919 resultados para Games of language


Relevância:

90.00% 90.00%

Publicador:

Resumo:

The present study provided further information about stuttering among bilingual populations and attempted to assess the significance of repeated oral-motor movements during an adaptation task in two bilingual adults. This was accomplished by requesting that bilingual people who stutter to complete an adaptation task of the same written passage in two different languages. Explored was the following research question: In bilingual speakers who stutter, what is the effect of altering the oral-motor movements by changing the language of the passage read during an adaptation task? Two bilingual adults were each requested to complete an adaptation task consisting of 10 readings in two separate conditions. Participants 1 and 2 completed two conditions, each of which contained a separate passage. Condition B consisted of an adaptation procedure in which the participants read five successive readings in English followed by five additional successive readings in Language 1 (L1). Following the completion of the first randomly assigned condition, the participant was given a rest period of 30 minutes before beginning the remaining condition and passage. Condition A consisted of an adaptation procedure in which the participants read five successive readings in L1 followed by five additional successive readings in English. Results across participants, conditions, and languages indicated an atypical adaptation curve over 10 readings characterized by a dramatic increase in stuttering following a change of language. Closer examination of individual participants revealed differences in stuttering and adaptation among languages and conditions. Participants 1 and 2 demonstrated differences in adaptation and stuttering among languages. Participant 1 demonstrated an increase in stuttering following a change in language read in Condition B and a decrease in stuttering following a change in language read in Condition A. It is speculated that language proficiency contributed to the observed differences in stuttering following a change of language. Participant 2 demonstrated an increase in stuttering following a change in language read in Condition A and a minimal increase in stuttering following a change in language read in Condition B. It is speculated that a change in the oral-motor plan contributed to the increase in stuttering in Condition A. Collectively, findings from this exploratory study lend support to an interactive effect between language proficiency and a change in the oral-motor plan contributing to increased stuttering following a change of language during an adaptation task.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

The objective of this secondary analysis was to examine the role of acculturation and self-reported hypertension in a Mexican-American cohort from Harris County, Texas. Specifically, we examined the acculturation measures of language-based Bidimensional Acculturation Scale (BAS), nativity, and length of United States (U.S) residency. Of 6,229 participants aged 40 and older, 38.0% self-reported hypertension at baseline. ^ Multiple logistic regression was used to estimate the prevalence odds ratios (pOR) for the association of each acculturation measure and hypertension while controlling for confounding. When adjusted for age, gender, body mass index, number of comorbidities, and family history of hypertension, U.S.-born participants were 1.37 times more likely to report having hypertension compared to Mexico-born participants (95% CI: 1.21, 1.55). Similarly, immigrants residing in the U.S. for more than 20 years had an adjusted pOR of 1.40 (95% CI: 1.16, 1.70) as compared to immigrants living in the U.S. for less than 10 years. ^ In conclusion, individuals who were born in the U.S. or emigrated to the U.S. over 20 years ago were more likely to report having hypertension compared to individuals born in Mexico or compared to those who emigrated more recently to the U.S. This study will contribute to the literature in demonstrating the need for more initiatives in prevention of cardiovascular disease, specifically hypertension, in the acculturating Mexican American population.^

Relevância:

90.00% 90.00%

Publicador:

Resumo:

Clinical text understanding (CTU) is of interest to health informatics because critical clinical information frequently represented as unconstrained text in electronic health records are extensively used by human experts to guide clinical practice, decision making, and to document delivery of care, but are largely unusable by information systems for queries and computations. Recent initiatives advocating for translational research call for generation of technologies that can integrate structured clinical data with unstructured data, provide a unified interface to all data, and contextualize clinical information for reuse in multidisciplinary and collaborative environment envisioned by CTSA program. This implies that technologies for the processing and interpretation of clinical text should be evaluated not only in terms of their validity and reliability in their intended environment, but also in light of their interoperability, and ability to support information integration and contextualization in a distributed and dynamic environment. This vision adds a new layer of information representation requirements that needs to be accounted for when conceptualizing implementation or acquisition of clinical text processing tools and technologies for multidisciplinary research. On the other hand, electronic health records frequently contain unconstrained clinical text with high variability in use of terms and documentation practices, and without commitmentto grammatical or syntactic structure of the language (e.g. Triage notes, physician and nurse notes, chief complaints, etc). This hinders performance of natural language processing technologies which typically rely heavily on the syntax of language and grammatical structure of the text. This document introduces our method to transform unconstrained clinical text found in electronic health information systems to a formal (computationally understandable) representation that is suitable for querying, integration, contextualization and reuse, and is resilient to the grammatical and syntactic irregularities of the clinical text. We present our design rationale, method, and results of evaluation in processing chief complaints and triage notes from 8 different emergency departments in Houston Texas. At the end, we will discuss significance of our contribution in enabling use of clinical text in a practical bio-surveillance setting.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

A mediados de la década del 30 en Buenos Aires se produce un quiebre: los libros de lectura para enseñanza primaria, que en los comienzos del siglo XX no habían tenido otra finalidad que la de instruir con textos moralizantes al “argentino del futuro", cambian su orientación meramente didáctica. El juego y el despliegue de la fantasía, tan negados en los años anteriores, comienzan a tener cabida en los textos y paratextos de los libros escolares. Las ilustraciones, la selección de lecturas y los nuevos motivos que se incorporan manifiestan un importante cambio en la enseñanza de la lengua y la literatura. A través de un estudio comparativo de los textos y paratextos de los libros publicados a principios de siglo con los publicados hacia los años 30 y 40, intentaremos demostrar la hipótesis de que ya en la década del 30 se percibe en las lecturas escolares un cambio radical.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

A range of methodologies and techniques are available to guide the design and implementation of language extensions and domainspecific languages. A simple yet powerful technique is based on source-tosource transformations interleaved across the compilation passes of a base language. Despite being a successful approach, it has the main drawback that the input source code is lost in the process. When considering the whole workflow of program development (warning and error reporting, debugging, or even program analysis), program translations are no more powerful than a glorified macro language. In this paper, we propose an augmented approach to language extensions for Prolog, where symbolic annotations are included in the target program. These annotations allow selectively reversing the translated code. We illustrate the approach by showing that coupling it with minimal extensions to a generic Prolog debugger allows us to provide users with a familiar, source-level view during the debugging of programs which use a variety of language extensions, such as functional notation, DCGs, or CLP{Q,R}.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

The creation of language resources is a time-consuming process requiring the efforts of many people. The use of resources collaboratively created by non-linguists can potentially ameliorate this situation. However, such resources often contain more errors compared to resources created by experts. For the particular case of lexica, we analyse the case of Wiktionary, a resource created along wiki principles and argue that through the use of a principled lexicon model, namely lemon, the resulting data could be better understandable to machines. We then present a platform called lemon source that supports the creation of linked lexical data along the lemon model. This tool builds on the concept of a semantic wiki to enable collaborative editing of the resources by many users concurrently. In this paper, we describe the model, the tool and present an evaluation of its usability based on a small group of users.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

The electronic and mechanical media such as film, television, photography, offset, are just examples of how fast and important the technological development had become in society. Nevertheless the outcoming technologies and the continuous development had provided newer and better possibilities every time for having advanced services. Nowadays multi-view video has been developed with different tools and applications, having as main goal to be more innovative and bring within technical offerings in a friendly for all users in general, in terms of managing and accessibility (just internet connection is needed). The intention of all technologies is to generate an innovation in order to gain more users and start being popular, therefore is important to realize an implementation in this case. In such terms realizing about the outreach that Multi View Video, an importance to become more global in this days, an application that supports this aim such as the possibility of language selection within the use of a same scenario has been realized. Finally is important to point out that thanks to the Multi View Video's continuous progress in technology a more intercultural market will be reachable, making of it a shared society growth on the world's global development. � ��� ���� ������� ��� �� ��� ��� �������� ��� ���� ��� ��� ������ ���������� � ���� � �� ���� ���� � ���� �� � � ���� � � ��� ��� �� ��� �� � ��� ��� ��������� �� � ����� ��������� ��� � ��� � ���� ���� ����� ����������� ��� ��� �� � ������������� �� �������� �������� ������� ������� �� ����� �������� ��� � � �� ���� �������� ���� ����� �������� �������� �� ������ ���� �� � ����������� ������������� � � ��!��� � � � �� ������� ��� ��������"������ � �� ���������� �������� ��� �� ������ � ����� ����� ��� ��� �� � �� �� ���� �� ��� �� ���� � � � �� ��� ������ �� �� ��� �� �� ��� �� � �� ��� #�� ��� ������� � ��� �� � �� ������$������� � ��� ��� # ������� � ����� ����� �� ���� �% ���% �������� ��� ����� ����������� �� ������� �� � �� ������ ��� ���� �� ��� �� � ����� �� � �� � �� ����� ��� ��� ���� � � �� ��� ��������� ����� ��� � � �� ���������������������� ����������� ��� #����& ������ �� ��� �� � ���� � ��� � �� � ���'�� �� ��� ��� � % ��� % ���(�� ��� ������ � �� ���� �� ���������� ���� �� � � ��� � ����� '� �� ��� ��� ���������� ��' ������ ������ ������ � ��� �� ����� ����� ��(������������������� ��� � �

Relevância:

90.00% 90.00%

Publicador:

Resumo:

La idea de dotar a un grupo de robots o agentes artificiales de un lenguaje ha sido objeto de intenso estudio en las ultimas décadas. Como no podía ser de otra forma los primeros intentos se enfocaron hacia el estudio de la emergencia de vocabularios compartidos convencionalmente por el grupo de robots. Las ventajas que puede ofrecer un léxico común son evidentes, como también lo es que un lenguaje con una estructura más compleja, en la que se pudieran combinar palabras, sería todavía más beneficioso. Surgen así algunas propuestas enfocadas hacia la emergencia de un lenguaje consensuado que muestre una estructura sintáctica similar al lenguaje humano, entre las que se encuentra este trabajo. Tomar el lenguaje humano como modelo supone adoptar algunas de las hipótesis y teorías que disciplinas como la filosofía, la psicología o la lingüística entre otras se han encargado de proponer. Según estas aproximaciones teóricas el lenguaje presenta una doble dimension formal y funcional. En base a su dimensión formal parece claro que el lenguaje sigue unas reglas, por lo que el uso de una gramática se ha considerado esencial para su representación, pero también porque las gramáticas son un dispositivo muy sencillo y potente que permite generar fácilmente estructuras simbólicas. En cuanto a la dimension funcional se ha tenido en cuenta la teoría quizá más influyente de los últimos tiempos, que no es otra que la Teoría de los Actos del Habla. Esta teoría se basa en la idea de Wittgenstein por la que el significado reside en el uso del lenguaje, hasta el punto de que éste se entiende como una manera de actuar y de comportarse, en definitiva como una forma de vida. Teniendo presentes estas premisas en esta tesis se pretende experimentar con modelos computacionales que permitan a un grupo de robots alcanzar un lenguaje común de manera autónoma, simplemente mediante interacciones individuales entre los robots, en forma de juegos de lenguaje. Para ello se proponen tres modelos distintos de lenguaje: • Un modelo basado en gramáticas probabilísticas y aprendizaje por refuerzo en el que las interacciones y el uso del lenguaje son claves para su emergencia y que emplea una gramática generativa estática y diseñada de antemano. Este modelo se aplica a dos grupos distintos: uno formado exclusivamente por robots y otro que combina robots y un humano, de manera que en este segundo caso se plantea un aprendizaje supervisado por humanos. • Un modelo basado en evolución gramatical que permite estudiar no solo el consenso sintáctico, sino también cuestiones relativas a la génesis del lenguaje y que emplea una gramática universal a partir de la cual los robots pueden evolucionar por sí mismos la gramática más apropiada según la situación lingüística que traten en cada momento. • Un modelo basado en evolución gramatical y aprendizaje por refuerzo que toma aspectos de los anteriores y amplia las posibilidades de los robots al permitir desarrollar un lenguaje que se adapta a situaciones lingüísticas dinámicas que pueden cambiar en el tiempo y también posibilita la imposición de restricciones de orden muy frecuentes en las estructuras sintácticas complejas. Todos los modelos implican un planteamiento descentralizado y auto-organizado, de manera que ninguno de los robots es el dueño del lenguaje y todos deben cooperar y colaborar de forma coordinada para lograr el consenso sintáctico. En cada caso se plantean experimentos que tienen como objetivo validar los modelos propuestos, tanto en lo relativo al éxito en la emergencia del lenguaje como en lo relacionado con cuestiones paralelas de importancia, como la interacción hombre-máquina o la propia génesis del lenguaje. ABSTRACT The idea of giving a language to a group of robots or artificial agents has been the subject of intense study in recent decades. The first attempts have focused on the development and emergence of a conventionally shared vocabulary. The advantages that can provide a common vocabulary are evident and therefore a more complex language that combines words would be even more beneficial. Thus some proposals are put forward towards the emergence of a consensual language with a sintactical structure in similar terms to the human language. This work follows this trend. Taking the human language as a model means taking some of the assumptions and theories that disciplines such as philosophy, psychology or linguistics among others have provided. According to these theoretical positions language has a double formal and functional dimension. Based on its formal dimension it seems clear that language follows rules, so that the use of a grammar has been considered essential for representation, but also because grammars are a very simple and powerful device that easily generates these symbolic structures. As for the functional dimension perhaps the most influential theory of recent times, the Theory of Speech Acts has been taken into account. This theory is based on the Wittgenstein’s idea about that the meaning lies in the use of language, to the extent that it is understood as a way of acting and behaving. Having into account these issues this work implements some computational models in order to test if they allow a group of robots to reach in an autonomous way a shared language by means of individual interaction among them, that is by means of language games. Specifically, three different models of language for robots are proposed: • A reinforcement learning based model in which interactions and language use are key to its emergence. This model uses a static probabilistic generative grammar which is designed beforehand. The model is applied to two different groups: one formed exclusively by robots and other combining robots and a human. Therefore, in the second case the learning process is supervised by the human. • A model based on grammatical evolution that allows us to study not only the syntactic consensus, but also the very genesis of language. This model uses a universal grammar that allows robots to evolve for themselves the most appropriate grammar according to the current linguistic situation they deal with. • A model based on grammatical evolution and reinforcement learning that takes aspects of the previous models and increases their possibilities. This model allows robots to develop a language in order to adapt to dynamic language situations that can change over time and also allows the imposition of syntactical order restrictions which are very common in complex syntactic structures. All models involve a decentralized and self-organized approach so that none of the robots is the language’s owner and everyone must cooperate and work together in a coordinated manner to achieve syntactic consensus. In each case experiments are presented in order to validate the proposed models, both in terms of success about the emergence of language and it relates to the study of important parallel issues, such as human-computer interaction or the very genesis of language.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

The aim of this paper was to identify the variables that determine winning or losing in the critical moments of the basketball games. A total of forty one critical moments were analyzed, corresponding to 30 games of the regular season from the Spanish Professional League (ACB, season 2007-2008). Games were selected according to the definition of critical moments (described in the available literature), which corresponded to overtime and the last 5 minutes of games with score differences equal or below to six points. The results revealed better values in the winners in defensive rebounds and successful free-throws.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

Background: Early and effective identification of developmental disorders during childhood remains a critical task for the international community. The second highest prevalence of common developmental disorders in children are language delays, which are frequently the first symptoms of a possible disorder. Objective: This paper evaluates a Web-based Clinical Decision Support System (CDSS) whose aim is to enhance the screening of language disorders at a nursery school. The common lack of early diagnosis of language disorders led us to deploy an easy-to-use CDSS in order to evaluate its accuracy in early detection of language pathologies. This CDSS can be used by pediatricians to support the screening of language disorders in primary care. Methods: This paper details the evaluation results of the ?Gades? CDSS at a nursery school with 146 children, 12 educators, and 1 language therapist. The methodology embraces two consecutive phases. The first stage involves the observation of each child?s language abilities, carried out by the educators, to facilitate the evaluation of language acquisition level performed by a language therapist. Next, the same language therapist evaluates the reliability of the observed results. Results: The Gades CDSS was integrated to provide the language therapist with the required clinical information. The validation process showed a global 83.6% (122/146) success rate in language evaluation and a 7% (7/94) rate of non-accepted system decisions within the range of children from 0 to 3 years old. The system helped language therapists to identify new children with potential disorders who required further evaluation. This process will revalidate the CDSS output and allow the enhancement of early detection of language disorders in children. The system does need minor refinement, since the therapists disagreed with some questions from the CDSS knowledge base (KB) and suggested adding a few questions about speech production and pragmatic abilities. The refinement of the KB will address these issues and include the requested improvements, with the support of the experts who took part in the original KB development. Conclusions: This research demonstrated the benefit of a Web-based CDSS to monitor children?s neurodevelopment via the early detection of language delays at a nursery school. Current next steps focus on the design of a model that includes pseudo auto-learning capacity, supervised by experts.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

This paper describes the application of language translation technologies for generating bus information in Spanish Sign Language (LSE: Lengua de Signos Española). In this work, two main systems have been developed: the first for translating text messages from information panels and the second for translating spoken Spanish into natural conversations at the information point of the bus company. Both systems are made up of a natural language translator (for converting a word sentence into a sequence of LSE signs), and a 3D avatar animation module (for playing back the signs). For the natural language translator, two technological approaches have been analyzed and integrated: an example-based strategy and a statistical translator. When translating spoken utterances, it is also necessary to incorporate a speech recognizer for decoding the spoken utterance into a word sequence, prior to the language translation module. This paper includes a detailed description of the field evaluation carried out in this domain. This evaluation has been carried out at the customer information office in Madrid involving both real bus company employees and deaf people. The evaluation includes objective measurements from the system and information from questionnaires. In the field evaluation, the whole translation presents an SER (Sign Error Rate) of less than 10% and a BLEU greater than 90%.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

Este Trabajo de Fin de Grado (TFG) tiene el objetivo de aportar un sistema de enseñanza innovador, un sistema de enseñanza mediante el cual se consiga involucrar a los alumnos en tareas y prácticas en las que se adquieran conocimientos a la vez que se siente un ambiente de juego, es decir, que se consiga aprender de forma divertida. Está destinado al sistema educativo de la Escuela Técnica Superior de Ingenieros Informáticos de la Universidad Politécnica de Madrid, en concreto a las asignaturas relacionadas con los Procesadores de Lenguajes. La aplicación desarrollada en este trabajo está destinada tanto a los profesores de las asignaturas de Procesadores de Lenguajes como a los alumnos que tengan alguna relación con esas asignaturas, consiguiendo mayor interacción y diversión a la hora de realizar la tareas y prácticas de las asignaturas. Para los dos tipos de usuarios descritos anteriormente, la aplicación está configurada para que puedan identificarse mediante sus credenciales, comprobándose si los datos introducidos son correctos, y así poder acceder al sistema. Dependiendo de qué tipo de usuario se identifique, tendrá unas opciones u otras dentro del sistema. Los profesores podrán dar de alta, ver, modificar o dar de baja las configuraciones para los analizadores de los lenguajes correspondientes a las diferentes asignaturas que están configurados previamente en el sistema. Además, los profesores pueden dar de alta, ver, modificar o dar de baja los fragmentos de código que formarán los ficheros correspondientes a las plantillas de pruebas del analizador léxico que se les ofrece a los alumnos para realizar comprobaciones de las prácticas. Mediante la aplicación podrán establecer diferentes características y propiedades de los fragmentos que incorporen al sistema. Por otra parte, los alumnos podrán realizar la configuración del lenguaje, definido por los profesores, para la parte del analizador léxico de las prácticas. Esta configuración será guardada para el grupo al que corresponde el alumno, pudiendo realizar modificaciones cualquier miembro del grupo. De esta manera, se podrán posteriormente establecer las relaciones necesarias entre los elementos del lenguaje según la configuración de los profesores y los elementos referentes a las prácticas de los alumnos.Además, los alumnos podrán realizar comprobaciones de la parte léxica de sus prácticas mediante los ficheros que se generan por el sistema en función de sus opciones de práctica y los fragmentos añadidos por los profesores. De esta manera, se informará a los alumnos del éxito de las pruebas o bien de los fallos ocasionados con sus resultados, bien por el formato del archivo subido como resultado de la prueba o bien por el contenido incorrecto de este mismo. Todas las funciones que ofrece esta aplicación son completamente on-line y tendrán una interfaz llamativa y divertida, además de caracterizarse por su facilidad de uso y su comodidad. En el trabajo realizado para este proyecto se cumplen tanto las Pautas de Accesibilidad para Contenidos Web (WCAG 2.0), así como las propiedades de un código HTML 5 y CSS 3 de manera correcta, para así conseguir que los usuarios utilicen una aplicación fácil, cómoda y atractiva.---ABSTRACT---This Final Year Project (TFG) aims to contribute the educational system of the School of Computer Engineering at the Polytechnic University of Madrid, especially in subjects related with Language Processors. This project is an interactive learning system whose goal is to learn in an amusing environment. To realize this target, the system involves students, using environments of games in tasks and practices. The application developed in this project is designed for both professors of the subjects of Language Processors and students who have some relation to these subjects. This perspective achieve more interaction and a funny environment during the subject‘s tasks. The application is configured in order to the users can be identified by their credentials, checking whether the identification data are correct to have access to the system. According on what type of user is identified, they will have different options within the system. Professors will be able to register, modify or delete settings for the scanner of languages for all the subjects preconfigured in the system. Additionally, professors can register, show, modify or remove the code of the templates from scanner tests that are offered to students for testing the practical exercises. The professors may provide also different characteristics and properties of fragments incorporated in the system. Moreover, students can make the configuration of languages, getting in the systems by the administrators, for the scanner module of their practical exercises. This configuration will be saved for the group of the student. This model can also be changed by any group member. The system permits also establish later the relationships between the elements of language fixes by professors and elements developed by the students. Students could check the lexical part of their practical exercises through files that are created according to their practical options and the fragments added by professors. Thus students will be informed of success or failure in the uploaded files format and in the content of them. All functions provide by this application are completely on-line and will have a striking and funny interface, also characterized by its ease of use and comfort.The work reaches both the Web Content Accessibility Guidelines (WCAG 2.0), and the properties of an HTML 5 and CSS 3 code correctly, in order to get the users to get an easy, convenient application and attractive.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

La forma de consumir contenidos en Internet ha cambiado durante los últimos años. Inicialmente se empleaban webs estáticas y con contenidos pobres visualmente. Con la evolución de las redes de comunicación, esta tendencia ha variado. A día de hoy, deseamos páginas agradables, accesibles y que nos presenten temas variados. Todo esto ha cambiado la forma de crear páginas web y en todos los casos se persigue el objetivo de atraer a los usuarios. El gran auge de los smartphones y las aplicaciones móviles que invaden el mercado actual han revolucionado el mundo del estudio de los idiomas permitiendo compatibilizar los recursos punteros con el aprendizaje tradicional. La popularidad de los dispositivos móviles y de las aplicaciones ha sido el principal motivo de la realización de este proyecto. En él se realizará un análisis de las diferentes tecnologías existentes y se elegirá la mejor opción que se ajuste a nuestras necesidades para poder desarrollar un sistema que implemente el enfoque llamado Mobile Assisted Language Learning (MALL) que supone una aproximación innovadora al aprendizaje de idiomas con la ayuda de un dispositivo móvil. En este documento se va a ofrecer una panorámica general acerca del desarrollo de aplicaciones para dispositivos móviles en el entorno del e-learning. Se estudiarán características técnicas de diferentes plataformas seleccionando la mejor opción para la implementación de un sistema que proporcione los contenidos básicos para el aprendizaje de un idioma, en este caso del inglés, de forma intuitiva y divertida. Dicho sistema permitirá al usuario mejorar su nivel de inglés mediante una interfaz web de forma dinámica y cercana empleando los recursos que ofrecen los dispositivos móviles y haciendo uso del diseño adaptativo. Este proyecto está pensado para los usuarios que dispongan de poco tiempo libre para realizar un curso de forma presencial o, mejor aún, para reforzar o repasar contenidos ya aprendidos por otros medios más tradicionales o no. La aplicación ofrece la posibilidad de que se haga uso del sistema de forma fácil y sencilla desde cualquier dispositivo móvil del que se disponga como es un smartphone, tablet o un ordenador personal, compitiendo con otros usuarios o contra uno mismo y mejorando así el nivel de partida a través de las actividades propuestas. Durante el proyecto se han comparado diversas soluciones, la mayoría de código abierto y de libre distribución que permiten desplegar servicios de almacenamiento accesibles mediante Internet. Se concluirá con un caso práctico analizando los requisitos técnicos y llevando a cabo las fases de análisis, diseño, creación de la base de datos, implementación y pruebas dentro del ciclo de vida del software. Finalmente, se migrará la aplicación con toda la información a un servidor en la nube. ABSTRACT. The way of consuming content on the Internet has changed over the past years. Initially, static websites were used with poor visual contents. Nevertheless, with the evolution of communication networks this trend has changed. Nowadays, we expect pleasant, accessible and varied topic pages and such expectations have changed the way to create web pages generally aiming at appealing and therefore, attracting users. The great boom of smartphones and mobile applications in the current market, have revolutionized the world of language learning as they make it possible to combine computing with traditional learning resources. The popularity of mobile devices and applications has been the main reason for the development of this project. Here, the different existing technologies will be examined and we will try to select the best option that adapts to our needs in order to develop a system that implements Mobile Assisted Language Learning (MALL) that in broad terms implies an approach to language learning with the help of a mobile device. This report provides an overview of the development of applications for mobile devices in the e-learning environment. We will study the technical characteristics of different platforms and we will select the best option for the implementation of a system that provide the basic content for learning a language, in this case English, by means of an intuitive and fun method. This system will allow the user to improve their level of English with a web interface in a dynamic and close way employing the resources offered by mobile devices using the adaptive design. This project is intended for users who do not have enough free time to make a classroom course or to review contents from more traditional courses as it offers the possibility to make use of the system quickly and easily from any mobile device available such as a smartphone, a tablet or a personal computer, competing with other users or against oneself and thus improving their departing level through different activities. During the project, different solutions have been compared. Most of them, open source and free distribution that allow to deploy storage services accessible via the Internet. It will conclude with a case study analyzing the technical requirements and conducting phases of analysis, design and creation of a database, implementation and testing in the software lifecycle. Finally, the application will be migrated with all the information to a server in the cloud.