INGENIERÍA EN TELECOMUNICACIONES
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Item IMPLEMENTACIÓN DE UN APLICATIVO MÓVIL COMO ASISTENTE PARA LA CONSTRUCCIÓN DE ROBOTS UTILIZANDO KITS LEGO MINDSTORMS EV3 Y NXT DIRIGIDO A ESTUDIANTES DE SECUNDARIA.(2020-08-13) Silva Moncayo, Daniel Alfredo; Caraguay Ambuludi, Washington Antonio.Item SISTEMA DE RECONOCIMEINTO FACIAL DE GÈNEROS APLICANDO TÈCNICAS MACHINE LEARNING EN ESTABLECIMIENTOS COMERCIALES(2020-02-13) Briones Gárate, Eduardo Arturo.; Sotomayor Sánchez, Marco.This paper focuses on how to establish better access control for people entering a shopping center with the objective of identifying existing individuals in a database with records registered within the establishment, using recognition techniques facial applying machine learning, proposing a functional model based on training algorithms combined with the comparative method through an interface with the ability to issue alerts to established contacts as a result of the creation of a prototype that allows performing the required actions. The system was developed and implemented using open source algorithms with libraries that contain embedded Davis pattern facial recognition training with 360 iterations performed, which offer an assertiveness of 99.38%. The implementation of this tool allowed to obtain up to 98% accuracy when performing facial recognition using libraries with established training. The work methodology for the development of the solution is established, as well as the libraries and components used in this work. The system functionalities diagrams are presented and the table of results of the iterations of tests performed is shown. Finally, it is concluded that for the correct validation of the image information to be processed, the facial recognition technique of normalization must be used for image alignment by means of the algorithm of deep learning and training of a CNN convolutional network obtained from the library method DLIB.Item ANÁLISIS DE FACTIBILIDAD DE IMPLEMENTAR REDES HETEROGÉNEAS VANET CON TECNOLOGÍAS DSRC O LTE EN LA ZONA URBANA EN LA CIUDAD DE GUAYAQUIL(2020-02-13) Guillen Lara, Mario Fernando.; Caraguay Ambuludi, WashingtonA feasibility study is carried out to implement VANET (Vehicular Ad-Hoc Network) networks with DSRC (Dedicated Short-Range Communications) or LTE (Long Term Evolution) technology in order to see which technology has a better performance to optimize a problem important society that is vehicular traffic in a specific area of the city of Guayaquil. With the help of traffic simulation tools, this seeks to obtain information packages, where the behavior, quantity and speed of each vehicle in which the performance of the network is analyzed, based on technology is recorded of transmission, the variability of vehicular traffic and the infrastructure to be implemented. Obtaining as a result a better performance of DSRC technology because it ensures better signal transmission than LTE in regular exogenous conditions. It can be concluded that implementing a VANET network in the city is feasible and even transmission packets can be expanded to include extra information for various applicable uses more effectively with DSRC technology.Item DESARROLLO E IMPLEMENTACIÓN DE UNA APLICACIÓN WEB PARA LA ENSEÑANZA DE GESTIÓN DE RIESGOS UTILIZANDO EL FRAMEWORK DE GAMIFICATION COMO TÉCNICA DE E-LEARNING(2016-04-13) Palacios del Campo, María Gabriela; Lema Moreta, Lohana MariellaThe technological evolution in the last decade has met marked by the development of all kinds of tools in a wide diversity of areas; in the context of the learning and his convergence with the technology, the term of and - learning it has been positioned strategically; Gamification, is one of the tools that it has made possible. By Gamification, across the use of elements of game, the user is explained to learning and creating opportunities to explore topics that necessarily must be approached from a theoretical perspective, for example, the theories related to the Engineering software. In consequence, it is a very useful tool to face the current challenges of the education of Management of Risks in administration of technological projects. The present work of qualifications, it describes the analysis and implementation of a web application that uses the frame of Gamification's work that strengthens the education of the stages of identification, analysis and mitigation of the Management of Risks. To achieve it, a methodology was in use with qualitative approach of exploratory scope, besides a design investigativo shaped by two phases, Preparation of the Product and Product development; whose activities were marked by the implementation of agile methods and of metaanálisis. The findings of this work of qualifications demonstrate, by means of the use of the tree of decision of technologies of learning based on games porqué Gamification is the frame of work adapted for the raised problematics. Additional to the theoretical contribution, how proved one possesses the implementation a web application constructed of agreement to the Gamification Framework 6D that can be used so much to teach management of risks, and in them later, for the experimentation of Gamification's efficiency in contrast with the methodology of traditional education.Item OPTIMIZACIÓN DEL USO DEL ANCHO DE BANDA EN LOS ENLACES DE TRANSMISIÓN DE DATOS POR MEDIO DE ALGORITMOS DE COMPRESIÓN(2017-03-13) Ortega Jouvin, Samaniego Villarroel. Karla María José Gabriel; Benavides Castillo, Luis EnriqueThe evolution of the technology has done that the size of the information increases considerably to obtain a better quality. With the purpose of mitigating this growth, the compression of information is essential to achieve improvements as smaller times of transmission or higher speeds in the transfer of information. This compression can be carried out using several technologies. The choice of the most suitable technology performs great importance to save resources as bandwidth. This work of qualifications is carried out by means of an experimental design, quantitative approach and descriptive scope. One presents a comparative study in terms of rate of compression and consumption of bandwidth between the algorithms RLE, LZW and Huffman Adaptativo for six files of text,