and data storage in a transparent way. The platform uses gamification to integrate the game as part of the instructional process. The CyberScratch project is a particular implementation of this architecture focused on cybersecurity game-based activities. The data privacy management is a critical issue for these kinds of platforms, so the architecture is designed with this feature integrated in the platform components. To achieve this goal, we first focus on all the privacy aspects for the data generated by our cloud game-based platform, by considering the European legal context for data privacy following GDPR and ISO/IEC TR 20748-1:2016 recommendations for Learning Analytics (LA). Our second objective is to provide implementation guidelines for efficient data privacy management for our cloud game-based educative platform. All these contributions are not found in current related works. The CyberScratch project, which was approved by UNED for the year 2020, considers using the xAPI standard for data handling and services for the game editor, game engine and game monitor modules of CyberScratch. Therefore, apart from considering GDPR privacy and LA recommendations, our cloud game-based architecture covers all phases from game creation to the final users’ interactions with the game.Publicación Analyzing the Users’ Acceptance of an IoT Cloud Platform using the UTAUT/TAM Model(Institute of Electrical and Electronics Engineers, 2021) Haut, Juan M.; Robles Gómez, Antonio; Tobarra Abad, María de los Llanos; Pastor Vargas, Rafael; Hernández Berlinches, RobertoAntonio Robles-Gómez, Llanos Tobarra, Rafael Pastor-Vargas, Roberto Hernández, Juan M. Haut; Título:; Publicación: . ISSN (https://doi.org/10.1109/ACCESS.2021.3125497);Publicación Emulating and Evaluating Virtual Remote Laboratories for Cybersecurity(MDPI, 2020) Cano, Jesús; Robles Gómez, Antonio; Tobarra Abad, María de los Llanos; Pastor Vargas, Rafael; Hernández Berlinches, RobertoOur society is nowadays evolving towards a digital era, due to the extensive use of computer technologies and their interconnection mechanisms, i.e., social networks, Internet resources, IoT services, etc. This way, new threats and vulnerabilities appear. Therefore, there is an urgent necessity of training students in the topic of cybersecurity, in which practical skills have to be acquired. In distance education, the inclusion of on-line resources for hands-on activities in its curricula is a key step in meeting that need. This work presents several contributions. First, the fundamentals of a virtual remote laboratory hosted in the cloud are detailed. This laboratory is a step forward since the laboratory combines both virtualization and cloud paradigms to dynamically create emulated environments. Second, this laboratory has also been integrated into the practical curricula of a cybersecurity subject, as an additional on-line resource. Third, the students’ traceability, in terms of their interactions with the laboratory, is also analyzed. Psychological TAM/UTAUT factors (perceived usefulness, estimated effort, social influence, attitude, ease of access) that may affect the intention of using the laboratory are analyzed. Fourth, the degree of satisfaction is analyzed with a great impact, since the mean values of these factors are most of them higher than 4 points out of 5. In addition to this, the students’ acceptance of the presented technology is exhaustively studied. Two structural equation models have been hypothesized and validated. Finally, the acceptance of the technology can be concluded as very good in order to be used in @? other Engineering contexts. In this sense, the calculated statistical values for the improved proposed model are within the expected ranges of reliability (X2 = 0.6, X2/DF = 0.3, GFI = 0.985, CIF = 0.985, RMSEA = 0) by considering the literaturePublicación Students’ Acceptance and Tracking of a New Container-Based Virtual Laboratory(MDPI, 2020) Cano, Jesús; Tobarra Abad, María de los Llanos; Robles Gómez, Antonio; Pastor Vargas, Rafael; Hernández Berlinches, Roberto; Duque Fernández, AndrésPresently, the ever-increasing use of new technologies helps people to acquire additional skills for developing an applied critical thinking in many contexts of our society. When it comes to education, and more particularly in any Engineering subject, practical learning scenarios are key to achieve a set of competencies and applied skills. In our particular case, the cybersecurity topic with a distance education methodology is considered and a new remote virtual laboratory based on containers will be presented and evaluated in this work. The laboratory is based on the Linux Docker virtualization technology, which allows us to create consistent realistic scenarios with lower configuration requirements for the students. The laboratory is comparatively evaluated with our previous environment, LoT@UNED, from both the points of view of the students’ acceptance with a set of UTAUT models, and their behavior regarding evaluation items, time distribution, and content resources. All data was obtained from students’ surveys and platform registers. The main conclusion of this work is that the proposed laboratory obtains a very high acceptance from the students, in terms of several different indicators (perceived usefulness, estimated effort, social influence, attitude, ease of access, and intention of use). Neither the use of the virtual platform nor the distance methodology employed affect the intention to use the technology proposed in this work