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Dive into the research topics where Miriam Antón Rodríguez is active.

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Featured researches published by Miriam Antón Rodríguez.


international work-conference on artificial and natural neural networks | 2007

Fuzzy ART neural network parallel computing on the GPU

Mario Martínez-Zarzuela; Francisco Javier Díaz Pernas; Jos eacutel Fernando Dííez Higuera; Miriam Antón Rodríguez

Graphics Processing Units (GPUs) have evolved into powerful programmable processors, faster than Central Processing Units (CPUs) regarding the execution of parallel algorithms. In this paper, an implementation of a Fuzzy ART Neural Network on the GPU is presented. Experimental results show training process is slower on the GPU than on a dual-core Pentium 4 at 3.2 GHz. Once the Neural Network has been trained, the proposed design manages to accelerate Fuzzy ART testing process up to 33 times on a GeForce 7800GT graphics card.


Procedia Computer Science | 2013

Mobile Serious Game using Augmented Reality for Supporting Children's Learning about Animals

Mario Martínez Zarzuela; Francisco Javier Díaz Pernas; Leire Barroso Martínez; David González Ortega; Miriam Antón Rodríguez

This article introduces a new Serious Game with Augmented Reality for children and handicapped people. A platform based on a zoo has been virtually created. With this application, the users can increase their knowledge about a specific topic, in this case, animals. We have designed several 3D elements according to the theme, including a main scene that leads to the different scenes contained in the game. The user can interact with those elements and scenes through the mobile phone, thanks to the touch screen.


Procedia Computer Science | 2013

Educational Tourism through a Virtual Reality Platform

Mario Martínez Zarzuela; Francisco Javier Díaz Pernas; Sergio Martín Calzón; David González Ortega; Miriam Antón Rodríguez

Abstract This article presents a Virtual Reality Serious Game that allows the user to increase the knowledge about the city of Valladolid in Spain. With this goal, the Main Square and some of the historic buildings in the downtown have been virtually recreated. We have taken advantage of the characteristic tiled floor of the town hall square to represent a game board. Different tiled floors are squares which hide questions behind. The user plays using a Natural User Interface based on Microsoft® Kinect.


International Journal of E-health and Medical Communications | 2010

Response Time Estimation of a Web-Based Electronic Health Record EHR System using Queuing Model

Isabel de la Torre Díez; Francisco Javier Díaz Pernas; Miguel López Coronado; Roberto Hornero Sánchez; María Isabel López Gálvez; Miriam Antón Rodríguez

Response time measurement of a Web system is critically important to evaluate its performance. This response time is one of the main barriers usually found in the implementation of an effective Electronic Health Records EHRs system. The database selected will affect the system performance. This paper presents a comparison of the response times of a EHRs Web system, TeleOftalWeb, using different databases. In order to calculate these times, M/M/1 queuing models is used. Four databases were selected: Oracle 10g, dbXML 2.0, Xindice 1.2, and eXist 1.1.1. The final objective of the comparison is choosing the database system resulting in the lowest response time to TeleOftalWeb.


european conference on principles of data mining and knowledge discovery | 2007

Real Time GPU-Based Fuzzy ART Skin Recognition

Mario Martínez-Zarzuela; Francisco Javier Díaz Pernas; David González Ortega; José Fernando Díez Higuera; Miriam Antón Rodríguez

Graphics Processing Units (GPUs) have evolved into powerful programmable processors, becoming increasingly used in many research fields such as computer vision. For non-intrusive human body parts detection and tracking, skin filtering is a powerful tool. In this paper we propose the use of a GPU-designed implementation of a Fuzzy ART Neural Network for robust real-time skin recognition. Both learning and testing processes are done on the GPU using chrominance components in TSL color space. Within the GPU, classification of several pixels can be made simultaneously, allowing skin recognition at high frame rates. System performance depends both on video resolution and number of neural network committed categories. Our application can process 296 fps or 79 fps at video resolutions of 320x240 and 640x480 pixels respectively.


Archive | 2017

Moodle Game-Based Tool Trivioodle to Support the Learning of Programming Languages and Paradigms

Miriam Antón Rodríguez; María Ángeles Pérez Juárez; Francisco Javier Díaz Pernas; Mario Martínez Zarzuela; David González Ortega


XIV Jornadas de Redes de Investigación en Docencia Universitaria: Investigación, innovación y enseñanza universitaria: enfoques pluridisciplinares, 2016, ISBN 978-84-608-7976-3, págs. 630-648 | 2016

Juego Interactivo Integrado en Moodle para la Autoevaluación de conocimientos: eLiza v2

Miriam Antón Rodríguez; Francisco Javier Díaz Pernas; Mario Martínez Zarzuela; David González Ortega


XIII Jornadas de Redes de Investigación en Docencia Universitaria: Nuevas estrategias organizativas y metodológicas en la formación universitaria para responder a la necesidad de adaptación y cambio, 2015, ISBN 978-84-606-8636-1, págs. 2297-2309 | 2015

Metodologías de aprendizaje, carga de trabajo y resultados académicos en Programación: percepción del alumno

David González Ortega; Francisco Javier Díaz Pernas; Miriam Antón Rodríguez; Mario Martínez Zarzuela


XIII Jornadas de Redes de Investigación en Docencia Universitaria: Nuevas estrategias organizativas y metodológicas en la formación universitaria para responder a la necesidad de adaptación y cambio, 2015, ISBN 978-84-606-8636-1, págs. 1358-1372 | 2015

Aplicación de Juegos Serios en Moodle: Trivioodle

Miriam Antón Rodríguez; Francisco Javier Díaz Pernas; Francisco Javier García-Matesanz; Mario Martínez Zarzuela; David González Ortega


XII Jornadas de redes de investigación en docencia universitaria. El reconocimiento docente: Innovar e investigar con criterios de calidad, 2014, ISBN 978-84-697-0709-8, págs. 1957-1971 | 2014

Metodologías docentes y trabajo en equipo en Programación bajo la perspectiva del alumno

David González Ortega; Francisco Javier Díaz Pernas; Mario Martínez Zarzuela; Miriam Antón Rodríguez

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