79 resultados para tablet devices

em Universidad Politécnica de Madrid


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El presente proyecto pretende ser una herramienta para la enseñanza de la lectoescritura (enseñar a leer y a escribir) para niños con discapacidad, haciendo para ello uso de una aplicación que se ejecuta en una tablet con Sistema Operativo (S.O.) Android. Existe un vacío en el mundo de las aplicaciones para tabletas en este campo en el que se intentará poner un grano de arena para, al menos, tener una aplicación que sirva de toma de contacto a los interesados en este campo. Para establecer las funcionalidades más adecuadas al propósito de la herramienta, se ha consultado a profesionales de la logopedia de un colegio de educación especial, con cuya colaboración se ha dado forma a la estructura de la misma. La implementación de la aplicación se ha llevado a cabo con programación en entorno Java para Android. Se han incluido diferentes recursos como imágenes, pictogramas y locuciones tanto elementos con licencia libre, como elementos propios generados ‘ex profeso’ para dar la forma final a la herramienta. Podemos decir que en general esta aplicación puede ser usada para enseña a leer y escribir a cualquier niño, pero se ha dotado de unas ciertas características que la confieren una orientación especial hacia niños con necesidades educativas especiales. Para ello se ha cuidado mucho la estética, para que ésta sea lo más simple y suave posible, para hacer especial hincapié en la atención de los niños y evitar su distracción con elementos visuales innecesarios. Se ha dotado de estímulos visuales y sonoros para fomentar su interés (aplausos en caso de acierto, colores para diferenciar aciertos y errores, etc.). Se han utilizado los tamaños de letra más grandes posibles (para las discapacidades visuales), etc. El mercado cuenta con una ingente cantidad de dispositivos Android, con características muy dispares, de tamaño de pantalla, resolución y versiones del S.O. entre otras. La aplicación se ha desarrollado tratando de dar cobertura al mayor porcentaje de ellos posible. El requisito mínimo de tamaño de pantalla sería de siete pulgadas. Esta herramienta no tiene demasiado sentido en dispositivos con pantallas menores por las características intrínsecas de la misma. No obstante se ha trabajado también en la configuración para dispositivos pequeños, como “smartphones”, no por su valor como herramienta para la enseñanza de la lectoescritura (aunque en algunos casos podría ser viable) sino más bien con fines de prueba y entrenamiento para profesores, padres o tutores que realizarán la labor docente con dispositivos tablet. Otro de los requisitos, como se ha mencionado, para poder ejecutar la aplicación sería la versión mínima de S.O., por debajo de la cual (versiones muy obsoletas) la aplicación sería inviable. Sirva este proyecto pues para cubrir, mediante el uso de la tecnología, un aspecto de la enseñanza con grandes oportunidades de mejora. ----------------------- This Project is aimed to be a tool for teaching reading and writing skills to handicapped children with an Android application. There are no Android applications available on this field, so it is intended to provide at least one option to take contact with. Speech therapy professionals from a special needs school have been asked for the most suitable functions to be included in this tool. The structure of this tool has been made with the cooperation of these professionals. The implementation of the application has been performed through Java coding for Android. Different resources have been included such as pictures, pictograms and sounds, including free licenses resources and self-developed resources. In general, it can be said that this application can be used to teach learning and writing skills to any given kid, however it has been provided of certain features that makes it ideal for children with special educational needs. It has been strongly taken into account the whole aesthetic to be as simple and soft as possible, in order to get attention of children, excluding any visual disturbing elements. It has been provided with sound and visual stimulations, to attract their interest (applauses in cases of correct answers, different colours to differentiate right or wrong answers), etc. There are many different types of Android devices, with very heterogeneous features regarding their screen size, resolution and O.S. version, etc., available today. The application has been developed trying to cover most of them. Minimum screen resolution is seven inches. This tool doesn’t seem to be very useful for smaller screens, for its inner features. Nevertheless, it has been developed for smaller devices as well, like smartphones, not intended to be a tool for teaching reading and writing skills (even it could be possible in some cases), but in a test and training context for teachers, parents or guardians who do the teaching work with tablet devices. Another requirement, as stated before, in order to be able to run the application, it would be the minimum O.S. version, below that (very obsolete versions) the application would become impracticable. Hope this project to be used to fulfill, by means of technology, one area of teaching with great improvement opportunities.

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El presente proyecto pretende ser una herramienta para la enseñanza de la lectoescritura (enseñar a leer y a escribir) para niños con discapacidad, haciendo para ello uso de una aplicación que se ejecuta en una tablet con Sistema Operativo (S.O.) Android. Existe un vacío en el mundo de las aplicaciones para tabletas en este campo en el que se intentará poner un grano de arena para, al menos, tener una aplicación que sirva de toma de contacto a los interesados en este campo. Para establecer las funcionalidades más adecuadas al propósito de la herramienta, se ha consultado a profesionales de la logopedia de un colegio de educación especial, con cuya colaboración se ha dado forma a la estructura de la misma. La implementación de la aplicación se ha llevado a cabo con programación en entorno Java para Android. Se han incluido diferentes recursos como imágenes, pictogramas y locuciones tanto elementos con licencia libre, como elementos propios generados ‘ex profeso’ para dar la forma final a la herramienta. Podemos decir que en general esta aplicación puede ser usada para enseña a leer y escribir a cualquier niño, pero se ha dotado de unas ciertas características que la confieren una orientación especial hacia niños con necesidades educativas especiales. Para ello se ha cuidado mucho la estética, para que ésta sea lo más simple y suave posible, para hacer especial hincapié en la atención de los niños y evitar su distracción con elementos visuales innecesarios. Se ha dotado de estímulos visuales y sonoros para fomentar su interés (aplausos en caso de acierto, colores para diferenciar aciertos y errores, etc.). Se han utilizado los tamaños de letra más grandes posibles (para las discapacidades visuales), etc. El mercado cuenta con una ingente cantidad de dispositivos Android, con características muy dispares, de tamaño de pantalla, resolución y versiones del S.O. entre otras. La aplicación se ha desarrollado tratando de dar cobertura al mayor porcentaje de ellos posible. El requisito mínimo de tamaño de pantalla sería de siete pulgadas. Esta herramienta no tiene demasiado sentido en dispositivos con pantallas menores por las características intrínsecas de la misma. No obstante se ha trabajado también en la configuración para dispositivos pequeños, como “smartphones”, no por su valor como herramienta para la enseñanza de la lectoescritura (aunque en algunos casos podría ser viable) sino más bien con fines de prueba y entrenamiento para profesores, padres o tutores que realizarán la labor docente con dispositivos tablet. Otro de los requisitos, como se ha mencionado, para poder ejecutar la aplicación sería la versión mínima de S.O., por debajo de la cual (versiones muy obsoletas) la aplicación sería inviable. Sirva este proyecto pues para cubrir, mediante el uso de la tecnología, un aspecto de la enseñanza con grandes oportunidades de mejora. ABSTRACT. This Project is aimed to be a tool for teaching reading and writing skills to handicapped children with an Android application. There are no Android applications available on this field, so it is intended to provide at least one option to take contact with. Speech therapy professionals from a special needs school have been asked for the most suitable functions to be included in this tool. The structure of this tool has been made with the cooperation of these professionals. The implementation of the application has been performed through Java coding for Android. Different resources have been included such as pictures, pictograms and sounds, including free licenses resources and self-developed resources. In general, it can be said that this application can be used to teach learning and writing skills to any given kid, however it has been provided of certain features that makes it ideal for children with special educational needs. It has been strongly taken into account the whole aesthetic to be as simple and soft as possible, in order to get attention of children, excluding any visual disturbing elements. It has been provided with sound and visual stimulations, to attract their interest (applauses in cases of correct answers, different colours to differentiate right or wrong answers), etc. There are many different types of Android devices, with very heterogeneous features regarding their screen size, resolution and O.S. version, etc., available today. The application has been developed trying to cover most of them. Minimum screen resolution is seven inches. This tool doesn’t seem to be very useful for smaller screens, for its inner features. Nevertheless, it has been developed for smaller devices as well, like smartphones, not intended to be a tool for teaching reading and writing skills (even it could be possible in some cases), but in a test and training context for teachers, parents or guardians who do the teaching work with tablet devices. Another requirement, as stated before, in order to be able to run the application, it would be the minimum O.S. version, below that (very obsolete versions) the application would become impracticable. Hope this project to be used to fulfill, by means of technology, one area of teaching with great improvement opportunities.

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In this work we propose a method for cleaving silicon-based photonic chips by using a laser based micromachining system, consisting of a ND:YVO4laser emitting at 355 nm in nanosecond pulse regime and a micropositioning system. The laser makes grooved marks placed at the desired locations and directions where cleaves have to be initiated, and after several processing steps, a crack appears and propagate along the crystallographic planes of the silicon wafer. This allows cleavage of the chips automatically and with high positioning accuracy, and provides polished vertical facets with better quality than the obtained with other cleaving process, which eases the optical characterization of photonic devices. This method has been found to be particularly useful when cleaving small-sized chips, where manual cleaving is hard to perform; and also for polymeric waveguides, whose facets get damaged or even destroyed with polishing or manual cleaving processing. Influence of length of the grooved line and speed of processing is studied for a variety of silicon chips. An application for cleaving and characterizing sol–gel waveguides is presented. The total amount of light coupled is higher than when using any other procedure.

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Liquid crystal properties make them useful for the development of security devices in applications of authentication and detection of fakes. Induced orientation of liquid crystal molecules and birefringence are the two main properties used in security devices. Employing liquid crystal and dichroic colorants, we have developed devices that show, with the aid of a polarizer, multiple images on each side of the device. Rubbed polyimide is used as alignment layer on each substrate of the LC cell. By rubbing the polyimide in different directions in each substrate it is possible to create any kind of symbols, drawings or motifs with a greyscale; the more complex the created device is, the more difficult is to fake it. To identify the motifs it is necessary to use polarized light. Depending on whether the polarizer is located in front of the LC cell or behind it, different motifs from one or the other substrate are shown. The effect arises from the dopant colour dye added to the liquid crystal, the induced orientation and the twist structure. In practice, a grazing reflection on a dielectric surface is polarized enough to see the effect. Any LC flat panel display can obviously be used as backlight as well.

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The main objective of this paper is the presentation of modelling solutions off loating devices that can be used for harnessing energy from ocean currents. It has been structured into three main parts. First, the growing current interest in marine renewable energy in general, and in extracting energy from currents in particular, is presented, showing the large number of solutions that are emerging and some of the most significant types. GESMEY generator is presented in second section. It is based on a new concept that has been patented by the Universidad Politécnica de Madrid and which is currently being developed through a collaborative agreement with the SOERMAR Foundation. The main feature of this generator is that on operation is fully submerged, and no other facilities are required to move to floating state for maintenance, which greatly increases its performance. Third part of the article is devoted to present the modelling and simulation challenges that arise in the development of devices for harnessing the energy of marine currents, along with some solutions which have been adopted within the frame of the GESMEY Project, making particular emphasis on the dynamics of the generator and its control

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This work aims at identifying commonpotentialproblems that futurefusiondevices will encounter for both magnetic and inertialconfinement approaches in order to promote joint efforts and to avoid duplication of research. Firstly, a comparison of radiation environments found in both fusion reaction chambers will be presented. Then, wall materials, optical components, cables and electronics will be discussed, pointing to possible future areas of common research. Finally, a brief discussion of experimental techniques available to simulate the radiation effect on materials is included

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The efficiency of power optimization tools depends on information on design power provided by the power estimation models. Power models targeting different power groups can enable fast identification of the most power consuming parts of design and their properties. The accuracy of these estimation models is highly dependent on the accuracy of the method used for their characterization. The highest precision is achieved by using physical onboard measurements. In this paper, we present a measurement methodology that is primarily aimed at calibrating and validating high-level dynamic power estimation models. The measurements have been carefully designed to enable the separation of the interconnect power from the logic power and the power of the clock circuitry, so that each of these power groups can be used for the corresponding model validation. The standard measurement uncertainty is lower than 2% of the measured value even with a very small number of repeated measurements. Additionally, the accuracy of a commercial low-level power estimation tool has been also assessed for comparison purposes. The results indicate that the tool is not suitable for power estimation of data path-oriented designs.

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There are several heat and mass diffusion problems which affect to the IFC chamber design. New simulation models and experiments are needed to take into account the extreme conditions due to ignition pulses and neutron flux

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This work describes the electron-beam (e-beam) lithography process developed to manufacture nano interdigital transducers (IDTs) to be used in high frequency (GHz) surface acoustic wave (SAW) applications. The combination of electron-beam (e-beam) lithography and lift-off process is shown to be effective in fabricating well-defined IDT finger patterns with a line width below 100 nm with a good yield. Working with insulating piezoelectric substrates brings about e-beam deflection. It is also shown how a very thin organic anti-static layer works well in avoiding this charge accumulation during e-beam lithography on the resist layer. However, the use of this anti-static layer is not required with the insulating piezoelectric layer laying on a semiconducting substrate such as highly doped silicon. The effect of the e-beam dose on a number of different layers (of insulating, insulating on semiconducting, semiconducting, and conductive natures) is provided. Among other advantages, the use of reduced e-beam doses increases the manufacturing time. The principal aim of this work is to explain the interrelation among e-beam dose, substrate nature and IDT structure. An extensive study of the e-beam lithography of long IDT-fingers is provided, in a wide variety of electrode widths, electrode numbers and electrode pitches. It is worthy to highlight that this work shows the influence of the e-beam dose on five substrates of different conductive nature

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Interaction with smart objects can be accomplished with different technologies, such as tangible interfaces or touch computing, among others. Some of them require the object to be especially designed to be 'smart', and some other are limited in the variety and complexity of the possible actions. This paper describes a user-smart object interaction model and prototype based on the well known event-condition-action (ECA) reasoning, which can work, to a degree, independently of the intelligence embedded into the smart object. It has been designed for mobile devices to act as mediators between users and smart objects and provides an intuitive means for personalization of object's behavior. When the user is close to an object, this one publishes its 'event & action' capabilities to the user's device. The user may accept the object's module offering, which will enable him to configure and control that object, but also its actions with respect to other elements of the environment or the virtual world. The modular ECA interaction model facilitates the integration of different types of objects in a smart space, giving the user full control of their capabilities and facilitating creative mash-uping to build customized functionalities that combine physical and virtual actions

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The apparition of new mobile phones operating systems often leads to a flood of mobile applications rushing into the market without taking into account needs of the most vulnerable users groups: the people with disabilities. The need of accessible applications for mobile is very important especially when it comes to access basic mobile functions such as making calls through a contact manager. This paper presents the technical validation process and results of an Accessible Contact Manager for mobile phones as a part of the evaluation of accessible applications for mobile phones for people with disabilities.

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The conceptual design of a pebble bed gas-cooled transmutation device is shown with the aim to evaluate its potential for its deployment in the context of the sustainable nuclear energy development, which considers high temperature reactors for their operation in cogeneration mode, producing electricity, heat and Hydrogen. As differential characteristics our device operates in subcritical mode, driven by a neutron source activated by an accelerator that adds clear safety advantages and fuel flexibility opening the possibility to reduce the nuclear stockpile producing energy from actual LWR irradiated fuel with an efficiency of 45?46%, either in the form of Hydrogen, electricity, or both.

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Application of arc erosion to the patterning of metallic contacts in organic devices is presented. A home-made systems and details of the working principles are described. Advantages and drawbacks of this novel technology are discussed.

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This paper presents a study on the effect of blurred images in hand biometrics. Blurred images simulates out-of-focus effects in hand image acquisition, a common consequence of unconstrained, contact-less and platform-free hand biometrics in mobile devices. The proposed biometric system presents a hand image segmentation based on multiscale aggregation, a segmentation method invariant to different changes like noise or blurriness, together with an innovative feature extraction and a template creation, oriented to obtain an invariant performance against blurring effects. The results highlight that the proposed system is invariant to some low degrees of blurriness, requiring an image quality control to detect and correct those images with a high degree of blurriness. The evaluation has considered a synthetic database created based on a publicly available database with 120 individuals. In addition, several biometric techniques could benefit from the approach proposed in this paper, since blurriness is a very common effect in biometric techniques involving image acquisition.

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The increasing demand of security oriented to mobile applications has raised the attention to biometrics, as a proper and suitable solution for providing secure environment to mobile devices. With this aim, this document presents a biometric system based on hand geometry oriented to mobile devices, involving a high degree of freedom in terms of illumination, hand rotation and distance to camera. The user takes a picture of their own hand in the free space, without requiring any flat surface to locate the hand, and without removals of rings, bracelets or watches. The proposed biometric system relies on an accurate segmentation procedure, able to isolate hands from any background; a feature extraction, invariant to orientation, illumination, distance to camera and background; and a user classification, based on k-Nearest Neighbor approach, able to provide an accurate results on individual identification. The proposed method has been evaluated with two own databases collected with a HTC mobile. First database contains 120 individuals, with 20 acquisitions of both hands. Second database is a synthetic database, containing 408000 images of hand samples in different backgrounds: tiles, grass, water, sand, soil and the like. The system is able to identify individuals properly with False Reject Rate of 5.78% and False Acceptance Rate of 0.089%, using 60 features (15 features per finger)