Now showing 1 - 10 of 23
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Electric Monitoring System for Residential Customers Using Wireless Technology

2022 , Buele, Jorge , Morales-Sánchez J.C. , Varela Aldas, José , Palacios-Navarro G. , Ayala-Chauvin, Manuel Ignacio

Power grids continue to develop and it is increasingly difficult to guarantee the quality of service offered to the user. In several developing countries, consumption is calculated on the basis of visual inspection, which is prone to errors. Consequently, this document outlines the construction of electrical consumption telemetering equipment. This is designed to reduce human error through manual measures and have a web backup that can be accessed from anywhere. To develop the prototype voltage and current sensors are used, and the signal is conditioned for the control stage. The processing unit is the Arduino Mega embedded board, which incorporates a GPRS Shield (General Packet Radio Services) that handles communication with a LAMP server (Linux, Apache, MySQL, PHP) connected to the Internet. It also incorporates a block of connection and disconnection of the electrical service that would leave the whole house without service. Two functionalities are used to present the data, one is local on the LCD display of the equipment installed in the home (user) and the second is remote access to a website (server). The results show that in comparison with a standard voltage device it presents an error of 0.28% and 4.12% in current. In this way, the use of this prototype for real-time monitoring of electricity consumption is validated, since it works similarly to a conventional one. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Virtual Reality applications based on activities of daily living (ADL) for cognitive diagnosis and rehabilitation

2022 , Buele, Jorge , Varela Aldas, José , Palacios-Navarro G.

Traditionally, screening tools are available to help diagnose a person's cognitive problem. Therefore, rehabilitation techniques are lab exercises that lack adequate ecological validity. In this paper, we propose to establish the projection of a methodology for the development of serious games based on activities of daily living (ADL). Both for real and immersive environments, to assess what provides better results when applied in healthy patients at first, but with a focus on those suffering from Alzheimer's disease. It is expected that when this research is completed, precedents will be established for the development of new proposals based on virtual environments. © 2022 IEEE.

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A virtual reality-based cognitive telerehabilitation system for use in the covid-19 pandemic

2021 , Varela Aldas, José , Buele, Jorge , Lorente P.R. , García-Magariño I. , Palacios-Navarro G.

The COVID-19 pandemic has changed people’s lives and the way in which certain services are provided. Such changes are not uncommon in healthcare services and they will have to adapt to the new situation by increasing the number of services remotely offered. Limited mobility has resulted in interruption of treatments that traditionally have been administered through face-to-face modalities, especially those related to cognitive impairments. In this telerehabilitation approach, both the patient and the specialist physician enter a virtual reality (VR) environment where they can interact in real time through avatars. A spaced retrieval (SR) task is implemented in the system to analyze cognitive performance. An experimental group (n = 20) performed the SR task in telerehabilitation mode, whereas a control group (n = 20) performed the SR task through a traditional face-to-face mode. The obtained results showed that it is possible to carry out cognitive rehabilitation processes through a telerehabilitation modality in conjunction with VR. The costeffectiveness of the system will also contribute to making healthcare systems more efficient, overcoming both geographical and temporal limitations. © 2021 by the authors. Licensee MDPI, Basel, Switzerland.

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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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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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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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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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IoT-Based User Interface for Remote Control of a Mobile Robot

2023 , Varela Aldas, José , Palacios-Navarro G.

Recent advancements in mobile robot research have resulted in the development of precise robot control tools, while information technology research has focused on the Internet of Things (IoT) in the context of the fourth industrial revolution. This study evaluates a user interface designed for remote control of the Crowbot BOLT robot. This robot utilizes the ESP32 board and is controlled through the M5Stack Core2 kit with a touch screen. The user interface offers two modes of operation: touch-based buttons for movement control and gyroscope control based on the M5Stack’s angular position. Communication between the robot and the user interface is established using the MQTT protocol through the ThingSpeak server, allowing control from any location with a line of sight and internet connectivity. Operation data is collected by recording control orders and measuring sending times, while user acceptance is evaluated using an IoT-based technology acceptance model. The results indicate the need for remote control response time improvement and reveal low scores in perceived usefulness and influence social. In conclusion, the study demonstrates the feasibility of remote control of a mobile robot using the MQTT protocol, providing valuable insights for similar applications and considering user recommendations for future enhancements and system expansion. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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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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Immersive virtual reality app to promote healthy eating in children

2020 , Fuentes E.M. , Varela Aldas, José , Palacios-Navarro G. , García-Magariño I.

An immersive virtual reality application was developed as a serious game to support children on their decisions about food, the system was composed by the Gear VR (Viewer and controller), and a phone which contains the mobile application developed in Unity, providing the immersive environment, the platform was based on a path where the player has to go through it choosing between different sort of meals and also between different physical activities, the effect of balanced diet plus adequate physical activity seems reflected on the avatar previously chosen by the user, the app was tested on 12 children between 8 and 10 years old during one week, children participated on the study after receiving an informed consent, analyzing the tendencies of food choice on children before and after, a notorious positive effect could be seen on the users according to the avatar analyzed at the end of the round, besides a System usability ore was also applied to evaluate the degree of usability of the app, reaching a ore of 88.33% which rates the app as very usable, this results were even better than what was planned at the beginning of the experience. © Springer Nature Switzerland AG 2020.