16 research outputs found

    Creación de artículos en Wikipedia como herramienta de introducción al concepto de web 2.0 para estudiantes de Comunicación Audiovisual

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    La comprensión de los conceptos básicos que gobiernan la llamada Web 2.0 es fundamental para los estudiantes de la titulación de Comunicación Audiovisual por lo que comporta de cara a su futuro profesional. La presentación de estos conceptos se puede realizar de forma intuitiva y práctica mediante la elaboración de una experiencia práctica que utiliza como primera herramienta una wiki y, en una segunda etapa, la enciclopedia online Wikipedia. Esta experiencia permite al alumno comprender la sencillez de uso de las aplicaciones 2.0, la capacidad de las mismas para generar contenidos de forma colaborativa y el respeto que exigen las normas establecidas por las comunidades que gobiernan el uso de estas aplicaciones. Un estudio de varias encuestas cumplimentadas por los alumnos antes y después de la experiencia demuestra el interés surgido entre ellos por las aplicaciones 2.0 gracias a la realización de esta experiencia práctica. El diseño de la experiencia en dos fases: una con la herramienta software en entorno local y otra con la misma herramienta pero en un entorno global resulta innovadora y facilita la consecución de los objetivos propuestos.Peer Reviewe

    A machine-learning based solution for chatter prediction in heavy-dutymilling machines

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    The main productivity constraints of milling operations are self-induced vibrations, especially regenerative chatter vibrations. Two key parameters are linked to these vibrations: the depth of cut achievable without vibrations and the chatter frequency. Both parameters are linked to the dynamics of machine component excitation and the milling operation parameters. Their identification in any cutting direction in milling machine operations requires complex analytical models and mechatronic simulations, usually only applied to identify the worst cutting conditions in operating machines. This work proposes the use of machine learning techniques with no need to calculate the two above-mentioned parameters by means of a 3-step strategy. The strategy combines: 1) experimental frequency responses collected at the tool center point; 2) analytical calculations of both parameters; and, 3) different machine learning techniques. The results of these calculations can then be used to predict chatter under different combinations of milling directions and machine positions. This strategy is validated with real experiments on a bridge milling machine performing concordance roughing operations on AISI 1045 steel with a 125 mm diameter mill fitted with nine cutters at 45°, the results of which have confirmed the high variability of both parameters along the working volume. The following regression techniques are tested: artificial neural networks, regression trees and Random Forest. The results show that Random Forest ensembles provided the highest accuracy with a statistical advantage over the other machine learning models; they achieved a final accuracy of 0.95 mm for the critical depth and 7.3 Hz for the chatter frequency (RMSE) in the whole working volume and in all feed directions, applying a 10 × 10 cross validation scheme. These RMSE values are acceptable from the industrial point of view, taking into account that the critical depth of this range varies between 0.68 mm and 19.20 mm and the chatter frequency between 1.14 Hz and 65.25 Hz. Besides, Random Forest ensembles are more easily optimized than artificial neural networks (1 parameter configuration versus 210 MLPs). Additionally, tools that incorporate regression trees are interesting and highly accurate, providing immediately accessible and useful information in visual formats on critical machine performance for the design engineer.Hidrodamp Project (IDI-20110453) of the Centre for Industrial Technological Development (CDTI

    Countering the Novelty Effect: A Tutorial for Immersive Virtual Reality Learning Environments

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    Immersive Virtual Reality (iVR) is a new technology, the novelty effect of which can reduce the enjoyment of iVR experiences and, especially, learning achievements when presented in the classroom; an effect that the interactive tutorial proposed in this research can help overcome. Its increasingly complex levels are designed on the basis of Mayer’s Cognitive Theory of Multimedia Learning, so that users can quickly gain familiarity with the iVR environment. The tutorial was included in an iVR learning experience for its validation with 65 users. It was a success, according to the user satisfaction and tutorial usability survey. First, it gained very high ratings for satisfaction, engagement, and immersion. Second, high skill rates suggested that it helped users to gain familiarity with controllers. Finally, a medium-high value for flow pointed to major concerns related to skill and challenges with this sort of iVR experience. A few cases of cybersickness also arose. The survey showed that only intense cybersickness levels significantly limited performance and enjoyment; low levels had no influence on flow and immersion and little influence on skill, presence, and engagement, greatly reducing the benefits of the tutorial, despite which it remained useful.This work was partially supported by the ACIS project (Reference Number INVESTUN/21/BU/0002) of the Consejeria de Empleo e Industria of the Junta de Castilla y León (Spain), the Erasmus+ RISKREAL Project (Reference Number 2020-1-ES01-KA204-081847) of the European Commission and the HumanAid Project (Reference Number TED2021-129485B-C43) of the Proyectos Estratégicos Orientados a la Transición Ecológica y a la Transición Digital of the Spanish Ministry of Science and Innovation

    Proceso de gestión de trabajos fin de carrera

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    El desarrollo de trabajos final de carrera en las actuales titulaciones de informática es una de las materias fundamentales a la conclusión de los estudios. En las propuestas de grado y máster este punto sigue siendo fundamental, no existiendo apenas discusión en la necesidad de realizar un proyecto donde se aglutinen todos los conocimientos y competencias, que han sido adquiridos a lo largo de los estudios realizados. En este trabajo, se propone un modelo de gestión de la asignatura dentro de un contexto universitario, aplicando buenas prácticas de ingeniería del software: monitorización, control de proceso, revisiones, evaluación y medición. A partir de dicho modelo se describe una herramienta que lo automatiza, y se muestran dos casos de estudio resultado de su aplicación. El primero muestra los productos obtenidos de la aplicación del proceso. El segundo compara los resultados al utilizar la herramienta de evaluación entre trabajos de dos asignaturas distintas de proyectos: la de ingeniería y la de ingeniería técnica en informática.Peer Reviewe

    La recreación en 3D de la Cartuja de Miraflores aplicada a la enseñanza del Arte medieval en los estudios de Grado, de Patrimonio y de Comunicación Audiovisual

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    Ponencia presentada en: VI Jornadas de Innovación Docente de la UBU, Burgos, 23 y 24 de febrero de 2012, organizadas por el Instituto de Formación e Innovación Educativa-IFIE de la Universidad de Burgo

    An SVM-based solution for fault detection in wind turbines

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    Research into fault diagnosis in machines with a wide range of variable loads and speeds, such as wind turbines, is of great industrial interest. Analysis of the power signals emitted by wind turbines for the diagnosis of mechanical faults in their mechanical transmission chain is insufficient. A successful diagnosis requires the inclusion of accelerometers to evaluate vibrations. This work presents a multi-sensory system for fault diagnosis in wind turbines, combined with a data-mining solution for the classification of the operational state of the turbine. The selected sensors are accelerometers, in which vibration signals are processed using angular resampling techniques and electrical, torque and speed measurements. Support vector machines (SVMs) are selected for the classification task, including two traditional and two promising new kernels. This multi-sensory system has been validated on a test-bed that simulates the real conditions of wind turbines with two fault typologies: misalignment and imbalance. Comparison of SVM performance with the results of artificial neural networks (ANNs) shows that linear kernel SVM outperforms other kernels and ANNs in terms of accuracy, training and tuning times. The suitability and superior performance of linear SVM is also experimentally analyzed, to conclude that this data acquisition technique generates linearly separable datasets.Projects, CENIT-2008-1028, TIN2011-24046, IPT-2011-1265-020000 and DPI2009-06124-E/DPI of the Spanish Ministry of Economy and Competitivenes

    Virtual Reality Training Application for the Condition-Based Maintenance of Induction Motors

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    The incorporation of new technologies as training methods, such as virtual reality (VR), facilitates instruction when compared to traditional approaches, which have shown strong limitations in their ability to engage young students who have grown up in the smartphone culture of continuous entertainment. Moreover, not all educational centers or organizations are able to incorporate specialized labs or equipment for training and instruction. Using VR applications, it is possible to reproduce training programs with a high rate of similarity to real programs, filling the gap in traditional training. In addition, it reduces unnecessary investment and prevents economic losses, avoiding unnecessary damage to laboratory equipment. The contribution of this work focuses on the development of a VR-based teaching and training application for the condition-based maintenance of induction motors. The novelty of this research relies mainly on the use of natural interactions with the VR environment and the design’s optimization of the VR application in terms of the proposed teaching topics. The application is comprised of two training modules. The first module is focused on the main components of induction motors, the assembly of workbenches and familiarization with induction motor components. The second module employs motor current signature analysis (MCSA) to detect induction motor failures, such as broken rotor bars, misalignments, unbalances, and gradual wear on gear case teeth. Finally, the usability of this VR tool has been validated with both graduate and undergraduate students, assuring the suitability of this tool for: (1) learning basic knowledge and (2) training in practical skills related to the condition-based maintenance of induction motors.This research has been partially supported by Banco Santander under the scholarship program Santander Iberoamérica Research 2019/20. This investigation was partially supported by the ACIS project (Reference Number INVESTUN/21/BU/0002) of the Consejeria de Empleo of the Junta de Castilla y León (Spain)

    Creación de artículos en Wikipedia como herramienta de introducción al concepto de web 2.0 para estudiantes de Comunicación Audiovisual

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    La comprensión de los conceptos básicos que gobiernan la llamada Web 2.0 es fundamental para los estudiantes de la titulación de Comunicación Audiovisual por lo que comporta de cara a su futuro profesional. La presentación de estos conceptos se puede realizar de forma intuitiva y práctica mediante la elaboración de una experiencia práctica que utiliza como primera herramienta una wiki y, en una segunda etapa, la enciclopedia online Wikipedia. Esta experiencia permite al alumno comprender la sencillez de uso de las aplicaciones 2.0, la capacidad de las mismas para generar contenidos de forma colaborativa y el respeto que exigen las normas establecidas por las comunidades que gobiernan el uso de estas aplicaciones. Un estudio de varias encuestas cumplimentadas por los alumnos antes y después de la experiencia demuestra el interés surgido entre ellos por las aplicaciones 2.0 gracias a la realización de esta experiencia práctica. El diseño de la experiencia en dos fases: una con la herramienta software en entorno local y otra con la misma herramienta pero en un entorno global resulta innovadora y facilita la consecución de los objetivos propuestos.Peer Reviewe

    Immersive virtual-reality computer-assembly serious game to enhance autonomous learning

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    Immersive virtual reality (VR) environments create a very strong sense of presence and immersion. Nowadays, especially when student isolation and online autonomous learning is required, such sensations can provide higher satisfaction and learning rates than conventional teaching. However, up until the present, learning outcomes with VR tools have yet to prove their advantageous aspects over conventional teaching. The project presents a VR serious game for teaching concepts associated with computer hardware assembly. These concepts are often included in any undergraduate’s introduction to Computer Science. The learning outcomes are evaluated using a pre-test of previous knowledge, a satisfaction/usability test, and a post-test on knowledge acquisition, structured with questions on different knowledge areas. The results of the VR serious game are compared with another two learning methodologies adapted to online learning: (1) an online conventional lecture; and (2) playing the same serious game on a desktop PC. An extensive sample of students (n = 77) was formed for this purpose. The results showed the strong potential of VR serious games to improve student well-being during spells of confinement, due to higher learning satisfaction. Besides, ease of usability and the use of in-game tutorials are directly related with game-user satisfaction and performance. The main novelty of this research is related to academic performance. Although a very limited effect was noted for learning theoretical knowledge with the VR application in comparison with the other methodologies, this effect was significantly improved through visual knowledge, understanding and making connections between different concepts. It can therefore be concluded that the proposed VR serious game has the potential to increase student learning and therefore student satisfaction, by imparting a deeper understanding of the subject matter to students.GruaRV project (Reference Number INVESTUN/18/BU/0002) of the Consejeria de Empleo of the Junta de Castilla y León (Spain), the Erasmus+ RISKREAL Project (Reference Number 2020-1-ES01-KA204-081847) of the European Commission and the SMART-EASY project (Reference Number IDI-20191008) funded by the Centro para el Desarrollo Tecnológico e Industrial (CDTI).Publicación en abierto financiada por el Consorcio de Bibliotecas Universitarias de Castilla y León (BUCLE), con cargo al Programa Operativo 2014ES16RFOP009 FEDER 2014-2020 DE CASTILLA Y LEÓN, Actuación:20007-CL - Apoyo Consorcio BUCL

    Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review

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    Artículo de revisiónDepression and anxiety in children and adolescents are major health problems worldwide. In recent years, serious games research has advanced in the development of tools to address these mental health conditions. However, there has not been an extensive analysis of these games, their tendencies, and capacities. This review aims to gather the most current serious games, published from 2015 to 2020, with a new approach focusing on their applications: awareness, prevention, detection, and therapy. The purpose is also to analyze the implementation, development, and evaluation of these tools to obtain trends, strengths, and weaknesses for future research lines.This work was partially supported by grants INVESTUN/18/0002 and FPU18/04688 from the GruaRV project of the Consejería de Empleo of the Junta de Castilla y León (Spain) and the Ministry of Science, Innovation, and Universities
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