96 resultados para Contapassi mHealth Android Smartwatch Smartphone SensorFusion Range_Articolari
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Este proyecto describe la metodologa a seguir para conectar la plataforma Arduino a dispositivos Android y establecer una conexin que permita controlar dicha plataforma. Sobre Arduino se acoplar un mdulo 3G que permitir hacer uso de funcionalidades propias de los telfonos mviles. El objetivo final del proyecto era el control del mdulo 3G mediante comandos AT enviados desde un dispositivo Android (tableta) conectado a travs de USB. Para ello, se ha desarrollado una aplicacin de demostracin que permite el uso de algunas de las funcionalidades de comunicacin del mdulo 3G. Para alcanzar el objetivo propuesto se ha investigado sobre temas tales como: internet de las cosas, las tecnologas de comunicaciones mviles, el sistema operativo Android y el desarrollo de aplicaciones mviles, la plataforma Arduino, el funcionamiento del mdulo 3G y sobre la comunicacin serie que permitir comunicarse entre Android y mdulo 3G. El proyecto proporciona una gua de iniciacin con explicaciones de los diferentes dispositivos, tecnologas y pasos a seguir para la integracin de las diferentes plataformas que se han usado en el proyecto: Arduino, Mdulo de comunicaciones 3G, y Android. ABSTRACT. This project describes the methodology to connect the Arduino platform to Android devices and establish a connection to allow the platform control. A 3G module will be engaged on Arduino allowing the usage of mobile phones functionalities. The main objective of the project was the control of 3G module through AT commands sent from an Android device (tablet) connected via USB. For that, a demonstration application was developed to permit the use of some communication features of 3G module. To achieve the target, an investigation has been carried out about issues such as: internet of things, mobile communications technologies, the Android operating system and mobile applications development, the Arduino platform, the 3G module operation and serial communication that allows the communication between Android and the 3G module. The project provides a starter guide with explanations of the different devices, technologies and steps for the integration of the different platforms that have been used in the project: Arduino, 3G communications module and Android.
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En la realizacin de este proyecto se ha tratado principalmente la temtica del web scraping sobre documentos HTML en Android. Como resultado del mismo, se ha propuesto una metodologa para poder realizar web scraping en aplicaciones implementadas para este sistema operativo y se desarrollar una aplicacin basada en esta metodologa que resulte til a los alumnos de la escuela. Web scraping se puede definir como una tcnica basada en una serie de algoritmos de bsqueda de contenido con el fin de obtener una determinada informacin de pginas web, descartando aquella que no sea relevante. Como parte central, se ha dedicado bastante tiempo al estudio de los navegadores y servidores Web, y del lenguaje HTML presente en casi todas las pginas web en la actualidad as como de los mecanismos utilizados para la comunicacin entre cliente y servidor ya que son los pilares en los que se basa esta tcnica. Se ha realizado un estudio de las tcnicas y herramientas necesarias, aportndose todos los conceptos tericos necesarios, as como la proposicin de una posible metodologa para su implementacin. Finalmente se ha codificado la aplicacin UPMdroid, desarrollada con el fin de ejemplificar la implementacin de la metodologa propuesta anteriormente y a la vez desarrollar una aplicacin cuya finalidad es brindar al estudiante de la ETSIST un soporte mvil en Android que le facilite el acceso y la visualizacin de aquellos datos ms importantes del curso acadmico como son: el horario de clases y las calificaciones de las asignaturas en las que se matricule. Esta aplicacin, adems de implementar la metodologa propuesta, es una herramienta muy interesante para el alumno, ya que le permite utilizar de una forma sencilla e intuitiva gran nmero de funcionalidades de la escuela solucionando as los problemas de visualizacin de contenido web en los dispositivos. ABSTRACT. The main topic of this project is about the web scraping over HTML documents on Android OS. As a result thereof, it is proposed a methodology to perform web scraping in deployed applications for this operating system and based on this methodology that is useful to the ETSIST school students. Web scraping can be defined as a technique based on a number of content search algorithms in order to obtain certain information from web pages, discarding those that are not relevant. As a main part, has spent considerable time studying browsers and Web servers, and the HTML language that is present today in almost all websites as well as the mechanisms used for communication between client and server because they are the pillars which this technique is based. We performed a study of the techniques and tools needed, providing all the necessary theoretical concepts, as well as the proposal of a possible methodology for implementation. Finally it has codified UPMdroid application, developed in order to illustrate the implementation of the previously proposed methodology and also to give the student a mobile ETSIST Android support to facilitate access and display those most important data of the current academic year such as: class schedules and scores for the subjects in which you are enrolled. This application, in addition to implement the proposed methodology is also a very interesting tool for the student, as it allows a simple and intuitive way of use these school functionalities thus fixing the viewing web content on devices.
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No sabes dnde comer un plato tpico cuando ests de vacaciones? Quieres ir con amigos a comer a un sitio distinto? Quieres disfrutar de esa comida que tanto te gusta y no sabes dnde hacerlo? Con afn de responder a estas preguntas y gracias a las capacidades que nos brindan las nuevas tecnologas de dispositivos mviles, surge la aplicacin que se presenta en este proyecto fin de carrera. Se trata de una aplicacin para dispositivos mviles con sistema operativo Android que nos brindar la opcin de encontrar restaurantes en nuestro entorno que nos ofrezcan esa comida que queremos. Adems, a modo de red social, incluye la opcin de poder puntuar los platos degustados en los restaurantes e insertar restaurantes nuevos, lo que hace que la aplicacin tenga una mayor versatilidad. En este documento se podrn encontrar los diagramas UML que modelan el proyecto, tanto la parte de la aplicacin como la parte del servidor. En l tambin podremos encontrar otra documentacin como: un manual de usuario de la aplicacin, el cdigo fuente de la misma y proposiciones de futuras versiones y mejoras de la aplicacin actual. ABSTRACT. Dont you know where you can eat a typical dish when you are on holidays? Do you want to go to eat to a different place? Do you want to enjoy that meal you love and you dont know where you can do it? To answer those questions and thanks to the possibilities of modern smartphones technology, we present this application in my degrees final project. This application, which runs with an Android operative system, gives us the option to find restaurants in our environment that offer the meal we really want. In addition, as a social network, it includes the option to rate the tasted dishes or to add new restaurants, giving the application versatility. Nowadays our society is used to the use of smartphones and their possibilities. That is why we must to explore its potential to obtain better amenities. In the last few years the amount of available applications for these devices has increased too much, offering a huge variety of them. If we realize a research about their functionalities and uses we will discover that most of them are oriented to leisure. That is why we are going to start the inquiry of a software engineering project developing a restaurant localization restaurant for Android smartphones, In this document you can find the UMI diagrams which model the project, both the application part and the server part. Besides, you can find other documents as: an application user manual, the source and proposals for future versions and improvements.
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El Proyecto Fin de Carrera, con ttulo, "Interaccin desde dispositivos Android va Bluetooth, con juguete teledirigido, para su uso por personas con discapacidad" pretende completar la primera versin de la aplicacin sobre dispositivo Android para manejar un juguete teledirigido aadiendo nuevas formas de interactuar con el dispositivo Android. Para este caso, el juguete teledirigido es el mismo: el robot esfrico llamado Sphero. Dicho robot posee una interfaz a travs de la cual puede recibir instrucciones, y mediante las cuales, se puede poner en movimiento o iluminarse con diferentes colores. Esta ampliacin facilitar la interaccin del usuario con el dispositivo Android, adems de ampliar la funcionalidad hacia la inversa: recibir los movimientos del robot Sphero en el dispositivo Android cuando es manejado con la mano. Completando la primera versin, como cumplimiento de este Proyecto Fin de Carrera, se han realizado una serie de mandos nuevos, los cuales abarcan desde el manejo del robot por instrucciones de voz, movimientos del dispositivo Android desde el que se ejecuta, describir una trayectoria dibujada previamente en el dispositivo Android, o, realizar una serie de movimientos corregidos mediante la aplicacin gracias a los lmites de movimientos para un usuario concreto que pueden introducirse. Adems, completando lo anteriormente escrito, se ha desarrollado una aplicacin web que registrar todos los datos de uso del juguete, la cual, explota una base de datos que almacena toda interaccin con el juguete. Estos datos estarn asociados a un usuario, debido a que la aplicacin Android debe perfilarse para el uso de un usuario concreto. El perfilado de usuario se ha completado aadiendo una serie de informacin que puede ser til para la persona que analice el comportamiento de una persona con discapacidad que utilice la aplicacin. Por ltimo, se ha realizado un estudio de elementos externos que puedan facilitar la interaccin con los dispositivos Android a personas que sufran alguna discapacidad. ABSTRACT. The Thesis, titled "Interaction from Android devices via Bluetooth, with remote control toy, for use by people with disabilities" project aims to complete the first version of the application on Android device to manage a remote control toy adding new ways of interacting to Android device. For this case, the remote control toy is the same: the spherical robot called Sphero. This robot has an interface through which it can receive instructions, and by means of which can be set in motion or illuminated with different colors. This expansion will facilitate user interaction with the Android device, and extend the functionality to reverse: receiving Sphero robot movements in the Android device when handled by hand. Completing the first version, in fulfillment of this Thesis, there have been a number of new controls, which range from control of robot by voice instructions, movements Android device from which it runs, describe a path drawn previously on your Android device, or perform a series of movements corrected by applying through limits of movement for a particular user can be made. Besides completing the above written, has developed a web application that will record all data on use of the toy, which exploits a database that stores all interaction with the toy. These data will be associated with a user, because the Android application should be outlined for the use of a particular user. The user profile is completed by adding a range of information that can be useful for the person to analyze the behavior of a disabled person to use the application. Finally, a study was made of external elements that can facilitate interaction with Android devices to people who suffer from a disability.
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This paper presents a novel tablet based end-user interface for industrial robot programming (called Hammer). This application makes easier to program tasks for industrial robots like polishing, milling or grinding. It is based on the Scratch programming language, but specifically design and created for Android OS. It is a visual programming concept that allows non-skilled programmer operators to create programs. The application also allows to monitor the tasks while it is being executed by overlapping real time information through augmented reality. The application includes a teach pendant screen that can be customized according to the operator needs at every moment.
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The Web of Data currently comprises ? 62 billion triples from more than 2,000 different datasets covering many fields of knowledge3. This volume of structured Linked Data can be seen as a particular case of Big Data, referred to as Big Semantic Data [4]. Obviously, powerful computational configurations are tradi- tionally required to deal with the scalability problems arising to Big Semantic Data. It is not surprising that this ?data revolution? has competed in parallel with the growth of mobile computing. Smartphones and tablets are massively used at the expense of traditional computers but, to date, mobile devices have more limited computation resources. Therefore, one question that we may ask ourselves would be: can (potentially large) semantic datasets be consumed natively on mobile devices? Currently, only a few mobile apps (e.g., [1, 9, 2, 8]) make use of semantic data that they store in the mobile devices, while many others access existing SPARQL endpoints or Linked Data directly. Two main reasons can be considered for this fact. On the one hand, in spite of some initial approaches [6, 3], there are no well-established triplestores for mobile devices. This is an important limitation because any po- tential app must assume both RDF storage and SPARQL resolution. On the other hand, the particular features of these devices (little storage space, less computational power or more limited bandwidths) limit the adoption of seman- tic data for different uses and purposes. This paper introduces our HDTourist mobile application prototype. It con- sumes urban data from DBpedia4 to help tourists visiting a foreign city. Although it is a simple app, its functionality allows illustrating how semantic data can be stored and queried with limited resources. Our prototype is implemented for An- droid, but its foundations, explained in Section 2, can be deployed in any other platform. The app is described in Section 3, and Section 4 concludes about our current achievements and devises the future work.
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With the ever growing trend of smart phones and tablets, Android is becoming more and more popular everyday. With more than one billion active users i to date, Android is the leading technology in smart phone arena. In addition to that, Android also runs on Android TV, Android smart watches and cars. Therefore, in recent years, Android applications have become one of the major development sectors in software industry. As of mid 2013, the number of published applications on Google Play had exceeded one million and the cumulative number of downloads was more than 50 billionii. A 2013 survey also revealed that 71% of the mobile application developers work on developing Android applicationsiii. Considering this size of Android applications, it is quite evident that people rely on these applications on a daily basis for the completion of simple tasks like keeping track of weather to rather complex tasks like managing ones bank accounts. Hence, like every other kind of code, Android code also needs to be verified in order to work properly and achieve a certain confidence level. Because of the gigantic size of the number of applications, it becomes really hard to manually test Android applications specially when it has to be verified for various versions of the OS and also, various device configurations such as different screen sizes and different hardware availability. Hence, recently there has been a lot of work on developing different testing methods for Android applications in Computer Science fraternity. The model of Android attracts researchers because of its open source nature. It makes the whole research model more streamlined when the code for both, application and the platform are readily available to analyze. And hence, there has been a great deal of research in testing and static analysis of Android applications. A great deal of this research has been focused on the input test generation for Android applications. Hence, there are a several testing tools available now, which focus on automatic generation of test cases for Android applications. These tools differ with one another on the basis of their strategies and heuristics used for this generation of test cases. But there is still very little work done on the comparison of these testing tools and the strategies they use. Recently, some research work has been carried outiv in this regard that compared the performance of various available tools with respect to their respective code coverage, fault detection, ability to work on multiple platforms and their ease of use. It was done, by running these tools on a total of 60 real world Android applications. The results of this research showed that although effective, these strategies being used by the tools, also face limitations and hence, have room for improvement. The purpose of this thesis is to extend this research into a more specific and attribute- oriented way. Attributes refer to the tasks that can be completed using the Android platform. It can be anything ranging from a basic system call for receiving an SMS to more complex tasks like sending the user to another application from the current one. The idea is to develop a benchmark for Android testing tools, which is based on the performance related to these attributes. This will allow the comparison of these tools with respect to these attributes. For example, if there is an application that plays some audio file, will the testing tool be able to generate a test input that will warrant the execution of this audio file? Using multiple applications using different attributes, it can be visualized that which testing tool is more useful for which kinds of attributes. In this thesis, it was decided that 9 attributes covering the basic nature of tasks, will be targeted for the assessment of three testing tools. Later this can be done for much more attributes to compare even more testing tools. The aim of this work is to show that this approach is effective and can be used on a much larger scale. One of the flagship features of this work, which also differentiates it with the previous work, is that the applications used, are all specially made for this research. The reason for doing that is to analyze just that specific attribute in isolation, which the application is focused on, and not allow the tool to get bottlenecked by something trivial, which is not the main attribute under testing. This means 9 applications, each focused on one specific attribute. The main contributions of this thesis are: A summary of the three existing testing tools and their respective techniques for automatic test input generation of Android Applications. A detailed study of the usage of these testing tools using the 9 applications specially designed and developed for this study. The analysis of the obtained results of the study carried out. And a comparison of the performance of the selected tools.
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In recent years, there has been a great increase in the development of wireless technologies and location services. For this reason, numerous projects in the location field, have arisen. In addition, with the appearance of the open Android operating system, wireless technologies are being developed faster than ever. This Project approaches the design and development of a system that combines the technologies of wireless, location and Android with the implementation of an indoor positioning system. As a result, an Android application has been obtained, which detects the position of a phone in a simple and useful way. The application is based on the WIFI manager API of Android. It combines the data stored in a SQL database with the wifi data received at any given time. Afterwards the position of the user is determined with the algorithm that has been implemented. This application is able to obtain the position of any person who is inside a building with Wi-Fi coverage, and display it on the screen of any device with the Android operating system. Besides the estimation of the position, this system displays a map that helps you see in which quadrant of the room are positioned in real time. This system has been designed with a simple interface to allow people without technology knowledge. Finally, several tests and simulations of the system have been carried out to see its operation and accuracy. The performance of the system has been verified in two different places and changes have been made in the Java code to improve its precision and effectiveness. As a result of the several tests, it has been noticed that the placement of the access point (AP) and the configuration of the Wireless network is an important point that should be taken into account to avoid interferences and errors as much as possible, in the estimation of the position. RESUMEN. En los ltimos aos, se ha producido un incremento en el desarrollo de tecnologas inalmbricas y en servicios de localizacin y posicionamiento. Por esta razn, han surgido numerosos proyectos relacionados con estas tecnologas. Por otra parte, un punto importante en el desarrollo de estas tecnologas ha sido la aparicin del lenguaje Android que ha hecho que estas nuevas tecnologas se implementaran con una mayor rapidez. Este proyecto, se acerca al diseo y desarrollo de un sistema que combina tecnologas inalmbricas, de ubicacin y uso de lenguaje Android para el desarrollo de una aplicacin de un sistema de posicionamiento en interiores. Como consecuencia de esto se ha obtenido una aplicacin Android que detecta la posicin de un dispositivo mvil de una manera sencilla e intuititva. La aplicacin se basa en la API WIFI de Android, que combina los datos almacenados en una base de datos SQL con los datos recibidos va Wi-Fi en cualquier momento. A continuacin, la posicin del usuario se determina con el algoritmo que se ha implementado a lo largo de todo el proyecto utilizando cdigo Android. Esta aplicacin es capaz de obtener la posicin de cualquier persona que se encuentra dentro de un edificio con cobertura Wi-Fi, mostrando por pantalla la ubicacin del usuario en cualquier dispositivo que disponga de sistema operativo Android. Adems de la estimacin de la posicin, este sistema muestra un mapa que le ayuda a ver en qu cuadrante de la sala est situado el usuario. Este sistema ha sido diseado con una interfaz sencilla para permitir que usuarios sin conocimiento tecnolgico o no acostumbrados al uso de los nuevos dispositivos de hoy en da puedan usarlo de una manera sencilla y de forma intuitiva. Por ltimo, se han llevado a cabo varias pruebas y simulaciones del sistema para verificar su funcionamiento y precisin. El rendimiento del sistema se ha comprobado en dos puntos diferentes de la sala (lugar donde se han hecho todas las pruebas y desarrollado la aplicacin) realizando cambios en el cdigo Java para mejorar an ms la precisin y eficacia del posicionamiento. Como resultado de todo esto, se ha comprobado que la ubicacin del punto de acceso (AP) y la configuracin de la red inalmbrica es importante, y por ello se debe de tener en cuenta para evitar interferencias y tantos errores como sea posible en la estimacin de la posicin.
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El presente proyecto pretende ser una herramienta para la enseanza de la lectoescritura (ensear a leer y a escribir) para nios con discapacidad, haciendo para ello uso de una aplicacin que se ejecuta en una tablet con Sistema Operativo (S.O.) Android. Existe un vaco en el mundo de las aplicaciones para tabletas en este campo en el que se intentar poner un grano de arena para, al menos, tener una aplicacin que sirva de toma de contacto a los interesados en este campo. Para establecer las funcionalidades ms adecuadas al propsito de la herramienta, se ha consultado a profesionales de la logopedia de un colegio de educacin especial, con cuya colaboracin se ha dado forma a la estructura de la misma. La implementacin de la aplicacin se ha llevado a cabo con programacin en entorno Java para Android. Se han incluido diferentes recursos como imgenes, pictogramas y locuciones tanto elementos con licencia libre, como elementos propios generados ex profeso para dar la forma final a la herramienta. Podemos decir que en general esta aplicacin puede ser usada para ensea a leer y escribir a cualquier nio, pero se ha dotado de unas ciertas caractersticas que la confieren una orientacin especial hacia nios con necesidades educativas especiales. Para ello se ha cuidado mucho la esttica, para que sta sea lo ms simple y suave posible, para hacer especial hincapi en la atencin de los nios y evitar su distraccin con elementos visuales innecesarios. Se ha dotado de estmulos visuales y sonoros para fomentar su inters (aplausos en caso de acierto, colores para diferenciar aciertos y errores, etc.). Se han utilizado los tamaos de letra ms grandes posibles (para las discapacidades visuales), etc. El mercado cuenta con una ingente cantidad de dispositivos Android, con caractersticas muy dispares, de tamao de pantalla, resolucin y versiones del S.O. entre otras. La aplicacin se ha desarrollado tratando de dar cobertura al mayor porcentaje de ellos posible. El requisito mnimo de tamao de pantalla sera de siete pulgadas. Esta herramienta no tiene demasiado sentido en dispositivos con pantallas menores por las caractersticas intrnsecas de la misma. No obstante se ha trabajado tambin en la configuracin para dispositivos pequeos, como smartphones, no por su valor como herramienta para la enseanza de la lectoescritura (aunque en algunos casos podra ser viable) sino ms bien con fines de prueba y entrenamiento para profesores, padres o tutores que realizarn la labor docente con dispositivos tablet. Otro de los requisitos, como se ha mencionado, para poder ejecutar la aplicacin sera la versin mnima de S.O., por debajo de la cual (versiones muy obsoletas) la aplicacin sera inviable. Sirva este proyecto pues para cubrir, mediante el uso de la tecnologa, un aspecto de la enseanza con grandes oportunidades de mejora. ----------------------- This Project is aimed to be a tool for teaching reading and writing skills to handicapped children with an Android application. There are no Android applications available on this field, so it is intended to provide at least one option to take contact with. Speech therapy professionals from a special needs school have been asked for the most suitable functions to be included in this tool. The structure of this tool has been made with the cooperation of these professionals. The implementation of the application has been performed through Java coding for Android. Different resources have been included such as pictures, pictograms and sounds, including free licenses resources and self-developed resources. In general, it can be said that this application can be used to teach learning and writing skills to any given kid, however it has been provided of certain features that makes it ideal for children with special educational needs. It has been strongly taken into account the whole aesthetic to be as simple and soft as possible, in order to get attention of children, excluding any visual disturbing elements. It has been provided with sound and visual stimulations, to attract their interest (applauses in cases of correct answers, different colours to differentiate right or wrong answers), etc. There are many different types of Android devices, with very heterogeneous features regarding their screen size, resolution and O.S. version, etc., available today. The application has been developed trying to cover most of them. Minimum screen resolution is seven inches. This tool doesnt seem to be very useful for smaller screens, for its inner features. Nevertheless, it has been developed for smaller devices as well, like smartphones, not intended to be a tool for teaching reading and writing skills (even it could be possible in some cases), but in a test and training context for teachers, parents or guardians who do the teaching work with tablet devices. Another requirement, as stated before, in order to be able to run the application, it would be the minimum O.S. version, below that (very obsolete versions) the application would become impracticable. Hope this project to be used to fulfill, by means of technology, one area of teaching with great improvement opportunities.
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Este proyecto de fin de grado pretende demostrar la importancia y la utilidad de la creacin de redes de dispositivos mviles conectados entre s. Para ello se explicarn varios tipos de redes inalmbricas que permiten estas conexiones directas entre dispositivos sin la necesidad de un servidor. En estas redes inalmbricas se destacan las redes P2P y las redes Ad-hoc, las cuales se explicarn posteriormente. El despliegue de estas redes se puede encontrar en un amplio rango de campos como puede ser la agricultura, la medicina e incluso en el mbito militar. Es objetivo de este proyecto, adems, el estudio de la tecnologa Wi-Fi Direct creada por la Wi-Fi Alliance. Como se explicar a lo largo del proyecto, Wi-Fi Direct est basado en las redes P2P. Esta tecnologa permite a los dispositivos cercanos crear redes P2P a travs de la red Wi-Fi sin la necesidad de un punto de acceso a Internet. Por otro lado, una gran cantidad de los dispositivos mviles que existen actualmente poseen el sistema operativo Android. Android ha incorporado en sus dispositivos ms recientes la tecnologa Wi-Fi Direct. Debido a ello han ido surgiendo aplicaciones que usando esta tecnologa consiguen desde enviar ficheros hasta indicar la localizacin de un usuario. Esta tecnologa combinada con este tipo de dispositivos puede ser muy til para utilizar en casos de emergencia donde las infraestructuras de comunicaciones no estn disponibles ya que al no necesitar un punto de acceso a internet es posible la comunicacin entre un usuario en peligro y otro que se encuentre dentro de un radio cercano. Por estos motivos otro de los principales objetivos de este proyecto es la implementacin de una aplicacin para dispositivos Android que use la tecnologa Wi-Fi Direct para realizar varias funcionalidades diferentes, como es el intercambio de ficheros entre dispositivos y la creacin de un chat para la comunicacin simultanea entre dos dispositivos. Con esto se pretende conocer mejor el funcionamiento de la tecnologa Wi-Fi Direct y demostrar su utilidad en los dispositivos mviles como son los dispositivos Android. ABSTRACT. This final degree Project tries to demonstrate the importance and utility of networking mobile devices. For this purpose several types of wireless networks will be explained. These networks allow direct connections between devices. The most prominent Wireless networks are P2P and Ad-hoc which will be explained later. The use of these networks can be found in a wide range of fields such as agriculture medicine, and even in the military sector. Besides, other aim of this project is the study of Wi-Fi Direct Technology which is created by Wi-Fi Alliance. As it explained along the project, Wi-Fi Direct is based on P2P networks. This technology lets nearby devices create P2P networks through Wi-Fi network without an Internet access point. On the other hand, a large number of mobile devices have the Android OS. Android has integrated Wi-Fi Direct technology in its latest devices. Because of this applications have emerged that using this technology they get from sending files to send the users location. This technology combined with these devices can be very useful to use in emergencies where communications infrastructures are not available. Since not need an Internet access point, communication between a user in danger and another within close radius is possible. For these reasons another of the main aims of this project is the implementation of an application for Android devices which use Wi-Fi Direct technology to perform several different functionalities, such as file exchange or chat for simultaneous communication between devices. This is intended to better understand the operation of Wi-Fi Direct technology and prove its utility on mobile devices such as Android devices.
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Formula Racing Team Manager (FRTM) se trata de un juego de un solo jugador, para Android, donde el jugador tendr como objetivo principal ascender desde la quinta divisin inicial hasta la primera y lograr all ganar la clasificacin por equipos ante 19 equipos manejados por el sistema. Por el camino tendr que gestionar una gran cantidad de tareas distintas en el juego, desde la gestin del equipo en s a la gestin estratgica de las carreras. Para conseguir el objetivo ser bsico lograr una buena gestin econmica, la fuente principal de ganancias son los patrocinadores, pudiendo contar con un total de cuatro simultneamente. El dinero conseguido se utilizar en mejorar el equipo (empleados, coche y pilotos) lo mximo posible para conseguir mejores resultados en carrera. Hay una gran cantidad de circuitos disponibles, todos reales, combinando circuitos histricos del calendario de Frmula 1 con actuales y con circuitos otros populares en otras categoras (a destacar la inclusin de carreras de resistencia como las 500 millas de Indianpolis o las 24 horas de Le Mans). Ser importante entender bien los parmetros de cada circuito para lograr un buen resultado en todos ellos. La temporada se divide en 20 grandes premios, formado cada uno por tres sesiones (entrenamientos, clasificacin y carrera). En los entrenamientos el jugador podr, durante dos horas, dar todas las vueltas que cree oportuno hasta que su tiempo se agote, para encontrar as la mejor configuracin posible para el coche, y obtener los datos de consumos y desgastes que encuentre necesarios para emplearlos en carrera. En la sesin de clasificacin (separada en tres rondas), se decidirn las posiciones de salida en carrera Antes de la carrera el jugador deber decidir qu estrategia utilizar en ella, escogiendo la configuracin del coche, los compuestos de neumticos y las cargas de combustible a utilizar en cada parada. Durante la carrera tambin podr cambiar ciertos parmetros en caso de que la situacin de carrera no se adapte a sus expectativas, teniendo as un control total de lo sucedido en carrera, como si de un director deportivo de un equipo real de Frmula 1 se tratase. Durante la carrera, se irn simulando las vueltas cuando el jugador as lo desee y lo indique mediante un reproductor disponible. Posteriormente, al terminar la carrera volver a predominar la gestin econmica del equipo por parte del jugador, teniendo que controlar los desgastes de cada una de las diez piezas distintas del coche para evitar roturas, y volviendo a poder entrenar a pilotos y empleados. El juego est disponible tanto en espaol como en ingls. ABSTRACT. Formula Racing Team Manager (FRTM) is a single player game, for Android, where the player has the main objective of promoting from the initial fifth division to the first one, and winning there the championship against 19 teams managed by the system. On the way, the player will have to manage a different number of tasks in the game, from the team management to the race strategic management. To complete that objective a basic key is to achieve a good economic management, the main source of incomes are the sponsors; being able to have a total of four at the same time. The money received will have to be spent on improving the team (staff, car and drivers) the best as possible to try to achieve even better race results. There are a lot of available circuits throughout the game, all of them real, combining some historical from Formula 1 calendar with actual ones, and also with some popular circuits from other categories (to highlight the inclusion of endurance races like the 500miles from Indianapolis and the 24 hours of Le Mans). It will be basic to fully understand the parameters from each circuit to achieve a good result in all of them. The season is divided in 20 Grand Prix, every one of them composed by three sessions (free practice, qualifying and race). In the Free Practice session the player will get the chance to driver all the laps he can in two hours, to try to get the best possible setup for the car and to obtain data from tyres wear and fuel consumption. On the qualifying session (composed by three rounds), the starting grid for the race will be decided. Before the race, the player will have to choose the strategy to use, deciding the car setup, the tyres compound and the fuel inputs for every pit stop to do. Also, throughout the race, the player will get the chance to change some parameters of that strategy in case of the race not going as expected. On the race, every lap will be simulated when the player decides. And, after the race is finished, the player will have to work again on the economy and team management, controlling the wear of every car part to avoid malfunctions, and being able to train drivers and staff. The game is available in both spanish and english.
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El presente proyecto pretende ser una herramienta para la enseanza de la lectoescritura (ensear a leer y a escribir) para nios con discapacidad, haciendo para ello uso de una aplicacin que se ejecuta en una tablet con Sistema Operativo (S.O.) Android. Existe un vaco en el mundo de las aplicaciones para tabletas en este campo en el que se intentar poner un grano de arena para, al menos, tener una aplicacin que sirva de toma de contacto a los interesados en este campo. Para establecer las funcionalidades ms adecuadas al propsito de la herramienta, se ha consultado a profesionales de la logopedia de un colegio de educacin especial, con cuya colaboracin se ha dado forma a la estructura de la misma. La implementacin de la aplicacin se ha llevado a cabo con programacin en entorno Java para Android. Se han incluido diferentes recursos como imgenes, pictogramas y locuciones tanto elementos con licencia libre, como elementos propios generados ex profeso para dar la forma final a la herramienta. Podemos decir que en general esta aplicacin puede ser usada para ensea a leer y escribir a cualquier nio, pero se ha dotado de unas ciertas caractersticas que la confieren una orientacin especial hacia nios con necesidades educativas especiales. Para ello se ha cuidado mucho la esttica, para que sta sea lo ms simple y suave posible, para hacer especial hincapi en la atencin de los nios y evitar su distraccin con elementos visuales innecesarios. Se ha dotado de estmulos visuales y sonoros para fomentar su inters (aplausos en caso de acierto, colores para diferenciar aciertos y errores, etc.). Se han utilizado los tamaos de letra ms grandes posibles (para las discapacidades visuales), etc. El mercado cuenta con una ingente cantidad de dispositivos Android, con caractersticas muy dispares, de tamao de pantalla, resolucin y versiones del S.O. entre otras. La aplicacin se ha desarrollado tratando de dar cobertura al mayor porcentaje de ellos posible. El requisito mnimo de tamao de pantalla sera de siete pulgadas. Esta herramienta no tiene demasiado sentido en dispositivos con pantallas menores por las caractersticas intrnsecas de la misma. No obstante se ha trabajado tambin en la configuracin para dispositivos pequeos, como smartphones, no por su valor como herramienta para la enseanza de la lectoescritura (aunque en algunos casos podra ser viable) sino ms bien con fines de prueba y entrenamiento para profesores, padres o tutores que realizarn la labor docente con dispositivos tablet. Otro de los requisitos, como se ha mencionado, para poder ejecutar la aplicacin sera la versin mnima de S.O., por debajo de la cual (versiones muy obsoletas) la aplicacin sera inviable. Sirva este proyecto pues para cubrir, mediante el uso de la tecnologa, un aspecto de la enseanza con grandes oportunidades de mejora. ABSTRACT. This Project is aimed to be a tool for teaching reading and writing skills to handicapped children with an Android application. There are no Android applications available on this field, so it is intended to provide at least one option to take contact with. Speech therapy professionals from a special needs school have been asked for the most suitable functions to be included in this tool. The structure of this tool has been made with the cooperation of these professionals. The implementation of the application has been performed through Java coding for Android. Different resources have been included such as pictures, pictograms and sounds, including free licenses resources and self-developed resources. In general, it can be said that this application can be used to teach learning and writing skills to any given kid, however it has been provided of certain features that makes it ideal for children with special educational needs. It has been strongly taken into account the whole aesthetic to be as simple and soft as possible, in order to get attention of children, excluding any visual disturbing elements. It has been provided with sound and visual stimulations, to attract their interest (applauses in cases of correct answers, different colours to differentiate right or wrong answers), etc. There are many different types of Android devices, with very heterogeneous features regarding their screen size, resolution and O.S. version, etc., available today. The application has been developed trying to cover most of them. Minimum screen resolution is seven inches. This tool doesnt seem to be very useful for smaller screens, for its inner features. Nevertheless, it has been developed for smaller devices as well, like smartphones, not intended to be a tool for teaching reading and writing skills (even it could be possible in some cases), but in a test and training context for teachers, parents or guardians who do the teaching work with tablet devices. Another requirement, as stated before, in order to be able to run the application, it would be the minimum O.S. version, below that (very obsolete versions) the application would become impracticable. Hope this project to be used to fulfill, by means of technology, one area of teaching with great improvement opportunities.
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El planteamiento inicial de este proyecto surge debido a que hay personas con discapacidad cognitiva que se desorientan con mucha facilidad en espacios interiores. Para guiar a esas personas no se pueden usar los sistemas basados en GPS que se utilizan hoy en da en vehculos, ya que estos sistemas no funcionan en lugares cerrados porque no reciben la seal de los satlites. Por consiguiente se ha propuesto una solucin basada en otra tecnologa para que estas personas, a travs de su dispositivo mvil, puedan guiarse en un sitio cerrado. Este Trabajo de Fin de Grado parte inicialmente de un Practicum realizado en el semestre anterior, donde se investig sobre posibles soluciones de balizas digitales (iBeacons) y se estudi la tecnologa iBeacon para conocer la posicin del mvil en un espacio cerrado. El principal problema que se encontr fue la falta de precisin a la hora de estimar la distancia (en metros) que hay entre baliza y dispositivo mvil. El objetivo para este trabajo de fin de grado ha sido primeramente resolver el problema comentado anteriormente y una vez resuelto, implementar un prototipo mvil para el sistema operativo Android de un sistema de orientacin en espacios interiores para personas con discapacidad cognitiva. Este prototipo ha sido implementado ayudndose de balizas digitales (iBeacons) y utilizando el mtodo de trilateracin para conocer la posicin del usuario en un sitio cerrado. Adems se han aprovechado los sensores (acelermetro y sensor magntico terrestre) del dispositivo mvil como refuerzo de posicionamiento y para seguir de forma ms precisa el movimiento del usuario. En el prototipo actual no se han dedicado recursos a disear una interaccin fcil para personas con discapacidad cognitiva, debido a que su principal objetivo ha sido evaluar el funcionamiento de las balizas y las posibilidades del sistema de orientacin. El resultado final de este TFG es incorporar una serie de luces asociadas a cada una de las balizas que ayuden al usuario a orientarse con mayor facilidad.---ABSTRACT---The initial approach of this project arises because there are people with cognitive disabilities who become disoriented in closed sites. To guide these people it cannot be used GPS, because this system does not work in closed sites because it does not receive the satellite signals. Therefore, it has proposed a solution based on another technology so that these people, through their smartphone, can be guided in a closed site. This final degree project comes from a Practicum made in the previous semester, where possible solutions about iBeacons were investigated and the iBeacon technology was studied too. All this, to know the mobile position in a closed site. The main problem encountered was the lack of precision to calculate the distance between a mobile phone and a beacon. The first objective has been to solve distance problem mentioned above, once resolved it has implemented a prototype, which consists in a guidance system in closed sites for a people with cognitive disabilities. This prototype has been implemented with beacons and trilateration to know user position in a closed site. In addition, mobile phone sensors have been used to follow user movement. In the current prototype, the main objective has been evaluate iBeacons performance and the guidance system. The result of this TFG is to incorporate a series of lights associated with each of the beacons to make easier the orientation.
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Desde el inicio de la globalizacin, el aprendizaje de la lengua inglesa se ha instaurado como una necesidad. Hoy en da, con la adopcin del Espacio Europeo de Educacin Superior este lenguaje no slo se impone como un requisito para los estudiantes sino que se exige un nivel B2, lo cual significa un esfuerzo mayor tanto como para el alumno como para el profesor a la hora de hacer de este ejercicio un hbito y lograr la evaluacin continua de los mismos. Este proyecto intenta extender las funcionalidades de una aplicacin existente llamada Illlab con ejercicios que se adapten al nivel B2 y permitan la interaccin entre alumnos durante la realizacin de estos ejercicios. El objetivo de esta aplicacin es el de desarrollar ejercicios extra en la aplicacin Illlab que aadan complejidad para el aprendizaje de ingls de un nivel B2 y que adems se puedan realizar actividades entre los alumnos. La idea es hacer una aplicacin de preguntas y respuestas multiple choice con cuatro opciones por pregunta. El fuerte de este juego est en presentar material variado sobre uso de la lengua y adems permitir el juego entre varios alumnos. La extensin de ILLLab se plantea como un proyecto para desarrollar interfaces y funcionalidades adicionales en la antigua aplicacin. La principal funcionalidad que se aade es un juego de preguntas y respuestas con opciones mltiples para un nivel B2 y las interfaces responden a necesidades de intercambio y manejo de contenido por Internet mediante estndares aceptados en el mundo del aprendizaje digital tales como Common Cartridge o SCORM. Este proyecto simplemente adapta la aplicacin para su uso en un entorno de evaluacin de actividades en el cual el profesor tiene acceso a las actividades que realizan los alumnos de un curso para su posterior evaluacin. Antiguamente ILLLab slo contena ejercicios que se llevaban a cabo en el dispositivo mvil por lo que el control de estas actividades no era posible. La mejora se presenta como una interfaz Common Cartridge para el manejo del contenido, una interfaz de comunicacin sobre servicios web tipo REST y el manejo de base de datos mediante Hibernate que agrupa una serie de libreras Java para la persistencia de objetos de la base de datos. ABSTRACT. Since the onset of globalization, the learning of the English language has become as a necessity. Today, with the adoption of the European Higher Education Area this language is not only imposed as a requirement for students but a B2 level is required, which means a greater effort both to the student and teacher when it comes to make the learning exercise a habit and achieve continuous evaluation of students. This project aims to extend the functionality of an existing application called Illlab with an exercise that suits the B2 level and allow interaction between students while performing these exercises. The purpose of this application is to develop an additional exercise in the application Illlab that adds complexity for learning English at B2 level and also enables the interaction among students. The main idea is to make an application in multiple choices style with four options. The strength of this game is to present varied material on use of Enlgish and also allow play between two students. ILLLab extension is conceived as a project to develop interfaces and additional functionalities in the old application. The main functionalities added are a game of questions and answers with multiple choices for a B2 level and interfaces that meet information exchange requirements and content management over the Internet using standards adopted in the world of digital learning such as Common Cartridge or SCORM. This project simply adapts the application for its use in an activities evaluation environment in which the teacher has access to the activities performed by students in a course for further evaluation. The former versin of ILLLab contained only exercises that were carried out on the mobile device so that the evaluation of these activities was not possible. The improvement comes as a Common Cartridge interface for content management, a communication interface with REST web services and a database access using Hibernate which groups a number of Java libraries for object persistence in the database.
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Este proyecto consiste en el anlisis, diseo e implementacin de un sistema completo, que a travs de una aplicacin mvil para telfonos inteligentes con sistema operativo Android, permitir la organizacin y lectura de comics digitales. Abstract This project consists in analysis, design and implementation of a complete system, which using Android smartphone application, it allows to manage and to read digital comics.