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Educational evaluation of renewable energy projects based on RETScreen software 基于RETScreen软件的可再生能源项目教育评价
Pub Date : 2020-12-31 DOI: 10.35429/JITC.2020.12.4.17.22
Felipe Mendoza-González, Q. Hernández-Escobedo, A. Vargas, Jesús Fausto Córdova-Escobedo
In the design of renewable energy projects, a present problem is the techno-economic evaluation of them, regularly different methods and models are used to do it, in this work it is proposed to innovate in the degree of Engineering in Renewable Energies (LIER) of the UNAM in the National School of Superior Studies Juriquilla campus the way to evaluate projects using the software RETScreen. This paper presents a methodology to evaluate a wind energy project in the state of Queretaro Mexico. The project contemplates a wind turbine brand VESTAS V44 - 40m of 600 kW capacity of 40 m height in the state of Querétaro in the center of the country of Mexico. The initial costs of this wind turbine are 1,283$/kW or 770,000 USD, with a rate of 80 $/kW. The electricity exported to the grid is 1,703 MWh and the income from electricity exports is 136,235.52 USD. With this wind turbine you can save 1,318.2 tCO2 per year or 566,414 liters of unused gasoline.
在可再生能源项目的设计中,目前存在的一个问题是对可再生能源项目的技术经济评价,经常使用不同的方法和模型来进行评估,本文提出了在国立高等研究学院Juriquilla校区的UNAM可再生能源工程学位(LIER)中创新使用RETScreen软件来评估项目的方法。本文提出了一种评估墨西哥克雷塔罗州风能项目的方法。该项目考虑在墨西哥中部的querimastaro州安装VESTAS V44 - 40m风力涡轮机,容量为600千瓦,高度为40米。这台风力涡轮机的初始成本为1283美元/千瓦或77万美元,费率为80美元/千瓦。向电网输出电力1703兆瓦时,输出电力收入136235.52美元。有了这个风力涡轮机,你每年可以节省1318.2吨二氧化碳或566,414升未使用的汽油。
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引用次数: 0
Didactic demonstration of 3gdl robot dynamics and partitioned control for trajectory tracking 3gdl机器人动力学与轨迹跟踪分区控制的教学演示
Pub Date : 2020-12-31 DOI: 10.35429/JITC.2020.12.4.10.16
Miguel Ramírez-Aguirre, J. L. Ortiz-Simón, Martha Isabel Aguilera-Hernández, Nicolás Cruz-Hernández
The article presents the analysis of a robot with three degrees of freedom to follow trajectories through a partitioned control. Which is made up of two revolute and one prismatic joint where the end effector is located, that allows it to move correctly in its work area. This robot has a different structure from those most studied and analyzed by current literature, therefore it presents an opportunity to be used as a didactic resource, due to the structure, the degrees of freedom and the affinity of the models used by the students. The analysis consists of the use of the DH rule for the assignment of frames and referential axes, centers of mass, dynamic model by Jacobian and Christoffel symbols, inverse kinematic model, variables such as friction, gravitational and friction compensation, ending in a model in "Simulink" capable of following trajectories from the partitioned control law.
本文介绍了一个三自由度机器人通过分区控制跟踪轨迹的分析。它由两个转动关节和一个移动关节组成末端执行器所在的位置,这使得它可以在工作区域内正确移动。该机器人的结构与目前文献中研究和分析最多的机器人不同,因此由于学生使用的模型的结构,自由度和亲和力,它提供了一个被用作教学资源的机会。分析包括使用DH规则分配坐标系和参考轴、质心、雅可比和克里斯托费尔符号的动力学模型、逆运动学模型、摩擦、重力和摩擦补偿等变量,最后在“Simulink”中建立一个能够跟随分割控制律轨迹的模型。
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引用次数: 0
Creation of environments and scenarios for learning based on internet habits: a theoretical approach for face-to-face, blended and distance education 基于网络习惯的学习环境和场景的创造:面对面、混合和远程教育的理论方法
Pub Date : 2020-12-30 DOI: 10.35429/JITC.2020.12.4.1.9
Paul Rafael Siordia-Medina, Nadia Sarahi Uribe-Olivares, S. Gonzalez-Basilio
The creation of virtual learning environments requires extensive pedagogical, methodological and technical knowledge that generates relevant training processes and contributes to the development of student learning. That is why this article presents a proposal for a theoretical framework from which environments and scenarios can be designed and developed based on the Internet habits of students and teachers. Various theoretical and author proposals are integrated that allow understanding the complexity of this great task not only for those who work in the non-school modality, but now for those who have had to make the transition from face-to-face to virtual, which has meant significant changes in their teaching practice, but not only for them, but the students have acquired new habits or reinforced those they already had in order to face the new challenges posed by changes in reality.
虚拟学习环境的创建需要广泛的教学、方法和技术知识,以产生相关的培训过程,并有助于学生学习的发展。这就是为什么本文提出了一个理论框架的建议,从这个框架中可以根据学生和教师的互联网习惯来设计和开发环境和场景。各种理论和作者的建议被整合在一起,使理解这一伟大任务的复杂性不仅适用于那些在非学校模式下工作的人,而且现在也适用于那些不得不从面对面过渡到虚拟的人,这意味着他们的教学实践发生了重大变化,但不仅对他们来说,而且学生已经获得了新的习惯或加强了他们已经拥有的习惯,以便面对现实变化带来的新挑战。
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引用次数: 0
Uso de correo electrónico para analizar la comunicación bilateral aplicando Big Data y Regresión Lineal Simple 利用电子邮件分析双边沟通,应用大数据和简单线性回归
Pub Date : 2019-12-31 DOI: 10.35429/jitc.2019.10.3.21.28
Luz María Hernández-Cruz, Diana Concepción Mex-Álvarez, Guadalupe Manuel Estrada-Segovia, M. Castillo-Téllez
Currently, the email is the most used network service as a means of communication for sending and receiving messages and files. The objective of this study is to perform an analysis of institutional emails by applying a strategic that ensures the existence of a bilateral communication between the employees. The research is of applied type, which will allow to predict assertive working groups with prosperous and productive labor relations. The study integrates the application of a Technological Big Data tool called Immersion and the analysis of a Simple Linear Regression (PLS) model using Microsoft Office Excel. The adapted methodology is composed of three phases: first, the "Data Collection" where a large volume of data is collected (personal data) from an institutional email account for the case study, then we have the "Analysis" where a simple linear regression model is constructed to analyze the relationship between the collected data and finally, the "Interpretation" where the obtained results are explained. Having important applications such as the integration of academic group, thematic networks, disciplinary committees or collaborative members in projects.
目前,电子邮件是最常用的网络服务,作为发送和接收信息和文件的通信手段。本研究的目的是通过应用确保员工之间存在双边沟通的战略,对机构电子邮件进行分析。该研究是应用类型,这将允许预测自信的工作小组与繁荣和富有成效的劳动关系。该研究整合了一种名为“浸入”的技术大数据工具的应用,并使用微软Office Excel对简单线性回归(PLS)模型进行了分析。改编后的方法论由三个阶段组成:首先是“数据收集”,从一个机构的电子邮件账户中收集大量数据(个人数据)进行案例研究,然后是“分析”,构建一个简单的线性回归模型来分析收集到的数据之间的关系,最后是“解释”,对获得的结果进行解释。有重要的应用,如学术团体、专题网络、学科委员会或项目合作成员的整合。
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引用次数: 0
Aplicación móvil para la optimización de procesos de consumo de energía en sector hotelero 酒店行业能源消耗流程优化的移动应用
Pub Date : 2019-12-31 DOI: 10.35429/jitc.2019.10.3.7.12
Julio Cesar Rojas-Nando, Nayely Reyes-Luna
Engineering is the set of technological knowledge that helps in innovation, invention, development and improvement of techniques and tools that meet the needs and solve problems of companies and society in general, creating projects that facilitate the solution to any problem raised, not It matters what nature it is, always visualizing the benefit attached to a sustainability in general. Nowadays the biggest problem we have is the excessive consumption of natural resources, we need to give sound solutions that little by little will minimize this situation. In this project, a mobile application called Applight was visualized, which will help to reduce energy consumption in hotels, through an indicator that will let us know if any household appliance or lamps and lights were activated, thus having the opportunity to turn off and deactivate all those components that were left on when leaving. In this way, it will help to reduce energy consumption, in a large amount thus contributing to the care of the environment and the expenditure of energy payments in hotel companies.
工程是一套技术知识,它有助于创新,发明,开发和改进技术和工具,以满足需求并解决公司和社会的问题,创造有助于解决任何问题的项目,不管它是什么性质,总是可视化附加在一般可持续性上的好处。现在我们面临的最大问题是过度消耗自然资源,我们需要给出合理的解决方案,一点一点地减少这种情况。在这个项目中,一个名为Applight的移动应用程序被可视化,这将有助于减少酒店的能源消耗,通过一个指示器,让我们知道是否有任何家用电器或灯具被激活,从而有机会关闭和停用所有离开时留下的组件。这样,它将有助于减少能源消耗,在很大程度上,从而有助于保护环境和酒店企业的能源支付支出。
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引用次数: 1
Desarrollo de aplicación móvil para generar competencias en los alumnos de la Universidad Tecnológica de San Juan del Río 圣胡安德尔rio科技大学学生的移动应用程序开发能力
Pub Date : 2019-12-31 DOI: 10.35429/jitc.2019.10.3.1.6
Alejandro César Valencia-García, C. González-Martínez
Statistics tell us that at the end of 2017 there is a record of approximately 8 million applications on Google Play, Android in 2016 showed a total of downloads of applications of 90 billion; therefore users use an average of 9 applications per day and 30 applications per month. With the above statistics, the development of a Mobile Application on Android was carried out, which consists of randomly generating questions by selecting a grade with their respective response options, if correct, 5 points are awarded, otherwise 3 will be subtracted. The methodology applied was SCRUM, the project was carried out in 5 phases which were: planning meeting, daily scrum, development work during the sprint, sprint review and sprint retrospective. It was developed with programming languages JSON, JAVA, PHP and SQL database integration. In the end we got an apk that can be used on any device with Android 7.0 and above.
统计数据告诉我们,2017年底谷歌Play上有大约800万个应用的记录,2016年安卓应用的总下载量为900亿;因此用户平均每天使用9个应用程序,每月使用30个应用程序。基于以上数据,我们在Android平台上开发了一款移动应用程序,该应用程序是随机生成问题,通过选择相应的回答选项进行评分,如果正确则得5分,否则扣3分。采用的方法是SCRUM,项目分5个阶段进行,分别是:计划会议、日常SCRUM、冲刺期间的开发工作、冲刺评审和冲刺回顾。它是用JSON、JAVA、PHP和SQL数据库集成的编程语言开发的。最后,我们得到了一个可以在任何Android 7.0及以上版本的设备上使用的apk。
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引用次数: 0
Aplicación Web para la Gestión de la información en la Red Integral de Bienestar Social 用于社会福利综合网络信息管理的Web应用程序
Pub Date : 2019-09-30 DOI: 10.35429/jitc.2019.9.3.24.30
Lilia Margarita Mena-Castillo, Isaac Neftali Molina-Cepeda
Information has become a fundamental resource in companies and, being accompanied by Information and Communication Technologies, it has become more significant to use them, since great changes can be achieved in companies. Through its management through technological tools, decisions can be made more easily, since there are different ways of representing information, to make it more clear and objective, as well as to access it from any place in a reliable manner. This work shows the development of a website that was made to the association Integral Social Welfare Network (RIBS), which works with 20 other associations and needs to have a closer communication and feedback with them in terms of public information and private, as the case may be. The scrum methodology was used, for the development of the website and the programming language was PHP, using the Laravel framework and for the management of the information the MySQL manager was used.
信息已经成为企业的基本资源,伴随着信息和通信技术的发展,信息的使用变得更加重要,因为企业可以实现巨大的变化。通过技术工具对其进行管理,可以更容易地做出决策,因为有不同的表示信息的方式,使其更加清晰和客观,以及从任何地方以可靠的方式访问它。这幅作品展示了一个网站的发展,该网站是为“整体社会福利网络”(肋骨)协会制作的,该协会与其他20个协会合作,需要在公共信息和私人信息方面与他们进行更密切的沟通和反馈,视情况而定。使用了scrum方法,用于网站的开发,编程语言是PHP,使用Laravel框架,使用MySQL管理器管理信息。
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引用次数: 0
La gamificación como estrategia para el aprendizaje de Física 游戏化是学习物理的一种策略
Pub Date : 2019-09-30 DOI: 10.35429/jitc.2019.9.3.1.12
Mireya Monroy-Carreño, Patricia Monroy-Carreño
Numerous studies show the disinterest or the negative evaluation that students have towards the learning of the subject of physics and although this perception is provoked by diverse situations, it can´t be left aside that this affects the motivation of the students and consequently in learning. For this reason the objective of this study was to identify if the use of gamification in the classes influences the motivation of young people and thus be able to encourage them a positive view of the subject of physics, therefore in this investigation implemented a methodology based on gamification which includes the planning, design and application of three games over a semester in which participated 50 students of the subject of Physics II of the Escuela Nacional Colegio de Ciencias y Humanidades plantel Vallejo, obtaining as a result that the use of gamification indicates that it is a motivating element since it provokes a gratifying experience in the students.
许多研究表明,学生对物理学科的学习不感兴趣或负面评价,尽管这种看法是由不同的情况引起的,但不能忽视的是,这影响了学生的学习动机,从而影响了学习。出于这个原因,本研究的目的是确定在课堂上使用游戏化是否会影响年轻人的动机,从而能够鼓励他们对物理学科有积极的看法,因此在本调查中实施了一种基于游戏化的方法,其中包括规划,在一个学期内设计和应用了三个游戏,其中有50名来自Escuela Nacional collegeio de Ciencias y Humanidades plantel Vallejo的物理II学科的学生参与,结果表明,游戏化的使用表明它是一种激励因素,因为它激发了学生的满足感。
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引用次数: 1
Aplicación de Metodología SCRUM para el Desarrollo de Aplicación Móvil SCRUM方法在移动应用开发中的应用
Pub Date : 2019-09-30 DOI: 10.35429/jitc.2019.9.3.31.37
Alicia Cortés-García, Abril Alyse Hernández-Trejo
Currently, young people have a strong attraction for games and social networks developed for mobile devices, so much is the demand that in 2017 the count of mobile Internet users was made; This survey showed that there are more than 3.5 billion users spending an average of 69% of their time a day on their smartphone, that is equivalent to more than 16 hours a day on the Internet. The previous statistics guided us to develop a Mobile Application in Android, with a game-like interface, since it is sought to be the closest thing to what a user with access to a smartphone frequents in their day to day; The project aims to help all students of the public institution, generating skills among themselves on the knowledge acquired throughout their stay at the University. The development of the Mobile Application was carried out under the SCRUM Agile Methodology; It is standing out above the others thanks to its easy implementation and obtaining the expected results. This work shows the process of implementing the methodology and the favorable results that were obtained when using it.
目前,年轻人对为移动设备开发的游戏和社交网络有很强的吸引力,需求如此之大,以至于在2017年进行了移动互联网用户的统计;这项调查显示,有超过35亿的用户平均每天在智能手机上花费69%的时间,这相当于每天在互联网上花费超过16个小时。之前的统计数据指导我们在Android平台开发一款带有游戏式界面的手机应用,因为它最接近于用户在日常使用智能手机时所使用的内容;该项目旨在帮助公共机构的所有学生,在他们在大学期间获得的知识中培养他们自己的技能。移动应用程序的开发是在SCRUM敏捷方法下进行的;由于其易于实现,并取得了预期的效果,因此在其他方法中脱颖而出。本工作展示了该方法的实施过程和使用时获得的良好结果。
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引用次数: 0
¿Cómo promover la Ciudadanía Digital? 如何推广数字公民身份?
Pub Date : 2019-09-30 DOI: 10.35429/jitc.2019.9.3.13.23
Alejandrina Almeida-Aguilar, E. Ramos-Méndez, Rubén Jéronimo-Yedra, José-Luis Gómez-Ramos
There are several attempts that have been made in Mexico in recent years and through the different six-year periods of Government, to insert Information and Communication Technologies (ICT) in the teaching and learning process at the levels of basic education. The foregoing was attempted through the creation of multiple Federal Government programs for that purpose. One of these programs establishes digital competencies and within these can be located the competence of Digital Citizenship. The present work shows a small outline of the competition of digital citizenship in new students of Educational Institutions of the State of Tabasco. Digital citizenship does not have a single focus, there are multiple edges that can be addressed. Finally, some proposals for various actions are exposed, through which the acquisition of this digital competence can be achieved. Teachers, as active agents in the teaching and learning process, can be important actors through the promotion of the proposed activities and practices.
近年来,通过不同的六年政府任期,墨西哥作出了几次尝试,将信息和通信技术纳入基础教育各级的教学过程。为了达到上述目的,我们制定了多个联邦政府项目。其中一个项目是建立数字能力,在这些能力中可以找到数字公民的能力。目前的工作显示了塔巴斯科州教育机构新生数字公民竞争的一个小轮廓。数字公民没有一个单一的焦点,有多个可以解决的边缘。最后,提出了各种行动的建议,通过这些行动可以实现数字能力的获取。教师作为教与学过程中的积极行动者,可以通过促进所提出的活动和实践而成为重要的行动者。
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引用次数: 0
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Revista de Tecnologías de la Información y Comunicaciones
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