Academic Positions

  • Present 2004

    Assistant Professor

    University of Huelva, Engineering School

Education & Training

  • Ph.D. 2016

    Ph.D. Computer Science

    University of Granada, Spain

  • B.A.2000

    Bachelor of Computer Science

    University of Granda, Spain

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Declarative Programming

J. Carpio Cañada, Gonzalo Antonio Aranda Corral, José Marco de la Rosa
BookServicio de Publicaciones, Universidad de Huelva, 2010

Abstract

The material presented here aims to guide the student in the study of the Logical Programming and Functional Programming, both paradigms included in the Declarative Programming. This material has an eminently practical approach. We have minimized the theoretical concepts, including only the elements that we consider essential to understand that what declarative programming means. We have included the basic theoretical knowledge so that the student can begin to program declaratively from the first session. The material is divided into fourteen theoretical sessions and nine practical sessions with an approximate duration of one hour and a half per session. The theoretical sessions include exercises that serve to reinforce the theoretical concepts. In the practical sessions a series of exercises is proposed that the student must program using the computer and the compiler or interpreter of Prolog or Haskell according to the case.

Open classroom: enhancing student achievement on artificial intelligence through an international online competition

J. Carpio Cañada, T.J. Mateo Sanguino, J.J. Merelo Guervós, V.M. Rivas Santos
Journal PaperJournal of Computer Assisted Learning, Vol. 31, pp. 14-31, 2015

Abstract

Limitations of formal learning (e.g., one‐way communication, rigid methodology, results‐oriented approach) can significantly influence the motivation and expectation of students, thus resulting in an academic progress reduction. In order to make learning processes more playful and motivating, this paper presents a new educational experience developed by two groups of Computer Science students at the University of Huelva (Spain). As a result, an authentic real experience was incorporated into the classical teaching of Artificial Intelligence courses where classroom sessions were changed during some days for an international online competition. A comprehensive study considering the competition ranking, the students' opinion and their academic progress was analysed to assess the followed methodology. We found out that the educational experience improved the students' motivation, thereby enhancing their academic performance and personal skills as a result of learning through play. Moreover, additional teaching goals (e.g., learning new programming languages or increasing exam attendance) were obtained because of the positive motivation experienced by the competition. As a conclusion, this paradigm of real‐life experience – not otherwise provided by traditional practical lessons – allowed us to ascertain that the process is more important than the outcome, which could be adapted to different teaching scenarios within an institution.

From Classroom to Mobile Robots Competition Arena: An Experience on Artificial Intelligence Teaching

J. Carpio Cañada, T.J. Mateo Sanguino, S. Alcocer, A. Borrego, A. Isidro, A. Palanco and J.M. Rodríguez
Journal PaperInternational Journal of Engineering Education, Vol. 27(4), pp. 813-820, 2011

Abstract

This paper presents an educational experience developed in the fourth year of Computer Science degree at Huelva University (Spain). To make Artificial Intelligent (AI) learning processes more captivating, a new educational project was incorporated into classical teaching of Artificial Intelligence and Knowledge Engineering subject. In this paper, we present the experience fulfilled with a group of college students. Here it is related how they changed for some days their classroom lessons for the robotic competition arena. With this project we have extended regular classroom lessons with additional work that could be useful and cannot be provided by traditional practical lessons, the real life experience. As a real example about how the work was accomplished we describe the mechanical construction of the mobile robots as well as the software development process.

J. Carpio Cañada, T.J. Mateo Sanguino, J.J. Merelo Guervós, V.M. Rivas
Journal PaperInternational Journal of Engineering Education, Vol. 27(4), pp. 813-820, 2011

Abstract

Limitations of formal learning (e.g., one‐way communication, rigid methodology, results‐oriented approach) can significantly influence the motivation and expectation of students, thus resulting in an academic progress reduction. In order to make learning processes more playful and motivating, this paper presents a new educational experience developed by two groups of Computer Science students at the University of Huelva (Spain). As a result, an authentic real experience was incorporated into the classical teaching of Artificial Intelligence courses where classroom sessions were changed during some days for an international online competition. A comprehensive study considering the competition ranking, the students' opinion and their academic progress was analysed to assess the followed methodology. We found out that the educational experience improved the students' motivation, thereby enhancing their academic performance and personal skills as a result of learning through play. Moreover, additional teaching goals (e.g., learning new programming languages or increasing exam attendance) were obtained because of the positive motivation experienced by the competition. As a conclusion, this paradigm of real‐life experience – not otherwise provided by traditional practical lessons – allowed us to ascertain that the process is more important than the outcome, which could be adapted to different teaching scenarios within an institution.

Evolving two-dimensional fuzzy systems

Víctor M. Rivas, J.J. Merelo, I. Rojas, G. Romero, P.A. Castillo, J. Carpio
Journal PaperFuzzy Sets and Systems, Vol. 138, pp. 381-398, 2003

Abstract

The design of fuzzy logic systems (FLS) generally involves determining the structure of the rules and the parameters of the membership functions. In this paper we present a methodology based on evolutionary computation for simultaneously designing membership functions and appropriate rule sets. This property makes it different from many techniques that address these goals separately with the result of suboptimal solutions because the design elements are mutually dependent. We also apply a new approach in which the evolutionary algorithm is applied directly to a FLS data structure instead of a binary or other codification. Results on function approximation show improvements over other incremental and analytical methods.

Evolving Multilayer Perceptrons

P.A. Castillo, J. Carpio, J. J. Merelo, A. Prieto, V. Rivas, G. Romero
Journal PaperNeural Procession Letters, Vol. 12, Pag. 115-128, 2000

Abstract

This paper proposes a new version of a method (G-Prop, genetic backpropagation) that attempts to solve the problem of finding appropriate initial weights and learning parameters for a single hidden layer Multilayer Perceptron (MLP) by combining an evolutionary algorithm (EA) and backpropagation (BP). The EA selects the MLP initial weights, the learning rate and changes the number of neurons in the hidden layer through the application of specific genetic operators, one of which is BP training. The EA works on the initial weights and structure of the MLP, which is then trained using QuickProp; thus G-Prop combines the advantages of the global search performed by the EA over the MLP parameter space and the local search of the BP algorithm. The application of the G-Prop algorithm to several real-world and benchmark problems shows that MLPs evolved using G-Prop are smaller and achieve a higher level of generalization than other perceptron training algorithms, such as QuickPropagation or RPROP, and other evolutive algorithms. It also shows some improvement over previous versions of the algorithm.

Currrent Teaching

  • Present 2013

    Advanced Computer Models

    Computer Science Engineer’s Degree

  • Present 2012

    Knowledge Representation

    Computer Science Engineer’s Degree

  • Present 2018

    Big Data Infraestructures

    Computer Science Master’s Degree

Teaching History

  • 2013 2018

    Cloud Computing

    Computer Science Master’s Degree

  • 2004 2011

    Declarative Programming

    Diploma in Computer Management and Diploma in Computer Systems Technology

  • 2004 2005

    Introduction to Artificial Intelligence

    Diploma in Computer Management and Diploma in Computer Systems Technology

  • 2005 2012

    Artificial Intelligence and Knowledge Engineering

    Computer Science Engineer’s Degree

  • 2008 2012

    Artificial Intelligence Laboratory

    Diploma in Computer Management

  • 2011 2010

    Data mining

    Computer Science Engineer’s Degree

At My Office

You can find me at my office located at University of Huelva Engineering School, office number 145, Campus del Carmen, 21007 Huelva.

I am at my office thursday and wednesday from 9:30 until 12:30 am, but you may consider to send and email to fix an appointment.