Ingeniería en Sistemas, Electrónica e Industrial

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    Aplicación móvil utilizando realidad aumentada para agilizar el tiempo del proceso de adopción de mascotas en la “Fundación Paquito”
    (Universidad Técnica de Ambato. Facultad de Ingeniería en Sistemas, Electrónica e Industrial. Carrera de Software, 2025-02) Suárez González Kevin Jesús; Jara Moya Santiago David
    The animal shelter ”Fundación Paquito” is a non-profit organization that aims to provide care and attention to abandoned companion animals. However, it faces various challenges related to the management of animal information and the adoption process. This project proposes the implementation of an augmented reality mobile application with the aim of streamlining the adoption process. The app allows users to view, through the camera of their mobile device, a representative 3D model of the animal, thus avoiding the need to physically travel to the Foundation. In addition, the application provides a detailed profile of each animal, allowing users to better understand its characteristics and reinforce their decision to adopt. This represents a significant benefit for the Foundation, as it contributes to reducing the returns of adopted animals. The mobile application not only facilitates adoption, but also manages the entry of animals to the shelter, as well as the record of dewormers and vaccines administered. Various technologies were used for its development: the application programming interface (API) was implemented with Spring Boot and PostgreSQL as the database manager, while the user interface was developed with Flutter. The augmented reality functionality was built using the Unity editor. As a result, an augmented reality application was developed that significantly reduces the time required for the adoption process, since it eliminates the need for adopters to travel to the Foundation to meet the animals.
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    Aplicación web con tecnología de realidad aumentada para fomentar el turismo cultural en el museo de la Unidad Educativa Bolívar
    (Universidad Técnica de Ambato. Facultad de Ingeniería en Sistemas, Electrónica e Industrial. Carrera de Software, 2024-02) Núñez Arroba, Noelia Abigail; Ibarra Torres, Oscar Fernando
    Currently, several organizations are seeking to capture people's interest through the use of new technologies. This is the case of museums that seek to attract more visitors and provide them with a better experience. This project seeks a way to promote cultural tourism in museums by proposing a web application that uses augmented reality. Thus, surveys were conducted to find out the interest of visitors in this technology. In addition, the RAD (Rapid Application Development) methodology was used for the development of the application, which allows a close contact with the client and a quick delivery of the product. Express.js and React.js were used as development tools along with the MySQL relational database manager. Also, Model Viewer was used to apply Augmented Reality and the photogrammetry technique to model's 3D the museum's exhibits. This resulted in an application that allows to manage the museum exhibits and, in turn, feeds the visible page for visitors, who can see technical information about each exhibit, as well as a 3D model of it.
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    Implementación de un sistema Scada en el ámbito de la Industria 4.0 e Iot
    (Universidad Técnica de Ambato. Facultad de Ingeniería en Sistemas, Electrónica e Industrial. Carrera de Ingeniería Industrial, 2023-09) Cruz Cando, José Rubén; García Sánchez, Marcelo Vladimir
    The industrial control and monitoring systems are tools that allow having information about the status of an industrial plant, as well as the control of this, from a monitor where operators visualize the data to corroborate the normal behavior of the industry, however it is necessary the creation of SCADA systems that integrate new technologies of the new industrial revolution, such as augmented reality (AR), which allows having a better interaction with the monitoring and control systems, in addition to promoting the interconnectivity of devices to share information through the Internet of Things (IoT). This paper implements a SCADA system in AR where the users of the application have the possibility to interact with three-dimensional models such as objects, indicators, voice assistant, and the interface with the media to carry out the control and supervision of an industrial station, integrating the MQTT protocol focused on Machine to Machine (M2M) communication fundamental function of the IoT, the application was developed in the Unity3D video game engine allowing to add functionalities of three-dimensional interactions, and the ability to create applications for different platforms, in this particular case the Windows and Android platform that open the possibility of having a monitoring and control application on Smartphone devices. To validate the application of the SCADA system in AR, the validation of the usability of software was used through surveys that evaluate the functionality and performance of this, with 92% approval of the participants, the usability of the SCADA in AR is validated in which the easy use of the application is contemplated, as well as the fulfillment of necessary tasks such as control, data acquisition in real time of the industrial station.
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    Sistema electrónico de ayuda pedagógica para niños con necesidades educativas especiales utilizando realidad aumentada.
    (Universidad Técnica de Ambato. Facultad de Ingeniería en Sistemas, Electrónica e Industrial. Carrera de Telecomunicaciones, 2023-03) Chisaguano Jácome, Sara Raquel; Manzano Villafuerte, Víctor Santiago
    Children with special educational needs not associated with disability are children who have difficulty accessing common learning according to their age, accordingly, the curriculum was adapted to the level of competence that develops, including specific resources to improve their teaching-learning process, for this reason, the electronic pedagogical aid system for children with special educational needs using augmented reality, in order to improve the learning of children, interacting with new technologies while assimilating information in a visual and auditory way. The system was developed using the recommendations of the teachers and the psychopedagogues of the educational institution, based on the psychopedagogical report submitted by the District Unit of Support for Inclusion, in which the degree of curricular adaptation is specified, the level of competence according to each academic area, the student's learning style and the strategies to be followed by teachers, parents and psycho-pedagogues. The system is based on the interaction of the child with an augmented reality application performed on an Android device, which shows 3D models and interactive videos related to the subjects of Natural Sciences, this is stimulated when the application recognizes a marker and performs a process of detection and tracing of images, which was developed by the graphical engine of Unity 3D together with the SDK ARCore, in turn, are reproduced descriptive audios and environmental sounds. After, the child interacts with the system hardware by observing pictograms and answering questions that the device generates about what is learned, this by communicating between the Arduino Mega development board and the prototype pencil that simulates the crushing of a button. This system allows the student with special educational needs, to strengthen their knowledge, associating sounds and images, which has an impact on the development of their cognitive abilities, such as attention and concentration, influencing the improvement of their academic level
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    Aplicación android utilizando realidad aumentada aplicada al proceso de venta de muebles de relax de la fábrica Msoto
    (Universidad Técnica de Ambato. Facultad de Ingeniería en Sistemas, Electrónica e Industrial. Maestría en Electrónica y Automatización, 2022) Campos Freire, Celson Guillermo; Galarza Zambrano, Eddie Egberto
    The presented work is based on the design and implementation of an Android augmented reality application, focused on helping the community and construction professionals to preview indoor and outdoor furniture models in the home. Analyzing different design tools for augmented reality, evaluate the best options, then acquire formal knowledge and implement basic applications based on the objectives demonstrated in the document. A variety of interceptions implemented in mobile applications are also presented and operational variants of the developed mobile systems are described. The progress made is evaluated based on the knowledge gained and expectations regarding the use of AR technology; Several paths to explore in the short and medium term have been identified. The mobile application will solve the problem of crowding inside the MSOTO store in the salon furniture area to reduce crowds and provide customers with a satisfying shopping experience. The project is built using React Native, which allows integration with the ViroReact platform, allowing you to create virtual and augmented reality applications. By using this framework, it allows you to turn the app into one that works natively for Android and IOS devices. Next, an application for Android devices will appear that will allow us to choose furniture from a list of 10 models, which after choosing a model we will be able to show and interact with both the furniture and the permanent advice by the sales assistant of the MSOTO factory.
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    Desarrollo de una aplicación de realidad aumentada y visión artificial para el mantenimiento de ventiladores mecánicos
    (Universidad Técnica de Ambato. Facultad de Ingeniería en Sistemas, Electrónica e Industrial. Maestría en Electrónica y Automatización, 2022) Poveda Ocaña, Héctor Fabián; Galarza Zambrano, Eddie Egberto
    The present work shows the development of a maintenance system for the Savina 300 intensive care ventilator using augmented reality as a guide for the user. The identification algorithm has used a neural network trained with a 3D model of the respirator and the configuration of several relevant details for the training process. The objective execution platform is a mobile device with Android 11 operating system and motion sensors (gyroscope and accelerometer) that allows versatility, mobility and a low-cost implementation of the solution. The detection has been successful in execution times which allows an overlay of the 3D elements on top of the real fan. The proposed structure and work route offers robustness for the implementation of more maintenance tasks in the future. The validation has been carried out using the well-known SUS usability test in which the application reached a value of 82.5, which indicates that it is advisable to make improvements at the user interface and message display level in case of needing a better coefficient.
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    Sistema de entrenamiento de tiro de precisión mediante realidad aumentada para el Club Deportivo Especializado Formativo Polygono
    (Universidad Técnica de Ambato. Facultad de Ingeniería en Sistemas, Electrónica e Industrial. Carrera Ingeniería Electrónica y Comunicaciones, 2020-01) Lucero Urresta, Estefani Karina; Córdova Córdova, Edgar Patricio
    La implementación de sistemas de entrenamiento de tiro de precisión mediante el uso de nuevas tecnologías permite mejorar las condiciones de entrenamiento en polígonos de tiro al aire libre, por esta razón el presente proyecto se centra en el análisis de factores y estrategias tácticas que intervienen en la precisión de un disparo con armas de corto alcance, para desarrollar con base en ello un sistema que introduce la realidad aumentada en el área técnico-defensiva de las pistas de entrenamiento del Club Deportivo Especializado Formativo “Polygono”. El sistema de realidad aumentada desarrollado permite ampliar los puntos de visión en las miras de armas de corto alcance, para tener una alineación entre los puntos clave que intervienen en los disparos, modernizando así el método de entrenamiento, pero conservando las reacciones provocadas por la fuerza de retroceso que genera un disparo, de manera que no se afecta el proceso cognitivo del practicante, puesto que para actuar de manera eficaz dentro de un ambiente de combate es necesario recrear una conciencia situacional que permita generar una percepción, comprensión y previsión de elementos dentro del entorno táctico operacional, reduciendo así el tiempo de entrenamiento, su costo y a la vez alcanzando resultados satisfactorios en las prácticas de tiro de precisión. ABSTRACT The implementation of precision shooting training systems using new technologies allows the improvement of training conditions in open air shooting ranges. For this reason, the present project focuses on analysis of factors and tactical strategies involved in the precision shot with short range weapons, to develop with this study a system that introduces augmented reality in the technical-defensive area of the training grounds of the "Polygono" Specialized Training Sports Club. The Augmented Reality system developed allows to expand the points of view in the sights of short-range weapons, to have an alignment between the key points involved in the shots, thus modernizing the training method, but retaining the reactions caused by the force of recoil generated by a shot, so that the cognitive process of the practitioner is not affected, since in order to act in a fine way within an environment it is necessary to recreate a situational awareness that allows for the generation of a perception, understanding and anticipation of elements within an operational tactical environment, thus reducing training time, its cost and at the same time achieving satisfactory results in precision shooting practices.
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    Sistema de realidad aumentada para el entrenamiento de estudiantes en el manejo de instrumentación Hart de la Facultad de Tecnologías de la Información, Telecomunicaciones e Industrial de la Universidad Técnica de Ambato
    (Universidad Técnica de Ambato. Facultad de Ingeniería en Sistemas, Electrónica e Industrial. Carrera de Ingeniería Industrial en Procesos de Automatización, 2020-01) Bologna Coronel, Jenniffer Kimberley; García Sánchez, Marcelo Vladimir
    Los equipos programadores de dispositivos industriales permiten realizar un diagnóstico preciso del funcionamiento de los equipos de campo y de los segmentos de comunicación, sin embargo es fundamental crear nuevas estrategias de aprendizaje para el correcto uso de estos dispositivos. Así pues se considera a la RV (Realidad Virtual) como una herramienta de entrenamiento en el campo industrial, porque brinda experiencias virtuales que son imposibles en un entorno real, en términos de seguridad y costo. Por estas razones, la investigación realizada presenta un sistema de realidad aumentada que brinda a los usuarios una experiencia más real con complementos virtuales, para el entrenamiento en el manejo de instrumentación HART, utilizando la plataforma de desarrollo de entornos virtuales Unity 3D, que ofrece un enfoque en el que las demandas modernas de capacitación y los requisitos necesarios que debe cumplir para la utilización de dispositivos de campo, se pueden integrar en una sola aplicación, ofreciendo una tremenda ventaja para los usuarios, ya que pueden operar equipos costosos en su propia computadora en un entorno que perdona los errores. La validación del sistema se realiza mediante un módulo de evaluación, que le permite al usuario determinar el nivel de entrenamiento y construir de manera autónoma su propio aprendizaje, obteniendo respuestas positivas que evidencian que alrededor del 82% de los individuos evaluados tanto profesionales como estudiantes percibe un aprendizaje satisfactorio luego del entrenamiento, y una mejora del tiempo empleado en capacitación de un 55%. Por lo tanto el sistema propuesto es capaz de optimizar el proceso de entrenamiento y capacitación del usuario, en tiempo real, de manera eficiente, y con alto nivel de inmersión y comprensión del contenido. ABSTRACT The use of problem-detecting devices in the industry is increasingly necessary to provide intrinsically safe environments within processes. Industrial device programmers allow technicians to solve problems while they continue working, making an accurate diagnosis of the operation of equipment and communication segments, however, it’s essential to create new learning strategies for the correct use of these devices. So VR (Virtual Reality) is considered as a training tool in the industrial area, because it provides virtual experiences that are impossible in a real environment, in terms of safety and cost. For these reasons, the research carried out presents an augmented reality system that provides users a more real experience with virtual add-ons, for training in the HART instrumentation handling, using the Unity 3D virtual environment development platform, which offers an approach where modern training demands and the necessary requirements that must be done to the use of field devices can be integrated into a single application, offering a tremendous advantage for new engineers because they can operate expensive equipment on their own computer in an environment that forgives mistakes. System validation is done through an evaluation module, which allows the user to determine the level of training and autonomously build their own learning, obtaining positive responses that show that about 82% of the people evaluated, both professionals and students perceive satisfactory learning after training, and an improvement of the time spent in training of 55%. So that, the proposed system is capable of improving the process of user training, in real time, efficiently, and with a high level of immersion and content understanding.
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    Incidencia de una solución de software utilizando entornos de realidad aumentada en el proceso de enseñanza-aprendizaje de las ciencias de la computación
    (Universidad Técnica de Ambato. Facultad de Ingeniería en Sistemas, Electrónica e Industrial. Maestría en Gerencia de Sistemas de Información, 2019) Andaluz Espinosa, Diego Fernando; Naranjo Ávalos, Hernán Fabricio
    El uso de las Tecnologías de la Información y la Comunicación (TICS) se encuentra en auge en todos los ámbitos que se desarrolla el ser humano. La aplicación de la realidad aumentada permite realizar una clase dinámica y motivadora, y sirve como instrumento práctico al docente para crear un ambiente de aprendizaje entretenido con herramientas visuales y auditivas; proporcionando un entorno inmersivo entre estudiantes y docentes, vinculando el mundo real y virtual. Este proyecto de investigación pretendió determinar el nivel de incidencia en el proceso enseñanza – aprendizaje a los estudiantes de Tecnología de Ciencias de la Computación de la Universidad de las Fuerzas Armadas ESPE extensión Latacunga, aplicando encuestas para medir el nivel cuantitativo de los conocimientos a los estudiantes en la temática de administración de redes, de un rack considerando características técnicas; analizando el interés y capacidad de captación de la información difundida del antes y después de usar la aplicación desarrollada con realidad aumentada
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    Bits de inteligencia empleando realidad aumentada orientado a la enseñanza del lenguaje infantil
    (Universidad Técnica de Ambato. Facultad de Ingeniería en Sistemas, Electrónica e Industrial. Carrera de Ingeniería en Electrónica y Comunicaciones, 2018) Altamirano Díaz, David Israel; Jurado Lozada, Marco Antonio
    En el presente proyecto de investigación, se desarrolla y construye un sistema electrónico basado en Bits de Inteligencia empleando Realidad Aumentada orientado a la enseñanza del lenguaje infantil. Este sistema fue desarrollado partiendo del problema existente que enfrentan los niños que padecen trastornos del habla, los cuales acarrean varios problemas como aislamiento social, atraso en el proceso del lenguaje infantil, baja autoestima y retraso cognitivo. El proyecto consta de una aplicación de Realidad Aumentada que se ejecuta en un computador, esta aplicación captura imágenes provenientes del entorno real mediante una cámara web de alta definición y se muestran en un monitor de escritorio. En dicha escena se introducen patrones o marcadores, los cuales al ser reconocidos por la cámara permiten mediante un proceso informático superponer contenido digital a las imágenes capturadas, obteniendo así una vista aumentada, es decir se muestra un estímulo a modo de información o lo que es lo mismo se muestra un Bit de información o también llamado Bit de Inteligencia superpuesto en la escena real. Una vez vista la escena aumentada, mediante el diseño de una interfaz hardware de comunicación la cual utiliza la tarjeta electrónica Arduino Uno, es posible enviar información al computador mediante el puerto serial, e interactuar con la aplicación de Realidad Aumentada. Se desarrolló un control el cual consta de tres botones que al ser presionados permiten obtener una descripción sonora, reproducir una animación y obtener el sonido característico del objeto virtual mostrado. Este sistema permite realizar sesiones de terapia de lenguaje a niños de 2 a 5 años de edad, mostrando modelos en 3D y asociando sus sonidos característicos, de esta manera mediante estímulos visuales y auditivos se logra estimular el cerebro de los niños y con ejercicios de recreación de los sonidos escuchados se estimula la producción del habla.