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A comparison in the teaching of programming for development kits with IoT

2022 , Varela Aldas, José , Miranda M. , Palacios-Navarro G.

Education 4.0 promotes programming at all training levels, making block programming a compatible alternative, including developing applications with hardware. This paper compares UIFLOW and Arduino IDE in programming the M5Stack Core2 development kit for education. The designed task allows students to read, locally view, send, and remotely view the inertial sensor data integrated into the device. The programming in UIFLOW application uses block programming; this software is for the M5stack kits. To program in C code using Arduino IDE is need to install the necessary libraries for compatibility with M5Stack. Students of computer science engineering implement the program using both programming languages. The compared data are development times and acceptance of the participants. The results show the coding times of the program and the scores obtained in the acceptance test, determining faster times in the case of block programming and a better acceptance rate that demonstrates the advantages of using this language in programming education. © 2022 IEEE.

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Monitoring Security in a Vehicle Using a Mobile Application

2022 , Miranda M. , Granda K. , Castillo Salazar D.R. , Palacios-Navarro G. , Varela Aldas, José

Today it can still be seen that the lack of technology in old and low-cost vehicles does not allow basic security remote monitoring. For this reason, it is necessary to update its technology, installing electronic systems based on free hardware to perform readings in the vehicles. In addition, mobile devices allow viewing this information remotely using the Internet. In this work, the monitoring of security in a vehicle is carried out using a mobile application. For this, the door state and the vehicle’s internal temperature are read. This electronic system is based on the ESP32 board that has a WiFi communication module to connect to the internet. This is programmed using the Arduino IDE environment. On the other hand, the mobile application installed on a mobile phone is constantly updated and alerts in case of changes. This application is developed in App inventor. A cloud database in Firebase is used to interconnect these two stations, which serves as a container to exchange information. As result, a product acceptance test was applied, obtaining a qualification that validate this proposal. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Fog computing for assisting and tracking elder patients with neurodegenerative diseases

2019 , García-Magariño I. , Varela Aldas, José , Palacios-Navarro G. , Lloret J.

U.S. hospitals transmit and manage great amounts of information with the avenue of Internet of things. This work departs from a real need detected by healthcare centers and hospitals in U.S., Spain and Ecuador. This work focuses on the application of fog computing for obtaining an app rich in visual content that will not overload U.S. hospital infrastructures even if it was used massively. The simulation results showed that the proposed fog-based approach could support a regular use (one day out of three on average) by 1% of patients of one of the most common neurodegenerative diseases in 14 states in U.S (i.e. 36,400 patients in total) with only a traffic of 528 KB per day on average when using one hospital per state. © 2019, Springer Science+Business Media, LLC, part of Springer Nature.

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Immersive virtual reality app for mild cognitive impairment

2019 , Varela Aldas, José , Palacios-Navarro G. , García-Magariño I.

A characteristic symptom of neurodegenerative diseases is the deterioration of the memory. These problems usually worsen with the progression of the disease, being the cognitive rehabilitation an important tool in order to slow down the progress of the disease in the patient. This work presents the development of a mobile virtual reality application through a serious game to boost the memory by solving mazes in three levels of difficulty. The application uses the Gear VR glasses to provide the user with an immersive experience. The results present the proposed application, showing the components of the virtual environment. © 2019, Associacao Iberica de Sistemas e Tecnologias de Informacao. All rights reserved.

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Effects of immersive virtual reality on the heart rate of athlete’s warm-up

2019 , Varela Aldas, José , Palacios-Navarro G. , García-Magariño I. , Fuentes E.M.

An adequate warm-up prior to intensive exercise can bring benefits to athletes, these requirements may vary depending on the physical activity and the training needs. The immersive virtual reality could have benefits in the warm-up and it can be determined by physiological data of the athlete. This work presents a mobile virtual reality application to stimulate the warm-up of an athlete using a standard treadmill, where the developed application is composed of a pleasant and stimulating environment. A Smartphone and the Gear VR are used as an HMD device, and wireless headphones are placed in the users, in addition, the heart rate of the athletes is monitored using a Polar H7 sensor. Experimental results are obtained in athletes with similar characteristics and conditions, identified a direct relation of the virtual environment with the pulsations per minute (ppm), denoting pulsations greater than usual in case of the stimulating environment and lower pulsations for the pleasant environment. Finally, a usability test is performed that shows the level of sociability of the system. © Springer Nature Switzerland AG 2019.

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Internet of things (IoT)-based assistive system for patients with spinal muscular atrophy (SMA): a case report

2024 , Varela Aldas, José , vila-Armijos W. , Palacios-Navarro G.

Purpose: Assistive technologies based on IoT can contribute to improve quality of living of patients with severe motor difficulties by providing partial or total independence. The aim of this work was to analyse the usability and performance of an assistive system based on the IoT when is evaluated by a child patient with spinal muscular atrophy type 1 (SMA-I). Materials and methods: The study involved a child with SMA-I and his caregiver. The materials used include an M5Stack Core2 kit, a mobile app, and a smart switch based on the ESP-01S card. The patient sends requests to the caregiver from the app installed on the M5Stack Core2 to a mobile app, and controls smart switches located in the rooms. The system was tested by the participants for a period of 30 days to later evaluate its usability and performance. Results: The results show that the control function of smart switches is the most used and there is no decrease in interactions over the days for the system in general. In addition, the scores obtained from both usability tests (patient and caregiver) were 87.5% and 90%, respectively. The average performance of the entire system was 93.33%. Conclusion: The application of assistive technologies based on the IoT allows obtaining a practical solution that improves the development of daily activities in a patient with SMA-I. © 2024 Informa UK Limited, trading as Taylor & Francis Group.

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Head-mounted display-based application for cognitive training

2020 , Varela Aldas, José , Palacios-Navarro G. , Amariglio R. , García-Magariño I.

Virtual Reality (VR) has had significant advances in rehabilitation, due to the gamification of cognitive activities that facilitate treatment. On the other hand, Immersive Virtual Reality (IVR) produces outstanding results due to the interactive features with the user. This work introduces a VR application for memory rehabilitation by walking through a maze and using the Oculus Go head-mounted display (HMD) technology. The mechanics of the game require memorizing geometric shapes while the player progresses in two modes, autonomous or manual, with two levels of difficulty depending on the number of elements to remember. The application is developed in the Unity 3D video game engine considering the optimization of computational resources to improve the performance in the processing and maintaining adequate benefits for the user, while the generated data is stored and sent to a remote server. The maze task was assessed with 29 subjects in a controlled environment. The obtained results show a significant correlation between participants’ response accuracy in both the maze task and a face–pair test. Thus, the proposed task is able to perform memory assessments. © 2020 by the authors. Licensee MDPI, Basel, Switzerland.

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Control of a Security Door Through the Internet of Things

2022 , Toapanta J. , Miranda M. , Andaluz V.H. , Palacios-Navarro G. , Varela Aldas, José

Home security has increased in recent years with the help of technology. Even more, the appearance of the internet of things (IoT) allows it to control and monitor devices from anywhere in the world. This work develops a proposal that alerts the user about the status of a door through a mobile application using low-cost devices. For the electronic design, a magnetic contact sensor has been used that detects if the door is open. An electric lock is also used to control the door with the mobile application from anywhere in the user. The electronic system is based on an ESP32 board that has WiFi communication, this board sends the door status data to the mobile application. The electric lock can be activated in three ways: manually from the door, automatically according to a programmed routine, and remotely using the mobile app. The platform used for the IoT is Firebase, which allows the exchange of information between the local site and the remote site. The tests carried out around the prototype have responded correctly, the installed sensor continuously reports on the status of the door, and the control is executed according to the orders sent through the cloud. In addition, an acceptance test is used that guarantees the correct operation of the proposal. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Development of a Scale Prototype of Smart Bed Controlled Using a Mobile Application

2022 , Soberon J.C. , Gamboa G. , Castillo F. , Palacios-Navarro G. , Varela Aldas, José

The need for a technological system for health care for sick people is evident. This work develops a scale prototype of a smart bed controlled through a mobile application. The electronic design consists of two servomotors that act to position the bed; these actions can be activated through the mobile application. At the same time, the patient can be monitored by a camera and an infrared thermometer that sends the data to the application through the Internet. The local operating code is designed so that the position of the bed changes automatically according to a preset sequence. The electronic system is based on the ESP32 board; this chip integrates WiFi communication that allows the connection of the bed with the cloud-based in Firebase. Temperature tests were carried out with the help of people to ensure that the data taken was correct. In addition, bed positions and reception of camera images were tested on a mannequin. As a result, adequate communication was obtained between the mobile application and all the devices installed in the smart bed. Finally, an acceptance test is applied that validates this proposal with a good score. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Educational Robot Using Lego Mindstorms and Mobile Device

2020 , Varela Aldas, José , Miranda-Quintana O. , Guevara Maldonado, César Byron , Avilés-Castillo, Fátima , Palacios-Navarro G.

Modern education at different levels has integrated the use of technology as a teaching-learning assistant, especially in the initial stage of training because it motivates curiosity and helps the abstraction of knowledge. This paper presents the development of an educational robot using components of the Lego Mindstorms EV3 kit and a mobile app to interact with the student; the robot is build using two motors and two sensors, one to differentiate colours and the other one to measure proximity. The objective is to teach the different colours and explain the spatial position to children under five years old, while the screen of the mobile device interacts with the user. The results show the finished product, the data generated by a learning test, and a usability test, concluding that the robot fulfils its purpose, but requires certain improvements. © Springer Nature Switzerland AG 2020.