Bibliographic citations
Aguirre, J., Rivas, M. (2023). GamiHelper: Gamificación para aumentar la interacción de personas con otras que padecen de discapacidad motriz de los miembros superiores utilizando Deep Learning [Tesis, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/674599
Aguirre, J., Rivas, M. GamiHelper: Gamificación para aumentar la interacción de personas con otras que padecen de discapacidad motriz de los miembros superiores utilizando Deep Learning [Tesis]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2023. http://hdl.handle.net/10757/674599
@misc{renati/419332,
title = "GamiHelper: Gamificación para aumentar la interacción de personas con otras que padecen de discapacidad motriz de los miembros superiores utilizando Deep Learning",
author = "Rivas Zavala, Marek Joel",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2023"
}
Having researched the disability of people in general, the number of people who have them and the problems they face, we have decided to focus the project on people with motor disabilities of the upper limbs, developing a program that allows our target audience, interact in a better way with any other person, through the use of 3 mini video games capable of being controlled by voice. The project had 4 stages of development which are: In its first stage, the development of a benchmarking of the models, architectures, neural network and genre of video games to be able to interact with people with motor disabilities. In its second stage, the description of the implementation of the neural network used, based on Concurrent Neural Networks (CNN) to solve the problem. In its third stage, the corresponding mini-games that make up the video game and their characteristics were described. Finally, in its last stage, the application of the video game was validated with experts in the area of medicine. We hope that in the future other groups will continue to improve our advances in order to also provide our target audience with other facilities in fields such as office automation, leisure, etc.
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