This article presents a practical application of the Kalman filter by implementing a sensor array in a Bebop Parrot drone in order to detect objects within a determined rank to reduce the background noise in the obtained measurements. The effect of the relationship between the measurement taken by the sensors and the effectiveness of the background noise reduction using the Kalman filter was studied, thus reducing the variation of the sensor measurement. The objective of this implementation can help improve the teaching of the application of Kalman filter. Information readings are performed by the HC-SR04 ultrasonic sensors connected to the data acquisition board Arduino Yun, which interprets the electronic pulses to get the distance in meters and, at the same time, send them via serial port to a Raspberry Pi board; this board implements the Kalman filter sending the data via Wi-Fi to a computer connected to the network that allows visualizing the results of measurements and filter performance. The results obtained show the improvement of the data measurement by the distance sensors with the purpose of providing the drone with greater accuracy of data acquisition.
A common problem in many schools is that they do not have the necessary equipment in their science laboratories. This is often due to space and a limited budget for maintenance and equipment. Within a constructivists learning model with a multi perspective approach it is necessary for students to have an environment where they can perform scientific and technological experiments. Working in a science lab creates an interactive experience that encourages development and provides practical knowledge. Some cognitive processes arise through interaction; these play an important role in semantic construction. Usability within a platform refers to the interaction between the software and the users. This means the software will be easy to learn and navigate, allowing the user explore its potential through an attractive interface and operations. The software can be use efficiently, minimizing errors and increase user satisfaction, among others. This article focuses on studying the design and construction of a virtual laboratory through human interaction, to solve a problem through a virtual science lab. The student reads from his book Practice of Science, which outlines a task to perform. During the activity time, the student can interact with laboratory instruments. Even when following instructions, the student may overlook some details, which could lead to accidents or laboratory instruments damage. The result of the research includes an analysis of the construction of a virtual lab and the experience of users throughout their educational experience.
In recent years, there has been an increase in research related to specific applications or features of virtual reality tools for health care. Each work highlights their findings related to the specific case on which the research was focusing. The present study is a proposal of a design method for virtual reality games for healthcare applications. Virtual reality allows the integration of real physical activity, required for health treatments, and a virtual world that improves the engagement of the patient. The design method is based on the needs that a health treatment faces in terms of motivational activities and challenges to include in a virtual reality scenario, obtained from the investigation of previous works. A treatment benefiting from user exercise was selected as the case to fully describe the design method. Therefore, this paper also describes a virtual reality tool developed to help in the treatment of chronic diseases, such as type 2 diabetes. The tool was used by a group of patients. To evaluate the method and the virtual reality application, two types of tests were applied: a clinical test adapted from previous literature and a usability test focused on the virtual environment. Clinical tests showed low stress and good physical health, while usability tests showed engagement.