25 resultados para Virtual Reality
Resumo:
Virtual reality (VR) techniques to understand and obtain conclusions of data in an easy way are being used by the scientific community. However, these techniques are not used frequently for analyzing large amounts of data in life sciences, particularly in genomics, due to the high complexity of data (curse of dimensionality). Nevertheless, new approaches that allow to bring out the real important data characteristics, arise the possibility of constructing VR spaces to visually understand the intrinsic nature of data. It is well known the benefits of representing high dimensional data in tridimensional spaces by means of dimensionality reduction and transformation techniques, complemented with a strong component of interaction methods. Thus, a novel framework, designed for helping to visualize and interact with data about diseases, is presented. In this paper, the framework is applied to the Van't Veer breast cancer dataset is used, while oncologists from La Paz Hospital (Madrid) are interacting with the obtained results. That is to say a first attempt to generate a visually tangible model of breast cancer disease in order to support the experience of oncologists is presented.
Resumo:
The use of data mining techniques for the gene profile discovery of diseases, such as cancer, is becoming usual in many researches. These techniques do not usually analyze the relationships between genes in depth, depending on the different variety of manifestations of the disease (related to patients). This kind of analysis takes a considerable amount of time and is not always the focus of the research. However, it is crucial in order to generate personalized treatments to fight the disease. Thus, this research focuses on finding a mechanism for gene profile analysis to be used by the medical and biologist experts. Results: In this research, the MedVir framework is proposed. It is an intuitive mechanism based on the visualization of medical data such as gene profiles, patients, clinical data, etc. MedVir, which is based on an Evolutionary Optimization technique, is a Dimensionality Reduction (DR) approach that presents the data in a three dimensional space. Furthermore, thanks to Virtual Reality technology, MedVir allows the expert to interact with the data in order to tailor it to the experience and knowledge of the expert.
Resumo:
Las tecnologas de realidad acstica virtual ofrecen una herramienta muy apropiada para la reconstruccin del patrimonio inmaterial del sonido de los recintos histricos. Este trabajo es parte de un proyecto de investigacin cuyo objetivo es la restauracin virtual del sonido del Antiguo Rito Hispnico y que consiste en la auralizacin del Canto Mozrabe en una serie de iglesias pre-Romnicas de la pennsula ibrica. En este caso se presentan los resultados ms relevantes de las auralizaciones realizadas para la iglesia de Santa Mara de Melque. Para ello se ha elaborado un modelo acstico virtual de la iglesia en las condiciones que, segn la documentacin arqueolgica, tena el recinto original, se han realizado grabaciones anecoicas de una serie de piezas del repertorio primitivo del Canto Mozrabe y se han efectuado las auralizaciones correspondientes a diferentes configuraciones litrgicas del Antiguo Rito Hispnico. ABSTRACT Acoustic Virtual Reality technology offers a highly appropriate tool for the reconstruction of the acoustic intangible heritage of the sound of historical enclosures. This work is part of a research project whose aim is the virtual restoration of the sound of the Old Hispanic Rite, auralizing the Mozarabic Chant in Pre-Romanesque churches of the Iberian Peninsula. This paper shows the most relevant results of the auralization of Santa Mara de Melque church. For that purpose, an acoustic virtual model has been created according to archaeological documentation of the original building conditions, anechoic recordings of several Early Mozarabic Chant musical pieces have been recorded and auralization corresponding to Old Hispanic liturgical Rite multiple settings has been completed.
Resumo:
Upper limb function impairment is one of the most common sequelae of central nervous system injury, especially in stroke patients and when spinal cord injury produces tetraplegia. Conventional assessment methods cannot provide objective evaluation of patient performance and the tiveness of therapies. The most common assessment tools are based on rating scales, which are inefficient when measuring small changes and can yield subjective bias. In this study, we designed an inertial sensor-based monitoring system composed of five sensors to measure and analyze the complex movements of the upper limbs, which are common in activities of daily living. We developed a kinematic model with nine degrees of freedom to analyze upper limb and head movements in three dimensions. This system was then validated using a commercial optoelectronic system. These findings suggest that an inertial sensor-based motion tracking system can be used in patients who have upper limb impairment through data integration with a virtual reality-based neuroretation system.
Resumo:
El sistema SONRIE (Sistema de terapia, basadO en KiNect, paRa nIos con parlisis cErebral), realizado como Proyecto Fin de Grado por Da. Estefana Sampedro Snchez, se desarroll con el fin de permitir el proceso de rehabilitacin de los msculos faciales en nios con Parlisis Cerebral Infantil (PCI). SONRIE se compone de una plataforma de juegos cuyo objetivo es lograr una mejora teraputica en la musculatura orofacial de nios diagnosticados de PCI con edades comprendidas entre los 4 y los 12 aos. El escenario de aplicacin del sistema SONRIE son las escuelas de integracin que tienen escolarizados alumnos diagnosticados con este trastorno. La posibilidad de rehabilitacin de los msculos faciales mediante tratamientos que se apoyan en el uso de sistemas telemticos, junto con el empleo de tecnologas actuales (Realidad Virtual, Realidad Aumentada y Serious Games) supone una gran innovacin en el entorno de la neuro-rehabilitacin, entendida como el proceso de terapia que permite optimizar la participacin de una persona en la sociedad, alcanzando un grado de bienestar ptimo. El trabajo realizado en este Proyecto Fin de Grado pretende escalar el sistema SONRIE, mediante el anlisis, diseo y desarrollo de un Framework encargado de facilitar, ampliar y validar el uso adecuado del sistema SONRIE en entornos escolares a travs de la integracin de nuevas tecnologas. La plataforma desarrollada en este proyecto, permite dotar de dinamismo y persistencia a la plataforma de juegos, ofreciendo a los usuarios de SONRIE (principalmente fisioterapeutas y rehabilitadores que trabajan en entornos escolares) un sistema de terapia para nios con PCI accesible va web. En este Proyecto Fin de Grado se describe el conjunto de componentes software desarrollados con el fin de proporcionar un entorno web que escale el sistema SONRIE, convirtindolo en un sistema de terapia efectivo, completo y usable. ABSTRACT. The SONRIE system (Sistema de terapia, basadO en KiNect, paRa nIos con parlisis cErebral), performed as a final project by Miss Estefana Sampedro, was developed in order to allow the rehabilitation process of the facial muscles of children with Cerebral Palsy (CP). SONRIE consists of a gaming platform which aims to achieve a therapeutic improvement in the orofacial musculature on children diagnosed with CP aged between 4 and 12 years. The application scenario of the SONRIE system are the integration schools that have students diagnosed with this disorder. The possibility of rehabilitation of facial muscles through treatments based on the use of telematics systems, together with the use of new technologies (Virtual Reality, Augmented Reality and Serious Games) is a great innovation in the neuro-rehabilitation environment, understood as the therapy process that optimizes the participation of a person in the society, reaching an optimum level of welfare. The work done in this final project aims to scale the SONRIE system, through the analysis, design and development of a framework in charge of facilitating, extending and validating the proper use of the SONRIE system in school environments, through the integration of new technologies. The platform developed in this project, can provide dynamism and persistence to the gaming platform, offering to the SONRIE users (mainly physiotherapists and rehabilitators who work in school settings) a therapy system for children with CP accessible via web. In this final project are described the software components developed in order to provide a web environment that scales the SONRIE system, making it an effective, complete and usable therapy system.
Resumo:
Los procesos de diseo y construccin en Arquitectura han mostrado un desarrollo de optimizacin histricamente muy deficiente cuando se compara con las restantes actividades tpicamente industriales. La aspiracin constante a una industrializacin efectiva, tanto en aras de alcanzar mayores cotas de calidad as como de ahorro de recursos, recibe hoy una oportunidad inmejorable desde el mbito informtico: el Building Information Modelling o BIM. Lo que en un inicio puede parecer meramente un determinado tipo de programa informtico, en realidad supone un concepto de proceso que subvierte muchas rutinas hoy habituales en el desarrollo de proyectos y construcciones arquitectnicas. La inclusin y desarrollo de datos ligados al proyecto, desde su inicio hasta el fin de su ciclo de vida, conlleva la oportunidad de crear una realidad virtual dinmica y actualizable, que por aadidura posibilita su ensayo y optimizacin en todos sus aspectos: antes y durante su ejecucin, as como vida til. A ello se suma la oportunidad de transmitir eficientemente los datos completos de proyecto, sin apenas prdidas o reelaboracin, a la cadena de fabricacin, lo que facilita el paso a una industrializacin verdaderamente significativa en edificacin. Ante una llamada mundial a la optimizacin de recursos y el inters indudable de aumentar beneficios econmicos por medio de la reduccin del factor de incertidumbre de los procesos, BIM supone un opcin de mejora indudable, y as ha sido reconocido a travs de la inminente implantacin obligatoria por parte de los gobiernos (p. ej. Gran Bretaa en 2016 y Espaa en 2018). La modificacin de procesos y roles profesionales que conlleva la incorporacin de BIM resulta muy significativa y marcar el ejercicio profesional de los futuros graduados en las disciplinas de Arquitectura, Ingeniera y Construccin (AEC por sus siglas en ingls). La universidad debe responder gilmente a estas nuevas necesidades incorporando esta metodologa en la enseanza reglada y aportando una visin sinrgica que permita extraer los beneficios formativos subyacentes en el propio marco BIM. En este sentido BIM, al aglutinar el conjunto de datos sobre un nico modelo virtual, ofrece un potencial singularmente interesante. La realidad tridimensional del modelo, desarrollada y actualizada continuamente, ofrece al estudiante una gestin radicalmente distinta de la representacin grfica, en la que las vistas parciales de secciones y plantas, tan complejas de asimilar en los inicios de la formacin universitaria, resultan en una mera peticin a posteriori, para ser extrada segn necesidad del modelo virtual. El diseo se realiza siempre sobre el propio modelo nico, independientemente de la vista de trabajo elegida en cada momento, permaneciendo los datos y sus relaciones constructivas siempre actualizados y plenamente coherentes. Esta descripcin condensada de caractersticas de BIM preconfiguran gran parte de las beneficios formativos que ofrecen los procesos BIM, en especial, en referencia al desarrollo del diseo integrado y la gestin de la informacin (incluyendo TIC). Destacan a su vez las facilidades en comprensin visual de elementos arquitectnicos, sistemas tcnicos, sus relaciones intrnsecas as como procesos constructivos. A ello se une el desarrollo experimental que la plataforma BIM ofrece a travs de sus software colaborativos: la simulacin del comportamiento estructural, energtico, econmico, entre otros muchos, del modelo virtual en base a los datos inherentes del proyecto. En la presente tesis se describe un estudio de conjunto para explicitar tanto las cualidades como posibles reservas en el uso de procesos BIM, en el marco de una disciplina concreta: la docencia de la Arquitectura. Para ello se ha realizado una revisin bibliogrfica general sobre BIM y especfica sobre docencia en Arquitectura, as como analizado las experiencias de distintos grupos de inters en el marco concreto de la enseanza de la en Arquitectura en la Universidad Europea de Madrid. El anlisis de beneficios o reservas respecto al uso de BIM se ha enfocado a travs de la encuesta a estudiantes y la entrevista a profesionales AEC relacionados o no con BIM. Las conclusiones del estudio permiten sintetizar una implantacin de metodologa BIM que para mayor claridad y facilidad de comunicacin y manejo, se ha volcado en un Marco de Implantacin eminentemente grfico. En l se orienta sobre las acciones docentes para el desarrollo de competencias concretas, valindose de la flexibilidad conceptual de los Planes de Estudio en el contexto del Espacio Europeo de Educacin Superior (Declaracin de Bolonia) para incorporar con naturalidad la nueva herramienta docente al servicio de los objetivos formativo legalmente establecidos. El enfoque global del Marco de Implementacin propuesto facilita la planificacin de acciones formativas con perspectiva de conjunto: combinar los formatos puntuales o vehiculares BIM, establecer sinergias transversales y armonizar recursos, de modo que la metodologa pueda beneficiar tanto la asimilacin de conocimientos y habilidades establecidas para el ttulo, como el propio flujo de aprendizaje o learn flow BIM. Del mismo modo reserva, incluso visualmente, aquellas reas de conocimiento en las que, al menos en la planificacin actual, la inclusin de procesos BIM no se considera ventajosa respecto a otras metodologas, o incluso inadecuadas para los objetivos docentes establecidos. Y es esta ltima categorizacin la que caracteriza el conjunto de conclusiones de esta investigacin, centrada en: 1. la incuestionable necesidad de formar en conceptos y procesos BIM desde etapas muy iniciales de la formacin universitaria en Arquitectura, 2. los beneficios formativos adicionales que aporta BIM en el desarrollo de competencias muy diversas contempladas en el currculum acadmico y 3. la especificidad del rol profesional del arquitecto que exigir una implantacin cuidadosa y ponderada de BIM que respete las metodologas de desarrollo creativo tradicionalmente efectivas, y aporte valor en una reorientacin simbitica con el diseo paramtrico y fabricacin digital que permita un diseo finalmente generativo. ABSTRACT The traditional architectural design and construction procedures have proven to be deficient where process optimization is concerned, particularly when compared to other common industrial activities. The evergrowing strife to achieve effective industrialization, both in favor of reaching greater quality levels as well as sustainable management of resources, has a better chance today than ever through a mean out of the realm of information technology, the Building Information Modelling o BIM. What may initially seem to be merely another computer program, in reality turns out to be a process concept that subverts many of todays routines in architectural design and construction. Including and working with project data from the very beginning to the end of its full life cycle allows for creating a dynamic and updatable virtual reality, enabling data testing and optimizing throughout: before and during execution, all the way to the end of its lifespan. In addition, there is an opportunity to transmit complete project data efficiently, with hardly any loss or redeveloping of the manufacture chain required, which facilitates attaining a truly significant industrialization within the construction industry. In the presence of a worldwide call for optimizing resources, along with an undeniable interest in increasing economic benefits through reducing uncertainty factors in its processes, BIM undoubtedly offers a chance for improvement as acknowledged by its imminent and mandatory implementation on the part of governments (for example United Kingdom in 2016 and Spain in 2018). The changes involved in professional roles and procedures upon incorporating BIM are highly significant and will set the course for future graduates of Architecture, Engineering and Construction disciplines (AEC) within their professions. Higher Education must respond to such needs with swiftness by incorporating this methodology into their educational standards and providing a synergetic vision that focuses on the underlying educational benefits inherent in the BIM framework. In this respect, BIM, in gathering data set under one single virtual model, offers a uniquely interesting potential. The threedimensional reality of the model, under continuous development and updating, provides students with a radically different graphic environment, in which partial views of elevation, section or plan that tend characteristically to be difficult to assimilate at the beginning of their studies, become mere post hoc requests to be ordered when needed directly out the virtual model. The design is always carried out on the sole model itself, independently of the working view chosen at any particular moment, with all data and data relations within construction permanently updated and fully coherent. This condensed description of the features of BIM begin to shape an important part of the educational benefits posed by BIM processes, particularly in reference to integrated design development and information management (including ITC). At the same time, it highlights the ease with which visual understanding is achieved regarding architectural elements, technology systems, their intrinsic relationships, and construction processes. In addition to this, there is the experimental development the BIM platform grants through its collaborative software: simulation of structural, energetic, and economic behavior, among others, of the virtual model according to the data inherent to the project. This doctoral dissertation presents a broad study including a wide array of research methods and issues in order to specify both the virtues and possible reservations in the use of BIM processes within the framework of a specific discipline: teaching Architecture. To do so, a literature review on BIM has been carried out, specifically concerning teaching in the discipline of Architecture, as well as an analysis of the experience of different groups of interest delimited to Universidad Europea de Madrid. The analysis of the benefits and/or limitations of using BIM has been approached through student surveys and interviews with professionals from the AEC sector, associated or not, with BIM. Various diverse educational experiences are described and academic management for experimental implementation has been analyzed. The conclusions of this study offer a synthesis for a Framework of Implementation of BIM methodology, which in order to reach greater clarity, communication ease and userfriendliness, have been posed in an eminently graphic manner. The proposed framework proffers guidance on teaching methods conducive to the development of specific skills, taking advantage of the conceptual flexibility of the European Higher Education Area guidelines based on competencies, which naturally facilitate for the incorporation of this new teaching tool to achieve the educational objectives established by law. The global approach of the Implementation Framework put forth in this study facilitates the planning of educational actions within a common perspective: combining exceptional or vehicular BIM formats, establishing crossdisciplinary synergies, and sharing resources, so as to purport a methodology that contributes to the assimilation of knowledge and predefined competencies within the degree program, and to the flow of learning itself. At the same time, it reserves, even visually, those areas of knowledge in which the use of BIM processes is not considered necessarily an advantage over other methodologies, or even inadequate for the learning outcomes established, at least where current planning is concerned. It is this last category which characterizes the research conclusions as a whole, centering on: 1. The unquestionable need for teaching BIM concepts and processes in Architecture very early on, in the initial stages of higher education; 2. The additional educational benefits that BIM offers in a varied array of competency development within the academic curriculum; and 3. The specific nature of the professional role of the Architect, which demands a careful and balanced implementation of BIM that respects the traditional teaching methodologies that have proven effective and creative, and adds value by a symbiotic reorientation merged with parametric design and digital manufacturing so to enable for a finally generative design.
Resumo:
Augmented reality (AR) commonly uses markers for detection and tracking. Such multimedia applications associate each marker with a virtual 3D model stored in the memory of the camera-equipped device running the application. Application users are limited in their interactions, which require knowing how to design and program 3D objects. This generally prevents them from developing their own entertainment AR applications. The Magic Cards application solves this problem by offering an easy way to create and manage an unlimited number of virtual objects that are encoded on special markers.
Resumo:
The virtual acoustic reality techniques are powerful tools for the recovery of acoustical heritage of historic buildings. Through the acoustic modeling and auralization techniques its possible to reconstruct the sound of disappeared buildings or the ones with significant modifications over the years, knowing the original geometry and the acoustic characteristics of their surfaces. This paper shows the results of a research project whose goal is the virtual recovery of the sound of the Hispanic Rite, the rite celebrated by Christians of the Iberian Peninsula before the imposition of the Roman Rite in the mid-eleventh century. For this purpose, acoustic models of a series of Pre-Romanesque churches were made. These acoustic models represent the churches in their original state, following the reconstruction hypothesis proposed by leading researchers in medieval liturgical archeology. Multichannel anechoic recordings of several pieces of the music of the Hispanic Rite have been carried out using a spherical array composed of 31 microphones. Finally, static and dynamic auralizations have been developed, involving the different liturgical configurations which were usual in this rite.
Resumo:
La Realidad Aumentada forma parte de mltiples proyectos de investigacin desde hace varios aos. La unin de la informacin del mundo real y la informacin digital ofrece un sinfn de posibilidades. Las ms conocidas van orientadas a los juegos pero, gracias a ello, tambin se pueden implementar Interfaces Naturales. En otras palabras, conseguir que el usuario maneje un dispositivo electrnico con sus propias acciones: movimiento corporal, expresiones faciales, etc. El presente proyecto muestra el desarrollo de la capa de sistema de una Interfaz Natural, Mokey, que permite la simulacin de un teclado mediante movimientos corporales del usuario. Con esto, se consigue que cualquier aplicacin de un ordenador que requiera el uso de un teclado, pueda ser usada con movimientos corporales, aunque en el momento de su creacin no fuese diseada para ello. La capa de usuario de Mokey es tratada en el proyecto realizado por Carlos Lzaro Basanta. El principal objetivo de Mokey es facilitar el acceso de una tecnologa tan presente en la vida de las personas como es el ordenador a los sectores de la poblacin que tienen alguna discapacidad motora o movilidad reducida. Ya que vivimos en una sociedad tan informatizada, es esencial que, si se quiere hablar de inclusin social, se permita el acceso de la actual tecnologa a esta parte de la poblacin y no crear nuevas herramientas exclusivas para ellos, que generaran una situacin de discriminacin, aunque esta no sea intencionada. Debido a esto, es esencial que el diseo de Mokey sea simple e intuitivo, y al mismo tiempo que est dotado de la suficiente versatilidad, para que el mayor nmero de personas discapacitadas puedan encontrar una configuracin ptima para ellos. En el presente documento, tras exponer las motivaciones de este proyecto, se va a hacer un anlisis detallado del estado del arte, tanto de la tecnologa directamente implicada, como de otros proyectos similares. Se va prestar especial atencin a la cmara Microsoft Kinect, ya que es el hardware que permite a Mokey detectar la captacin de movimiento. Tras esto, se va a proceder a una explicacin detallada de la Interfaz Natural desarrollada. Se va a prestar especial atencin a todos aquellos algoritmos que han sido implementados para la deteccin del movimiento, as como para la simulacin del teclado. Finalmente, se va realizar un anlisis exhaustivo del funcionamiento de Mokey con otras aplicaciones. Se va a someter a una batera de pruebas muy amplia que permita determinar su rendimiento en las situaciones ms comunes. Del mismo modo, se someter a otra batera de pruebas destinada a definir su compatibilidad con los diferentes tipos de programas existentes en el mercado. Para una mayor precisin a la hora de analizar los datos, se va a proceder a comparar Mokey con otra herramienta similar, FAAST, pudiendo observar de esta forma las ventajas que tiene una aplicacin especialmente pensada para gente discapacitada sobre otra que no tena este fin. ABSTRACT. During the last few years, Augmented Reality has been an important part of several research projects, as the combination of the real world and the digital information offers a whole new set of possibilities. Among them, one of the most well-known possibilities are related to games by implementing Natural Interfaces, which main objective is to enable the user to handle an electronic device with their own actions, such as corporal movements, facial expressions The present project shows the development of Mokey, a Natural Interface that simulates a keyboard by users corporal movements. Hence, any application that requires the use of a keyboard can be handled with this Natural Interface, even if the application was not designed in that way at the beginning. The main objective of Mokey is to simplify the use of the computer for those people that are handicapped or have some kind of reduced mobility. As our society has been almost completely digitalized, this kind of interfaces are essential to avoid social exclusion and discrimination, even when it is not intentional. Thus, some of the most important requirements of Mokey are its simplicity to use, as well as its versatility. In that way, the number of people that can find an optimal configuration for their particular condition will grow exponentially. After stating the motivations of this project, the present document will provide a detailed state of the art of both the technologies applied and other similar projects, highlighting the Microsoft Kinect camera, as this hardware allows Mokey to detect movements. After that, the document will describe the Natural Interface that has been developed, paying special attention to the algorithms that have been implemented to detect movements and synchronize the keyboard. Finally, the document will provide an exhaustive analysis of Mokeys functioning with other applications by checking its behavior with a wide set of tests, so as to determine its performance in the most common situations. Likewise, the interface will be checked against another set of tests that will define its compatibility with different softwares that already exist on the market. In order to have better accuracy while analyzing the data, Mokeys interface will be compared with a similar tool, FAAST, so as to highlight the advantages of designing an application that is specially thought for disabled people.
Resumo:
El objetivo principal de crear un espacio web para el Museo Histrico de la Informtica (MHI) perteneciente a la Escuela Tcnica Superior de Ingenieros Informticos (ETSIINF) de la Universidad Politcnica de Madrid (UPM) es la difusin de la historia de la informtica entre el pblico en general. Si bien es cierto que existe ya una pgina web de consulta del MHI con algunas imgenes y contenido sobre los objetos que all se exhiben, es tambin reseable que se trata de un espacio obsoleto, lleno de carencias y extremadamente difcil de gestionar y actualizar, por lo que se haca imprescindible actualizar el diseo del espacio web, los contenidos y el sistema de gestin de los mismos, cosa que es de gran inters para un lugar divulgativo. En la actualidad, existen maneras mucho ms amigables para el usuario de navegar por una web; y de la misma manera para un administrador, gestionar el contenido de la misma y mantener a los usuarios bien informados de todo lo que se ofrece en cada momento. Esto es posible gracias a los sistemas de gestin de contenidos o content management system (CMS), de los que se hablar lo largo de todo el documento. Estos sistemas, dan una facilidad mucho mayor a los encargados de llevar al da una pgina web, sin tener que saber de programacin, lenguajes o informtica en general, ya que incorporan paneles de control muy intuitivos y fciles de manejar, que son una ventaja tanto para ellos como para los usuarios. Es por esta razn que, hay pginas web como la de las empresas IKEA, Ubuntu o, en especial para el caso que compete al documento, el museo del Louvre usan gestores de contenidos para sus pginas web. Y es que las ventajas y facilidades que ofrece un CMS son realmente interesantes y se tratar de todas ellas en el documento, de la eleccin del CMS que mejor se ajusta a los requisitos del museo, las restricciones a la hora del despliegue en el mbito de la ETSIINF y de cmo mejorar esto la calidad visual y divulgativa del MHI. Este trabajo se desarrolla a lo largo de 11 captulos, en los que se muestra como construir un sitio web, las posibilidades y la eleccin final para este caso. En el primer captulo se hace una pequea introduccin de lo que es el proyecto, se especifican los objetivos, la motivacin del mismo y el alcance que tiene. En el segundo captulo se muestra la informacin que se ha recopilado en el trabajo de investigacin que se hace previo al desarrollo. En l se muestran los distintos tipos de pginas web, que tecnologas y lenguajes se pueden usar para su construccin, una comparativa sobre otras entidades similares al MHI, las limitaciones que presenta el entorno y la eleccin final que se consider ms adecuada para este caso. En el captulo tres se empieza a desarrollar la solucin a travs del diseo. Aqu se puede encontrar el diseo de ms bajo nivel que se le presenta al cliente para sentar las bases del trabajo, el diseo de alto nivel con un mayor grado de realidad que el anterior y una preparacin de lo que sern los planes de prueba. El captulo cuatro muestra todo lo que se ha usado en la implementacin y la integracin de la pgina web: herramientas, tecnologas, plantillas de diseo y mdulos que proporcionan distintas funcionalidades. Llegados al captulo cinco, se puede ver una detallada documentacin de los resultados de las pruebas de usabilidad y accesibilidad realizadas, y las conclusiones que subyacen de estas. Una vez acabada la implementacin del sitio web del MHI, en el captulo seis se intenta hacer una labor de consultora, mostrando precios y presupuestos de las distintas tareas que se han llevado a cabo para la realizacin de este proyecto. En el captulo siete se extraen las conclusiones de todo lo acontecido en los captulos anteriores y en el ocho unas lneas sobre posibles trabajos futuros que se podran llevar a cabo en base a lo que ya se tiene en la institucin, incluido este trabajo. Para facilitar la comprensin y satisfacer la curiosidad del lector, se ha incluido en el captulo nueve la bibliografa con toda la documentacin consultada y en el diez un glosario de trminos para la aclaracin de trminos y acrnimos ms tcnicos. Para acabar, en el captulo once se anexionan tanto el documento que se us para las pruebas de usabilidad como un manual de administrador para el sitio web, que hace ms amigable el entorno para las personas que lo tengan que mantener en un futuro.---ABSTRACT---The main goal of creating a website for the Informatics Historical Museum (Museo Histrico de la Informtica or MHI) located in the Higher Technical School of Informatics Engineers (Escuela Tcnica Superior de Ingenieros Informticos or ETSIINF) of the Polytechnic University of Madrid (Universidad Politcnica de Madrid UPM), is to promote the aforementioned museum as to increase its reach to the public. While it is true that there already is a consulting website with some pictures and information about the items which are displayed in the building, it is outdated and the data is scarce. Moreover, it is extremely complicated to manage and to regularly update the web page, which is very important for informative/broadcasting media. Currently, there are easier ways for the users of a website to consult whatever information they want, as well as it is now easy for a website manager to display new content and to keep the users informed about what is been offered at every moment. This is possible because of content management systems (CMS), which will be discussed throughout the entire paper. These systems make it easier to use for the administrator of a website to keep it up to date without the necessity for them of having any knowledge or skills in programming, languages or computing, because the systems have an intuitive control panel that is easy to use, which is an advantage for both managers and users. Because of all these reasons, there are lots of companies that use this kind of systems, such as IKEA, Ubuntu or, especially, the Louvre Museum, to which we direct our attention all throughout this report. It is easy to notice that these systems have an important and very interesting number of perks and benefits. In the next chapters of the document we will explain the benefits of the program as well as the choice on the kind of CMS that best suits the requirements of the museum and, finally, the restrictions of the school for the deployment and of how all of this will improve the visual and informational qualities of the MHI. This work is developed over 11 chapters, shown how to build up a website, the possibilities and the final choice for this case. In the first chapter a brief introduction of the project, goals, motivation and scope thereof having specified are done. Before the development of the website, the second chapter shows de information of the researching work. It discusses the different types of websites, technologies and languages that can be used for build-up, a comparison of similar entities to MHI, the limitations of the environment and the final choice was considered more appropriate for this case. Chapter three begins to develop the design of the solution. Here there are the lowest level design that presents the customer to fix any problem, the high level design with a higher degree of reality than the last and the test plans. Chapter four shows everything that has been used in the implementation and integration of the website: tools, technologies, design templates and modules that provide different functionalities. Reaching the fifth chapter, you can see a detailed documentation of the results of the usability and accessibility tests made to some users and the conclusions of it. Once the implementation of MHI website is done, in chapter six there is a consultancy work, showing prices and budgets of the different tasks which were carried out for this project. In chapter seven there are the conclusions of what happened in the previous chapters and eight chapter shows possible future works that could be carried out based on what the institution already have, including this work. To make easier to the reader understand this paper and satisfy his curiosity, the chapter nine includes the bibliography consulted with all the documentation and chapter ten has a glossary of terms and an explanation of technical terms and acronyms. Finally, in chapter eleven there are attached both the document that was used for usability testing as a manual administrator for the website, making the environment friendlier for people who have to maintain it in the future.