Ramón Mollá VayáUniversitat Politècnica de València | UPV · Institute of Industrial Control Systems and Computing (ai2)
Ramón Mollá Vayá
Dr. Conputer Science
About
95
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242
Citations
Introduction
Video games programming.
Discret simulation as a foundation of internal video games kernel management
Publications
Publications (95)
Dispositivo de ahorro de agua (1) para instalaciones de agua caliente sanitaria, caracterizado por que comprende: - Un primer tramo de conducción (2) para su interconexión en una tubería por la que circula ACS hasta un grifo (14). - Un segundo tramo de conducción (3) para su interconexión en una tubería por la que circula agua fría hasta un grifo (...
This work presents an Augmented Reality application based on SLAM (Simultaneous Localization and Mapping) for the assessment of spatial memory involving olfactory stimuli. A study was carried with twenty-five adults. The participants of the study completed two phases (a learning phase and an evaluation phase). In the learning phase, the participant...
Este libro va destinado a todos aquellos estudiantes de primeros cursos que reciben formación en programación de computadores. Concretamente se ha empleado el lenguaje C, ampliamente extendido en el mundo profesional. El objetivo de este libro no es recopilar una colección de ejercicios sin más, sino adaptarlos al nivel básico de introducción a la...
A SLAM-based Augmented Reality (AR) app has been designed, developed, and validated to assess spatial short-term memory. Our app can be used with visual and auditory stimuli and can run on mobile devices. It can be used in any indoor environment. The anchors and data of the app are persistently stored in the cloud. As an authoring tool, the type of...
The goal of this work was to develop a serious game which would aid in the retention of foreign-language non-contextualized vocabulary items in different age categories. To this end, the loci method was used to enhance visual and spatial memory among the game’s players. The novelty of this proposal lies in the combining of mnemonic strategies with...
Neuroanatomy is difficult for psychology students because of spatial visualization and the relationship among brain structures. Some technologies have been implemented to facilitate the learning of anatomy using three‐dimensional (3D) visualization of anatomy contents. Augmented reality (AR) is a promising technology in this field. A mobile AR appl...
The assessment of human spatial short-term memory has mainly been performed using visual stimuli and less frequently using auditory stimuli. This paper presents a framework for the development of SLAM-based Augmented Reality applications for the assessment of spatial memory. An AR mobile application was developed for this type of assessment involvi...
This article determines the precision of the most relevant GPS models used in marathon races. It uses public data of the participants in the leading marathons. We have retrieved 73 865 records from 85 GPS models. There are differences in the precision obtained by road GPS models compared with models designed for trail races and mobile phones. The p...
Se han establecido grupos de trabajo multidisciplina-res para desarrollar videojuegos que han implicado a dos asignaturas de la Facultad de BB.AA. y a otras dos de la Escuela de Ingeniería Informática. Los equipos han seguido la misma metodología que se sigue en las empresas de desarrollo de videojuegos. Han utilizado aplicaciones en línea para edi...
Healthy eating habits involve controlling your diet. It is important to know how to interpret the nutritional information of the packaged foods that you consume. These packaged foods are usually processed and contain carbohydrates and fats. Monitoring carbohydrates intake is particularly important for weight-loss diets and for some pathologies such...
Currently, drones are one of the most complex control systems. This control covers from the control of the stability of the drone, to the automatic control of the navigation in complex environments. In the case of indoor drones, technological challenges are specific. This paper presents an intelligent control architecture for indoor drones where se...
Este documento contiene un total de 104 diapositivas en las que se analiza la singularidad del Santo Sudario de Turín desde diferentes perspectivas académicas: Historia, Arqueología, Legislación, Medicina forense, Microscopía, Fotografía, Arte, Física y Física nuclear
La aproximación se ha realizado de una forma aséptica, sin prejuicios y obviando,...
The goal of this chapter is to present the best practices and usage of storyboarding during the initial definition of multidisciplinary projects where partners from different backgrounds (engineering, arts, creative industries, etc.) collaborate to define the main user tasks to be implemented during the project. One of the challenges in this phase...
Currently, drones are one of the most complex control systems. This control covers from the control of the stability of the drone, to the automatic control of the navigation in complex environments. In the case of indoor drones, technological challenges are specific. This paper presents an intelligent control architecture for indoor drones where se...
This paper presents a Virtual Environment Mapping (VEM) module assembled in an indoor drone in order to be used by creative industries. This module is in charge of allowing users to capture the environment where the final recording will take place. Having a virtual representation of the environment allows both the photography director and the direc...
Currently, it is possible to combine Mobile-Rendered Head-Mounted Displays (MR HMDs) with smartphones to have Augmented Reality platforms. The differences between these types of platforms can affect the user's experiences and satisfaction. This paper presents a study that analyses the user's perception when using the same Augmented Reality app with...
Traditionally, the passive role of the students in the evaluation process has been changed making them part of the process in two ways: 1. After the exam, during the assesment, using techniques such as peer correction, blind correction, exam reviews or others. 2. Tutorials and problem resolutions before the exam also enhance the active role of the...
A comparative study using an autostereoscopic display with
augmented and virtual reality
Advanced displays and natural user interfaces (NUI) are a very suitable combination for developing systems to provide an enhanced and richer user experience. This combination can be appropriate in several fields and has not been extensively exploited. One of the fields that this combination is especially suitable for is education. Nowadays, childre...
Advances in display devices are facilitating the integration of stereoscopic visualisation in our daily lives. However, autostereoscopic visualisation has not been extensively exploited. In this paper, we present a system that combines augmented reality (AR) and autostereoscopic visualisation. We also present the first study that compares different...
Images made by a multi projector system on a screen have to seem seamless as if they work as a single projection system. We had to correct geometric miss alignment and color and luminosity changes among the same projectors using a calibration process.
Computer games require players to interact with scenes while performing various
tasks. In this paper an experimental game framework was developed to measure
players perception to level of detail (LOD) changes in 3D models (for example a
bunny), as shown in Figure 1. These models were unrelated to the task assigned
to the player and located away...
Descripción del concepto de capa en el programa de diseño open source Blender. Manejo de capas y movimiento de objetos entre capas https://polimedia.upv.es/visor/?id=477ee21b-e2f6-a84d-8729-82a62bf00958
Diversos modos de seleccionar objetos en el programa de diseño open source Blender: por tipo, capa, borde, al azar,... https://polimedia.upv.es/visor/?id=fefa29bb-37ff-004e-91fd-08a8afd87eaa
Gestión de grupos de objetos en el programa de diseño open source Blender https://polimedia.upv.es/visor/?id=0772b419-9f23-a049-9326-09da3e63f108
Descripción de las características más importantes de las vistas en el programa de diseño open source Blender http://polimedia.upv.es/visor/?id=b6bad9cd-eba8-834d-ba97-b0b79084128e
Concepto de manipulador y gestión del mismo com soporte para transformar objetos en el programa de diseño open source Blender http://polimedia.upv.es/visor/?id=1625278f-9326-c241-b6f0-20e24c054359
Modificación del ámbito de la vista en el programa de diseño open source Blender. Ver todo, sólo objetos seleccionados, global o local, zoom y por frontera http://polimedia.upv.es/visor/?id=5e41ec0c-ca95-5b48-8025-e057ddb33568
Modificación de la posición, rotación y escala de cualquier objetoen el programa de diseño open source Blender. Cambio de precisión http://polimedia.upv.es/visor/?id=2d41136b-aa44-c949-a5ca-279ee6f8bb07
Descripción del concepto de pivote en el programa de diseño open source Blender. Ajuste del pivote a la malla y modificación de su posición http://polimedia.upv.es/visor/?id=3ba28f53-b5d7-dc47-a428-187f04e5ac6c
Descripción del concepto de pivote en el programa de diseño open source Blender. Diversas formas de ajustar los pivotes y alinear objetos http://polimedia.upv.es/visor/?id=61bdd68a-4ab3-6346-8195-a015d849c657
Climate is changing and we can actuate in order to reduce this change as much as possible. One way of achieving this is recycling and making people aware of this fact. As a result of human activity and climate change several species of animals and plants are endangered. In this paper we present four games for making children aware of these two
subj...
Presentación de las opciones de usuario correspondientes a System, Open GL y file paths https://polimedia.upv.es/visor/?id=ba908da9-511e-dc47-8dc6-d0b92dd10fa7
Sistemas de refrigeración de las tarjetas gráficas y configuraciones multitarjeta https://polimedia.upv.es/visor/?id=77ed48f9-d00c-5f40-90bb-0ef10e42f6ce
Características del programa Blender, historia y público objetivo del programa https://polimedia.upv.es/visor/?id=b328397d-5b89-6547-986e-f305a2038477
"Ventanas principales Gestión de cabeceras de ventanas Dividir, juntar y cambiar ventanas Menús contextuales emergentes" https://polimedia.upv.es/visor/?id=8657e3c1-6f55-f84c-9664-d4b71c2eaddd
Añadir objetos predeterminados en Blender. Modo de edición y modo objeto. https://polimedia.upv.es/visor/?id=a441f639-a731-7340-be65-9fff86447aa5
Concepto de pantalla y su gestión: alta, baja y modificación de las pantallas https://polimedia.upv.es/visor/?id=2cb03397-6345-ad43-8123-37e04444f754
Descripción de los conceptos básicos de las GPU https://polimedia.upv.es/visor/?id=2a805dfa-1a51-d441-a2f6-9d8ec3b84425
"Abrir proyecto Crear nuevo proyecto Recuperar última sesión" https://polimedia.upv.es/visor/?id=ea5f94ac-bfe7-9c47-b3ad-b542a21bf603
Cambios en la visualización en la ventana 3D cambiando parámetros de control en preferencias de usuario https://polimedia.upv.es/visor/?id=c642f682-b706-df45-8fa7-c1fcf6968c4b
Qué es un API, presentación a grandes rasgos de las características principales de DirectX y OpenGL https://polimedia.upv.es/visor/?id=a09af0d5-0106-f844-9e62-4b2f6b1c3b99
Cambio del aspecto externo de las ventanas: colores de fondo, de texto,... https://polimedia.upv.es/visor/?id=d870df2c-53cd-fc4b-8c9f-c20b2aac56fb
Concepto y gestión de escenas: alta baja y modificación de escenas https://polimedia.upv.es/visor/?id=64dc92be-b407-6643-a2f5-968814d597bf
Parte primera de la opción Vista en la ventana de edición 3D en Blender https://polimedia.upv.es/visor/?id=01432d43-22af-cb4b-8b01-afd1d1a11b3f
Descripción de los conceptos básicos que determinan las prestaciones de la memoria de las GPU https://polimedia.upv.es/visor/?id=e8d4f4a2-f480-904b-9f7d-660db345df39
Esquema general de un sistema gráfico: Modelo de aplicación, programa de aplicación y API gráfica. Interacción y cometido de cada parte https://polimedia.upv.es/visor/?id=c4368ad2-48b3-ba43-9afc-3a6d0592ca0b
Descripción ordenada cronológicamente de los diferentes tipos de buses de comunicaciones existentes entre la CPU y la GPU https://polimedia.upv.es/visor/?id=98d21a86-84af-2b45-a1fe-dd3f1bc48af7
Simulation is often used to solve problems in many areas in the form of problem analysis. Real time graphic applications such as videogames typically use a continuous simulation scheme. This operating scheme has disadvantages that can be avoided by using a discrete event simulator as the application kernel. This paper proposes the integration of a...
Every object in a videogame has different aspects to simu- late as behavior, physics, graphics or sounds. Every aspect requires its own Quality of Service (QoS) levels (complex- ity and sampling). Traditional videogames follow a scheme of continuous coupled simulation. This rigid scheme does not allow to define a specific QoS sampling frequency. It...
Real-time graphic applications and specifically videogames, follow a paradigm of continuous simulation that couples the simulation phase and the rendering phase. This paradigm can be inefficient (inadequate computer power distribution) or it can produce incorrect simulations (disordered events execution or events lost). The use of a decoupled discr...
Current computer games follow a scheme of continuous simulation, coupling the rendering phase and the simulation phase. That way of operation has disadvantages that can be avoided using a discrete event simulator as a game kernel. Discrete simulation supports also continuous simulation and allows rendering and simulation phase independence. The vid...
Simulation has been used traditionally to solve other areas problems. Real time applications like videogames use typically a continuous simulation scheme. That way of operation has disadvantages that can be avoided using a discrete event simulator as a game kernel. This paper proposes the integration of a discrete event simulator into real time app...
Computer games follow a scheme of continuous simulation, coupling the rendering phase and the simulation phase. That way of operation has disadvantages that can be avoided using a discrete event simulator as a game kernel. This paper proposes to integrate a discrete event simulator (DESK) to manage the videogames events. The videogame kernel used i...
This algorithm supports line clipping against a rectangular window with edges parallel to the screen. The algorithm combines different partial solutions given in the bibliography such as implicit area codes, decision trees, line ends comparison, symmetry or avoiding redundant calculations, mixing them with fixed-point arithmetic, explicit calculati...
La intensidad de la luz pierde potencia al propagarse desde donde se produce hasta el lugar desde el que se observa. Esta atenuación de la luz en función de la distancia recorrida sigue una ley física que relaciona dicha potencia con el cuadrado de la distancia recorrida por la luz. Esta ley física puede modular la intensidad de la luz con la que l...
La atmósfera que rodea a todos los objetos de una escena no siempre es completamente diáfana. A veces contiene impurezas que dificultan la observación nítida de la escena. Cuando la cantidad de impurezas o vapor de agua es muy elevada, puede llegar incluso a ocultarse los objetos si la cantidad de atmósfera existente entre el punto de vista y el ob...
Lo único que puede observarse de una escena es la luz que llega hasta el punto en el que se encuentra la cámara. Sin luz, la escena más compleja se convierte en una imagen negra. En esta ficha se analizarán los diferentes parámetros de luz que ofrece el OpenGL y cómo controlarlos. En concreto, se estudiará el comando glLight capaz de controlar una...
Siempre se necesita un dispositivo físico para poder visualizar una escena: impresora, monitor,... Para ello, hay que determinar un rectángulo de trabajo (viewport) dentro del cual se podrá representar la escena observada desde el punto de vista seleccionado. Las unidades de medida empleadas son los puntos para las impresoras y los píxeles para los...
This paper presents a quick, efficient and simple method for drawing straight lines with antialiasing on a discrete display using the DDA algorithm with fixed-point arithmetic. The algorithm permits the drawing of grey tones lines by using a 3-pixels-high and 1-pixel-wide brush. The computing cost is low and only integer arithmetic is used. If a li...
This algorithm draws straight lines on discrete devices as if they were staircases. It determines the fractional average length of each step, and it fills the pixels along every scanline intersected by the line to be drawn. This algorithm supports fractional line ends, and it uses internal 32-bit fixed-point arithmetic; 16 bits for the integer and...
The fixed-point arithmetic has the property of performing operations with fractional numbers at an integer computational cost. Although it is not supported in a native way by the programming languages and by the generalist CPUs, it is the ideal arithmetic for applications in the field of industrial control, simulation, computer graphics, multimedia...
This algorithm draws ellipses with integer centres and decimal radii on discrete devices using fixed-point arithmetic. These ellipses have both X and Y axis parallel to the coordinate axes. It uses forward differences to diminish its cost. It has a low comp utational complexity while the error is lower than traditional algorithms. This algorithm wo...
The Polar plan method for the calculation of the form factor is an alternative to the existing projective discrete methods (hemicube, tetrahedron, cartesian infinite plane, etc). This method is classified within the methods based on Nusselt's analogy by infinite plane like Sillion's and Puech's. The main characteristics and advantages of the method...
This paper introduces a quick, efficient and simple algorithm for drawing straight lines with antialiasing on discrete devices like printers or CRTs. It is based on the DDA algorithm. It uses 32 bits fixed-point arithmetic. This is a pipelined, parallelized and scalable SIMD version. It may be hardware implemented. It is suitable for MMX or Streami...
DESK is a universal object oriented package developed using ANSI C++. It is a kernel prepared to cope with discrete events model simulations. The aim of this project is to implement a very easy and versatile simulator that is fast and powerful enough to manage either huge systems or small ones. It may be used both as a fast prototyper or as a final...
Introducción divulgativa general de internet, herramientas, historia y servicios.
Two main serial algorithms to scan convert straight lines have been propossed: Bresenham and Digital Differential Analyzer. The Bresenham's algorithm has became a standard because of integer arithmetic. Many theoretical solutions have been propossed to parallelize Bresenham algorithm but its implementation is difficult. So most parallelizations tak...
Resumen Se presenta una herramienta informática que permite trabajar en un entorno colaborativo en la intranet de un centro educativo mediante un interfaz web. Este sistema trabaja sobre información almacenada en una base de datos de conocimiento y sobre materiales multimedia depositados en Internet o en repositorios propios. La herramienta permite...
1 Este trabajo ha sido financiado por la OCYT de la Generalitat Valenciana bajo el proyecto de investigación CTIDIB/2002/344. Resumen JDESK es un simulador generalista de eventos discreto que permite simular y obtener resultados de un modelo implementado en código Java. Es un simulador basado en web, por lo que puede utilizarse desde cualquier nave...
Web-based simulation is a powerful skill for e-learning. Simulation gives concrete answers to the students questions. Having a Virtual Simulation L aboratory is possible when using web-based simulation. This paper presents JDESK, a web-based discrete event simulator written in Java. It is fast, versatile and powerful enough to manage whatever syste...
Resumen Se presenta la experiencia de mejora llevada a cabo dentro de la enseñanza de la informática en disciplinas universitarias no informáticas pero que utilizan la informática como herramienta fundamental de su trabajo. En concreto, la descripción y unificación de los contenidos de las distintas asignaturas impartidas en estos centros, la poste...
Sistema multimedia abierto y flexible para la gestión de una base de datos de conocimiento orientado a la (auto)evaluación, tanto en entorno de red como doméstico, mediante la generación de exámenes y su evaluación automática. Los contenidos multimedia son desarrollados mediante herramientas específicas. Estos contenidos son referenciados desde la...
Diferentes tipos de extraer la información de vídeo de las tarjetas gráficas https://polimedia.upv.es/visor/?id=691e1e5c-b2f1-2a4e-8881-41b2db36d381
Descripción de los conceptos básicos de las GPU https://polimedia.upv.es/visor/?id=cf4b8773-b41b-a442-b5a6-32cc131f931a
"Métodos de edición Lenguaje y fuentes Autosave" https://polimedia.upv.es/visor/?id=a4765ffd-76f8-9c45-95be-efb7a68a7654
"Salvar proyecto Append-link Importar/Exportar Empaquetar datos Salir" https://polimedia.upv.es/visor/?id=47b94e48-f093-1143-943a-b6e7be762a9f
"Gestión del entorno Hacer y deshacer Seguridad de la información al salir sin guardar" https://polimedia.upv.es/visor/?id=0ec4d729-cb61-864f-95e4-604222c8e9c4
Descripción de los conceptos básicos infográficos: Pixel, pantalla, profundidad de color, memoria necesaria,... https://polimedia.upv.es/visor/?id=9f701db4-db0e-214f-a282-a108f8b5ad23
Modificación de la posición, rotación y escala de cualquier objeto restringida a una o varias dimensiones en el programa de diseño open source Blender http://polimedia.upv.es/visor/?id=f1c49de9-8958-884b-a6b5-2a7458aeea14