26 resultados para Programmazione, PHP, C, Web, Server, Database, MySQL
Resumo:
Pinus pinaster is an economically and ecologically important species that is becoming a woody gymnosperm model. Its enormous genome size makes whole-genome sequencing approaches are hard to apply. Therefore, the expressed portion of the genome has to be characterised and the results and annotations have to be stored in dedicated databases.
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In spite of the increasing presence of Semantic Web Facilities, only a limited amount of the available resources in the Internet provide a semantic access. Recent initiatives such as the emerging Linked Data Web are providing semantic access to available data by porting existing resources to the semantic web using different technologies, such as database-semantic mapping and scraping. Nevertheless, existing scraping solutions are based on ad-hoc solutions complemented with graphical interfaces for speeding up the scraper development. This article proposes a generic framework for web scraping based on semantic technologies. This framework is structured in three levels: scraping services, semantic scraping model and syntactic scraping. The first level provides an interface to generic applications or intelligent agents for gathering information from the web at a high level. The second level defines a semantic RDF model of the scraping process, in order to provide a declarative approach to the scraping task. Finally, the third level provides an implementation of the RDF scraping model for specific technologies. The work has been validated in a scenario that illustrates its application to mashup technologies
Resumo:
OntoTag - A Linguistic and Ontological Annotation Model Suitable for the Semantic Web
1. INTRODUCTION. LINGUISTIC TOOLS AND ANNOTATIONS: THEIR LIGHTS AND SHADOWS
Computational Linguistics is already a consolidated research area. It builds upon the results of other two major ones, namely Linguistics and Computer Science and Engineering, and it aims at developing computational models of human language (or natural language, as it is termed in this area). Possibly, its most well-known applications are the different tools developed so far for processing human language, such as machine translation systems and speech recognizers or dictation programs.
These tools for processing human language are commonly referred to as linguistic tools. Apart from the examples mentioned above, there are also other types of linguistic tools that perhaps are not so well-known, but on which most of the other applications of Computational Linguistics are built. These other types of linguistic tools comprise POS taggers, natural language parsers and semantic taggers, amongst others. All of them can be termed linguistic annotation tools.
Linguistic annotation tools are important assets. In fact, POS and semantic taggers (and, to a lesser extent, also natural language parsers) have become critical resources for the computer applications that process natural language. Hence, any computer application that has to analyse a text automatically and ‘intelligently’ will include at least a module for POS tagging. The more an application needs to ‘understand’ the meaning of the text it processes, the more linguistic tools and/or modules it will incorporate and integrate.
However, linguistic annotation tools have still some limitations, which can be summarised as follows:
1. Normally, they perform annotations only at a certain linguistic level (that is, Morphology, Syntax, Semantics, etc.).
2. They usually introduce a certain rate of errors and ambiguities when tagging. This error rate ranges from 10 percent up to 50 percent of the units annotated for unrestricted, general texts.
3. Their annotations are most frequently formulated in terms of an annotation schema designed and implemented ad hoc.
A priori, it seems that the interoperation and the integration of several linguistic tools into an appropriate software architecture could most likely solve the limitations stated in (1). Besides, integrating several linguistic annotation tools and making them interoperate could also minimise the limitation stated in (2). Nevertheless, in the latter case, all these tools should produce annotations for a common level, which would have to be combined in order to correct their corresponding errors and inaccuracies. Yet, the limitation stated in (3) prevents both types of integration and interoperation from being easily achieved.
In addition, most high-level annotation tools rely on other lower-level annotation tools and their outputs to generate their own ones. For example, sense-tagging tools (operating at the semantic level) often use POS taggers (operating at a lower level, i.e., the morphosyntactic) to identify the grammatical category of the word or lexical unit they are annotating. Accordingly, if a faulty or inaccurate low-level annotation tool is to be used by other higher-level one in its process, the errors and inaccuracies of the former should be minimised in advance. Otherwise, these errors and inaccuracies would be transferred to (and even magnified in) the annotations of the high-level annotation tool.
Therefore, it would be quite useful to find a way to
(i) correct or, at least, reduce the errors and the inaccuracies of lower-level linguistic tools;
(ii) unify the annotation schemas of different linguistic annotation tools or, more generally speaking, make these tools (as well as their annotations) interoperate.
Clearly, solving (i) and (ii) should ease the automatic annotation of web pages by means of linguistic tools, and their transformation into Semantic Web pages (Berners-Lee, Hendler and Lassila, 2001). Yet, as stated above, (ii) is a type of interoperability problem. There again, ontologies (Gruber, 1993; Borst, 1997) have been successfully applied thus far to solve several interoperability problems. Hence, ontologies should help solve also the problems and limitations of linguistic annotation tools aforementioned.
Thus, to summarise, the main aim of the present work was to combine somehow these separated approaches, mechanisms and tools for annotation from Linguistics and Ontological Engineering (and the Semantic Web) in a sort of hybrid (linguistic and ontological) annotation model, suitable for both areas. This hybrid (semantic) annotation model should (a) benefit from the advances, models, techniques, mechanisms and tools of these two areas; (b) minimise (and even solve, when possible) some of the problems found in each of them; and (c) be suitable for the Semantic Web. The concrete goals that helped attain this aim are presented in the following section.
2. GOALS OF THE PRESENT WORK
As mentioned above, the main goal of this work was to specify a hybrid (that is, linguistically-motivated and ontology-based) model of annotation suitable for the Semantic Web (i.e. it had to produce a semantic annotation of web page contents). This entailed that the tags included in the annotations of the model had to (1) represent linguistic concepts (or linguistic categories, as they are termed in ISO/DCR (2008)), in order for this model to be linguistically-motivated; (2) be ontological terms (i.e., use an ontological vocabulary), in order for the model to be ontology-based; and (3) be structured (linked) as a collection of ontology-based
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SSR es el acrónimo de SoundScape Renderer (tool for real-time spatial audio reproduction providing a variety of rendering algorithms), es un programa escrito en su mayoría en C++. El programa permite al usuario escuchar tanto sonidos grabados con anterioridad como sonidos en directo. El sonido o los sonidos se oirán, desde el punto de vista del oyente, como si el sonido se produjese en el punto que el programa decida, lo interesante de este proyecto es que el sonido podrá cambiar de lugar, moverse, etc. Todo en tiempo real. Esto se consigue sin modificar el sonido al grabarlo pero sí al emitirlo, el programa calcula las variaciones necesarias para que al emitir el sonido al oyente le llegue como si el sonido realmente se generase en un punto del espacio o lo más parecido posible. La sensación de movimiento no deja de ser el punto anterior cambiando de lugar. La idea era crear una aplicación web basada en Canvas de HTML5 que se comunicará con esta interfaz de usuario remota. Así se solucionarían todos los problemas de compatibilidad ya que cualquier dispositivo con posibilidad de visualizar páginas web podría correr una aplicación basada en estándares web, por ejemplo un sistema con Windows o un móvil con navegador. El protocolo debía de ser WebSocket porque es un protocolo HTML5 y ofrece las “garantías” de latencia que una aplicación con necesidades de información en tiempo real requiere. Nos permite una comunicación full-dúplex asíncrona sin mucho payload que es justo lo que se venía a evitar al no usar polling normal de HTML. El problema que surgió fue que la interfaz de usuario de red que tenía el programa no era compatible con WebSocket debido a un handshacking inicial y obligatorio que realiza el protocolo, por lo que se necesitaba otra interfaz de red. Se decidió entonces cambiar a JSON como formato para el intercambio de mensajes. Al final el proyecto comprende no sólo la aplicación web basada en Canvas sino también un servidor funcional y la definición de una nueva interfaz de usuario de red con su protocolo añadido. ABSTRACT. This project aims to become a part of the SSR tool to extend its capabilities in the field of the access. SSR is an acronym for SoundScape Renderer, is a program mostly written in C++ that allows you to hear already recorded or live sound with a variety of sound equipment as if the sound came from a desired place in the space. Like the web-page of the SSR says surely better explained: “The SoundScape Renderer (SSR) is a tool for real-time spatial audio reproduction providing a variety of rendering algorithms.” The application can be used with a graphical interface written in Qt but has also a network interface for external applications to use it. This network interface communicates using XML messages. A good example of it is the Android client. This Android client is already working. In order to use the application should be run it by loading an audio source and the wanted environment so that the renderer knows what to do. In that moment the server binds and anyone can use the network interface. Since the network interface is documented everyone can make an application to interact with this network interface. So the application can have as many user interfaces as wanted. The part that is developed in this project has nothing to do neither with audio rendering nor even with the reproduction of the spatial audio. The part that is developed here is about the interface used in the SSR application. As it can be deduced from the title: “Distributed Web Interface for Real-Time Spatial Audio Reproduction System”, this work aims only to offer the interface via web for the SSR (“Real-Time Spatial Audio Reproduction System”). The idea is not to make a new graphical interface for SSR but to allow more types of interfaces and communication. To accomplish the objective of allowing more graphical interfaces this project is going to use a new network interface. By now the SSR application is using only XML for data interchange but this new network interface support JSON. This project comprehends the server that launch the application, the user interface and the new network interface. It is done with these modules in order to allow creating new user interfaces that can communicate with the server or new servers that can communicate with the user interface by defining a complete network interface for data interchange.
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El presente Trabajo de Fin de Grado se enmarca dentro del sistema web de la asignaturade Procesadores de Lenguajes perteneciente al departamento de Lenguajes y Sistemas Informáticos e Ingeniería de Software de la Escuela Técnica Superior de Ingenieros Informáticos de la Universidad Politécnica de Madrid. Este Trabajo consta de varias líneas de desarrollo, que se engloban dentro de dicho marco y surgen de la necesidad de mejorar el sistema para hacer que éste sea accesible a todo tipo de usuarios, y a la vez se mantenga actualizado según las tecnologías más recientes. En primer lugar, el presente Trabajo se centra en estudiar la accesibilidad de la web de la asignatura de Procesadores de Lenguajes siguiendo las Pautas de Accesibilidad al Contenido en la Web (Web Content Accessibility Guidelines, WCAG) en su segunda versión (2.0). Para ello, se ha llevado a cabo un informe detallado que recoge los resultados de este estudio sobre los criterios de aceptación de las WCAG, y posteriormente se han implementado los cambios necesarios para solucionar los criterios erróneos detectados. De esta manera se puede asegurar que la web es accesible para personas con distintos tipos de discapacidad. Así mismo, y siguiendo el criterio de conseguir una web más accesible, se ha adaptado el sistema a tecnologías más recientes. En el momento de empezar el Trabajo, el sistema web contaba con una serie de páginas estáticas (XHTML 1.1 + CSS 2.1) y una serie de páginas dinámicas (XHTML 1.1 + CSS 2.1 + PHP + MySQL). Estas páginas han sido actualizadas a sus versiones más recientes (HTML 5 y CSS 3). La web cuenta también con un sistema de creación de grupos de prácticas que facilita su gestión tanto a profesores como a alumnos, además de facilitar el alta de los estudiantes de la asignatura. El sistema posee además un módulo de administración para que el personal docente pueda gestionarlo. Sobre este sistema web implantado en la actualidad, se ha realizado una batería de pruebas para garantizar su correcto funcionamiento, y se han corregido todos los errores detectados durante dicho proceso. Al mismo tiempo, se han implementado nuevas funcionalidades que han ido surgiendo desde la creación del sistema hasta el momento presente. Por último, se ha desarrollado un sistema de avisos RSS que permite a los alumnos de la asignatura permanecer al corriente de los avisos y noticias publicados en el tablón de anuncios de la web. Este sistema de avisos RSS servirá también para otros sitios web del Centro que utilicen el tablón de avisos multipropósito y podrá ser visualizado tanto en inglés como en español. ---ABSTRACT---The present final year project is set within the framework of the subject “Procesadores de Lenguajes”, that belongs to the “Computer Languages and Systems and Software Engineering” department of the Escuela Técnica Superior de Ingenieros Informáticos of the Polytechnic University of Madrid. This study is divided in several angles of development that are included inside the abovementioned framework. They all emerge from the necessity of upgrading the system in order to make it accessible to everybody and the same time bringing it up to date to the latest technologies. First of all, it is focused on the study of the accessibility of the web site of the subject Procesadores de Lenguajes, following the second version of the Web Content Accessibility Guidelines (WCAG 2.0). In order to do this, an in-depth report containing the results of the study on the acceptance criteria of the WCAG has been developed. Right afterwards, necessary changes were implemented to correct the erroneous criteria detected. Similarly, and following the criteria of achieving a more accessible web site, the system has been adapted to updated technologies. At the start point, the web system consisted in a series of static pages (XHTML 1.1 + CSS 2.1) and a series of dynamic ones (XHTML 1.1 + CSS 2.1 + PHP + MySQL). These pages have been updated to their latest versions (HTML 5 and CSS 3). The web site has a system for the creation of working groups that makes their management easier, both for the teachers and for the students, as well as the registration process. The teaching staff can also manage the system through the administration module. Over the current web system, sets of several tests have taken place in order to guarantee its correct functioning and all the errors that appeared have been corrected. Likewise, new functionalities have been implemented, and those have been arising since the creation of the system till the present time. Finally, an RSS alert system has been developed, allowing students to keep updated on the news and alerts published in the website noticeboard. This RSS alert system will be shared with other websites of the School using the multipurpose noticeboard, and will be available both in Spanish and English.
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One of the most demanding needs in cloud computing is that of having scalable and highly available databases. One of the ways to attend these needs is to leverage the scalable replication techniques developed in the last decade. These techniques allow increasing both the availability and scalability of databases. Many replication protocols have been proposed during the last decade. The main research challenge was how to scale under the eager replication model, the one that provides consistency across replicas. In this paper, we examine three eager database replication systems available today: Middle-R, C-JDBC and MySQL Cluster using TPC-W benchmark. We analyze their architecture, replication protocols and compare the performance both in the absence of failures and when there are failures.
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This paper presents a Focused Crawler in order to Get Semantic Web Resources (CSR). Structured data web are available in formats such as Extensible Markup Language (XML), Resource Description Framework (RDF) and Ontology Web Language (OWL) that can be used for processing. One of the main challenges for performing a manual search and download semantic web resources is that this task consumes a lot of time. Our research work propose a focused crawler which allow to download these resources automatically and store them on disk in order to have a collection that will be used for data processing. CRS consists of three layers: (a) The User Interface Layer, (b) The Focus Crawler Layer and (c) The Base Crawler Layer. CSR uses as a selection policie the Shark-Search method. CSR was conducted with two experiments. The first one starts on December 15 2012 at 7:11 am and ends on December 16 2012 at 4:01 were obtained 448,123,537 bytes of data. The CSR ends by itself after to analyze 80,4375 seeds with an unlimited depth. CSR got 16,576 semantic resources files where the 89 % was RDF, the 10 % was XML and the 1% was OWL. The second one was based on the Web Data Commons work of the Research Group Data and Web Science at the University of Mannheim and the Institute AIFB at the Karlsruhe Institute of Technology. This began at 4:46 am of June 2 2013 and 1:37 am June 9 2013. After 162.51 hours of execution the result was 285,279 semantic resources where predominated the XML resources with 99 % and OWL and RDF with 1 % each one.
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En este proyecto se ha estudiado el abanico de posibilidades que las plataformas web y móviles ofrecen para aprender lenguajes de programación compilados. A continuación, se ha realizado el diseño y la implementación de una plataforma para el aprendizaje de lenguajes de programación desde dispositivos móviles, con posibilidad de compilación remota desde la aplicación desarrollada, analizando el proceso y las elecciones de desarrollo tomadas. Así, se ha desarrollado una app mediante la plataforma de desarrollo Cordova, que puede ser distribuida para todas las plataformas móviles que esta soporta, incluyendo las más populares: iOS y Android. Para la parte servidora se ha utilizado un servidor Apache (PHP) y el sistema NoSQL MongoDB para la base de datos. Para mayor facilidad en la gestión del contenido de la app, se ha desarrollado en paralelo un gestor web de la base de datos, el cual permite añadir, editar y eliminar contenido de la misma a través de una interfaz agradable y funcional. ABSTRACT. In this project I have studied the range of possibilities that web and mobile platforms offer to learn compiled programming languages. Next, I have designed and implemented a platform for learning programming languages from mobile devices, giving the possibility of remote compilation within the developed application. In this terms, I have developed an app with the Cordova development platform, which can be distributed for all the mobile platforms Cordova supports, including the most popular ones: iOS and Android. For the server part, I have used an Apache (PHP) server and the NoSQL database system MongoDB. In order to offer a more usable system and a better database management, I have also developed a web manager for the database, from which database content can be added, edited and removed, through a clear and functional interface.
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One of the most demanding needs in cloud computing and big data is that of having scalable and highly available databases. One of the ways to attend these needs is to leverage the scalable replication techniques developed in the last decade. These techniques allow increasing both the availability and scalability of databases. Many replication protocols have been proposed during the last decade. The main research challenge was how to scale under the eager replication model, the one that provides consistency across replicas. This thesis provides an in depth study of three eager database replication systems based on relational systems: Middle-R, C-JDBC and MySQL Cluster and three systems based on In-Memory Data Grids: JBoss Data Grid, Oracle Coherence and Terracotta Ehcache. Thesis explore these systems based on their architecture, replication protocols, fault tolerance and various other functionalities. It also provides experimental analysis of these systems using state-of-the art benchmarks: TPC-C and TPC-W (for relational systems) and Yahoo! Cloud Serving Benchmark (In- Memory Data Grids). Thesis also discusses three Graph Databases, Neo4j, Titan and Sparksee based on their architecture and transactional capabilities and highlights the weaker transactional consistencies provided by these systems. It discusses an implementation of snapshot isolation in Neo4j graph database to provide stronger isolation guarantees for transactions.
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Esta tesis se centra en el análisis de dos aspectos complementarios de la ciberdelincuencia (es decir, el crimen perpetrado a través de la red para ganar dinero). Estos dos aspectos son las máquinas infectadas utilizadas para obtener beneficios económicos de la delincuencia a través de diferentes acciones (como por ejemplo, clickfraud, DDoS, correo no deseado) y la infraestructura de servidores utilizados para gestionar estas máquinas (por ejemplo, C & C, servidores explotadores, servidores de monetización, redirectores). En la primera parte se investiga la exposición a las amenazas de los ordenadores victimas. Para realizar este análisis hemos utilizado los metadatos contenidos en WINE-BR conjunto de datos de Symantec. Este conjunto de datos contiene metadatos de instalación de ficheros ejecutables (por ejemplo, hash del fichero, su editor, fecha de instalación, nombre del fichero, la versión del fichero) proveniente de 8,4 millones de usuarios de Windows. Hemos asociado estos metadatos con las vulnerabilidades en el National Vulnerability Database (NVD) y en el Opens Sourced Vulnerability Database (OSVDB) con el fin de realizar un seguimiento de la decadencia de la vulnerabilidad en el tiempo y observar la rapidez de los usuarios a remiendar sus sistemas y, por tanto, su exposición a posibles ataques. Hemos identificado 3 factores que pueden influir en la actividad de parches de ordenadores victimas: código compartido, el tipo de usuario, exploits. Presentamos 2 nuevos ataques contra el código compartido y un análisis de cómo el conocimiento usuarios y la disponibilidad de exploit influyen en la actividad de aplicación de parches. Para las 80 vulnerabilidades en nuestra base de datos que afectan código compartido entre dos aplicaciones, el tiempo entre el parche libera en las diferentes aplicaciones es hasta 118 das (con una mediana de 11 das) En la segunda parte se proponen nuevas técnicas de sondeo activos para detectar y analizar las infraestructuras de servidores maliciosos. Aprovechamos técnicas de sondaje activo, para detectar servidores maliciosos en el internet. Empezamos con el análisis y la detección de operaciones de servidores explotadores. Como una operación identificamos los servidores que son controlados por las mismas personas y, posiblemente, participan en la misma campaña de infección. Hemos analizado un total de 500 servidores explotadores durante un período de 1 año, donde 2/3 de las operaciones tenían un único servidor y 1/2 por varios servidores. Hemos desarrollado la técnica para detectar servidores explotadores a diferentes tipologías de servidores, (por ejemplo, C & C, servidores de monetización, redirectores) y hemos logrado escala de Internet de sondeo para las distintas categorías de servidores maliciosos. Estas nuevas técnicas se han incorporado en una nueva herramienta llamada CyberProbe. Para detectar estos servidores hemos desarrollado una novedosa técnica llamada Adversarial Fingerprint Generation, que es una metodología para generar un modelo único de solicitud-respuesta para identificar la familia de servidores (es decir, el tipo y la operación que el servidor apartenece). A partir de una fichero de malware y un servidor activo de una determinada familia, CyberProbe puede generar un fingerprint válido para detectar todos los servidores vivos de esa familia. Hemos realizado 11 exploraciones en todo el Internet detectando 151 servidores maliciosos, de estos 151 servidores 75% son desconocidos a bases de datos publicas de servidores maliciosos. Otra cuestión que se plantea mientras se hace la detección de servidores maliciosos es que algunos de estos servidores podrán estar ocultos detrás de un proxy inverso silente. Para identificar la prevalencia de esta configuración de red y mejorar el capacidades de CyberProbe hemos desarrollado RevProbe una nueva herramienta a través del aprovechamiento de leakages en la configuración de la Web proxies inversa puede detectar proxies inversos. RevProbe identifica que el 16% de direcciones IP maliciosas activas analizadas corresponden a proxies inversos, que el 92% de ellos son silenciosos en comparación con 55% para los proxies inversos benignos, y que son utilizado principalmente para equilibrio de carga a través de múltiples servidores. ABSTRACT In this dissertation we investigate two fundamental aspects of cybercrime: the infection of machines used to monetize the crime and the malicious server infrastructures that are used to manage the infected machines. In the first part of this dissertation, we analyze how fast software vendors apply patches to secure client applications, identifying shared code as an important factor in patch deployment. Shared code is code present in multiple programs. When a vulnerability affects shared code the usual linear vulnerability life cycle is not anymore effective to describe how the patch deployment takes place. In this work we show which are the consequences of shared code vulnerabilities and we demonstrate two novel attacks that can be used to exploit this condition. In the second part of this dissertation we analyze malicious server infrastructures, our contributions are: a technique to cluster exploit server operations, a tool named CyberProbe to perform large scale detection of different malicious servers categories, and RevProbe a tool that detects silent reverse proxies. We start by identifying exploit server operations, that are, exploit servers managed by the same people. We investigate a total of 500 exploit servers over a period of more 13 months. We have collected malware from these servers and all the metadata related to the communication with the servers. Thanks to this metadata we have extracted different features to group together servers managed by the same entity (i.e., exploit server operation), we have discovered that 2/3 of the operations have a single server while 1/3 have multiple servers. Next, we present CyberProbe a tool that detects different malicious server types through a novel technique called adversarial fingerprint generation (AFG). The idea behind CyberProbe’s AFG is to run some piece of malware and observe its network communication towards malicious servers. Then it replays this communication to the malicious server and outputs a fingerprint (i.e. a port selection function, a probe generation function and a signature generation function). Once the fingerprint is generated CyberProbe scans the Internet with the fingerprint and finds all the servers of a given family. We have performed a total of 11 Internet wide scans finding 151 new servers starting with 15 seed servers. This gives to CyberProbe a 10 times amplification factor. Moreover we have compared CyberProbe with existing blacklists on the internet finding that only 40% of the server detected by CyberProbe were listed. To enhance the capabilities of CyberProbe we have developed RevProbe, a reverse proxy detection tool that can be integrated with CyberProbe to allow precise detection of silent reverse proxies used to hide malicious servers. RevProbe leverages leakage based detection techniques to detect if a malicious server is hidden behind a silent reverse proxy and the infrastructure of servers behind it. At the core of RevProbe is the analysis of differences in the traffic by interacting with a remote server.
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El proyecto “Aplicación móvil y web para la gestión de lugares geolocalizados (www.midiez.com)” tiene como objetivo principal crear un repositorio de listas categorizadas de sitios para su uso en el ámbito personal o comercial. Tanto la aplicación web como la aplicación móvil desarrollada en Android tienen el propósito de gestionar listas de lugares de interés (Restaurantes, tiendas,..) o con propósitos específicos (Organización de viajes) o simplemente como una forma de anotar aquellos sitios que nos comentan y que nos gustaría visitar. El desarrollo de este proyecto además permitirá contrastar las distintas alternativas y la evolución de las distintas herramientas que se han ido desarrollando para la gestión del ocio en los últimos años desde el sistema Android y plataformas web. Todo el proyecto ha sido realizado usando software libre (PHP para el lenguaje web servidor y Java para la programación móvil). La principal finalidad desde el punto de vista del desarrollador es: aprovechar las sinergias de la programación móvil y la programación web de manera que las mismas capas de negocio de Datos sean usadas por ambas plataformas. Asimismo crear una aplicación distribuida y fácilmente escalable. Las herramientas que se han usado para desarrollar han sido: la SDK proporcionada por Google, una JDK de Java y un IDE de desarrollo Java como es Eclipse y otro similar para el desarrollo de la parte PHP. La BBDD elegida ha sido MySQL. El proyecto pretende mostrar el potencial de las aplicaciones móviles geolocalizadas desde el punto de vista del ocio y compararlas con el estado del arte actual. Por lo tanto la mayor parte del tiempo dedicado al proyecto ha sido empleado en el desarrollo de la aplicación web, la aplicación móvil y en la base de datos pero también he dedicado una pequeña parte del trabajo para realizar un estudio sobre las consecuencias que esta tecnología está teniendo en nuestros cerebros. ABSTRACT The project "Web and Mobile App for managing geolocation places” has as main objective managing of places lists in order to use them in the leisure time scope. Nowadays the use of GPS is being a constant in mobile applications so that is already part of our daily life. We used to know where we are always and at the same time we can find locations using the technology of our mobile phones. Now it is very difficult to get lost outside but also is difficult to explain somebody how to get to anywhere without using Google Maps. Google Maps, Geolocation, gps navigators, … all that kind of stuff are making our life easier and less complicated but also are making our brains lazier. Furthermore, the development of this project will use the potential of locate places into maps to avoid annotate every spot we would like to visit or a brand new restaurant. The project itself shows the location features of Google Maps combined with an places data base in order to create, and manage places lists and use them to get to them as well as to share those places with our contacts. Also, the main purpose from the point of view of the developer is to combine different programming languages and use the resulting synergies in a easily scalable and portable environment. The tools that have been used to develop are: the SDK provided by Google, one JDK Java and Java development IDE such as Eclipse and similar to the development of the PHP part. The DB has been chosen MySQL. Finally, this project aims to show, from an educational point of view, the use and potential of this technology. Thus, it has been devoted a large amount of time of the project (and, consequently, its documentation) on develop the Android app, the data base and the web app but also but also to highlight the consequences of using technology.