41 research outputs found

    Interaction and integration in an augmented reality system

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    Ministerio de Ciencia y TecnologíaPlan de promoción de la investigación de la UJIFundación Feder y la Generalidad Valenciana Valencian

    Multiresolution Foliage Rendering

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    Ponència presentada en CoSECiVi 2020, VI Congreso de la Sociedad Española para las Ciencias del Videojuego On-line, 7-8 d'octubre de 2020.This work presents a continuous level of detail representation of foliage of trees. Multiresolution modeling allows to adapt the number of polygons to render to the relevance of the object in the scene. However, foliage is represented by isolated polygons, so most of the multiresolution modeling methods do not work properly with this part of the tree. This paper presents a multiresolution model that allows to adapt the number of leaves to the relevance of the foliage in the scene. The criterion to select the appropriate leaves to render is based on a previously performed view-driven simplification. To adapt this parameter in real time, data structures and the necessary algorithms that allow us to extract the appropriate number of polygons are presented. Some tests have been developed to evaluate the proposed solution and results show the good performance of the presented continuous level of detail

    Procedural modelling of terrains with constraints

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    Terrain is an essential part of any outdoor environment and, consequently, many techniques have appeared that deal with the problem of its automatic generation, such as procedural modeling. One form to create terrains is using noise functions because its low computational cost and its random result. However, the randomness of these functions also makes it difficult to have any control over the result obtained. In order to solve the problem of lack of control, this paper presents a new method noise-based that allows procedural terrains creation with elevation constraints (GPS routes, points of interest and areas of interest). For this, the method establishes the restrictions as fixed values in the heightmap function and creates a system of equations to obtain all points that they depend this restrictions. In this way, the terrain obtained maintains the random noise, but including the desired restrictions. The paper also includes how we apply this method on large terrain models without losing resolution or increasing the computational cost excessively. The results show that our method makes it possible to integrate this kind of constraints with high accuracy and realism while preserving the natural appearance of the procedural generation

    Learning First Aid with a Video Game

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    Any citizen can be involved in a situation that requires basic first aid knowledge. For this reason, it is important to be trained in this kind of activity. Serious games have been presented as a good option to integrate entertainment into the coaching process. This work presents a video game for mobile platforms which facilitate the formation and training in the PWA (Protect, Warn, Aid) first aid protocol. Users have to overcome a series of challenges to bring theoretical concepts closer to practice. To easily change the point of view of the game play, Augmented Reality technology has been used. In order to make each game looks different, neural networks have been implemented to perform the behavior of the Non-Playable Characters autonomous. Finally, in order to evaluate the quality and playability of the application, as well as the motivation and learning of content, several experiments were carried out with a sample of 50 people aged between 18 and 26. The obtained results confirm the playability and attractiveness of the video game, the increase of interest in learning first aid, as well as the greater fixation of the different concepts dealt with in the video game. The results support that this application facilitates and improves the learning of first aid protocols, making it more enjoyable, attractive, and practical.This research was funded by the Spanish Ministry of Science and Technology (Project PID2019-106426RB-C32/AEI/10.13039/501100011033) and the Universitat Jaume I research project UJI-B2018-56

    Procedural modeling of plant ecosystems maximizing vegetation cover

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    Vegetation plays a major role in the realistic display of outdoor scenes. However, manual plant placement can be tedious. For this reason this paper presents a new proposal in the field of procedural modeling of natural scenes. This method creates plant ecosystems that maximizes the covered space by optimizing an objective function subject to a series of constraints defined by a system of inequalities. This system includes the constraints of the environment taking into account characteristics of the terrain and the plant species involved. Once the inequality system has been defined, a solution will be obtained that tries to maximize the radius of the projected area of the trees and therefore the extension of the vegetation cover on the ground. The technique eliminates the trees that do not achieve a minimum growth radius, simulating the typical competitive process of nature. Results show the good performance and the high visual quality of the ecosystems obtained by the proposed technique. The use of this kind of optimization techniques could be used to solve other procedural modeling problems in other fields of application.Funding for open access charge: CRUE-Universitat Jaume

    Mejorar la destreza matemática con un videojuego de Realidad Aumentada

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    Ponència presentada a CoSECiVi 2020, VI Congreso de la Sociedad Española para las Ciencias del Videojuego 2020 (On-line, 7-8 d'octobre de 2020)The traditional method of learning multiplication tables is a repetitive and boring task. Teachers try to find new methods to motivate children in this learning. One of the lines to keep in mind it is to integrate entertainment into educational processes. This work, aimed at 3rd year Primary Education students, presents a video game with Augmented Reality that allows you to practice the multiplication tables by gamifying their successes and memorization. In order to attract different player profiles, two mini-games have been created, one for fighting and the other for recycling, which are played after solving a series of proposed multiplications. The game will report the hits and misses made in each game, as well as the evolution of the successful answers between the first and last game played. In this way, teachers will be able to evaluate the improvement in the learning of their students’ multiplication tables. Mixing entertainment and Augmented Reality techniques will make this tedious process more enjoyable and attractive for children, greatly improving their math skills.El método tradicional de aprender las tablas de multiplicar es una tarea repetitiva y aburrida. Los docentes intentan buscar nuevos métodos para motivar a los niños/as en esta tarea. Una de las líneas a tener en cuenta es integrar en los procesos educativos el entretenimiento. Este trabajo, dirigido a alumnos/as de 3o de Educación Primaria, presenta un videojuego con Realidad Aumentada que permite practicar las tablas de multiplicar gamificando sus éxitos y su memorización. Para poder atraer diferentes perfiles de jugadores, se han creado dos minijuegos, uno de lucha y otro de reciclaje a los que se juega tras responder una serie de multiplicaciones propuestas. El juego informará de los aciertos y fallos realizados en cada partida, así como de la evolución de estos fallos y aciertos entre la primera y última partida jugadas. De este modo, los docentes podrán evaluar la mejora en el aprendizaje de las tablas de multiplicar de sus alumnos/as. Mezclar entretenimiento y técnicas de Realidad Aumentada harán que este tedioso proceso sea m´as ´ameno y atractivo para los niños/as, mejorando en gran medida sus habilidades en matemáticas

    Programa de salud sobre la detección temprana de trastornos de la conducta alimentaria en centros de Atención Primaria.

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    Introducción: Los trastornos de la conducta alimentaria (TCA) son la tercera enfermedad crónica más frecuente entre la población adolescente. Su prevalencia ha aumentado en las últimas décadas, encontrándose un pico de incidencia en las mujeres entre 13 y 18 años. La detección temprana del problema es el tipo de prevención más eficaz para mejorar el pronóstico de esta enfermedad. Objetivo principal: Elaborar un programa de salud para profesionales sanitarios y de Enfermería de Atención Primaria sobre la detección temprana de trastornos de la conducta alimentaria. Metodología: Se ha realizado una amplia revisión bibliográfica para actualizar el problema de estudio, así como entrevistas a diferentes expertos/as en la materia, y se ha diseñado un programa de salud para Enfermería de Atención Primaria. Desarrollo: El programa consta de 3 sesiones, en las que se ofrece información básica sobre los TCA y se trabajan estrategias como el desarrollo de una correcta relación terapéutica, manejo de recursos y derivación, resolución de casos prácticos y elaboración de check-list para detección temprana de los casos. Conclusión: Debido al aumento de este tipo de trastornos en la población joven se considera importante una mayor formación desde los centros de salud puesto que son, con frecuencia, el primer punto de contacto con los servicios sanitarios en casos de Salud Mental. <br /

    Waste Map of the province of Castellón

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    Ponencia presentada en el XV Congreso Internacional de Ingeniería de Proyectos celebrado en Huesca, 6-8 de julio de 2011The problem of the ever-increasing generation of waste becomes more acute with inadequate environmental management, leads to environmental problems and highlights the ineffectiveness of society when using its resources. This paper presents a study to assess the current situation of generation and management of waste in the province of Castellon (Spain). The study involves the creation of an inventory of waste produced in each municipality in the province, including different waste categories and their breakdown by fractions. The destination of the different types of waste and the treatments applied to them are also determined. A Geographic Information System (GIS) is used to carry out this study. This enables the integration of spatial and alphanumeric information related to both the sources of waste generation and waste treatment facilities. The GIS enables geographical representation of the data collected on thematic maps, and provides tools for spatial analysis of these data. Spatial analysis is useful for locating problems in waste management and proposing strategies to improve the present situation. Finally, a web map viewer is developed in order to disseminate the results. The web viewer provides access to the digital maps on waste obtained from the study

    Visual data mining with self-organizing maps for ''self-monitoring'' data analysis

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    Data collected in psychological studies are mainly characterized by containing a large number of variables (multidimensional data sets). Analyzing multidimensional data can be a difficult task, especially if only classical approaches are used (hypothesis tests, analyses of variance, linear models, etc.). Regarding multidimensional models, visual techniques play an important role because they can show the relationships among variables in a data set. Parallel coordinates and Chernoff faces are good examples of this. This article presents self-organizing maps (SOM), a multivariate visual data mining technique used to provide global visualizations of all the data. This technique is presented as a tutorial with the aim of showing its capabilities, how it works, and how to interpret its results. Specifically, SOM analysis has been applied to analyze the data collected in a study on the efficacy of a cognitive and behavioral treatment (CBT) for childhood obesity. The objective of the CBT was to modify the eating habits and level of physical activity in a sample of children with overweight and obesity. Children were randomized into two treatment conditions: CBT traditional procedure (face-to-face sessions) and CBT supported by a web platform. In order to analyze their progress in the acquisition of healthier habits, self-register techniques were used to record dietary behavior and physical activity. In the traditional CBT condition, children completed the self-register using a paper-and-pencil procedure, while in the web platform condition, participants completed the self-register using an electronic personal digital assistant. Results showed the potential of SOM for analyzing the large amount of data necessary to study the acquisition of new habits in a childhood obesity treatment. Currently, the high prevalence of childhood obesity points to the need to develop strategies to manage a large number of data in order to design procedures adapted to personal characteristics and increase treatment efficacy
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