28 resultados para Networked Virtual Environment

em Universidad Politécnica de Madrid


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The confluence of three-dimensional (3D) virtual worlds with social networks imposes on software agents, in addition to conversational functions, the same behaviours as those common to human-driven avatars. In this paper, we explore the possibilities of the use of metabots (metaverse robots) with motion capabilities in complex virtual 3D worlds and we put forward a learning model based on the techniques used in evolutionary computation for optimizing the fuzzy controllers which will subsequently be used by metabots for moving around a virtual environment.

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Este trabajo describe el diseño y la implementación de un ejercicio virtual que es parte de una práctica que se realiza en un laboratorio virtual de biotecnología, la adaptación de la misma para que alumnos de secundaria la puedan realizar y por último, la adaptación del laboratorio a un entorno multilingüe. La práctica consiste en transformar genéticamente un árbol (chopo) para dotarlo de una mayor resistencia a enfermedades, especialmente las producidas por hongos y más en concreto, el ejercicio o fase de la práctica a desarrollar consiste en introducir en el plásmido un gen amplificado por la PCR obtenido en la fase anterior de la práctica virtual. La adaptación para alumnos de secundaria servirá para fomentar el interés de estos alumnos por la biotecnología. Asimismo, la adaptación a un entorno multilingüe permitirá que varios alumnos de distintos idiomas realicen la práctica de forma simultánea. Como parte de este trabajo, se ha realizado un análisis sobre OpenSimulator, que es la herramienta utilizada para la creación del entorno virtual, así como de sus visores gráficos para visitar y desarrollar el mundo virtual. Debido a que este proyecto toma como punto de partida un laboratorio virtual con una parte de la práctica virtual ya desarrollada, se ha incluido una descripción de dicho laboratorio para comprender mejor el trabajo que se ha realizado en este proyecto. Finalmente, en este trabajo se presentan los modelos y especificaciones para la extensión del laboratorio virtual. ---ABSTRACT---This document describes the design and implementation of virtual exercise that is part of a practice that is performed in a virtual biotechnology laboratory, the adaptation of this phase to high-school students and finally, the adaptation of laboratory for a multilingual environment. In this practice a tree is genetically modified to give it resistance to diseases produced by fungi. Specifically, the exercise or phase developed consists in introducing in the plasmid a gene amplified by PCR in the previous phase. The adaptation for high-school students will motivate to new students about biotechnology. And the adapting to the multilingual environment will allow several students, such as Erasmus, to do the practice in different languages simultaneously. We analyzed the OpenSimulator platform and the graphic viewers to visit and develop the virtual world. This tool is used for creating the virtual environment. Because of the fact that the project takes a starting point a laboratory with some parts already developed, we have included a description with information related to the laboratory to better understand the work carried out in this project. Finally, this document presents the models and specifications for the extension of the virtual laboratory.

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Geographic Information Systems are developed to handle enormous volumes of data and are equipped with numerous functionalities intended to capture, store, edit, organise, process and analyse or represent the geographically referenced information. On the other hand, industrial simulators for driver training are real-time applications that require a virtual environment, either geospecific, geogeneric or a combination of the two, over which the simulation programs will be run. In the final instance, this environment constitutes a geographic location with its specific characteristics of geometry, appearance, functionality, topography, etc. The set of elements that enables the virtual simulation environment to be created and in which the simulator user can move, is usually called the Visual Database (VDB). The main idea behind the work being developed approaches a topic that is of major interest in the field of industrial training simulators, which is the problem of analysing, structuring and describing the virtual environments to be used in large driving simulators. This paper sets out a methodology that uses the capabilities and benefits of Geographic Information Systems for organising, optimising and managing the visual Database of the simulator and for generally enhancing the quality and performance of the simulator.

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decade has raised the interest among the research community on the acceptance and use of these systems by both teachers and students. At first, the implementation of LMS was based on their technical design and the adaptation of the learning processes to the virtual environment, neglecting students’ characteristics when the systems were deployed, which led to expensive and failing implementations. The Unified Theory of Acceptance and Use of Technology (UTAUT) proposes a framework which allows the study of the acceptance and use of technology that takes into consideration the students’ characteristics and how they affect the acceptance and the degree of use of educational technology. This study questions the role of the user’s attitude towards use of LMS and uses the UTAUT to examine the moderating effect of technological culture in the adoption of LMS in Spain. The results from the comparison and analysis of three different models confirm the relevance of attitude towards use as an antecedent of intention to use the system, as well as the important moderating effect of gender and technological culture. The discussion of results suggests the need for a more in-depth analysis and interrelations of cultural dimensions in the adoption of educational technologies and learning management systems

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Los Sistemas de Información Geográfica están desarrollados para gestionar grandes volúmenes de datos, y disponen de numerosas funcionalidades orientadas a la captura, almacenamiento, edición, organización, procesado, análisis, o a la representación de información geográficamente referenciada. Por otro lado, los simuladores industriales para entrenamiento en tareas de conducción son aplicaciones en tiempo real que necesitan de un entorno virtual, ya sea geoespecífico, geogenérico, o combinación de ambos tipos, sobre el cual se ejecutarán los programas propios de la simulación. Este entorno, en última instancia, constituye un lugar geográfico, con sus características específicas geométricas, de aspecto, funcionales, topológicas, etc. Al conjunto de elementos que permiten la creación del entorno virtual de simulación dentro del cual se puede mover el usuario del simulador se denomina habitualmente Base de Datos del Visual (BDV). La idea principal del trabajo que se desarrolla aborda un tema del máximo interés en el campo de los simuladores industriales de formación, como es el problema que presenta el análisis, la estructuración, y la descripción de los entornos virtuales a emplear en los grandes simuladores de conducción. En este artículo se propone una metodología de trabajo en la que se aprovechan las capacidades y ventajas de los Sistemas de Información Geográfica para organizar, optimizar y gestionar la base de datos visual del simulador, y para mejorar la calidad y el rendimiento del simulador en general. ABSTRACT Geographic Information Systems are developed to handle enormous volumes of data and are equipped with numerous functionalities intended to capture, store, edit, organise, process and analyse or represent the geographically referenced information. On the other hand, industrial simulators for driver training are real-time applications that require a virtual environment, either geospecific, geogeneric or a combination of the two, over which the simulation programs will be run. In the final instance, this environment constitutes a geographic location with its specific characteristics of geometry, appearance, functionality, topography, etc. The set of elements that enables the virtual simulation environment to be created and in which the simulator user can move, is usually called the Visual Database (VDB). The main idea behind the work being developed approaches a topic that is of major interest in the field of industrial training simulators, which is the problem of analysing, structuring and describing the virtual environments to be used in large driving simulators. This paper sets out a methodology that uses the capabilities and benefits of Geographic Information Systems for organising, optimising and managing the visual Database of the simulator and for generally enhancing the quality and performance of the simulator.

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Self-consciousness implies not only self or group recognition, but also real knowledge of one’s own identity. Self-consciousness is only possible if an individual is intelligent enough to formulate an abstract self-representation. Moreover, it necessarily entails the capability of referencing and using this elf-representation in connection with other cognitive features, such as inference, and the anticipation of the consequences of both one’s own and other individuals’ acts. In this paper, a cognitive architecture for self-consciousness is proposed. This cognitive architecture includes several modules: abstraction, self-representation, other individuals'representation, decision and action modules. It includes a learning process of self-representation by direct (self-experience based) and observational learning (based on the observation of other individuals). For model implementation a new approach is taken using Modular Artificial Neural Networks (MANN). For model testing, a virtual environment has been implemented. This virtual environment can be described as a holonic system or holarchy, meaning that it is composed of autonomous entities that behave both as a whole and as part of a greater whole. The system is composed of a certain number of holons interacting. These holons are equipped with cognitive features, such as sensory perception, and a simplified model of personality and self-representation. We explain holons’ cognitive architecture that enables dynamic self-representation. We analyse the effect of holon interaction, focusing on the evolution of the holon’s abstract self-representation. Finally, the results are explained and analysed and conclusions drawn.

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This document presents an innovative, formal educational initiative that is aimed at enhancing the development of engineering students’ specific competences when studying Project Management (PM) subject. The framework of the experience combines (1) theoretical concepts, (2) the development of a real-case project carried out by multidisciplinary groups of three different universities, (3) the use of software web 2.0 tools and (4) group and individual assignments of students that play different roles (project managers and team members). Under this scenario, the study focuses on monitoring the communication competence in the ever growing PM virtual environment. Factors such as corporal language, technical means, stage, and PM specific vocabulary among others have been considered in order to assess the students’ performance on this issue. As a main contribution, the paper introduces an ad-hoc rubric that, based on previous investigations, has been adapted and tested for the first time to this new and specific context. Additionally, the research conducted has provided some interesting findings that suggest further actions to improve and better define future rubrics, oriented to communication or even other competences. As specific PM subject concerns, it has been detected that students playing the role of Project Managers strengthen their competences more than those ones that play the role of Team Members. It has also been detected that students have more difficulty assimilating concepts related to risk and quality management. However those concepts related with scope, time or cost areas of knowledge have been better assimilated by the students.

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This paper describes the objectives, contents learning methodology and results of an on-line course about History of Algorithms for engineering students of the Polytechnic University of Madrid. This course is conducted in a virtual environment based on Moodle, with an educational model centered at student which includes a detailed planning of learning activities. . Our experience indicates that this subject is is highly motivating for students and the virtual environment facilitates competencies development.

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Acquired Brain Injury (ABI) has become one of the most common causes of neurological disability in developed countries. Cognitive disorders result in a loss of independence and therefore patients? quality of life. Cognitive rehabilitation aims to promote patients? skills to achieve their highest degree of personal autonomy. New technologies such as interactive video, whereby real situations of daily living are reproduced within a controlled virtual environment, enable the design of personalized therapies with a high level of generalization and a great ecological validity. This paper presents a graphical tool that allows neuropsychologists to design, modify, and configure interactive video therapeutic activities, through the combination of graphic and natural language. The tool has been validated creating several Activities of Daily Living and a preliminary usability evaluation has been performed showing a good clinical acceptance in the definition of complex interactive video therapies for cognitive rehabilitation.

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This paper describes the objectives, content, learning methodology and results of an online course on the History of Algorithms for engineering students at Polytechnic University of Madrid (UPM). This course is conducted in a virtual environment based on Moodle, with a student-centred educational model which includes a detailed planning of learning activities. Our experience indicates that this subject is highly motivating for students and the virtual environment facilitates competencies development

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This research presents an innovative and formal educational initiative that is aimed at enhancing the development of engineering students’ specific competencies when studying Engineering Project Management subject. The framework of the experience combines theoretical concepts, the development of a real-case project carried out by multidisciplinary groups of three different universities, the use of software web 2.0 tools, and group and individual assignments of students that play different roles (project managers and team members). Under this scenario, this paper focuses on monitoring the communication competence in the ever growing Project Management virtual environment. Factors such as corporal language, technical means, stage, and management specific vocabulary among others have been considered in order to assess the students’ performance on this issue. As a main contribution, the paper introduces an ad-hoc rubric that, based on previous investigations, has been adapted and tested to this specific context. Additionally, the research conducted has provided some interesting findings that suggest further actions to improve and better define future rubrics, oriented to communication or even other competencies. As specific Project Management subject concerns, it has been detected that students playing the role of Project Managers strengthen their competencies more than those ones that play the role of Team Members. It has also been detected that students have more difficulty assimilating concepts related to risk and quality management. However those concepts related with areas of knowledge like scope, time or cost have been better assimilated by the students.

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Los recientes avances tecnológicos han encontrado un potencial campo de explotación en la educación asistida por computador. A finales de los años 90 surgió un nuevo campo de investigación denominado Entornos Virtuales Inteligentes para el Entrenamiento y/o Enseñanza (EVIEs), que combinan dos áreas de gran complejidad: Los Entornos Virtuales (EVs) y los Sistemas de Tutoría Inteligente (STIs). De este modo, los beneficios de los entornos 3D (simulación de entornos de alto riesgo o entornos de difícil uso, etc.) pueden combinarse con aquéllos de un STIs (personalización de materias y presentaciones, adaptación de la estrategia de tutoría a las necesidades del estudiante, etc.) para proporcionar soluciones educativas/de entrenamiento con valores añadidos. El Modelo del Estudiante, núcleo de un SIT, representa el conocimiento y características del estudiante, y refleja el proceso de razonamiento del estudiante. Su complejidad es incluso superior cuando los STIs se aplican a EVs porque las nuevas posibilidades de interacción proporcionadas por estos entornos deben considerarse como nuevos elementos de información clave para el modelado del estudiante, incidiendo en todo el proceso educativo: el camino seguido por el estudiante durante su navegación a través de escenarios 3D; el comportamiento no verbal tal como la dirección de la mirada; nuevos tipos de pistas e instrucciones que el módulo de tutoría puede proporcionar al estudiante; nuevos tipos de preguntas que el estudiante puede formular, etc. Por consiguiente, es necesario que la estructura de los STIs, embebida en el EVIE, se enriquezca con estos aspectos, mientras mantiene una estructura clara, estructurada, y bien definida. La mayoría de las aproximaciones al Modelo del Estudiante en STIs y en IVETs no consideran una taxonomía de posibles conocimientos acerca del estudiante suficientemente completa. Además, la mayoría de ellas sólo tienen validez en ciertos dominios o es difícil su adaptación a diferentes STIs. Para vencer estas limitaciones, hemos propuesto, en el marco de esta tesis doctoral, un nuevo mecanismo de Modelado del Estudiante basado en la Ingeniería Ontológica e inspirado en principios pedagógicos, con un modelo de datos sobre el estudiante amplio y flexible que facilita su adaptación y extensión para diferentes STIs y aplicaciones de aprendizaje, además de un método de diagnóstico con capacidades de razonamiento no monótono. El método de diagnóstico es capaz de inferir el estado de los objetivos de aprendizaje contenidos en el SIT y, a partir de él, el estado de los conocimientos del estudiante durante su proceso de aprendizaje. La aproximación almodelado del estudiante propuesta ha sido implementada e integrada en un agente software (el agente de modelado del estudiante) dentro de una plataforma software existente para el desarrollo de EVIEs denominadaMAEVIF. Esta plataforma ha sido diseñada para ser fácilmente configurable para diferentes aplicaciones de aprendizaje. El modelado del estudiante presentado ha sido implementado e instanciado para dos tipos de entornos de aprendizaje: uno para aprendizaje del uso de interfaces gráficas de usuario en una aplicación software y para un Entorno Virtual para entrenamiento procedimental. Además, se ha desarrollado una metodología para guiar en la aplicación del esta aproximación de modelado del estudiante a cada sistema concreto.---ABSTRACT---Recent technological advances have found a potential field of exploitation in computeraided education. At the end of the 90’s a new research field emerged, the so-called Intelligent Virtual Environments for Training and/or Education (IVETs), which combines two areas of great complexity: Virtual Environments (VE) and Intelligent Tutoring Systems (ITS). In this way, the benefits of 3D environments (simulation of high risk or difficult-to-use environments, etc.) may be combined with those of an ITS (content and presentation customization, adaptation of the tutoring strategy to the student requirements, etc.) in order to provide added value educational/training solutions. The StudentModel, core of an ITS, represents the student’s knowledge and characteristics, and reflects the student’s reasoning process. Its complexity is even higher when the ITSs are applied on VEs because the new interaction possibilities offered by these environments must be considered as new key information pieces for student modelling, impacting all the educational process: the path followed by the student during their navigation through 3D scenarios; non-verbal behavior such as gaze direction; new types of hints or instructions that the tutoring module can provide to the student; new question types that the student can ask, etc. Thus, it is necessary for the ITS structure, which is embedded in the IVET, to be enriched by these aspects, while keeping a clear, structured and well defined architecture. Most approaches to SM on ITSs and IVETs don’t consider a complete enough taxonomy of possible knowledge about the student. In addition, most of them have validity only in certain domains or they are hard to be adapted for different ITSs. In order to overcome these limitations, we have proposed, in the framework of this doctoral research project, a newStudentModeling mechanism that is based onOntological Engineering and inspired on pedagogical principles, with a wide and flexible data model about the student that facilitates its adaptation and extension to different ITSs and learning applications, as well as a rich diagnosis method with non-monotonic reasoning capacities. The diagnosis method is able to infer the state of the learning objectives encompassed by the ITS and, fromit, the student’s knowledge state during the student’s process of learning. The proposed student modelling approach has been implemented and integrated in a software agent (the student modeling agent) within an existing software platform for the development of IVETs called MAEVIF. This platform was designed to be easily configurable for different learning applications. The proposed student modeling has been implemented and it has been instantiated for two types of learning environments: one for learning to use the graphical user interface of a software application and a Virtual Environment for procedural training. In addition, a methodology to guide on the application of this student modeling approach to each specific system has been developed.

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One of the objectives of the European Higher Education Area is the promotion of collaborative and informal learning through the implementation of educational practices. 3D virtual environments become an ideal space for such activities. On the other hand, the problem of financing in Spanish universities has led to the search for new ways to optimize available resources. The Technical University of Madrid requires the use of laboratories which due to their dangerousness, duration or control of the developed processes are difficult to perform in real life. For this reason, we have developed several 3D laboratories in virtual environment. The laboratories are built on open source platform OpenSim. In this paper it is exposed the use of the OpenSim platform for these new teaching experiences and the new design of the software architecture. This architecture requires the adaptation of the platform to the needs of the users and the different laboratories of our University. We will explain the structure of the implemented architecture and the process of creating and configuring it. The proposed architecture is decentralized, each laboratory is housed in different an educational center. The architecture adds several services, among others, the creation and management of users automated, communication between external services and platforms in different program languages. Therefore, we achieve improving the user experience and rising the functionalities of laboratories.

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Tradicionalmente, los entornos virtuales se han relacionado o vinculado de forma muy estrecha con campos como el diseño de escenarios tridimensionales o los videojuegos; dejando poco margen a poder pensar en sus aplicaciones en otros ámbitos. Sin embargo, estas tendencias pueden cambiar en tanto se demuestre que las aplicaciones y ventajas de estas facilidades software, se pueden extrapolar a su uso en el ámbito de la enseñanza y el aprendizaje. Estas aplicaciones son los conocidos como Entornos Virtuales Inteligentes (EVI); los cuales, tratan de usar un entorno virtual para llevar a cabo labores de enseñanza y tutoría, aportando ventajas como simulación de entornos peligrosos o tutorización personalizada; cosa que no podemos encontrar en la mayoría de los casos de las situaciones de enseñanza reales. Este trabajo trata de dar solución a una de las problemáticas que se plantean a la hora de trabajar con cualquier entorno virtual con el que nos encontremos y prepararlo para su cometido, sobre todo en aquellos enfocados a la enseñanza: dotar de forma automática e inteligente de una semántica propia a cada uno de los objetos que se encuentran en un entorno virtual y almacenar esta información para su posterior consulta o uso para otras tareas. Esto quiere decir que el objetivo principal de este trabajo, es el proceso de recolección de información que se considera importante de los objetos de los entornos virtuales, como pueden ser sus aspectos de la forma, tamaño o color. Aspectos que, por otra parte, son realmente importantes para poder caracterizar los objetos y hacerlos únicos en un entorno virtual donde, a priori, todos los objetos son los mismos a ojos de un ordenador. Este trabajo que puede parecer trivial en un principio, no lo es tanto; y servirá de sustento fundamental para que otras aplicaciones futuras o ya existentes puedan realizar sus tareas. Una de estas tareas pudiera ser la generación de indicaciones en lenguaje natural para guiar a usuarios a localizar objetos en un entorno virtual, como es el caso del proyecto LORO sobre el que se engloba este trabajo. Algunos ejemplos de uso de esta tarea pueden ser desde ayudar a cualquier usuario a encontrar sus llaves en su propia casa a ayudar a un cirujano a localizar cierta herramienta en un quirófano. Para ello, es indispensable conocer la semántica e información relevante de cada uno de los objetos que se presentan en la escena y diferenciarlos claramente del resto. La solución propuesta se trata de una completa aplicación integrada en el motor de videojuegos y escenarios 3D de mayor soporte del mundo como es Unity 3D, el cual se interrelaciona con ontologías para poder guardar la información de los objetos de cada escena. Esto hace que la aplicación tenga una potencial difusión, gracias a las herramientas antes mencionadas para su desarrollo y a que está pensada para tanto el usuario experto como el usuario común.---ABSTRACT---Traditionally, virtual environments have been related to tridimensional design and videogames; leaving a little margin to think about its applications in other fields. However, this tendencies can be changed as soon as it is proven that the applications and advantages of this software can be taken to the learning and teaching environment. This applications are known as intelligent virtual environments, these use the virtual environment to perform teaching and tutoring tasks; tasks we cannot find in most real life teaching situations. This project aims to give a solution to one of the problematics that appears when someone works with any virtual environments we may encounter and prepare it for its duty, mainly those environments dedicated to teaching: automatically and intelligently give its own semantic to the objects that are in any virtual environment and save this information for its posterior query or use in other tasks. The main purpose of this project is the information recollection process that considers the different important facts about the objects that are in the virtual environments, such as their shape, size or color. Facts that are very important for characterizing the objects; to make them unique in the environment where the objects are all the same to the computer’s eye. This project may seem banal in the beginning, but it is not, it will be the fundamental base for future applications. One of this applications may be a natural language indicator generator for guiding users to locate objects in a virtual environment, such as the LORO project, where this project is included. Some examples of the use of this task are: helping any user to find the keys of his house, helping a surgeon to find a tool in an operation room… For this goals, it is very important to know the semantics and the relevant information of each object of the scenario and differentiate each one of them from the rest. The solution for this proposal is a fully integrated application in the videogame and Unity 3D engine that is related to ontologies so it can save the object’s information in every scenario. The previously mentioned tools, as well as the idea that this application is made for an expert user as well as for a common user, make the application more spreadable.

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La web ha evolucionado hacia la participación en la creación de contenido tanto por desarrolladores expertos como por usuarios finales sin un gran conocimiento en esta área. A pesar de que su uso es igual de válido y funcional, las diferencias entre la calidad de los productos desarrollados por ambos puede llegar a ser considerable. Esta característica se observa con mayor claridad cuando se analizan los web components. El trabajo consiste en el desarrollo de un entorno capaz de recoger las métricas de calidad de los componentes, basadas en la interacción con ellos por parte de los usuarios. A partir de las métricas obtenidas, se determinará su calidad para realizar una mejora de la misma, en función de las características valoradas. La selección de las métricas se realiza mediante un estudio de las características que definen a un componente, y permiten ser analizadas. Para poder llevar a cabo la construcción del portal, se ha descrito un prototipo capaz de proporcionar un sistema para permitir que los componentes intercambien información entre ellos. El modelo ha sido integrado en los componentes que se han de evaluar para obtener nuevas métricas sobre esta característica. Se ha desarrollado un dashboard que permite la interacción sin limitaciones de los usuarios con los componentes, facilitándoles un sistema para conectar componentes, utilizando para ello el sistema previamente descrito. Como conclusión del trabajo, se puede observar la necesidad de integrar los componentes web en un entorno real para poder determinar su calidad. Debido a que la calidad está determinada por los usuarios que consumen los componentes, se ha de contar con su opinión en la cuantificación de la misma.---ABSTRACT---Recently, the web has evolved to the collaboration between professional developers and end users with limited knowledge to create web content. Although both solutions are correct and functional, the differences in the quality between them can be appreciable. This feature is shown clearly when the web components are analyzed. The work is composed of the development of a virtual environment which is able to pick the quality measures of the components, based on the interaction between these components and the user. The measures are the starting point to decide the quality, and improve them with the rated measures. The measures selection is done through a study of the main features of a component. This selection can be analyzed. In order to create the website, a prototype has been specified to provide a system in which the components can be trade information between them. The interconnection model has been integrated in the components to evaluate. A dashboard has been developed to allow users interacting with the components without rules, making them possible connecting components through the model. The main conclusion of the work is the necessity of integrating web components in a real environment to decide their quality. Due to the fact that the quality is measured in terms of the rate of the users, it is a must to give them the main roles in the establishment of that quality.