Profesor Titular de Universidad
Universidad de Castilla-La Mancha Escuela Superior de Informática
Profesor Titular de Universidad (acreditado como Catedrático de Universidad) en el Departamento de Tecnologías y Sistemas de Información y en la Escuela Superior de Informática de Ciudad Real, de la Universidad de Castilla-La Mancha (UCLM). Es Doctor Europeo en Ingeniería Informática por la UCLM (Enero 2010), por la cual obtuvo la máxima calificación académica de Sobresaliente Cum Laude. Premio Extraordinario Fin de Carrera al mejor expediente en la Escuela Superior de Informática de Ciudad Real (2006) y Premio al Mejor Proyecto Fin de Carrera de la Universidad de Castilla-La Mancha (2006). Certificado Cambridge English: Proficiency (equivalente C2 europeo) (2016).
Desde 2007 imparte docencia, tanto en español como en inglés, en asignaturas relacionadas con Programación, Sistemas Operativos, Informática Gráfica y Desarrollo de Videojuegos. Actualmente es coordinador de Programación Concurrente y Tiempo Real. Ha recibido la valoración positiva por parte de la Universidad de Castilla-La Mancha para 3 tramos de evaluación de méritos docentes, correspondientes a los periodos comprendidos entre los años 2007-2012, 2012-2017 y 2017-2022. Ha dirigido 40 Trabajos Fin de Estudios y es co-autor de 8 libros docentes.
Sus principales líneas de investigación son la Inteligencia Artificial Aplicada, destacando especialmente el ámbito de los Sistemas Multi-Agente y los Sistemas Expertos. Recientemente, participa en proyectos relacionados con el Desarrollo Tecnológico en Salud, aplicando tanto IA como el uso de Sistemas Inmersivos, como la Realidad Aumentada. Es co-director del grupo de investigación Artificial Intelligence and Representation (AIR) y colaborador en el grupo de investigación Computer Human Interaction and Collaboration (CHICO). Ha recibido la valoración positiva, por parte la Comisión Nacional de Evaluación de la Actividad Investigadora (CNEAI), de 3 tramos de evaluación de la actividad investigadora (sexenios) correspondientes a los periodos 2007-2012, 2013-2018 y 2007-2017 (sexenio de transferencia).
A nivel de gestión ha sido Coordinador del Máster en Ingeniería Informática desde Abril de 2015 hasta Noviembre de 2016, y Director Académico de Secretaría General en la Universidad de Castilla-La Mancha desde Noviembre de 2016 hasta Enero de 2021. En este periodo, la competencia en el área TIC y estrategia digital era responsabilidad de la Secretaría General de la UCLM. Como director académico, responsable de coordinar actividades vinculadas al software académico, al desarrollo de soluciones tecnológicas, a la promoción y difusión de herramientas TIC, la renovación del equipamiento informático para el PDI, y a la página web corporativa de la UCLM
Respecto a innovación y transferencia de conocimiento, David es socio co-fundador de Furious Koalas S.L., una spinoff de la Universidad de Castilla-La Mancha creada en el contexto de la Gamificación, los Serious Games y la Simulación Interactiva. Primer premio Open Innovation Castilla-La Mancha, superando el reto Cojali basado en el uso de Realidad Aumentada y propuesto en el certamen organizado por los Centros Europeos de Empresas de Innovación. Premio Empresa Joven del Año 2022 otorgado por la Asociación castellanomanchega de Ingenieros Técnicos de Tecnologías de la Información y la Comunicación (ITACA) y la Demarcación del Colegio Oficial de Ingenieros Técnicos de Telecomunicación en Castilla-La Mancha. Premio “Mónico Sánchez” como Reconocimiento al Emprendimiento como Proyecto Consolidado en 2024, otorgado por el Consejo Social de la UCLM.
Universidad de Castilla-La Mancha Escuela Superior de Informática
Universidad de Castilla-La Mancha Escuela Superior de Informática
Universidad de Castilla-La Mancha Escuela Superior de Informática
Universidad de Castilla-La Mancha Escuela Superior de Informática
Doctor en Ingeniería Informática
Universidad de Castilla-La Mancha
Máster en Tecnologías Informáticas Avanzadas
Universidad de Castilla-La Mancha
Ingeniería en Informática
Universidad de Castilla-La Mancha
Mi investigación se desarrolla en el seno de los grupos Artificial Intelligence and Representation (AIR) y Computer Human Interaction and Collaboration. Dicho trabajo gira en torno a la Inteligencia Artificial Aplicada y, en concreto, a la utilización de Sistemas Multi-Agente como herramienta esencial. En este dominio, inicié mi carrera investigadora en el ámbito de la optimización del renderizado de complejas escenas 3D para generar imágenes 2D. Destaca en este punto el sistema MAgArRO, diseñado para llevar a cabo dicho proceso de manera distribuida e inteligente a través del uso de conocimiento experto.
Más adelante me centré en la temática de lo que sería mi tesis doctoral, vinculada al uso de técnicas de Inteligencia Artificial en el contexto de una arquitectura multi-agente. Los resultados de investigación se enmarcaron en el proyecto Hesperia, realizado por un consorcio de multitud de empresas, universidades y centros de investigación.
Recientemente me he interesado por otras líneas de trabajo afines, como la coordinación en sistemas multi-robot (destacando los drones), la realidad aumentada, la gamificación y los serious games. Particularmente, estos dos últimos campos están vinculados con Furious Koalas S.L., una spinoff de la Universidad de Castilla-La Mancha en la que soy socio co-fundador.
El grupo de investigación Artificial Intelligence and Representation (AIR) se constituye en el año 2014 en la Universidad de Castilla-La Mancha, y desde entonces ha establecido su sede en la Escuela Superior de Informática (ESI) de Ciudad Real, con objeto de promover el estudio, diseño, desarrollo y aplicación práctica de técnicas de Inteligencia Artificial para la resolución de problemas reales en el marco de proyectos de I+D+i con empresas o como proyectos de investigación.
A continuación se muestran las principales publicaciones científicas vinculadas a mi trayectoria investigadora durante los últimos años.
This paper presents RTC-MR, a real-time communications framework designed for integrating WebRTC into Mixed Reality (MR) environments, particularly optimized for Microsoft HoloLens 2. By reducing the complexity associated with WebRTC implementation, our proposal aims to simplify the creation of custom applications that demand real-time audiovisual interaction. Beyond facilitating the development of MR applications, RTC-MR provides a valuable resource for both developers and researchers interested in exploring the full potential of MR in remote support scenarios and various other applications.
The technological revolution driven by advancements in AI is radically transforming various sectors, with healthcare among the most positively impacted. This article is situated within the context of such transformation, highlighting the contribution of AI in supporting professionals dedicated to the physical rehabilitation of stroke survivors. Our study focuses on the design of a DSS integrated within a comprehensive remote rehabilitation framework, consisting of two interconnected applications: one for the therapist, designed to define routines and monitor patients, and another for the patient, enabling autonomous rehabilitation exercises at home. This DSS employs fuzzy logic, significantly enhancing its scalability and interpretability. We propose a system capable of automatically suggesting personalized adjustments to a patient's rehabilitation routine based on their performance. Our approach can offer physiotherapists considerable time savings by automating routine adjustments, thereby allowing them to allocate more attention to personalized patient care and complex case analysis. Furthermore, this system incorporates principles of XAI, providing justifications for its suggestions. This affords therapists a stronger basis for validating or rejecting the proposed modifications by the artificial system. The paper presents a case study where a stroke patient's rehabilitation routine is automatically adjusted by the system, demonstrating the applicability and benefits of our approach. The routine generated by the artificial system is compared with the routine that a physiotherapist could potentially assign and modify manually when monitoring the progress of a stroke patient.
In this paper, we present a virtual reality-based serious game designed for upper limb rehabilitation and trunk mobility improvement by simulating the sport of wheelchair handball goalkeeping. The user interacts with virtual elements directly through hand movements, eliminating the need for external devices. The proposed serious game provides an immersive virtual environment, where patients can customise the training mode, and is supported by Rehab-Immersive, a cloud-based system that hosts a catalogue of serious games designed for VR-based upper limb rehabilitation in patients with cervical spinal cord injury. This system allows kinematics to be accurately recorded during exercise performance, providing therapists with objective data to assess patient progress. The system was tested by both patients and healthcare professionals at the Hospital Nacional de Parapléjicos de Toledo. This preliminary evaluation focused on assessing the functional capabilities of the proposal and ensuring that a safe testing environment is provided before starting longer-term clinical trials. Progressive improvements in performance were observed during the trials. Seven of the nine participants showed better results in the second session, as evidenced by an increased number of saves and longer active periods. The participants also completed a test designed to evaluate the user experience and usability, collecting feedback on the participant's previous experience with VR applications, the level of motivation generated by the proposal, the feeling of immersion, the level of comfort and well-being, and the applicability in rehabilitation routines. The level of immersion, a critical aspect of VR systems, was rated positively, highlighting the effectiveness of the proposal in creating an engaging experience, which is essential in physical rehabilitation.
The growing prevalence of Autism Spectrum Disorder (ASD) in recent years has highlighted the need for effective interventions in the cognitive domain to enable children with ASD to achieve success in their daily activities. In response to this need, we have developed RehabiliTEA, a platform for cognitive training in children with neurodevelopmental disorders. Our platform incorporates a Brain-Computer Interface module that allows for the collection of brain signals associated with neural activity. In addition, RehabiliTEA employs gamification techniques to engage users and provide additional information and adaptability based on their progress. Our platform has been evaluated by 38 therapists using the System Usability Scale, with results indicating its potential for clinical use.
In this paper, Virtual Reality Shopping Insights (VRSI) is presented, a framework that aids the development of Virtual Reality (VR) shopping applications as well as collecting data and analysing it. VRSI aims to help software developers and researchers by abstracting the layers needed to setup VR technology on applications developed with Unity. Moreover, it provides data registration tools that monitors user activity from non invasive data sources. This data can be useful for marketing analysts to understand user behavior inside V-commerce applications, helping them to improve the setup and layout of such environments with data-driven decisions. Furthermore, we present an example of VR shopping application developed with VRSI.
E-commerce has become uniquely relevant to small- and medium-sized enterprises (SMEs) as an essential catalyst for their growth and sustainability. SMEs see e-commerce portals as a strategic way to engage in digital business activities without having to implement costly proprietary e-commerce solutions. In addition, partnering with these portals frees them from complex tasks such as positioning, portal maintenance, and adapting the portal to new technologies and trends. This multifaceted advantage positions e-commerce portals as invaluable partners, streamlining operations and allowing SMEs to focus more on their core business competencies. However, e-commerce portals or e-marketplaces are not without their challenges. Today, they face increasing pressure to reduce their environmental impact and to empower local commercial businesses, as well as local businesses in the entertainment and culture industry. To address these challenges, there is a pressing need to propose new types of e-marketplaces that support the concept of the 15-minute city and in which virtual and augmented reality play a key role. These marketplaces would not only boost environmental sustainability but also strengthen the connection between local businesses and the community, creating a stronger and more collaborative network that benefits both businesses and consumers.
In recent years, the increasing popularity and demand of e-commerce services and online retail has adversely impacted small businesses without an online presence, leading to unfortunate consequences for local services and economies. Despite efforts to digitise small commerce, large retail businesses continue to maintain a superior position in technological capability. By foreseeing and adapting to the forthcoming stages of e-commerce’s field evolution, likely to be significantly dependent on Virtual Reality and Artificial Intelligence, small businesses need to close this technological gap in order to remain competitive and avoid disappearing. In this chapter, we introduce VR-ZOCO, a platform that integrates these two technologies, enabling local businesses to collaborate and overcome physical limitations, consequently offering a limitless virtual retail space. The system also incorporates retail collection points and constructs appealing leisure plans around these points via the results of a recommendation system, thus stimulating urban activity and strengthening local economies. Moreover, we will explore the needs of small businesses to obtain 3D models of their products and incorporate them into VR-ZOCO, as well as proposed solutions and how we will research them.
Emerging technologies have recently played a critical role in enhancing the upper extremity rehabilitation process, serving as an adjunct to the traditional therapeutic treatments that patients receive. Ideally, these technologies should facilitate accurate tracking of hand movements, collect data on patient performance during functional tasks, and provide an objective view of potential patient progress. While wearable and mechanical devices offer superior accuracy in capturing measurements, the physical limitations of patients require the introduction of hands-free solutions. This research explores hands-free hand tracking technologies in the Box and Block Test (BBT). It compares them to the actual test performed at the Hospital Nacional de Parapléjicos (Toledo, Spain). The study analyses the kinematics in order to evaluate the performance of the therapeutic exercises in three different environments: a technology-free physical environment, a non-immersive virtual space and a fully immersive virtual scenario. This evaluation includes a functional analysis based on the precision of the movements and the goals achieved to complete the therapy. In addition, the clinical study employs a comprehensive questionnaire to evaluate usability, user interaction, presence, and potential VR-induced effects. The results show a remarkable similarity between therapies delivered in traditional, technology-free environments and those delivered in virtual reality-based scenarios.
Virtual Reality (VR) is and will be a key driver in the evolution of e-commerce, providing an immersive and gamified shopping experience. However, for VR shopping spaces to become a reality, retailers' product catalogues must first be digitised into 3D models. While this may be a simple task for retail giants, it can be a major obstacle for small retailers, whose human and financial resources are often more limited, making them less competitive. Therefore, this paper presents an analysis of low-cost scanning technologies for small business owners to digitise their products and make them available on VR shopping platforms, which aims to help improve the competitiveness of small businesses through VR and Artificial Intelligence (AI). The technologies to be considered are photogrammetry, LiDAR sensors and NeRF. In addition to investigating which technology provides the best visual quality of 3D models based on metrics and quantitative results, these models must also offer good performance in commercial VR headsets. In this way, we also analyse the performance of such models when running on Meta Quest 2, Quest Pro and Quest 3 headsets to determine their feasibility and provide use cases for each type of model from a scalability point of view. Finally, our work describes a model optimisation process that reduce the polygon count and texture size of high poly models, converting them into more performance-friendly versions without significantly compromising visual quality.
This paper presents MR-LEAP (Mixed-Reality Learning Environment for Aspirational Programmers), a framework developed for learning programming through Mixed Reality and gamification mechanics. MR-LEAP's architecture is designed to facilitate the understanding of basic programming concepts while allowing the gradual incorporation of more complex concepts. The framework provides a simple visual level editor. MR-LEAP is supported by the Mixed Reality Toolkit framework to promote portability to new Mixed Reality devices. Our goal is to facilitate programming education using Mixed Reality technology. MR-LEAP has already been used in both research and educational.
This article introduces Interactive Video Application (IVA), an open source, web-based framework for creating and deploying interactive videos in the cloud. IVA has been designed and developed with modularity and scalability in mind, using a modern technological stack. A detailed description of the architecture that supports IVA is discussed to facilitate and promote its extension by other developers. The interactive components supported by IVA are easily specified in a YAML file format. IVA facilitates the integration of new interactive components and includes an analysis module that supports metrics related to performance, events, and how users interact with the video. Researchers from areas such as education, marketing or entertainment, among others, can benefit from the functional capabilities offered by IVA. The article also presents a case study on the creation of an interactive video.
The integration of technology in healthcare has revolutionized physical rehabilitation of patients affected by neurological conditions, such as spinal cord injuries and strokes. However, a significant gap remains in addressing the needs of the visually impaired, as most current solutions are visually-centric. This paper presents a novel haptic-based system tailored for the visually impaired that aims to bridge this gap in upper limb rehabilitation. The system is underpinned by a multi-layer architecture that allows both patient guidance during rehabilitation and the definition and analysis of exercises by the therapist. The architecture design includes functionality to track the user's body by means of natural user interfaces, to register the user's movement, and to guide them through the vibrations of the haptic glove or through voice commands. Thus, the proposed solution empowers visually impaired individuals to perform therapist-defined hand exercises autonomously, fostering independence and optimizing therapeutic resources. The system captures detailed kinematic data, offering therapists a comprehensive insight into the patient's exercise execution. To assess the system's functionality, a pilot trial was conducted. This study also allowed us to compare the similarity of exercise performance under vibration-based guidance to the exercises defined by the therapist with that of verbal guidance. The results highlighted a significant increase in similarity to therapist-defined exercises when using the vibration-based guidance facilitated by the designed haptic glove.
The number of hikers has increased significantly in recent years, but so has the number of accidents. Software solutions have emerged to mitigate this problem, but most focus on monitoring individual activity. When hikers are not walking alone, their activities and decisions as a group have a major impact on their safety. This paper presents GVIDI, a novel system for monitoring real-time group activity in natural environments and generating datasets for forensic analysis. GVIDI software and data can be used by researchers to study how environmental conditions, events, and decisions affect the safety of expedition groups.
Large companies dominating the e-commerce field are exploring new ways to enhance their users' shopping experience through new technologies such as Virtual Reality (VR) and Artificial Intelligence (AI). However, small businesses and retailers do not have the necessary economic and technological resources to implement these trends. This may result in an even greater loss of competitiveness against large companies. Furthermore, during and after the pandemic, governmental measures were promoted to boost local consumption and prevent the disappearance of small businesses that sustain local economies in some countries. However, many of these businesses lacked e-commerce services, which was a disadvantage. In order to prevent small businesses and their locally-identifying products from disappearing, we propose a VR and AI-driven e-commerce platform that allows them to join forces and become more competitive through the use of the latest technologies that are penetrating the e-commerce field. Additionally, this platform will offer the option of picking up purchased products at pickup points with personalized plans associated with cultural and leisure activities in the locality, which can (a) boost tourism, (b) stimulate local economies, and (c) reduce packaging waste.
Virtual reality (VR) has become as a valuable tool in medicine and healthcare, benefiting physical and psychological treatments.The aim of this thesis is to address the specific needs of Spinal Cord Injury (SCI) patients by developing a VR cloud-based platform for upper limb rehabilitation. The research focuses on enabling patients to interact with an immersive virtual environment using their own hands, eliminating the need for external devices. To achieve this, the platform incorporates hand-tracking functions and ensures accurate recognition of functional grasps, allowing the patient to perform the activities necessary to improve dexterity and motor skills. By monitoring exercises and analyzing kinematic data, therapists and specialists can objectively assess progress and adjust treatment plans to optimize the rehabilitation process. The cloud-based approach allows remote access, data monitoring, and information sharing among healthcare professionals, enhancing treatment decision-making and optimizing outcomes for SCI patients. Finally, clinical trials will be conducted at the Hospital Nacional de Parapléjicos de Toledo (HNPT), a specialized SCI center. The objective is to carry out a functional and usability study of the developed platform, evaluating the physical impact and emotional well-being of the serious games implemented on the platform.
Mixed reality is the combination of virtual and augmented reality to interactively and believably merge physical and computer-generated environments. This paper discusses the design of Health-5G, a scalable mixed reality-based system that facilitates and supports emergency response by medical emergency teams. Health-5G is supported by a distributed architecture divided into four interrelated applications responsible for advanced computer-human interaction, effective real-time videoconference, medical device integration, and communication infrastructure, respectively. The mixed reality layer is provided by the headset Microsoft Hololens 2\texttrademark{}. Health-5G is based on scenarios in which emergency personnel wear mixed reality glasses that can transmit audio, video, and data streams bidirectionally over a 5G network to medical specialists stationed in a hospital at any distance. Thanks to Health-5G, the specialist will be able to access the emergency team's point of view at any time and provide verbal and visual instructions, including gestures and positioning of graphical markers in 3D space. In this way, emergency personnel can provide the best possible care to the patient without having to wait for them to arrive at the hospital, saving a lot of time in scenarios where every second can make a difference. Health-5G also addresses the integration of medical devices and the collection of the patient's medical data in a scalable way through optical character recognition. A case study is discussed where Health-5G is used to attend a patient in the street suffering from syncope due to third-degree atrioventricular block. Latency and performance tests over a 5G network are also discussed. To the best of our knowledge, there is no comprehensive solution in the literature that provides all the capabilities offered by Health-5G in terms of functionality and advanced interaction mechanisms within the context of remote, immersive support in emergency situations.
In this article, we present a framework, called Rehab-Immersive (RI), for the development of virtual reality clinical applications as a complement to the rehabilitation of patients with spinal cord injuries. RI addresses the interaction of patients with virtual worlds, considering upper limb motor impairments. A preconfiguration allows customization for each patient's specific needs. RI also stores kinematics data, providing clinical staff with a valuable tool to evaluate progress and patient exercise performance. As an example, a virtual version of the Box & Block test is presented.
The rise of e-commerce and online sales has had a detrimental effect on small businesses that lacked an online presence in recent years, with negative consequences for local services and economies. Despite attempts to digitize businesses, large corporations continue to hold a privileged position that allows them to capture the majority of sales. Small businesses may regain a competitive edge against large platforms by anticipating and adapting to the next phases of commercial evolution, which are likely to be heavily reliant on Virtual Reality shopping and Artificial Intelligence. In this article, we propose a platform that combines these two technologies and enables local businesses to join forces and overcome physical barriers, thereby providing a virtual world of unrestricted retail spaces. The system also proposes retail collection points and develops attractive leisure plans around these points through the outcomes of a recommender system, thereby promoting city activity and bolstering local economies.
Stroke represents a global concern that currently affects a significant part of the world's population. Physical rehabilitation plays a fundamental role for stroke patients to recover mobility and improve quality of life. This process is costly, considering that patients must attend face-to-face rehabilitation sessions in hospitals or rehabilitation centers. Plus, there is a lack of specialized medical staff, who are usually insufficient to properly address the growing number of stroke patients that need physical rehabilitation. This situation has been exacerbated by the COVID-19 pandemic, as some of the human resources have been devoted to fight against the pandemic, and the physical presence of rehabilitation patients in hospitals has been severely limited. This paper proposes PhyRe Up!, a novel remote rehabilitation system that uses mixed reality and gamification techniques. PhyRe Up! has been devised for stroke patients to perform therapeutic exercises at home, with great precision, and with the potential supervision of clinicians. The system aims to increase the patient's motivation as well as maintaining the quality of performance for the exercises, similar to the obtained levels when attending face-to-face sessions with therapists. The underlying architecture combines declarative, procedural, and conditional knowledge to manage the rehabilitation process, which offers flexibility and scalability to enhance the capabilities of the proposed system. Experimental results highlight how the combination of mixed reality and gamification significantly influences the accuracy of rehabilitation exercises previously defined by therapists. Particularly, the conducted experiments in the first validation phase of PhyRe Up! shows that our proposal drastically reduces the intermediate steps required to complete an exercise thanks to the provided visual feedback. The accuracy with which the patient performs the assessed exercise for the first time is greater than when using traditional rehabilitation techniques.
Stroke is among the top 10 leading causes of death and disability around the world. Patients who suffer from this disease usually perform physical exercises at home to improve their condition. These exercises are recommended by therapists based on the patient’s progress level, and may be remotely supervised by them if technology is an option for both. At this point, two major challenges must be faced. The first one is the lack of specialized medical staff to remotely handle the growing number of stroke patients. The second one is the difficulty of dynamically adapt the patient’s therapy plan in real time whilst they rehabilitate at home, since their evolution varies as the rehabilitation process progresses. In this context, we present a fuzzy system that is able to automatically adapt the rehabilitation plan of stroke patients. The use of fuzzy logic greatly facilitates the monitoring and guidance of stroke patients. Moreover, the system is capable of automatically generating modifications of existent exercises whilst considering their particularities at any given time. A preliminary experiment was conducted to show the advantages of the proposal, and the results suggest that the application of fuzzy logic may help make correct decisions based on the patient’s progress level.
In recent years, there has been a significant growth in the number of research works focused on improving the lifestyle and health of elderly people by means of technology. Telerehabilitation and the promotion of physical activity at home have been two of the fields that have attracted more attention, especially currently due to the COVID-19 pandemic. However, elderly people are sometimes reluctant to use technology at home, mainly due to fear of technology and lack of familiarity. In this context, this article presents a low-cost platform that relies on exergames and natural user interfaces to promote physical activity at home and improve the quality of life in elderly people. The underlying system is easy to use and accessible, offering a number of interaction mechanisms that guide users through the execution of routines and exercises. A relevant feature of the proposal is the ability to customize the exergames, making it possible for the therapist to adapt them according to the user’s needs. Motivation is also addressed within the developed platform to maintain the user’s engagement level as time passes by. An empirical experiment is conducted to measure the usability and motivational aspects of the proposal, which was evaluated by 17 users between 62 and 89 years of age. The obtained results showed that the proposal was well received, considering that most of the users were not experienced at all with exergame-based systems.
Physical rehabilitation of people with injuries or illnesses related to the lumbar spine involves an intensive treatment to reduce pain or improve mobility. Research studies have evidenced the benefits of complementing the patient’s regular treatment with exercise routines at home. However, in the case of children and adolescents, there is a risk of abandoning the exercise routine if it is not motivating enough. Currently, there is a trend which consists in using games for rehabilitation exercises, called exergames, as a possible solution for motivating patients while they perform physical rehabilitation. However, both customizing and creating them is still a task that requires considerable investment both in time and effort. Thus, this paper presents a language along with a system based on the physical rehabilitation of children suffering from some sort of lower back pain, which enables the customization and the automatic generation of exergames. We have conducted an experiment with children for evaluating the capabilities of our approach. The obtained results show that the tool is fun, interesting and easy to use.
Intelligent surveillance has been a hot area of research for the past two decades. However, the integral security of environments remains a challenge due to the presence of new types of threats and the very dynamism and complexity of these environments. To make further progress, new proposals are needed to facilitate the design and deployment of multi-analysis surveillance systems where different types of analysis are simultaneously performed and the available computation resources are limited. Such systems need to provide three main characteristics: extensibility, robustness and efficiency. Extensibility to add new analysis components when new events of interest must be monitored. Robustness to avoid that failures in one analysis component affect the rest. Efficiency to analyze environments in real-time and to support decision-making processes that address the detected anomalies. This paper proposes a formal model for the multi-analysis surveillance of environments by means of the named components of normality, designed to deploy surveillance systems that satisfies the three previously mentioned characteristics. Extensibility thanks to the activation and deactivation of components of normality based on the monitoring needs of the analyzed environment. Robustness as a result of the isolation of these components such that a failure in one of them does not spread to the rest. Finally, efficiency due to the dynamic allocation of resources that benefits the components that detect anomalies at a given time. The experimental results prove that such dynamic allocation improves execution times and reduces waiting times.
The ever-increasing impact of technology on people’s lives is affecting many fields, including education. The way in which people learn and institutions teach is changing. People can access the Internet anywhere, anytime and request online training. This has brought about the creation of numerous online learning platforms which offer comprehensive and effective educational solutions which are 100% online. These platforms are benefiting from intelligent tutoring systems which have been designed to help and guide students through the learning process, emulating the behavior of a human tutor. However, these systems give the student little freedom to experiment with the knowledge of the subject, that is, they do not allow him/her to propose and carry out tasks on his/her own initiative. They are very restricted systems in term of what the student can do with them, as the tasks are very well defined in advance. An intelligent tutoring system is proposed in this paper to encourage students to learn through experimentation, proposing tasks on their own initiative, which involves putting into use all the skills, abilities, tools and, knowledge needed to successfully solve them. This system has been designed, developed, and applied for learning predictive parsing techniques and has been used by Computer Science students during four academic courses to evaluate its suitability for improving the student’s learning process.
Learning music has been demonstrated to provide many benefits for children. However, music students, especially beginners, often suffer from lack of motivation and even can be frustrated if their musical skills do not improve as they practice over and over. In such situations, they usually end up dropping out of music school. To face this challenge, in this work a novel approach based on mixed reality and gamification is proposed to motivate music students. This approach has been validated thanks to HoloMusic XP, a multimedia tool that helps students learn music and piano. The devised architecture that supports HoloMusic XP has been designed and developed to scale when new music concepts must be addressed. Thanks to the use of mixed reality, the usually steep learning curve for beginner students can be mitigated and complex music concepts can be simplified due to the use of visual metaphors. The system has been evaluated in a real environment by teachers and students to measure its effectiveness and usability. After conducting the experiments, an increase in the students' motivation and a general understanding of the multimedia representation have been achieved.
The visualization of programs and algorithms has been demonstrated to be essential when learning to program. Nevertheless, existing graphic representations require a high level of abstraction that most beginner programmers cannot understand. Current state-of-the-art approaches provide promising alternatives, but a significant part leaves the advantages of graphic representation in the background. These advantages include abstracting the source code by means of symbols that make them easier to understand without previous training. This work introduces the evolution of a 2-D graphic notation to a 3-D environment, which represents an improvement to a complete platform for collaborative programming learning through problem solving, named COLLECE-2.0. This improvement provides the platform with capabilities to visualize programs through augmented reality by using a new set of graphic representations, which are based on roads and traffic signs in the context of programming learning. These visual models have been evaluated by Computer Science students to know whether the proposed notation is intuitive and useful. The obtained results show that the proposed notation is suitable for representing programming concepts and easy to understand. We also present a series of improvements, integrated as a new subsystem in the aforementioned platform, which allows the automatic construction of 3-D visualizations on an augmented reality environment. These visualizations use the proposed notation and leverage the scalability and architecture of COLLECE-2.0.
Physical rehabilitation of people who suffer from some motor disability involves an intensive treatment to reduce pain and improve quality of life. Research studies have proven the benefits of technologies based on home-rehabilitation, which complement regular therapy in hospitals. Although there is a significant number of studies that face this challenge when dealing with adults, it has not been exploited with young people. In this research article we focus on this population, since the repetition of the physical exercises decreases the youth's motivation, which entails a high risk of dropping out of therapy. That is why we present a systematic mapping study of the techniques, devices, and methods used to address home rehabilitation for children and teenagers. The conclusions indicate that it is essential to use gamification techniques to adopt a plug-and-play metaphor, based on natural interaction mechanisms and on the use of non-intrusive devices, and to customise the rehabilitation process for each individual along with a methodology. We also present the improvements applied to an existing gamification-based software prototype for home rehabilitation. In this system, physical exercises can be customised, laying the foundations to promote precision rehabilitation within the context of young people.
Physical rehabilitation of stroke patients is based on the daily execution of exercises with face-to-face supervision by therapists. This model cannot be sustained in the long term, due to the involved economic costs, the growing number of patients, and the aging population. Remote rehabilitation tools have emerged to address this unmet clinical need, but they face the double challenge of motivating patients and ensuring an effective remote rehabilitation. In this context, exergames allow patients to play while performing repetitive therapeutic tasks in a safe and ecological environment. This work proposes the design of Personalized Exergames Language (PEL), a language whose sentences can be processed via software to automatically generate exergames. The definition of exergames through PEL, guided by an effective methodology of design and generation of personalized exergames, will include both the game mechanics and the necessary metrics to monitor, guide, and adapt the rehabilitation of each patient. The integration of authoring tools are considered to visually guide the therapist when designing exergames. A study has been carried out with stroke patients and therapists from a hospital and two community centers, to evaluate several exergames, automatically generated using PEL, in terms of usability, understanding, and suitability.
In recent years, different techniques to address the problem of observability in traffic networks have been proposed in multiple research projects, being the technique based on the installation of automatic vehicle identification sensors (AVI), one of the most successful in terms of theoretical results, but complex in terms of its practical application to real studies. Indeed, a very limited number of studies consider the possibility of installing a series of non-definitive plate scanning sensors in the elements of a network, which allow technicians to obtain a better conclusions when they deal with traffic network analysis such as urbans mobility plans that involve the estimation of traffic flows for different scenarios. With these antecedents, the contributions of this paper are (1) an architecture to deploy low-cost sensors network able to be temporarily installed on the city streets as an alternative of rubber hoses commonly used in the elaboration of urban mobility plans; (2) a design of the low-cost, low energy sensor itself, and (3) a sensor location model able to establish the best set of links of a network given both the study objectives and of the sensor needs of installation. A case of study with the installation of as set of proposed devices is presented, to demonstrate its viability.
Coding skills are becoming more and more important in today’s world, especially within the context of the fourth industrial revolution. They also help practice other 21 century skills such as computational thinking, problem solving and teamwork. Unfortunately, learning how to program is tough and can be also frustrating for beginner students. In this article we introduce RoboTIC, a serious game based on augmented reality and visual metaphors that facilitates learning programming to students who are facing this challenge for the first time. The architecture that supports RoboTIC has been designed to allow the integration of multimedia components when new programming concepts and techniques must be addressed and to add game levels that enable students to learn incrementally. Special consideration has been paid to motivate and draw the students’ attention by means of 3-D graphics, augmented reality and visual resources that guide the process of learning programming. Experiments have been conducted in a youth center with children who do not have coding skills at all to demonstrate the feasibility of the proposal. The results show promising conclusions in terms of children’s motivation and interest in programming.
Neurological disorders such as strokes, dementia, or ABI, among others, represent a major burden on European and world-wide healthcare systems, and can be understood as an unmet clinical need, recognised as a global challenge. This work discusses how agent technology can contribute to increase the autonomy of patients affected by neurological diseases who require physical rehabilitation. This approach can reduce face-to-face rehabilitation and the associated costs. We propose an architecture composed of software agents that play different roles to support the rehabilitation process from the point of view of patients and clinicians. This architecture has been used to deploy a multi-agent system for the physical rehabilitation of patients affected by a stroke. The involved rehabilitation exercises can be automatically assessed, classified and supervised. The conducted performance tests allow to conclude that the system can provide feedback to the patients in real-time.
Neurological disorders such as strokes, dementia, or ABI, among others, represent a major burden on European and world-wide healthcare systems, and can be understood as an unmet clinical need, recognised as a global challenge. This work discusses how agent technology can contribute to increase the autonomy of patients affected by neurological diseases who require physical rehabilitation. This approach can reduce face-to-face rehabilitation and the associated costs. We propose an architecture composed of software agents that play different roles to support the rehabilitation process from the point of view of patients and clinicians. This architecture has been used to deploy a multi-agent system for the physical rehabilitation of patients affected by a stroke. The involved rehabilitation exercises can be automatically assessed, classified and supervised. The conducted performance tests allow to conclude that the system can provide feedback to the patients in real-time.
Physical rehabilitation of patients affected by neurological diseases currently represents an unmet clinical need, due to the high cost for health systems and the impact rehabilitation has on patients and their families. This paper introduces an approach based on the idea of precision rehabilitation, where the personalization of physical rehabilitation for each patient and the accessibility to technological tools that support it are pursued. A general architecture that contemplates functional modules related to multiple work areas and different roles is proposed. One of these modules is related to gamification and delves into the design and development of exergames, defined from a general data model, in order to increase the level of patients' motivation when making exercises. The paper discusses the creation of an exergame designed for the rehabilitation of lower limbs.
De los autores del Bestseller en Amazon.es "Desarrollo de Videojuegos. Un enfoque Práctico", posicionado en el Top 5 de los libros más vendidos en Informática en 2017, descubre el arte y la ciencia de la programación de videojuegos en esta nueva colección completamente revisada y ampliada empleando el motor de videojuegos líder en la industria: Unreal Engine 4. Este primer volumen de la colección tiene como objetivo principal abordar cuestiones transversales vinculados al diseño y desarrollo de videojuegos desde el punto de vista de la programación y empleando el motor de juegos Unreal Engine 4. Dicho motor será utilizado como base para introducir conceptos y técnicas de programación en C++, así como funcionalidades concretas del entorno que proporcionan mecanismos para la gestión de niveles, la definición del gameplay básico a través del lenguaje de scripting Blueprints, el diseño e implementación de interfaces de usuario, patrones de diseño adaptados a los requisitos del motor y la gestión de proyectos, entre otras cuestiones. Todo esto será tratado mediante explicaciones teóricas y prácticas a través de ejemplos y casos de estudio.
The learning of programming is a field of research with relevant studies and publications for more than 25 years. Since its inception, it has been shown that its difficulty lies in the high level of abstraction required to understand certain programming concepts. However, this level can be reduced by using tools and graphic representations that motivate students and facilitate their understanding, associating real-world elements with specific programming concepts. Thus, this paper proposes the use of an intelligent tutoring system (ITS) that helps during the learning of programming by using a notation based on a metaphor of roads and traffic signs represented by 3D graphics in an augmented reality (AR) environment. These graphic visualizations can be generated automatically from the source code of the programs thanks to the modular and scalable design of the system. Students can use them by leveraging the available feedback system, and teachers can also use them in order to explain programming concepts during the classes. This work highlights the flexibility and extensibility of the proposal through its application in different use cases that we have selected as examples to show how the system could be exploited in a multitude of real learning scenarios.
The consequences of natural or man-made catastrophes can be devastating. To minimize its impact, it is crucial to carry out a rapid analysis of the affected environment in the moments after they occur, especially from the perspective of alert notification or crisis management. In this context, the use of UAVs, understood as the technological basis on which intelligent systems capable of providing support to rescue teams is built, has positively contributed to face this challenge. In this article the design of a multi-agent architecture which enables the deployment of systems made up of intelligent agents that can monitor environments affected by a catastrophe and provide support to human staff in the decision-making process is proposed. To conduct an intelligent information analysis, a formal model of normality analysis is employed, which makes possible the definition of surveillance components. These represent the knowledge bases of the agents responsible for monitoring environments. Likewise, the architecture envisages communication and cooperation mechanisms between the different agents, as the basis for fusing information to assess the overall level of risk of the monitored environment. A case study is presented in which the spread of toxic smoke in an industrial complex which has just suffered a hypothetical earthquake is monitored.
Programming is a field that influences other disciplines in a transversal way, so its learning is necessary considering the emergence of new jobs that will require programming knowledge in the future. However, programming raises certain difficulties during its learning, especially in understanding programming concepts due to the high level of abstraction required. This level of abstraction can be reduced by using graphic representations that motivate the student and facilitate the understanding of certain programming concepts that arise at the beginning of the learning process. Therefore, this paper introduces ANGELA, a graphic notation based on the metaphor of roads and traffic signs that is meant to complement the learning process of beginner students who are starting to program by visualizing programs. These visualizations can be automatically generated from the source code of the programs, thanks to the modular and scalable design of the notation, and used by teachers to explain programming concepts during classes. The proposal has been evaluated with students in order to validate if the notation is appropriate to represent the concepts it tries to abstract from and if it results easy for the students to understand. Additionally, some use cases are presented in real-world scenarios in order to demonstrate the flexibility of the proposal.
Strokes are the second cause of death and the third cause of disability in the world. Currently, there is not an actual cure for stroke victims, but physiotherapy can be used to restore as much mobility as possible until a plateau is reached again. However, performing these exercises implies that both patient and therapist are together in the same place, so that the latter can guide the former through a correct execution of physical exercises. This raises additional difficulties when it comes to continuously monitoring the recovery of stroke patients, due to the economic costs involved and the requirements of both geographical and temporal availability. These issues can be addressed by leveraging technology, specifically computer vision-based assistive systems and remote rehabilitation tools, so as to the affected person can check whether the exercises are being performed correctly. This paper is focused on the automatic classification of exercises, within the context of a gamification-based remote rehabilitation tool used to automatically assess the performance of stroke patients when making physical rehabilitation. To this end, we use the DTW algorithm for analyzing and comparing open-ended motion curves, so that the exercises do not have to be fully performed until existing candidates can be matched. This increases the system flexibility and offers an interaction mechanism much more simple, which is usually a needed requirement by stroke patients.
The population of stroke survivors needing rehabilitation is a few millions across Europe and expected to rise. Unfortunately, there is no cure for stroke victims, but physical rehabilitation can be employed so that patients can gain mobility and improve their quality of life. Usually, therapies involve that the patient and the therapist are together for the latter to correctly guide the former when performing physical exercises. This is where telemedicine and remote rehabilitation tools can address the previously mentioned limitation, addressing not only economic costs but also geographical and temporal constraints. Particularly, a scenario is devised where the patient carries out exercises at home through computer vision-based assistive systems and the therapist can remotely supervise whether these are correctly done. This article is about the automatic classification of exercises, a new feature integrated in an existing gamification- based remote rehabilitation tool that is able to assess how stroke victims performs when making physical rehabilitation. The proposed approach relies on the DTW algorithm for studying and comparing open-ended motion curves. Thus, patients are not required to fully perform exercises in order for the system to classify them. This allows to increase the system flexibility and provides an implicit interaction mechanism so that patients do not have to explicitly establish which exercise will be carried out in every moment.
Despite the continuous measures taken in large cities to improve road safety, pedestrian run-overs are still some of the main problems. In this paper an expert system is presented, whose aim is to reduce the number of run overs on pedestrian crossings with a luminous reinforcement system. An expert fuzzy system analyses the speed approaching vehicles travel at and the distance between them and pedestrians, in order to determine the degree of danger. This analysis is used to calculate the number of barriers that must be lit, from which position and their blinking frequency. Moreover, the system can recommend a speed to the driver so that he or she can return to a state of normality if this has been altered. The barriers light up according to how the driver behaves. If he or she slows down gradually on seeing a pedestrian, the barriers turn off at a similar pace. However, if the vehicle is approaching too fast, a path of light will be shown from the actual position of the pedestrian towards the vehicle. The number of barriers lit up and the blinking frequency will depend on the degree of danger the expert system estimates there is. In short, the light path shows if drivers are behaving suitably or not and tries to make him or her aware of it.
Program and algorithm visualization has been a research topic for more than 25 years. Correct graphical representations have a demonstrated impact on how students understand programming concepts. Previous works on visualization tools based on trees and graphs representations tend to be too difficult for teachers to use them in their classrooms and for students to understand how they work. Moreover, new mixed reality learning environments can improve this learning experience thanks to the latest technology on the market. This paper discusses a whole new set of graphical representations used to visualize programs and algorithms through augmented reality devices. It also presents these visualizations integrated into the architecture of a newly mixed reality programming learning feature for the COLLECE 2.0 Eclipse plugin, a collaborative and distributed environment for programming learning. This new approach is expected to improve students’ learning experience in introductory programming courses.
Planning a subject for any university qualification, entails having a series of learning aims and examinations which enable an assessment to be made of whether students have reached these objectives. Throughout the academic year, these examinations are held at different stages. On the way towards achieving these objectives, there are usually certain points or key tests after which students begin to fail, that is, students who do not reach the objectives and do not pass the subject at the end of the academic year. Detecting the possibility of a student finishing with a fail early on is the key to putting him or her back on to the road to success as soon as possible. When a professor is in control of a reduced-size class of students, it is possible to monitor each student personally and thoroughly. Monitoring classes like this enables the professor to detect natural deviations and to make the best decisions. However, when the classes are big, this task becomes far more complex. In this case, using external tools which can assist him or her to do this task could be really helpful. In this article we have set out a model which is capable of learning from past experiences and of analyzing the current situation of each student in order to determine if he or she is at risk of failure. The model studies how the students are progressing according to the results obtained from the assessment examinations in previous academic years. Every time a student takes a new examination in the current academic year, the model is capable of determining the chances of ending the academic year successfully by making a comparative analysis with previous students who were in a similar situation.
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Bestseller en Amazon.es. En el Top 5 de los libros más vendidos en Informática en Marzo de 2017. Descubre el arte y la ciencia de la programación de videojuegos en los cuatro volúmenes de "Desarrollo de Videojuegos". Este primer libro de la colección introduce los conceptos básicos relativos a estructuras y principios de diseño de videojuegos, proporcionando una visión general de la arquitectura de un motor de juegos. Dentro del contexto de esta arquitectura general se hace especial hincapié en aspectos como los subsistemas de bajo nivel, el bucle de juego, la gestión básica de recursos, como el sonido, y la gestión de la concurrencia. Para llevar a cabo una discusión práctica de todos estos elementos se hace uso del motor de renderizado Ogre3D. Por otra parte, en este primer volumen también se estudian los fundamentos del lenguaje de programación C++ como herramienta fundamental para el desarrollo de videojuegos profesionales. Este estudio se complementa con una discusión en profundidad de una gran variedad de patrones de diseño y de la biblioteca STL. Además, también se realiza un recorrido por herramientas que son esenciales en el desarrollo de proyectos software complejos, como por ejemplo los sistemas de control de versiones, o procesos como la compilación o la depuración.
Bestseller en Amazon.es. En el Top 5 de los libros más vendidos en Informática en Marzo de 2017. Descubre el arte y la ciencia de la programación de videojuegos en los cuatro volúmenes de "Desarrollo de Videojuegos". El objetivo de este cuarto volumen es profundizar en técnicas específicas vinculadas al desarrollo de videojuegos, como por ejemplo el uso de técnicas de Inteligencia Artificial o la programación multijugador en red. Para ello, una de las principales metas es la de complementar la visión general de la arquitectura de un motor de juegos con cuestiones específicas que resultan fundamentales para su desarrollo. Dentro del contexto de la Inteligencia Artificial, en este módulo se estudian técnicas fundamentales como la Lógica Difusa o los algoritmos genéricos, entre otras. Así mismo, se realiza una discusión del diseño orientado a agentes como pilar esencial en el desarrollo del componente inteligente de un videojuego. En la parte relativa al juego multijugador se exploran las posibilidades que ofrecen los sockets y, posteriormente, se discute cómo el uso de herramientas de más alto nivel, como los middlewares de comunicaciones pueden contribuir a facilitar el desarrollo del módulo de networking. Finalmente, este módulo también contempla aspectos relativos a la edición de audio, la gestión de vídeo y la importancia de la integración de nuevos dispositivos de interacción. En el contexto del desarrollo de videojuegos, técnicas como la visión por computador o la realidad aumentada pueden contribuir a mejorar la experiencia del jugador.
Entrevista de trabajo en IBM: "Describa una condición de interbloqueo." Entrevista de trabajo en Dropbox: "¿Qué es una condición de carrera?". ¿Sabrías contestar adecuadamente estas preguntas?. Este libro es para ti. Domina conceptos esenciales en el ámbito de la programación concurrente y de tiempo real. Ponlos en práctica con plantillas de código fuente y soluciones. El contexto de uso es el relativo a segundo o tercer curso de Grado en Ingeniería Informática.
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El principal objetivo de este libro consiste en estudiar el diseño y desarrollo de un videojuego completo utilizando un framework multiplataforma que permita la generación de ejecutables para distintas plataformas. En concreto, el framework utilizado es OpenFL, el cual está basado en el popular lenguaje de programación multi-plataforma Haxe. Asi, el libro plantea una introducción al desarrollo de videojuegos, mostrando la arquitectura típica de un motor de juegos, y discute como diseñar y desarrollar un videojuego completo con OpenFL mediante un tutorial incremental.
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La Realidad Aumentada permite integrar elementos digitales sobre imágenes obtenidas del mundo real. A diferencia de la Realidad Virtual, la Realidad Aumentada no sustituye la realidad, sino que la complementa. Este libro proporciona una visión práctica para desarrollar aplicaciones de Realidad Aumentada, utilizando la biblioteca ARToolkit y la suite de gráficos 3D Blender. Los ejemplos proporcionan código de complejidad incremental para el aprendizaje de todos los aspectos de tracking visual basado en marcadores.
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En los últimos años se ha experimentado un crecimiento muy importante en el mundo del diseño por computador, y en concreto de la síntesis de imágenes tridimensionales. Las necesidades de personal cualificado en este sector son notables y continúan creciendo unidas al cada día mayor ámbito de aplicación del diseño 3D. Estas necesidades, igualmente patentes desde hace años en el mundo del Software Libre, han sido cubiertas con aplicaciones de calidad y uso profesional. Este libro utiliza algunas de las herramientas libres más extendidas (Blender, Yafray, Gimp...) para introducir los conceptos teóricos y prácticos en la síntesis de imagen realista 3D.
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Desempeño mi labor docente, tanto en español como en inglés, en el Departamento de Tecnologías y Sistemas de Información de la Escuela Superior de Informática en Ciudad Real. Este trabajo está esencialmente vinculado a asignaturas relacionadas con Programación, Sistemas Operativos, Informática Gráfica y Desarrollo de Videojuegos. Actualmente soy el coordinador de Programación Concurrente y Tiempo Real, asignatura obligatoria del 2º curso del Grado en Ingeniería Informática.
Asignatura obligatoria en el 2º curso de Grado en Ingeniería Informática. Sus resultados de aprendizaje giran en torno a la resolución de problemas de concurrencia, usando herramientas como semáforos y segmentos de memoria compartida, y a la planificación de sistemas de tiempo real. En las prácticas de laboratorio se utilizan los lenguajes C y Ada.
Este curso por y para programadores se ha establecido como un referente a nivel nacional. Con un enfoque basado en proyectos, este curso cubre las necesidades de formación que requieren las empresas del sector.
Asignatura obligatoria en el 2º curso de Grado en Ingeniería Informática. Sus resultados de aprendizaje se focalizan en comprender y utilizar los sistemas operativos, especialmente a nivel de programación. En las prácticas de laboratorio se utiliza el lenguaje C.
Asignatura obligatoria en el Máster Universitario en Ingeniería Informática. Está centrada en capacitar a los estudiantes para conceptualizar y diseñar sistemas de interacción persona-ordenador y en crear y explotar entornos virtuales. En las prácticas de laboratorio se utilizan C/C++ y bibliotecas como OpenGL y ARToolKit.
Asignatura optativa de la titulación de Ingeniería Informática dedicada a cubrir el pipeline gráfico y el proceso de rendering 3D. En el laboratorio se estudiaba OpenGL como biblioteca de programación de aplicaciones gráficas interactivas.
Asignatura troncal de la titulación de Ingeniería Informática dedicada al estudio de las principales estructuras de datos, tanto lineales (pilas, colas y listas) como no lineales (árboles y grafos).
Asignatura obligatoria de la titulación de Ingeniería Informática dedicada al estudio de la complejidad algorítmica y a técnicas básicas de diseño de algoritmos, como Divide y Vencerás, Algoritmos Voraces, Programación Dinámica o Backtracking.
En esta sección encontrarás las tesis doctorales, trabajos fin de máster, trabajos fin de grado y trabajos fin de carrera que he dirigido o que dirijo en la actualidad.
Estaré encantado de atenderte respecto a cualquier tema relacionado con las áreas de docencia, gestión, investigación y transferencia en las que trabajo.
Si eres un estudiante de Grado en Ingeniería Informática, te apasiona la programación y estás interesado/a en realizar tu Proyecto Fin de Grado que potencia significativamente tu CV en alguna de las temáticas que se mencionan en esta página web, puedes contactarme mediante e-mail.
Puedes encontrarme en el despacho 2.01 de la ESI de Ciudad Real (edificio Fermín Caballero). Suelo estar allí a primera hora de la mañana de lunes a viernes, pero te recomiendo que me escribas un e-mail para fijar una reunión.
Nos puedes encontrar en la oficina 0.07 del Instituto de Tecnologías y Sistemas de Información.