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Wednesday, November 18
 

09:00 -03

Application Requirements for Deaf Students to use in Inclusive Classrooms
The goal was to search for an alternative to mediate communication between people who are Deaf or Hard of Hearing (D/HH) and hearing individuals, in which the major motivation was to provide empowerment for D/HH students, using technology to provide them with more autonomy in inclusive classrooms. With that in mind, a systematic literature review was conducted to elucidate requirements for a mobile application that includes a Speech-To-Text (STT) system, as well as an opinion research accomplished with D/HH participants to know potential users' priorities among the elucidated requirements. As a result, the preference to communicate in Libras (Brazilian Sing Language) prevails, although users consider important to use a mobile application as the one proposed.


Wednesday November 18, 2015 09:00 - 09:50 -03
Aula 4.4.0 Rondeau 165

09:00 -03

CLIHC Opening session
Wednesday November 18, 2015 09:00 - 09:50 -03
Aula 4.4.0 Rondeau 165

09:55 -03

UX-AdChat: Semi-automatic, predictable usability evaluator of written dialogue systems.
AdChat is a dialogue manager system that assists users in buying the product that best fits their needs. The semi-automatic, web-based usability evaluation system, UX-AdChat, evaluates the satisfaction of the clients that use any system based on AdChat without any human assistance while applying the test. The goal is to predict the satisfaction of the clients based on the PARADISE framework, combining the measurement of qualitative and quantitative attributes in order to maximize the experience of the users while optimizing costs.


Wednesday November 18, 2015 09:55 - 10:45 -03
Aula 4.4.0 Rondeau 165

12:10 -03

Evaluation of the user experience and intrinsic motivation with educational and mainstream digital games
Many studies of digital games have been developed to investigate a series of attributes to improve the games industry and to know the impacts of the use of digital games on users. Many arguments exist stating that the appeal of mainstream digital games could be used as an instrument to engage students in "serious games" to help improve their motivation in learning Computer Science topics. However, it is important to compare what is the experience of users with educational games in comparison to mainstream games to better understand this relationship. It is also very important to highlight important attributes that different educational games present that help improve the experience of students with educational games. The aim of the present study was to analyze the user experience with two educational games targeted at Software Engineering learning in comparison to a mainstream racing game. The method to measure user experience involved the application of the Game Experience Questionnaire (GEQ) proposed by Ijsselsteijn et al. and an adaptation of the Intrinsic Motivation Inventory (IMI). The analysis of the results of the games with different characteristics in comparison to a popular game to students allowed us to draw initial conclusions about the effects of different game characteristics in making games more appealing to Computer Science students and the correlation with their intrinsic learning motivation.

Speakers

Wednesday November 18, 2015 12:10 - 13:00 -03
Aula 4.6 Rondeau 165

12:10 -03

Methodology for digital interactive products development for mobile devices, which support learning processes in a university environment
This article describes the methodology that was developed and used in the research-creation project "Developing applications for mobile devices to support learning processes". The project was focused on creating interactive products that support the knowledge transfer and the user skills development through fun and ludic. The work took place at the Universidad Jorge Tadeo Lozano in Bogota, Colombia and the team was made up of students, alumni, full-time and part-time professors, and specialized consultants. We studied the project-based learning and the team-based learning methodologies for building our own methods. Five prototypes of applications were developed and we used different themes, scopes and objectives that would allow the team to make maximum use of their previous knowledge and form a broad picture of what it means to developed products for mobile devices in a university context with so many different people profiles.


Wednesday November 18, 2015 12:10 - 13:00 -03
Aula 4.4.1 Rondeau 165

15:00 -03

A platform for experimenting with brain-computer interfaces in points of interest of smart cities
This paper presents a platform to support experimentation with applications that enhance user experience in points of interest (POIs) of smart cities by incorporating brain-computer interfaces (BCI). We propose a general architecture for applications in this realm that includes four major layers: Presentation, sensing, action management, and data management. This architecture can be instantiated with various types of BCI sensors and diverse POIs. We describe its components as well as a prototype based on this architecture. We also report on initial findings of the use of our prototype, which show the potential of our approach to support research in the area.


Wednesday November 18, 2015 15:00 - 15:50 -03
Aula 4.6 Rondeau 165

15:55 -03

Collection and analysis of information from social interactions, for the design of apps: a perspective based on organisational routines

We propose a method of collecting and analyzing information based on observational tools for defining design requirements for apps. The method is based on the notion of organizational routines from the point of view of social interaction and is used to identify patterns of information in group experiences over time

The proposed method has 5 steps: 1) Collection of information into the observed situation, 2) Viewing the information collected using the storyboard tool, 3) Group routines by similarity and temporal stage 4) Characterization of these routines, and 5) Analysis of the information from the perspective of social interaction. We emphasize that the collection of information by observers, who are active members of the analyzed group, increases the chances for identifying early requirements for app design

The paper gives some lesson learned in the application of the method to real cases. These experiences help to explain what happens at the intersection between patterns of information into social interactions and design requirements. This paper concludes that the concept of routines is useful for identify useful information for early design requirements, and for defining objectives of main technical requirements necessary for social interaction apps.



Wednesday November 18, 2015 15:55 - 16:15 -03
Aula 4.6 Rondeau 165

15:55 -03

Child development and Interaction Design
This tutorial will cover child development theories from the “classics” that have had a significant impact on interaction design, such as Piaget, Vygotsky, and Papert, to more recent ideas, such as neuroconstructivism and connectionism. The discussion will include concepts such as embodiment, emergence, and plasticity. Hourcade will examine how these theories can inform the design, implementation, and evaluation of technologies for children with the goal of promoting healthy development.

Speakers
avatar for JUAN PABLO HOURCADE

JUAN PABLO HOURCADE

Associate Professor, University of Iowa
Juan Pablo Hourcade is an Associate Professor at the University of Iowa's Department of Computer Science, UI3 Associate Director for Informatics Education, and a member of the Delta Center. His main area of research is Human-Computer Interaction, with a focus on the design, implementation and evalu... Read More →


Wednesday November 18, 2015 15:55 - 16:45 -03
Aula 6.4 Rondeau 165

17:15 -03

Recounting the History of User Interface Research through Publication Titles
The availability of access to full collections of academic publications allows the scrutiny of the interest on particular topics through time by examining the titles and metadata of such publications. Using basic text mining techniques, it is possible to identify when attention on a subject raised, peaked or declined. Deeper analysis can point to topic substitution or the switch of attention from one subject to others. In this work we use basic analysis to examine how the study of user interfaces has evolved through time by examining the titles in the Digital Library of ACM and the results provided by Google Scholar search engine.

Speakers
avatar for Leonel Morales Díaz

Leonel Morales Díaz

Profesor, Universidad Francisco Marroquín
I am an enthusiast of human-computer interaction, programming languages for kids, computer science, and a broad range of topics. Talk to me! I am friendly :o)


Wednesday November 18, 2015 17:15 - 17:35 -03
Aula 4.4.1 Rondeau 165

17:15 -03

Comparative analysis of user experience in virtual photographic-based presence platform
Nowadays, virtual photographic-based presence systems such as Google Street View (GSV) have the potential of offering experiences that allow users to virtually travel to any place in the world with a level of realism that mimics the entire context of the setting with a 360-degree photographic mosaic. Despite the novelty and value of such systems given the effort required to generate them is still not clear how much of the real experience can be replicated and in general what are the unique characteristics defining the user experience it creates. Among other things one wonders about, what are the aspects of a real experience that can be replicated in a virtual environment? Is it possible to achieve a sense of presence, immersion or flow with this approach? We conducted a comparative analysis between the real and virtual traversing of an urban zone, where 32 participants conducted a series of tasks and solved questionnaires that tried to address the previous questions. It was found that the sense of presence, immersion and flow is better on the real environment experience, however the correlations between presence, immersion and flow were stronger in the virtual world. The sense of direction was not a relevant side factor for any of the measures. Technical limitations of GSV and speed of interaction and bandwidth were key factors that can be improved in order to achieve better sensing in the virtual world.


Wednesday November 18, 2015 17:15 - 18:05 -03
Aula 4.6 Rondeau 165

17:15 -03

Grad colloquium
The graduate colloquium is an event aimed at graduate students (masters and doctoral students) who are working in areas related to Human-Computer Interaction. The goal behind the event is obtaining valuable feedback from prominent researchers in the area. 

Aims of the graduate colloquium
- To offer students with the opportunity to share and discuss their work before experienced researchers.
- To promote collaboration among graduate students across different universities in Latin AmericaGraduate colloquium

Each student will be presenting her or his work before a panel of researchers for 15 minutes. After that, there will be a 5 minute Q&A session aimed at providing constructive feedback to the student. Finally, another 5 minutes will be allocated to questions from the audience. 

Wednesday November 18, 2015 17:15 - 19:00 -03
Aula 6.4 Rondeau 165

17:45 -03

IntelliHome: An ambient assisted living solution using gestures and voice commands based in low cost technology

In this paper we describe a framework to build ambient assisted living (AAL) applications able to transform a conventional environment in a smart environment using low cost technology. The main purpose of this work is to assist people with disabilities in their residences or works promoting the social inclusion

The system allows its users to be their own remote control to control different appliances of their house or office, interacting with them naturally using HCI and natural user interfaces

This document is organized as follows: first, we present an introduction to AAL and describe the related work. In Section 2, we describe the main aspects of the implementation of the framework. Section 3 explains the communication between the different devices and describes a prototype. Finally, Section 4 introduces the limitations of the system, while section 5 concludes the paper.


Speakers
avatar for Carolina Valdez Gándara

Carolina Valdez Gándara

Engineer, PLADEMA
I'm member of the Media.Lab team at Pladema Research Institute. I am an interaction and assistive technologies specialist. I work in different projects to increase the quality of life of people with disabilities regarding to daily life, education and entertainment. I will be presenting... Read More →


Wednesday November 18, 2015 17:45 - 18:05 -03
Aula 4.4.1 Rondeau 165
 
Thursday, November 19
 

09:00 -03

Influence of a head-mounted display on user experience and performance in a virtual reality-based sports application
Head-mounted displays (HMDs) are advertised as a solution to increase the sensation of immersion of users in virtual environments. Historically, however, research has found that technological limitations of those devices caused poor experiences and discomfort on users, limiting their applicability. We evaluated a device of the current generation of low-cost, high-performance HMDs in the context of a ball sports training application to find out if those problems remain. The results indicate that, while users reported increased immersion with the HMD, their performance in the test varied only slightly.

Speakers
avatar for Pedro Kayatt

Pedro Kayatt

CEO, VRMonkey
Entrepreneur and Virtual Reality Enthusiast! Addicted Gamer and Loved Husband!


Thursday November 19, 2015 09:00 - 09:50 -03
Aula 2.4 Rondeau 165

09:00 -03

Usability and consumption influence of fashion blogs: an exploratory study.
Fashion blogs are a staple of contemporary media landscape; a personal and informal guide to fashion knowledge, goods and brands. This article focuses on understanding what type of influence fashion blogs have on customers buying decisions. Findings shown in this paper are the results of Usability Tests and interviews with readers of fashion blogs. The main objectives are the comprehension of how navigation flow affects buying decisions and how bloggers' outfits, photos and posts influence on reader's consumption. It was possible to report that fashion blogs have special impact on social classes B and C in Brazil; informing and guiding readers' social dress codes and, thereafter, influencing purchases. Usability tests showed that navigation problems frustrate readers, especially when it involves lack of outfit information or when navigation was disfavored over companies advertising interests. The discussion developed in this paper is the result of an exploratory research with a qualitative approach.

Speakers
avatar for Amyris Fernandez

Amyris Fernandez

Owner, Usability Expert Consultores
I have over 30 years of executive experience in marketing and market research, I have focused the past 16 years on digital marketing and communications. I have deep consumer knowledge, understanding market segmentation, product categories consumption and communication by country... Read More →


Thursday November 19, 2015 09:00 - 09:50 -03
Aula 6.4 Rondeau 165

09:55 -03

The User Model, Vocabulary and Logical Architecture for Adaptive Augmented Reality
Adaptive Augmented Reality (A2R) is an emerging technology that can support users in their daily life with useful information for their activities which is really adapted to the user's characteristics, to the environment where the activity is taking place, and to the current context. However, one of the problems identified is the lack of a formal definition of the models required and the logical architecture for the development of A2R systems. As a first step to this goal, our aim is to propose a detailed definition of the content of the User Model required for this type of systems. We explored state of the art ontologies for user modelling, and propose a set of significant user characteristics to be modelled. Also, we present an initial architectural model for this type of systems.

Speakers
MT

Maritzol Tenemaza

Ing de Sistemas, Escuela Politécnica Nacional


Thursday November 19, 2015 09:55 - 10:45 -03
Aula 6.4 Rondeau 165

11:15 -03

Measuring User Experience in Latin America: An Exploratory Survey.
User experience (UX) is a relatively new field of research and practice. There have been several attempts to define the scope of UX and to explore if UX is measurable and how. Some studies have analyzed cultural differences in regards to UX. However, no studies have focused on Latin American / Spanish-speaking practitioners. We replicated a previous study, translated it into Spanish and added new questions about specific aspects of UX practice aimed to help us understand the background of the respondents. In this paper we present the results of our survey. We had 112 responses from Spanish speakers - practitioners, researchers and students, from industry and academia. Most respondents agreed that it is reasonable to measure UX and that the biggest challenges are costs and time. This exploratory research paves the way for future work to: (1) understand how cultural background and industry or research maturity may play a role in the state of the art of the practice of UX; (2) search for methods and tools to solve specific issues related to the Latin American context; (3) develop specific education and research programs aimed to take UX field of study and research to a more mature level.

Speakers
CG

Carmen Gerea

PhD Student, Pontifícia Universidad Católica de Chile


Thursday November 19, 2015 11:15 - 11:35 -03
Aula 2.2 Rondeau 165

11:15 -03

Florch: Challenges on developing a new social network accessible for senescent users
Brazilian senescent population can grow three times the actual number in the next 20 years [18], being over 88 million people in 2035. This senescent growing number brings new challenges on quality of life for Brazilian society. How to promote digital inclusion to this profile of user is still a challenge in the literature. We believe that a social network focused on senescent users can enhance the digital inclusion for them. However, it's essential that the social network be designed for senescent users. This study aims to create a project with this characteristics. We analyzed a successful social network (WhatsApp) in order to propose a new one (Florch) for senescent users. We developed a high fidelity prototype of Florch and tested it. Our findings show usability and accessibility problems faced on the project's development. In addition, a Hierarchical Task Analysis of our social network showed that it has less and simpler tasks than the successful social network (WhatsApp).


Thursday November 19, 2015 11:15 - 12:05 -03
Aula 4.4.0 Rondeau 165

11:15 -03

Integração de times de tecnologia e de UX - Métodos, processos e evangelismo por uma melhor experiência do usuário
Como meio de entregar soluções cada vez mais relevantes e presentes no dia-a-dia do usuário, o envolvimento de profissionais técnicos como participantes e co-autores de soluções e não apenas como executores tem se mostrado como um diferencial para grandes soluções. Entretanto, o quanto as empresas que tem esse know-how técnico estão preparadas para receber e trabalhar com times de UX Design? A proposta dessa palestra é trazer um pouco do dia-a-dia e necessidades de empresas de desenvolvimento e algumas práticas de processo, gestão de times e evangelismo que podem ser aplicadas para trazer as necessidades do usuário para dentro de empresas de tecnologia e também trazer os profissionais técnicos para um maior envolvimento e comprometimento com as necessidades dos usuários do sistema. Enfim, fazer com que todos se amem e juntos amem o usuário.

Speakers
avatar for Viviane  Delvequio

Viviane Delvequio

UX Specialist, Samsung Eletronics
I'm an UX Designer with development background, graphic design skills and passion for people. I am graduated at Technology Information by Unicamp and post-graduated at Interaction Design by Faber Ludens. I worked at Eldorado Research Institute in Campinas for 9 years, in projects... Read More →


Thursday November 19, 2015 11:15 - 12:05 -03
Aula 4.6 Rondeau 165

12:10 -03

Enhancing Interfaces for Network Security Administrators with Legacy Attributes
Network management software began to evolve in the 70's when network operating systems and the ARPANET raised. Before the invention of graphical user interfaces by Xerox, command line interface (CLI) driven software ruled the world. In terms of usability, CLI were and are efficient and error tolerant. After graphical interfaces, a new generation of security tools emerged and were adopted by young system administrators but, despite technological efforts that have been implemented so that computing infrastructure managers can control security features (availability, integrity, authentication, non-repudiation, confidentiality), results are not always as expected. To take the CLI usability advantages to graphical versions is a constant challenge. This work presents a study about usability factors in legacy CLI, identifies which ones play a significant role and obtains statistical correlations between them, uses some basic concepts from the cognitive sciences to clarify and suggest strategies to do a better graphical interface design in terms of user experience and usability.


Thursday November 19, 2015 12:10 - 13:00 -03
Aula 2.2 Rondeau 165

12:15 -03

Diseño de experiencias áulicas. Design thinking & HCD aplicado a la concepción de propuestas pedagógicas para la formación académica en disciplinas proyectuales.
Oímos habitualmente hablar del diseño de experiencias como una disciplina emergente sobre todo en referencia a nuevas tecnologías y nuevos medios. Sin embargo, visto está, que es una disciplina que puede operar en diversas áreas donde el factor humano se encuentre presente. A partir de entender su potencial alcance en el marco de la educación, y su posible implicancia en nuevas propuestas pedagógicas para la formación académica en disciplinas proyectuales, venimos desarrollando la aplicación de HCD & Design Thinking en el abordaje de propuestas curriculares, incorporando herramientas metodológicas que dichas concepciones nos ofrecen, entendiendo que todo proceso de diseño, incluso el diseño de una clase y/o una asignatura, debe tener como premisa básica la empatía. Entender las expectativas, las condicionantes, las intenciones y motivadores de las personas dentro del aula, promediando ésto con los objetivos disciplinares y académicos de la asignatura, puede llevar a resultados exitosos con un factor motivacional explorado y explotado, dando por resultado final una mejor experiencia tanto para el alumno como para el docente, con resultados académicos de mayor calidad.

Speakers
avatar for Magalí Amalla

Magalí Amalla

Experience Designer - Educator, Globant / Grin / UNLP
Diseñadora de Experiencias, apasionada por los ecosistemas humanos, donde las personas y su relación con el entorno, sus creencias y comportamientos se vuelven una fuente de inspiración para la definición de estrategias de diseño y creación de experiencias memorables en la vida... Read More →
avatar for Mariela DAngelo

Mariela DAngelo

Educator & DX, UNLP. GRIN.
Diseñadora en Comunicación Visual UNLP. Magister en Diseño UP. Tengo la suerte de haber hallado en mi ejercicio profesional la canalización de varias de mis pasiones, y eso es importante para mi, porque me hace feliz. Por otra parte, no ha sido fácil, lo cual me ha mantenido... Read More →
avatar for Martín Hoare

Martín Hoare

Graphic Designer - Educator, Grin - Flux IT
I'm a person passionate about emotional design and education. I love drawing, cats, and cities. + https://ar.linkedin.com/in/martinhoare


Thursday November 19, 2015 12:15 - 13:00 -03
Aula 6.4 Rondeau 165

15:00 -03

Interaction Styles in Alice: Annotations and Observations from Computer Animation Workshops
After several years conducting workshops on computer animation with Alice, a free platform for three dimensional computer animation created by Carnegie Mellon University, a pattern of styles of use was detected. It appears that participants in such workshops engage with the platform in one of four ways: 1) following instructions and copying the animation that the instructor is showing, 2) creating rich and visually attractive scenes with little or no movement, 3) inventing dialogue-based stories and placing characters in the scene to act them, and 4) scripting complex movement-rich scenes that use advanced features of Alice. In this paper we recount how we came to notice the patterns, describe the styles in detail, propose a process to validate their consistency across groups and events, and discuss why studying these styles could be relevant and revealing.

Speakers
avatar for Leonel Morales Díaz

Leonel Morales Díaz

Profesor, Universidad Francisco Marroquín
I am an enthusiast of human-computer interaction, programming languages for kids, computer science, and a broad range of topics. Talk to me! I am friendly :o)


Thursday November 19, 2015 15:00 - 15:20 -03
Aula 4.4.0 Rondeau 165

15:00 -03

Evaluation of the emotional answer in HRI on a game situation
This project has as purpose to propose an adequate method for the assessment of the emotional answer after an interaction with a social and emotional robot. A lottery game application has been developed for playing with the robot Nao, and through an experimental scenario the empathy towards a robot has been demonstrated. As a result, the Emocards are presented as a promising assessment method for the emotional answer of the users.


Thursday November 19, 2015 15:00 - 15:50 -03
Aula 6.6 Rondeau 165

15:30 -03

Enactive sketches for designing enactive interactions
The role of sketching for designing enactive interactions is reviewed, a conceptual framework is described and an exploratory case study is analyzed and discussed. The framework is organized as a map with two dimensions: the first one expresses the interactivity embodied in the different representations used by designers. The other dimension organizes the user experience expressiveness achieved by the different sketches. The sketch categories are linked through the attributes of interactivity sought by the designer. The case study supports the need to include some form of interactive sketching for designing of enactive interactions.


Thursday November 19, 2015 15:30 - 15:50 -03
Aula 4.4.0 Rondeau 165

15:55 -03

Agenciamento narrativo e experiência do usuário em narrativas transmídia: o caso da telenovela brasileira
This short paper proposes a reflection about the transmedia strategies in brazilian telenovelas, more specifically on how is the user experience in this kind of narratives. The user experience design in these narratives in multiple platforms is key to this new paradigm of entertainment media, once the main objective of transmedia storytelling is to create engagement and immersion of the user in the narratives.


Thursday November 19, 2015 15:55 - 16:15 -03
Aula 6.6 Rondeau 165

15:55 -03

#AdobeTypeUI: Projecting a new OpenType interface
Technological advances have enabled improvements of digital typography, including the addition of different features in the same file simultaneously, resulting into the OpenType format. Designers nowadays can explore new features in fonts, however, Adobe System's softwares, such as Adobe InDesign, have some issues regarding easing the use of these functions. Therefore, the aim of this study is to develop a new proposal for the OpenType menu included in Adobe InDesign, analyzing OpenType technology, understanding basics of interface design and developing an alternative for this menu. Bibliographical research is used in order to analyse OpenType technology and comprehend basic aspects of interface design. Documentary research is used for collecting opinions from users who are part of #AdobeTypeUI campaign on the internet. With this data gathered, a proposal for OpenType interface is designed and verified with users through a usability test. The results show that users can understand the new proposal and it becomes a possible alternative to the current OpenType menu on Adobe InDesign.


Thursday November 19, 2015 15:55 - 16:45 -03
Aula 4.4.0 Rondeau 165

17:15 -03

Expression: Understanding Affective Content in Social Media
Analysis of social content for understanding people's sentiments towards topics of interest that change over time has become an attractive and challenging research area. Natural Language Processing (NLP) techniques are being adapted to deal with streams of social content. New visualization approaches need also to be proposed to express, in a user friendly and reactive manner, individual as well as collective sentiments. In this paper, we present Expression, an integrated framework that allows users to express their opinions through a social platform and to see others' comments. We introduce the Sentiment Card concept: a live representation of a topic of interest. The Sentiment Card is a space that allows users to express their comments and to understand the trend of selected topics of interest expressed by other users. The design of Expression is presented, describing in particular, the sentiment classification module as well as the sentiment card visualization component. Results of the evaluation of our prototype by a usability study are also discussed and considered for motivating future research.


Thursday November 19, 2015 17:15 - 18:05 -03
Aula 4.6 Rondeau 165

17:15 -03

Student competition
Thursday November 19, 2015 17:15 - 19:00 -03
Aula 6.4 Rondeau 165
 
Friday, November 20
 

09:00 -03

Steven K. Feiner Keynote
Speakers
avatar for Steven K. Feiner

Steven K. Feiner

Steven K. Feiner (PhD, Brown) is Professor of Computer Science at Columbia University, where he directs the Computer Graphics and User Interfaces Lab. Is coauthor of Computer Graphics: Principles and Practice and of Introduction to Computer Graphics (Addison-Wesley), received an ONR Young Investigator A... Read More →


Friday November 20, 2015 09:00 - 10:00 -03
Anfiteatro Ciudad de las Artes Avenida Richieri y Concepción Arenales

11:30 -03

Juan Pablo Hourcade Keynote
Speakers
avatar for JUAN PABLO HOURCADE

JUAN PABLO HOURCADE

Associate Professor, University of Iowa
Juan Pablo Hourcade is an Associate Professor at the University of Iowa's Department of Computer Science, UI3 Associate Director for Informatics Education, and a member of the Delta Center. His main area of research is Human-Computer Interaction, with a focus on the design, implementation and evalu... Read More →


Friday November 20, 2015 11:30 - 12:30 -03
Anfiteatro Ciudad de las Artes Avenida Richieri y Concepción Arenales
 


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