IDENTIFICACIÓN AUTOMÁTICA DE COMPUERTAS DIGITALES CON DISPOSITIVO MÓVIL Y REALIDAD AUMENTADA (AUTOMATIC IDENTIFICATION OF DIGITAL GATES THROUGH MOBILE DEVICE AND AUGMENTED REALITY)

Carlos Avilés Cruz, Juan Villegas Cortez, Arturo Zúñiga López, Eduardo Rodríguez Martínez, Andrés Ferreyra Ramírez

Resumen


Los conceptos fundamentales de los dispositivos electrónicos generalmente son enseñados en los cursos iniciales de ingeniería eléctrica-electrónica. Es de suma importancia manejar los conceptos básicos que hacen posible las computadoras y los sistemas digitales en general. De entre los conceptos, destaca la álgebra booleana y la lógica de compuertas. La parte práctica es angular en la adquisición correcta de los conceptos. En el presente trabajo se aborda de una forma práctica la identificación de los circuitos integrados (CI) que hacen posible operaciones lógicas: and, or, not, nor, nand. La identificación se lleva a cabo vía realidad aumentada (RA) y por medio de un dispositivo móvil corriendo en sistema operativo android. Se identifican CI’s de forma automática, desplegando en  pantalla el tipo de CI que se trate, adicionalmente se proporciona información de sus terminales y la operación lógica respectiva. El porcentaje de reconocimiento es de 100 % sobre 5 tipos de compuertas lógicas.

The fundamental concepts of electronic devices are generally taught in initial electrical-electronic engineering courses. It is of the utmost importance to handle the basic concepts that make computers and digital systems possible. Among the concepts, the Boolean algebra and the logic gates stand out. The practical part is angular in the correct acquisition of the concepts. This paper deals in a practical way with how to identify the integrated circuits (ICs) that make logical operations possible: and, or, not, nor, nand, through out augmented reality (AR). Across a mobile-based device running on an android operating system, you can automatically identify ICs by displaying the location and type of IC on the screen of the mobile device. The system has a recognition rate of 100.


Texto completo:

318-329 PDF

Referencias


Azuma, R.T.: A survey of augmented reality. Presence: Teleoper. Virtual Environ. 6(4) 355–385, August 1997.

Billinghurst, M., Kato, H., Poupyrev, I.: The magicbook - moving seamlessly between reality and virtuality. IEEE Computer Graphics and Applications 21(3) 6–8, May 2001.

Billinghurst, M., Duenser, A.: Augmented reality in the classroom. Computer 45(7) 56–63, 2012.

Carlson, K.J., Gagnon, D.J.: Augmented reality integrated simulation education in health care. Clinical Simulation in Nursing 12, 4123–127 Special Issue, Gaming, 2016.

Cubillo, J., Martin, S., Castro, M., Boticki, I.: Preparing augmented reality learning content should be easy: Uned arlean authoring tool for augmented reality learning environments. Computer Applications in Engineering Education 23(5), 778–789, 2015.

Daineko, Y., Dmitriyev, V., Ipalakova, M.: Using virtual laboratories in teaching natural sciences: An example of physics courses in university. Computer Applications in Engineering Education 25(1), 39–47, 2017.

Davis, M.C., Can, D.D., Pindrik, J., Rocque, B.G., Johnston, J.M.: Virtual inter- active presence in global surgical education: International collaboration through augmented reality. World Neurosurgery 86, 103–111, 2016.

González, N.A.A.: Development of spatial skills with virtual reality and augmented reality. International Journal on Interactive Design and Manufacturing (IJIDeM), 1–12, 2017.

Lowe D. G. , Object recognition from local scale-invariant features, International Conference on Computer Vision, Corfu, Greece, pp. 1150-1157, September 1999.

Mahmoudi, M.T., Mojtahedi, S., Shams, S.: Ar-based value-added visualization of infographic for enhancing learning performance. Computer Applications in Engineering Education, 2017.

Martin-Gonzalez, A., Chi-Poot, A., Uc-Cetina, V.: Usability evaluation of an augmented reality system for teaching euclidean vectors. Innovations in Education and Teaching International 53(6), 627–636, 2016.

Merino, C., Pino, S., Meyer, E., Garrido, J.M., Gallardo, F.: Realidad aumentada para el diseño de secuencias de enseñanza-aprendizaje en química. Educación Química 26(2), 94–99, 2015.

Monroy Reyes, A., Vergara Villegas, O.O., Miranda Bojórquez, E., Cruz Sánchez, V.G., Nandayapa, M.: A mobile augmented reality system to support machinery operations in scholar environments. Computer Applications in Engineering Education 24(6), 967–981, 2016.

Richardson, D. Exploring the potential of a location based augmented reality game for language learning. International Journal of Game-Based Learning 6(3), 34–49, 2016.

Sudana, A.A.K.O., Setiawan, A., Pratama, I.P.: Augmented reality for chemical elements: Periodikar. Journal of Theoretical and Applied Information Technology 90(1), 88, 2016.

Texas Instrument Co., Verificado el 1 agosto 2018, https://www.jameco.com/Jameco/catalogs/c113/P5.pdf.

Watanuki, K., Hou, L.: Augmented reality-based training system for metal casting. Journal of Mechanical Science and Technology 24(1), 237–240, 2010.

Yilmaz, R.M.: Educational magic toys developed with augmented reality techno- logy for early childhood education. Computers in Human Behavior 54, 240–248, 2016.


Enlaces refback

  • No hay ningún enlace refback.




URL de la licencia: https://creativecommons.org/licenses/by/3.0/deed.es

Licencia Creative Commons    Esta revista está bajo una Licencia Creative Commons Atribución 3.0 No portada.