Author: Rodrigo Marín Chico

Supervisor: Ramón Hervás

September 2015

       

Currently, mobile technologies are experiencing an outstanding growth, specially the smartphones allow us to use app anytime and are used by all ages from the youngest to our oldest, so all of them have mobile devices and use them everyday.

In this Final Degree Project we expect to take advantage of this to adapt these technologies to support the evaluation and treatment of developmental disorders adapting the classic platform videogames. Our approach is Aspi’s Adventure, a videogame for smartphones for children and a support tool for parents and psychologists.

Download API's Adventures Videogame

Author: María Jesús Ciudad

Supervisor: Ramón Hervás

September 2013

kitten main window    

Nowadays one of the fields of technology with greater upswing is undoubtedly the field of smartphones. This mobile phones are completely away from their predecessors, whose only functions was calling and texting, to become small handheld computers with thousands of possibilities, both for users and developers. This final degree project intends to use these possibilities, as well as the widespread diffusion of such terminals among the population, in order to make amusing and largely automate the assessment of children’s cognitive development process through videogames metaphors. This way, Kitten Quest is, for children who are going to use it, yet another videogame with witch entertain themselves and, for the parents or psychologists, a psychological assessment tool nonintrusive that will ease such task and by which one can obtain preliminary conclusions.

Author: Raúl Galán Pérez

Supervisor: Ramón Hervás

June 2013

Mobile phones are fast growing, causing a social change in the way of using these devices. We have gone from simple mobiles, which we only used to call or send messages, to smart mobile phones (smartphones) plenty of features, similar to a computer. One of those features is the capacity of detecting a movement of the user with the accelerometer that smart phones incorporate.

In order to identify gestures that user makes, it is necessary to process the accelerometer signal with pattern recognition techniques. Nowadays, pattern recognition is a discipline very applied in researching and in different development systems. Pattern recognitions techniques are typically used in handwriting recognition, gesture recognition and speech recognition.

This document describes the development of a generic and universal system to interact using a mobile device with another type of display system, for instance a public screen, in lack of others interaction mechanisms. The system consists of three applications: (a) an Android mobile application can recognize movements with the accelerometer, (b) the desktop application is responsible for simulating interactions from the mobile device, and (c) the server application is responsible for connecting both applications with web services.

Author: Sergio de la Rubia García-Carpintero

Supervisor: Jesús Fontecha, José Bravo

September 2012

This project is a complement of the main task which are carried out in a Restaurant, making use of new mobile technologies to improve the interaction between mobile devices and customers. The system provides several solutions in table assignment, making orders and payment by means of mobile devices. Besides, the system promotes the application of discounts, deals and personalized recommendations about menus and new products.

Author: Jose Mª Luna Astasio

Supervisor: Ramón Hervás, Jesús Fontecha

June 2012

 

This project presents a system for supplying spatial orientation and support to cognitively impaired people in their daily activities. The system is a technological solution based on external aid at a practical level (substitution-based rehabilitation). In particular, we propose a model focused on points of interest or well-known places, in which user-friendly routes to a destination are generated based on the user context rather than the conventional street names and quantitative distances. Moreover, the system offers augmented reality views that include contextual information. This philosophy of navigation more closely matches the needs of the user than do conventional navigation systems; the proposal is especially useful for users who are not accustomed to using new technologies (e.g., elderly people), people experiencing disorientation and, more generally, individuals with a slight cognitive deficit. The system also includes an application that allows the relatives of the user to establish tasks that must be performed at a specific location and to monitor the activities of the user to detect potentially risky situations.

Author: Juan Miguel Torres-Triviño

Supervisor: Ramón Hervás

June 2012

 

Universal accessibility to social networks is, nowadays, a challenge to achieve. Mainly, elderly people and people with slight cognitive disorders, have serious difficulties to actually participate on the social Web. However, this kind of users should benefit of social functionalities through technological solu- tions because their physical condition makes difficult to achieve effective social relationships. This paper proposes a system for helping elderly people to access to any social network in an easy and simple way. It consists of a model that re- lates daily life objects with social network components. This relationship is possible by natural interaction techniques that enable intuitive actions to those objects. This model has been implemented through a mobile application using Android platform and Facebook social network.