957 resultados para XML HTML CSS JavaScript jQuery Cordova Android eLearning mLearning IncidentalLearning eLocal Gamification Geolocalizzazione


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Este proyecto describe la metodología a seguir para conectar la plataforma Arduino a dispositivos Android y establecer una conexión que permita controlar dicha plataforma. Sobre Arduino se acoplará un módulo 3G que permitirá hacer uso de funcionalidades propias de los teléfonos móviles. El objetivo final del proyecto era el control del módulo 3G mediante comandos AT enviados desde un dispositivo Android (tableta) conectado a través de USB. Para ello, se ha desarrollado una aplicación de demostración que permite el uso de algunas de las funcionalidades de comunicación del módulo 3G. Para alcanzar el objetivo propuesto se ha investigado sobre temas tales como: internet de las cosas, las tecnologías de comunicaciones móviles, el sistema operativo Android y el desarrollo de aplicaciones móviles, la plataforma Arduino, el funcionamiento del módulo 3G y sobre la comunicación serie que permitirá comunicarse entre Android y módulo 3G. El proyecto proporciona una guía de iniciación con explicaciones de los diferentes dispositivos, tecnologías y pasos a seguir para la integración de las diferentes plataformas que se han usado en el proyecto: Arduino, Módulo de comunicaciones 3G, y Android. ABSTRACT. This project describes the methodology to connect the Arduino platform to Android devices and establish a connection to allow the platform control. A 3G module will be engaged on Arduino allowing the usage of mobile phones functionalities. The main objective of the project was the control of 3G module through AT commands sent from an Android device (tablet) connected via USB. For that, a demonstration application was developed to permit the use of some communication features of 3G module. To achieve the target, an investigation has been carried out about issues such as: internet of things, mobile communications technologies, the Android operating system and mobile applications development, the Arduino platform, the 3G module operation and serial communication that allows the communication between Android and the 3G module. The project provides a starter guide with explanations of the different devices, technologies and steps for the integration of the different platforms that have been used in the project: Arduino, 3G communications module and Android.

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¿No sabes dónde comer un plato típico cuando estás de vacaciones? ¿Quieres ir con amigos a comer a un sitio distinto? ¿Quieres disfrutar de esa comida que tanto te gusta y no sabes dónde hacerlo? Con afán de responder a estas preguntas y gracias a las capacidades que nos brindan las nuevas tecnologías de dispositivos móviles, surge la aplicación que se presenta en este proyecto fin de carrera. Se trata de una aplicación para dispositivos móviles con sistema operativo Android que nos brindará la opción de encontrar restaurantes en nuestro entorno que nos ofrezcan esa comida que queremos. Además, a modo de red social, incluye la opción de poder puntuar los platos degustados en los restaurantes e insertar restaurantes nuevos, lo que hace que la aplicación tenga una mayor versatilidad. En este documento se podrán encontrar los diagramas UML que modelan el proyecto, tanto la parte de la aplicación como la parte del servidor. En él también podremos encontrar otra documentación como: un manual de usuario de la aplicación, el código fuente de la misma y proposiciones de futuras versiones y mejoras de la aplicación actual. ABSTRACT. Don’t you know where you can eat a typical dish when you are on holidays? Do you want to go to eat to a different place? Do you want to enjoy that meal you love and you don’t know where you can do it? To answer those questions and thanks to the possibilities of modern smartphones’ technology, we present this application in my degree’s final project. This application, which runs with an Android operative system, gives us the option to find restaurants in our environment that offer the meal we really want. In addition, as a social network, it includes the option to rate the tasted dishes or to add new restaurants, giving the application versatility. Nowadays our society is used to the use of smartphones and their possibilities. That is why we must to explore its potential to obtain better amenities. In the last few years the amount of available applications for these devices has increased too much, offering a huge variety of them. If we realize a research about their functionalities and uses we will discover that most of them are oriented to leisure. That is why we are going to start the inquiry of a software engineering project developing a restaurant localization restaurant for Android smartphones, In this document you can find the UMI diagrams which model the project, both the application part and the server part. Besides, you can find other documents as: an application user manual, the source and proposals for future versions and improvements.

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El Proyecto Fin de Carrera, con título, "Interacción desde dispositivos Android vía Bluetooth, con juguete teledirigido, para su uso por personas con discapacidad" pretende completar la primera versión de la aplicación sobre dispositivo Android para manejar un juguete teledirigido añadiendo nuevas formas de interactuar con el dispositivo Android. Para este caso, el juguete teledirigido es el mismo: el robot esférico llamado Sphero. Dicho robot posee una interfaz a través de la cual puede recibir instrucciones, y mediante las cuales, se puede poner en movimiento o iluminarse con diferentes colores. Esta ampliación facilitará la interacción del usuario con el dispositivo Android, además de ampliar la funcionalidad hacia la inversa: recibir los movimientos del robot Sphero en el dispositivo Android cuando es manejado con la mano. Completando la primera versión, como cumplimiento de este Proyecto Fin de Carrera, se han realizado una serie de mandos nuevos, los cuales abarcan desde el manejo del robot por instrucciones de voz, movimientos del dispositivo Android desde el que se ejecuta, describir una trayectoria dibujada previamente en el dispositivo Android, o, realizar una serie de movimientos corregidos mediante la aplicación gracias a los límites de movimientos para un usuario concreto que pueden introducirse. Además, completando lo anteriormente escrito, se ha desarrollado una aplicación web que registrará todos los datos de uso del juguete, la cual, explota una base de datos que almacena toda interacción con el juguete. Estos datos estarán asociados a un usuario, debido a que la aplicación Android debe perfilarse para el uso de un usuario concreto. El perfilado de usuario se ha completado añadiendo una serie de información que puede ser útil para la persona que analice el comportamiento de una persona con discapacidad que utilice la aplicación. Por último, se ha realizado un estudio de elementos externos que puedan facilitar la interacción con los dispositivos Android a personas que sufran alguna discapacidad. ABSTRACT. The Thesis, titled "Interaction from Android devices via Bluetooth, with remote control toy, for use by people with disabilities" project aims to complete the first version of the application on Android device to manage a remote control toy adding new ways of interacting to Android device. For this case, the remote control toy is the same: the spherical robot called Sphero. This robot has an interface through which it can receive instructions, and by means of which can be set in motion or illuminated with different colors. This expansion will facilitate user interaction with the Android device, and extend the functionality to reverse: receiving Sphero robot movements in the Android device when handled by hand. Completing the first version, in fulfillment of this Thesis, there have been a number of new controls, which range from control of robot by voice instructions, movements Android device from which it runs, describe a path drawn previously on your Android device, or perform a series of movements corrected by applying through limits of movement for a particular user can be made. Besides completing the above written, has developed a web application that will record all data on use of the toy, which exploits a database that stores all interaction with the toy. These data will be associated with a user, because the Android application should be outlined for the use of a particular user. The user profile is completed by adding a range of information that can be useful for the person to analyze the behavior of a disabled person to use the application. Finally, a study was made of external elements that can facilitate interaction with Android devices to people who suffer from a disability.

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The concept of service oriented architecture has been extensively explored in software engineering, due to the fact that it produces architectures made up of several interconnected modules, easy to reuse when building new systems. This approach to design would be impossible without interconnection mechanisms such as REST (Representationa State Transfer) services, which allow module communication while minimizing coupling. . However, this low coupling brings disadvantages, such as the lack of transparency, which makes it difficult to sistematically create tests without knowledge of the inner working of a system. In this article, we present an automatic error detection system for REST services, based on a statistical analysis over responses produced at multiple service invocations. Thus, a service can be systematically tested without knowing its full specification. The method can find errors in REST services which could not be identified by means of traditional testing methods, and provides limited testing coverage for services whose response format is unknown. It can be also useful as a complement to other testing mechanisms.

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There are significant levels of concern about the relevance and the difficulty of learning some issues on Strength of Materials and Structural Analysis. Most students of Continuum Mechanics and Structural Analysis in Civil Engineering usually point out some key learning aspects as especially difficult for acquiring specific skills. These key concepts entail comprehension difficulties but ease access and applicability to structural analysis in more advanced subjects. Likewise, some elusive but basic structural concepts, such as flexibility, stiffness or influence lines, are paramount for developing further skills required for advanced structural design: tall buildings, arch-type structures as well as bridges. As new curricular itineraries are currently being implemented, it appears appropriate to devise a repository of interactive web-based applications for training in those basic concepts. That will hopefully train the student to understand the complexity of such concepts, to develop intuitive knowledge on actual structural response and to improve their preparation for exams. In this work, a web-based learning assistant system for influence lines on continuous beams is presented. It consists of a collection of interactive user-friendly applications accessible via Web. It is performed in both Spanish and English languages. Rather than a “black box” system, the procedure involves open interaction with the student, who can simulate and virtually envisage the structural response. Thus, the student is enabled to set the geometric, topologic and mechanic layout of a continuous beam and to change or shift the loading and the support conditions. Simultaneously, the changes in the beam response prompt on the screen, so that the effects of the several issues involved in structural analysis become apparent. The system is performed through a set of web pages which encompasses interactive exercises and problems, written in JavaScript under JQuery and DyGraphs frameworks, given that their efficiency and graphic capabilities are renowned. Students can freely boost their self-study on this subject in order to face their exams more confidently. Besides, this collection is expected to be added to the "Virtual Lab of Continuum Mechanics" of the UPM, launched in 2013 (http://serviciosgate.upm.es/laboratoriosvirtuales/laboratorios/medios-continuos-en-construcci%C3%B3n)

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This paper presents a novel tablet based end-user interface for industrial robot programming (called Hammer). This application makes easier to program tasks for industrial robots like polishing, milling or grinding. It is based on the Scratch programming language, but specifically design and created for Android OS. It is a visual programming concept that allows non-skilled programmer operators to create programs. The application also allows to monitor the tasks while it is being executed by overlapping real time information through augmented reality. The application includes a teach pendant screen that can be customized according to the operator needs at every moment.

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En la situación actual donde los sistemas TI sanitarios son diversos con modelos que van desde soluciones predominantes, adoptadas y creadas por grandes organizaciones, hasta soluciones a medida desarrolladas por cualquier empresa de la competencia para satisfacer necesidades concretas. Todos estos sistemas se encuentran bajo similares presiones financieras, no sólo de las condiciones económicas mundiales actuales y el aumento de los costes sanitarios, sino también bajo las presiones de una población que ha adoptado los avances tecnológicos actuales, y demanda una atención sanitaria más personalizable a la altura de esos avances tecnológicos que disfruta en otros ámbitos. El objeto es desarrollar un modelo de negocio orientado al soporte del intercambio de información en el ámbito clínico. El objetivo de este modelo de negocio es aumentar la competitividad dentro de este sector sin la necesidad de recurrir a expertos en estándares, proporcionando perfiles técnicos cualificados menos costosos con la ayuda de herramientas que simplifiquen el uso de los estándares de interoperabilidad. Se hará uso de especificaciones abiertas ya existentes como FHIR, que publica documentación y tutoriales bajo licencias abiertas. La principal ventaja que nos encontramos es que ésta especificación presenta un giro en la concepción actual de la disposición de información clínica, vista hasta ahora como especial por el requerimiento de estándares más complejos que solucionen cualquier caso por específico que sea. Ésta especificación permite hacer uso de la información clínica a través de tecnologías web actuales (HTTP, HTML, OAuth2, JSON, XML) que todo el mundo puede usar sin un entrenamiento particular para crear y consumir esta información. Partiendo por tanto de un mercado con una integración de la información casi inexistente, comparada con otros entornos actuales, hará que el gasto en integración clínica aumente dramáticamente, dejando atrás los desafíos técnicos cuyo gasto retrocederá a un segundo plano. El gasto se centrará en las expectativas de lo que se puede obtener en la tendencia actual de la personalización de los datos clínicos de los pacientes, con acceso a los registros de instituciones junto con datos ‘sociales/móviles/big data’.---ABSTRACT---In the current situation IT health systems are diverse, with models varying from predominant solutions adopted and created by large organizations, to ad-hoc solutions developed by any company to meet specific needs. However, all these systems are under similar financial pressures, not only from current global economic conditions and increased health care costs, but also under pressure from a population that has embraced the current technological advances, and demand a more personalized health care, up to those enjoyed by technological advances in other areas. The purpose of this thesis is to develop a business model aimed at the provision of information exchange within the clinical domain. It is intended to increase competitiveness in the health IT sector without the need for experts in standards, providing qualified technical profiles less expensively with the help of tools that simplify the use of interoperability standards. Open specifications, like FHIR, will be used in order to enable interoperability between systems. The main advantage found within FHIR is that introduces a shift in the current conception of available clinical information. So far seen, the clinical information domain IT systems, as a special requirement for more complex standards that address any specific case. This specification allows the use of clinical information through existing web technologies (HTTP, HTML, OAuth2, JSON and XML), which everyone can use with no particular training to create and consume this information. The current situation in the sector is that the integration of information is almost nonexistent, compared to current trends. Spending in IT health systems will increase dramatically within clinical integration for the next years, leaving the technical challenges whose costs will recede into the background. The investment on this area will focus on the expectations of what can be obtained in the current trend of personalization of clinical data of patients with access to records of institutions with ‘social /mobile /big data’.

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The Web of Data currently comprises ? 62 billion triples from more than 2,000 different datasets covering many fields of knowledge3. This volume of structured Linked Data can be seen as a particular case of Big Data, referred to as Big Semantic Data [4]. Obviously, powerful computational configurations are tradi- tionally required to deal with the scalability problems arising to Big Semantic Data. It is not surprising that this ?data revolution? has competed in parallel with the growth of mobile computing. Smartphones and tablets are massively used at the expense of traditional computers but, to date, mobile devices have more limited computation resources. Therefore, one question that we may ask ourselves would be: can (potentially large) semantic datasets be consumed natively on mobile devices? Currently, only a few mobile apps (e.g., [1, 9, 2, 8]) make use of semantic data that they store in the mobile devices, while many others access existing SPARQL endpoints or Linked Data directly. Two main reasons can be considered for this fact. On the one hand, in spite of some initial approaches [6, 3], there are no well-established triplestores for mobile devices. This is an important limitation because any po- tential app must assume both RDF storage and SPARQL resolution. On the other hand, the particular features of these devices (little storage space, less computational power or more limited bandwidths) limit the adoption of seman- tic data for different uses and purposes. This paper introduces our HDTourist mobile application prototype. It con- sumes urban data from DBpedia4 to help tourists visiting a foreign city. Although it is a simple app, its functionality allows illustrating how semantic data can be stored and queried with limited resources. Our prototype is implemented for An- droid, but its foundations, explained in Section 2, can be deployed in any other platform. The app is described in Section 3, and Section 4 concludes about our current achievements and devises the future work.

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With the ever growing trend of smart phones and tablets, Android is becoming more and more popular everyday. With more than one billion active users i to date, Android is the leading technology in smart phone arena. In addition to that, Android also runs on Android TV, Android smart watches and cars. Therefore, in recent years, Android applications have become one of the major development sectors in software industry. As of mid 2013, the number of published applications on Google Play had exceeded one million and the cumulative number of downloads was more than 50 billionii. A 2013 survey also revealed that 71% of the mobile application developers work on developing Android applicationsiii. Considering this size of Android applications, it is quite evident that people rely on these applications on a daily basis for the completion of simple tasks like keeping track of weather to rather complex tasks like managing one’s bank accounts. Hence, like every other kind of code, Android code also needs to be verified in order to work properly and achieve a certain confidence level. Because of the gigantic size of the number of applications, it becomes really hard to manually test Android applications specially when it has to be verified for various versions of the OS and also, various device configurations such as different screen sizes and different hardware availability. Hence, recently there has been a lot of work on developing different testing methods for Android applications in Computer Science fraternity. The model of Android attracts researchers because of its open source nature. It makes the whole research model more streamlined when the code for both, application and the platform are readily available to analyze. And hence, there has been a great deal of research in testing and static analysis of Android applications. A great deal of this research has been focused on the input test generation for Android applications. Hence, there are a several testing tools available now, which focus on automatic generation of test cases for Android applications. These tools differ with one another on the basis of their strategies and heuristics used for this generation of test cases. But there is still very little work done on the comparison of these testing tools and the strategies they use. Recently, some research work has been carried outiv in this regard that compared the performance of various available tools with respect to their respective code coverage, fault detection, ability to work on multiple platforms and their ease of use. It was done, by running these tools on a total of 60 real world Android applications. The results of this research showed that although effective, these strategies being used by the tools, also face limitations and hence, have room for improvement. The purpose of this thesis is to extend this research into a more specific and attribute-­‐ oriented way. Attributes refer to the tasks that can be completed using the Android platform. It can be anything ranging from a basic system call for receiving an SMS to more complex tasks like sending the user to another application from the current one. The idea is to develop a benchmark for Android testing tools, which is based on the performance related to these attributes. This will allow the comparison of these tools with respect to these attributes. For example, if there is an application that plays some audio file, will the testing tool be able to generate a test input that will warrant the execution of this audio file? Using multiple applications using different attributes, it can be visualized that which testing tool is more useful for which kinds of attributes. In this thesis, it was decided that 9 attributes covering the basic nature of tasks, will be targeted for the assessment of three testing tools. Later this can be done for much more attributes to compare even more testing tools. The aim of this work is to show that this approach is effective and can be used on a much larger scale. One of the flagship features of this work, which also differentiates it with the previous work, is that the applications used, are all specially made for this research. The reason for doing that is to analyze just that specific attribute in isolation, which the application is focused on, and not allow the tool to get bottlenecked by something trivial, which is not the main attribute under testing. This means 9 applications, each focused on one specific attribute. The main contributions of this thesis are: A summary of the three existing testing tools and their respective techniques for automatic test input generation of Android Applications. • A detailed study of the usage of these testing tools using the 9 applications specially designed and developed for this study. • The analysis of the obtained results of the study carried out. And a comparison of the performance of the selected tools.

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Con este proyecto se busca la posibilidad de manejar la calidad de servicio de un grupo de usuarios, llevando a cabo para ello un seguimiento continuo de su conexión y los parámetros característicos de ésta. Una vez detectado un parámetro defectuoso, ya fuese por falta o exceso de capacidad, se actuará sobre la red, de modo que el usuario obtenga la calidad que le corresponda. El cuánto le corresponde a cada usuario vendrá fijado en un servidor, que al recibir el aviso de parámetro defectuoso, mandará un mensaje al controlador de la red para actuar.

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El objetivo de este proyecto es la continuación del desarrollo de una plataforma web bajo el sistema WebRTC que, integrada en el ámbito académico, proporcionase un servicio en tiempo real de compartición de información tanto a alumnos como a profesores. Entre esta información posible a compartir, además de mensajes y la propia videollamada que resulta la base de la plataforma, se pueden compartir explicaciones en una pizarra, videos o presentaciones que ayuden en la interacción entre los integrantes de la plataforma. Mientras que la base de la plataforma se encontraba implementada, el sistema no resultaba útil y funcional en dicho estado debido a la multitud de errores y fallos que ocurrían durante su funcionamiento en el sistema de intercambio de información entre los módulos que componen el sistema. Por ello, el objetivo de este trabajo es introducirse en esas capas, rediseñar dicho sistema de intercambio de información entre los diferentes actores que forman parte de la plataforma e implementarlo, logrando así un producto usable para un potencial cliente a partir de este punto y abierto a futuras mejores partiendo de este estado. Para ello además de la tecnología WebRTC, se han incluido funcionalidades con Javascript, Node.JS, jQuery o Socket.IO entre otras APIs. A partir de este sistema y de estas tecnologías, un profesor puede crear un aula virtual, seleccionar los derechos que les proporciona a sus alumnos en la misma y realizar una clase por dicha plataforma sin apenas diferencia a una presencial. Pero no se limita sólo a eso, sino que pueden realizarse tutorías, debates o reuniones entre compañeros de departamento para preparar asignaturas o exámenes. Lo cual genera multitud de posibilidades, no sólo en el ámbito académico, sino fuera de él, para reuniones en empresas, cursos online… En definitiva, con la base de funcionalidades ya implementada previamente y la adición del objetivo de este trabajo de fin de grado que finaliza esas funcionalidades y rediseña e implementa el sistema de intercambio de información para que la plataforma sea 100% usable sin los problemas que el usuario se podía encontrar anteriormente, se obtiene una plataforma con un gran potencial académico con la que los usuarios, bajo la base de la videollamada, podrán encontrar un ambiente de compartición de información como si estuviesen en el mismo lugar físico.

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This paper presents a project for providing the students of Structural Engineering with the flexibility to learn outside classroom schedules. The goal is a framework for adaptive E-learning based on a repository of open educational courseware with a set of basic Structural Engineering concepts and fundamentals. These are paramount for students to expand their technical knowledge and skills in structural analysis and design of tall buildings, arch-type structures as well as bridges. Thus, concepts related to structural behaviour such as linearity, compatibility, stiffness and influence lines have traditionally been elusive for students. The objective is to facilitate the student a teachinglearning process to acquire the necessary intuitive knowledge, cognitive skills and the basis for further technological modules and professional development in this area. As a side effect, the system is expected to help the students improve their preparation for exams on the subject. In this project, a web-based open-source system for studying influence lines on continuous beams is presented. It encompasses a collection of interactive user-friendly applications accessible via Web, written in JavaScript under JQuery and Dygraph Libraries, taking advantage of their efficiency and graphic capabilities. It is performed in both Spanish and English languages. The student is enabled to set the geometric, topologic, boundary and mechanic layout of a continuous beam. While changing the loading and the support conditions, the changes in the beam response prompt on the screen, so that the effects of the several issues involved in structural analysis become apparent. This open interaction with the user allows the student to simulate and virtually infer the structural response. Different levels of complexity can be handled, whereas an ongoing help is at hand for any of them. Students can freely boost their experiential learning on this subject at their own pace, in order to further share, process, generalize and apply the relevant essential concepts of Structural Engineering analysis. Besides, this collection is being added to the "Virtual Lab of Continuum Mechanics" of the UPM, launched in 2013 (http://serviciosgate.upm.es/laboratoriosvirtuales/laboratorios/medios-continuos-en-construcci%C3%B3n)

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En la actualidad gran parte de las industrias utilizan o desarrollan plataformas, las cuales integran un número cada vez más elevado de sistemas complejos. El mantenimiento centralizado permite optimizar el mantenimiento de estas plataformas, por medio de la integración de un sistema encargado de gestionar el mantenimiento de todos los sistemas de la plataforma. Este Trabajo Fin de Máster (TFM) desarrolla el concepto de mantenimiento centralizado para sistemas complejos, aplicable a plataformas formadas por sistemas modulares. Está basado en la creciente demanda de las diferentes industrias en las que se utilizan este tipo de plataformas, como por ejemplo la industria aeronáutica, del ferrocarril y del automóvil. Para ello este TFM analiza el Estado del Arte de los sistemas de mantenimiento centralizados en diferentes industrias, además desarrolla los diferentes tipos de arquitecturas de sistemas, las técnicas de mantenimiento aplicables, así como los sistemas y técnicas de mantenimiento basados en funciones de monitorización y auto diagnóstico denominadas Built-In-Test Equipment (BITE). Adicionalmente, este TFM incluye el desarrollo e implementación de un modelo de un Entorno de Mantenimiento Centralizado en LabVIEW. Este entorno está formado por el modelo de un Sistema Patrón, así como el modelo del Sistema de Mantenimiento Centralizado y la interfaces entre ellos. El modelo del Sistema de Mantenimiento Centralizado integra diferentes funciones para el diagnóstico y aislamiento de los fallos. Así mismo, incluye una función para el análisis estadístico de los datos de fallos almacenados por el propio sistema, con el objetivo de proporcionar capacidades de mantenimiento predictivo a los sistemas del entorno. Para la implementación del modelo del Entorno de Mantenimiento Centralizado se han utilizado recursos de comunicaciones vía TCP/IP, modelización y almacenamiento de datos en ficheros XML y generación automática de informes en HTML. ABSTRACT. Currently several industries are developing or are making use of multi system platforms. These platforms are composed by many complex systems. The centralized maintenance allows the maintenance optimization, integrating a maintenance management system. This system is in charge of managing the maintenance dialog with the different and multiple platforms. This Master Final Project (TFM) develops the centralized maintenance concept for platforms integrated by modular and complex systems. This TFM is based on the demand of the industry that uses or develops multi system platforms, as aeronautic, railway, and automotive industries. In this way, this TFM covers and analyzes several aspects of the centralized maintenance systems like the State of the Art, for several industries. Besides this work develops different systems architecture types, maintenance techniques, and techniques and systems based on Built-in-test Equipment functions. Additionally, this TFM includes a LabVIEW Centralized System Environment model. This model is composed by a Standard System, the Centralized Maintenance System and the corresponding interfaces. Several diagnostic and fault isolation functions are integrated on the Centralized Maintenance Systems, as well a statistic analysis function, that provides with predictive maintenance capacity, based on the failure data stored by the system. Among others, the following resources have been used for the Centralized System Environment model development: TCP/IP communications, XML file data modelization and storing, and also automatic HTML reports generation.

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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.