Assignment #7- Class reflexion

Assignment #1

Assignment #2- About

Assignment #3

Assignment #4 

Assignment #5

Assignment #6

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In the course of INF 103, professor Antonio Vantaggiato, taught his class in a comfortable learning environment with excellent use of dialect. The class was mostly hands on with computers and the assignments were interactive. In this class we each made a blog where every week we had to post something related to the class or anything we wanted related to our blog. I fairly enjoyed this great strategy to engage the class.

In beginning of the class, I did not think I would learn so much as I did taking this course. I thought I already knew everything there was to know about the web. However, my professor really opened my eyes to new and very useful information. I truly feel i learned innovative skills i can use while im on the web.

One thing that i found very interesting was the lesson on privacy. This lesson and the assignment on Do Not Track helped have a better understanding of the dangers of the web and why i should protect my personal information. If it were not for this lesson i would have never gone so in depth in investigating the true privacy violation laws. Another useful lesson that was given was the correct websites to use for research and references. I now know where i can find images and give them the  recognition they deserve.

I don’t think there is anything i would change about the course. Everything that was taught to me was done in a very interesting, useful, and hands on experience.



Assignment #6 “Arte en Sagrado”

Intervalos, confines y territorios #4




The University of Sagrado Corazón is a place when art is everywhere you look. Art in Sagrado is appreciated and influenced. It is no wonder the university is so full of life and color. It is a place where art comes to life! One of the most vibrant places in Sagrado were art comes to life is their art gallery, Galería de arte de U.S.C.

In this gallery, many talented artists have come to exhibit their art. Currently, you will find the Intervalos, confines, y territorios exhibit by the Puerto Rican artist Ivelisse Jiménez.

Intervalos, confines, y territorios is a sample of art that presents 21 works created in mixed media of plastic, paper, wood and canvas in acrylic and enamel. The work uses as an axis the transparency of the materials, their fragilities and strengths to point out interpretations of our relationship with the space that inhabits us and the one we inhabit. Jiménez distinguishes herself by abstractly interpreting the relationship with the concrete space and her encounter with the human.


Ivelisse Jiménez is a painter, creator of installations and draftsman from Ciales, Puerto Rico. She has a master’s degree from the University of New York and a bachelor’s degree in Humanities from the University of Puerto Rico. Ivelisse Jiménez is a professor at the School of Plastic Arts of Puerto Rico. Her work is represented in the United States by the prestigious Diana Lowenstein Gallery. She was recently selected by MASS MoCA (Museum of Contemporary Art of Massachusetts) to perform an artistic residency.

“These art pieces have no actual significance,” said Norma Vila Rivero, the coordinator of the USC art gallery. “…she (Ivelisse Jiménez) claimed that her art means whatever the viewer wants it to mean.”

“Abstract of the natural space and research from our encounter with light, shape and color, contradictory feelings that correspond to us all in the process of assigning meaning to an experience, I intend with this sample to create a search and reconciliation space that invites to the reflection of the current space, the movement and the relationship between fragments The pause, interval, is the protagonist, because in it are present the effect of what has just been observed, the possibility of what has not happened and what can not be content “, highlights Jiménez about her recent production.


For more information you can visit the Facebook page – USC Art Gallery or call 787-728-1515 ext. 2561. Visiting hours are Tuesday through Friday from 9:30 a.m. at 5:30 p.m. and on Saturdays from 9:30 a.m. at 4:30 p.m.

Assignment #5: #DoNotTrack


  1. Resumir los aspectos esenciales que más les han impactado de los temas tratados en la serie;

The essential aspects that impacted me the most in the series of Do Not Track was “Breaking Ad” on episode 2 and “Like Mining” on episode 3. Episode 2 talked about what cookies were and how this became an important attribute to tracking. Cookies are records of the users activity on an application or website. But the craziest part of this episode was when they explained that ads are the gateway to the extraction of personal information. Websites and apps use cookies in order to produce ads that are in your interest. The scary part is that when they know what your interests are, they can know all your preferences and this way it is easier for them to produce ads and pop up ads that you are most likely to click on and there is a 1/3 of a chance it is not a scam. With this strategy, advertisers became the basis of the internet economy.

The “Like Mining” episode opened my eyes to the impact my activity on social media has on my personal data record. Everything i do online gives out a bit more information about myself. Things like religion, race, sexual orientation and preferences are just a few things that can be known about someone just from their likes on facebook. Some people that are trying to hide their identity often times fail do to their activities on the internet. On this episode they revealed their other website where you can get a better understanding of what web tracking is.

Their website:

2. Resumir lo que cada uno aprendió sobre todo lo que se sabe de uno.

I previously knew that anyone who has an electronic devise can be tracked. Also, i always suspected that we could be spied on very easily. What came to a surprise to me is how we can be tracked so precisely. I knew that apps that ask for your permission to access certain information on your phone could lead to a violation of privacy. However i would have never expected that something so simple such as your phone flash light could be such an attribute. I always think twice before i allow certain apps to obtain my location but what i did not know is that despite turning off device location, the geotracking is still enabled in the phone which could never be turned off. I also did not know how the algorithm in “big data” worked and i was stunned at the amount of information it can store.

3. Reaccionar ante la situación describida de pérdida de privacidad: ¿Les importa? ¿Qué efecto les hace? ¿Le tienen miedo?

Definitivamente me importa mi privacidad. Tengo entendido que para obtener la mayor parte de la facilidad de lo que es el Internet, tengo que correr riesgos. Saber que todo lo que hago deja rastros digitales y que mi información siempre estará en algún sitio si me da miedo. No puedo negar que no me siento segura. Sin embargo, ya la mayor parte de mi ya está en ese ambiente y no hay nada que pueda hacer para eliminarlo. Creo que lo más importante es no dar tanta información personal y siempre leer los términos de cada app o website nuevo.

What to do when you have an idea but no motivation.

Don’t you just hate when you have an idea in mind but have absolutly no motivation to create it?

Well it used to happen to me quite often. I would have a an idea for a potential film but I always seem to lay it off or get caught up with something else and forget to write it down to develop it correctly. It’s completly normal, especially if you are a student, to have no motivation what so ever to accomplish what you have started in your head.

So what to do when this happens?

1. Write it down. Whatever it is you have in your head, even if it has no real development, write down whatever you have. Make bullet points or create a story map.

(Apache Server at Port 80)

2. Relax. Being in a relaxing environment such as the comfort of your bed with headphones on stimulates your motivation. Or perhaps go outside on a nice day and sit on the grass, under a tree, or at a bench. Where ever you are, just make sure you are completly comfortable and relaxed.

(Photo by: romanticfatman on pixabay, licence CC)

3. No distractions. In order for you to stay on top of your game you must stay focused. If your phone is what distracts you the most, put it away, turn off notifications, or simply turn it off. If it’s people, the environment you choose to do this is key. Your surroundings could help you for inspiration, but if it becomes too much of a distraction it’s better to explore some place else. Stress is also a distraction. The last thing you want to think of that deadline you have or that thing you have to do for tomorrow. So make sure you have nothing that can take your mind away from what you want to get accomplished.

4. Look for inspiration. There will most likely become a time when you get stuck. This is the perfect opportunity to get inspired. First, what are you stuck on? A character? A setting? A plot? Once you have this figured out, take a minute. Look around you. Talk, listen, observe, smell, touch. All from right where you are. Focus on one thing at a time. Still stuck? Allow yourself to become distracted for a little bit, it’s okay to take a break.

(Photo by: succo on pixabay, licence CC)

5. Set reminders. It’s important to finish what you started. You might not finish it all in one sitting. That is completely okay. Some ideas take years in development. However it is essential you always go back to it.

Anydo: A great app for daily and future reminders and helps you plan your day in an organized manner!

These are a few tricks I’ve learned along the way to stay motivated. I know some people do things differently than others, but I hope this helps you set off your brilliant ideas! Always explore your creativity.

Resumen de la clase Jueves, marzo 15, 2018/inf1034

La clase de hoy comenzó con una discusión sobre las asignaciones que se van a dar de acabo la semana que viene. Una tiene que ver con el tema de hoy.

Comenzamos con el primer tema de hoy: Presentaciones

Haz click aquí para saber mas sobre el tema:

En el siguiente video veras (en forma cómica) unos errores comunes de presentaciones de Power Point:

Errores comunes y como evitarlos:

  • Muchas palabras por “slide”

*poner poca palabras ( los mas importante) por “slide” y discutir el resto

  • Errores gramáticas

*siempre verificar mas de una vez lo escrito

  • Muchos “bullet points”

*poner lo máximo de 3 “bullet points” por “slide”

  • Colores de fondo fuertes

*no utilizar colores “neon”

  • Las gráficas con muchos datos son confusos

*Utilizar gráficas simples de entender sin muchas palabras y o números y siempre explicarlos

  •  Poner toda la bibliografía

*la bibliografía se debería entregar aparte o durante la presentación se debería citar

En este video hay otras maneras en como dar una presentación excelente y organizadas:


Para el martes 20 de marzo: Crear cuenta de Slideshare.

Aquí encontraras un ejemplo de una presentación hecha por el profesor:

Otro ejemplo de una presentación hecha por el profesor por Google Slides:

Assignment #4: Virtual Reality

What is VR?

Virtual Reality is a computer environment that represents, in a digital way, something that pretends to be real. It is generated by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.

Virtual Reality at the Library

(Photo:Virtual Reality at the Library By:San José Public Library License CC)


Technology is the application of a set of knowledge and skills through electronics with the objective to achieve a solution that allows the human being from solving a given problem until reaching a need in a specific area.


(Photo: Panoramic View of The Palace and Gardens of Versailles By:Peter Roan License CC)

Virtual reality has been a concept that has been developed throughout the years. It actually began in the nineteenth century when the idea was presented by Charles Wheatstone in 1838, when he began the development of the popular View-Master stereoscope (patented 1939), which was used for “virtual tourism”.

Before then, panoramic paintings were the earliest attempt at virtual reality, as they were 360 degree murals intended to make viewer feel like they were present.

Related image

(Photo: Borodino Battle Museum Panorama By:tripadvisor)

Later on, the concept of virtual reality was taken in 1929 when Edward Link created the “Link trainer” (patented 1931) probably the first example of a commercial flight simulator, which was entirely electromechanical. After that, the idea slowly started changing to a much simple concept, especially after the 1930s story by science fiction writer Stanley G. Weinbaum (Pygmalion’s Spectacles) was published, that presented virtual reality being seen through a pair of goggles.

In the mid 1950s cinematographer Morton Heilig then developed the Sensorama (patented 1962). Which was an arcade-style theatre cabinet that would stimulate all the senses, not just sight and sound.

Image result for morton heilig’s sensorama

(Photo:Sensorama-morton-heilig-virtual-reality-headset.jpg Created: 3 March 2016 CC BY-SA 4.0)

Since then, then the concept has been taken by several people who have slowly built this, to be a revolutionary invention in the 21 century.

Virtual reality today:



Within LOGO

This app brings you immersive content from documentaries to fantasy.



     Youtube VR


The YouTube app offers 360-degree videos that simply require you to tap the cardboard icon to experience them  in.



Virtual Virtual Reality

logo vvr

This VR game for Google’s Daydream explores the relationships between the virtual world and humans.

Experts on Virtual Reality

  • Twitter: @RealityVirtual
  • Twitter: @CanaryVirtual
  • Twitter: @RTPVR
  • Twitter:@Claybavor
  • Twitter: @SVVRLIVE



Ibáñez Gallén, M. (2017). Validación de la interacción verbal con un avatar en un     ambiente de realidad virtual para generar ansiedad social.

Description: Actualmente existe una alta prevalencia del trastorno de ansiedad social (TAS), es por ello que en la última década se ha validado la eficacia de los ambientes virtuales (AV) como herramienta para realizar la exposición.

Sergio, C., Cristina, P., Silvia, R., & Marcos, F. (2017). Simulación de Plataformas Robóticas de Movimiento para Aplicaciones de Realidad Virtual Mediante Filtros Digitales. Revista Iberoamericana De Automática E Informática Industrial RIAI, Vol 14, Iss 4, Pp 455-466 (2017), (4), 455. doi:10.1016/j.riai.2017.07.001


Description: El uso de plataformas robóticas de movimiento en simuladores de vehículos y aplicaciones de Realidad Virtual es relativamente habitual. Sin embargo, el ajuste de los algoritmos que controlan su funcionamiento, denominados algoritmos de washout, no es sencillo y requiere de numerosas pruebas hasta obtener una apropiada fidelidad de movimiento. Es por ello que este trabajo presenta un método para la caracterización y simulación de manipuladores robóticos mediante filtros digitales de segundo orden, sencillo de implementar y ajustar a partir de una caracterización previa.

Botella Arbona, C., Fernández Ramos, C., & Serrano Zárate, B. (2017). Efectos de la inducción emocional usando realidad virtual en la percepción de bienestar en personas vulnerables a padecer ansiedad y depresión.

Abásolo Guerrero, M. J., Mitaritonna, A., Giacomantone, J., De Giusti, A. E., Naiouf, M., Perales Lopez, F. J., & … García Bauza, C. (2014). Realidad virtual, realidad aumentada y TVDi.

Description: La línea de investigación y desarrollo presentada consiste en estudiar, desarrollar y evaluar aplicaciones de realidad virtual, realidad aumentada, interfaces avanzadas y Televisión Digital Interactiva (TVDi). Uno de los principales objetivos es la formación de recursos humanos y fortalecimiento de la investigación mediante el trabajo intergrupal entre diferentes instituciones nacionales y extranjeras.

Obrist Bertrand, V. U., & Martínez Jara, E. A. (2015). Aplicación de la realidad virtual en una experiencia de aprendizaje.

Description: El proyecto consiste en una aplicación que permite al usuario interactuar en un entorno virtual por medio de una interfaz web, en el cual se encuentran modelos en tres dimensiones que simulan distintas actividades.