Grau en Enginyeria Telemàtica (Pla 2009)http://hdl.handle.net/2099.1/173172024-03-29T10:33:54Z2024-03-29T10:33:54ZMOVERE: Aplicació per a l'autonomia i benestar de persones amb problemes de salut mentalGordun Salazar, Irenehttp://hdl.handle.net/2117/4036542024-03-04T09:30:20Z2024-03-04T09:23:01ZMOVERE: Aplicació per a l'autonomia i benestar de persones amb problemes de salut mental
Gordun Salazar, Irene
The final degree project focuses on the MOVERE project. MOVERE inherits the foundations of T'activa, an initiative started in 2019, conceived to address loneliness and social isolation, especially among the elderly. MOVERE specifically focuses on individuals living with mental health disorders. This initiative is led by the Mental Illness Foundation of Catalonia and the C3-CST research group. The main objective of this project is to analyze the current workflow of the foundation and propose a digitization plan to improve its management. As a result, an application and web-based tool are developed to enhance the quality of life for people with mental illnesses, promoting their digitization and autonomy. The project goals include designing and developing a digitally conscious application, implementing a system of forms and notifications to measure well being, integrating social and therapeutic functionalities, and facilitating access to updated databases of community activities. Additionally, special care will be taken with data treatment. Therefore, all necessary documentation will be prepared to pass the UPC's ethics committee filter. The project methodology involves using Kanban for task management and weekly meetings to track progress, identify deviations, and adjust planning as necessary. Finally, the obtained results will be reviewed to assess the achievement of initial objectives, the performance of the application, and its usefulness. Therefore, this project could be summarized as the development of a mobile application to improve the quality of life for people with mental illnesses, promoting their digital autonomy and reducing unwanted feelings of loneliness. This work also includes an analysis of the technologies and techniques used, along with a study of the achieved objectives and results obtained.; Projecte MOVERE
Fundació de Malalts Mentals de Catalunya
2024-03-04T09:23:01ZGordun Salazar, IreneThe final degree project focuses on the MOVERE project. MOVERE inherits the foundations of T'activa, an initiative started in 2019, conceived to address loneliness and social isolation, especially among the elderly. MOVERE specifically focuses on individuals living with mental health disorders. This initiative is led by the Mental Illness Foundation of Catalonia and the C3-CST research group. The main objective of this project is to analyze the current workflow of the foundation and propose a digitization plan to improve its management. As a result, an application and web-based tool are developed to enhance the quality of life for people with mental illnesses, promoting their digitization and autonomy. The project goals include designing and developing a digitally conscious application, implementing a system of forms and notifications to measure well being, integrating social and therapeutic functionalities, and facilitating access to updated databases of community activities. Additionally, special care will be taken with data treatment. Therefore, all necessary documentation will be prepared to pass the UPC's ethics committee filter. The project methodology involves using Kanban for task management and weekly meetings to track progress, identify deviations, and adjust planning as necessary. Finally, the obtained results will be reviewed to assess the achievement of initial objectives, the performance of the application, and its usefulness. Therefore, this project could be summarized as the development of a mobile application to improve the quality of life for people with mental illnesses, promoting their digital autonomy and reducing unwanted feelings of loneliness. This work also includes an analysis of the technologies and techniques used, along with a study of the achieved objectives and results obtained.
Projecte MOVERE
Fundació de Malalts Mentals de CatalunyaSurrealDB-La base de datos del futuro?Jara Córcoles, Ángel Manuelhttp://hdl.handle.net/2117/3992362024-01-17T13:18:02Z2024-01-12T08:41:38ZSurrealDB-La base de datos del futuro?
Jara Córcoles, Ángel Manuel
Surreal DB is a new database with differents paradigms. The idea of this project is to study the functionality, compare with the rest of main databases and show a small project in Node JS some queries to the Surreal DB. Also check different risc impacts about Surreal DB and their development.
2024-01-12T08:41:38ZJara Córcoles, Ángel ManuelSurreal DB is a new database with differents paradigms. The idea of this project is to study the functionality, compare with the rest of main databases and show a small project in Node JS some queries to the Surreal DB. Also check different risc impacts about Surreal DB and their development.Vectores de ataque en EDRRodríguez Santos, Jordihttp://hdl.handle.net/2117/3976232023-12-05T10:00:26Z2023-12-05T09:55:32ZVectores de ataque en EDR
Rodríguez Santos, Jordi
This final degree work will be focused on the analysis of the most common vulnerabilities of the services that are usually used in a company. It will also explain how they are executed and what they consist of in order to understand how these companies are protected by EDRs (Endpoint Detection Response), the types of EDRs that exist and if they are really capable of detecting and stopping all malicious processes. The project is divided in the following way: first, the goal of an attacker will be explained and analyzed; then, I will show how to find the vulnerabilities in order to achieve this goal and its possible consequences. Once compromised and the privilege escalation is done on the unprotected host, the functionality of the EDR will be tested by attacking another host which will have the EDR installed. With the development of this TFG it is expected, mainly, to promote a general idea about the world of ethical hacking and the different vulnerabilities that can be exploited in the business environment. In parallel, the thesis also aims to emphasize the great importance of security in companies and web applications. Finally, it should be added that the difficulty in carrying out the work has resided especially in the search for information about the various concepts relating to cybersecurity and the study and research into vulnerabilities and their exploitation. However, it is worth mentioning the complementarity that the internship at "Telefónica Tech" has provided me, since the work consisted of providing our customers with protection systems for the company's equipment and infrastructure, better known as EDR , a concept that will also be developed throughout the thesis.
2023-12-05T09:55:32ZRodríguez Santos, JordiThis final degree work will be focused on the analysis of the most common vulnerabilities of the services that are usually used in a company. It will also explain how they are executed and what they consist of in order to understand how these companies are protected by EDRs (Endpoint Detection Response), the types of EDRs that exist and if they are really capable of detecting and stopping all malicious processes. The project is divided in the following way: first, the goal of an attacker will be explained and analyzed; then, I will show how to find the vulnerabilities in order to achieve this goal and its possible consequences. Once compromised and the privilege escalation is done on the unprotected host, the functionality of the EDR will be tested by attacking another host which will have the EDR installed. With the development of this TFG it is expected, mainly, to promote a general idea about the world of ethical hacking and the different vulnerabilities that can be exploited in the business environment. In parallel, the thesis also aims to emphasize the great importance of security in companies and web applications. Finally, it should be added that the difficulty in carrying out the work has resided especially in the search for information about the various concepts relating to cybersecurity and the study and research into vulnerabilities and their exploitation. However, it is worth mentioning the complementarity that the internship at "Telefónica Tech" has provided me, since the work consisted of providing our customers with protection systems for the company's equipment and infrastructure, better known as EDR , a concept that will also be developed throughout the thesis.Desenvolupament d'una aplicació per a la gestió de tornejos de MESBG®González Rodríguez, Oscarhttp://hdl.handle.net/2117/3962372023-11-10T11:20:20Z2023-11-10T11:14:03ZDesenvolupament d'una aplicació per a la gestió de tornejos de MESBG®
González Rodríguez, Oscar
Middle-Earth Strategy Battle Game (MESBG) is a strategy and miniatures game, based on the vast literary universe of J.R.R. Tolkien and created by the Games Workshop company in the year 2000. Since then it has been attracting a growing number of enthusiasts around the world. Originally, the management of MESBG tournaments was done manually, turning out to be a laborious process and susceptible to errors. Over time and with some basic computer knowledge, it was decided to digitize said management. And for years it was the most efficient option since, despite some shortcomings, it covered the basic needs of tournament organizers. Currently, the number of players in the MESBG community has increased considerably, thanks in part to the production of The Lord of the Rings: Rings of Power series. And with this, the shortcomings of the solution that had been adopted up to now have become more evident. To cover all the needs, not only of the organizers, but also of the players, it has been proposed to develop a web application for the management of MESBG tournaments. As a result of this project, an innovative and efficient solution for MESBG tournament management has been provided, offering a complete platform for tournament planning, registration and monitoring
2023-11-10T11:14:03ZGonzález Rodríguez, OscarMiddle-Earth Strategy Battle Game (MESBG) is a strategy and miniatures game, based on the vast literary universe of J.R.R. Tolkien and created by the Games Workshop company in the year 2000. Since then it has been attracting a growing number of enthusiasts around the world. Originally, the management of MESBG tournaments was done manually, turning out to be a laborious process and susceptible to errors. Over time and with some basic computer knowledge, it was decided to digitize said management. And for years it was the most efficient option since, despite some shortcomings, it covered the basic needs of tournament organizers. Currently, the number of players in the MESBG community has increased considerably, thanks in part to the production of The Lord of the Rings: Rings of Power series. And with this, the shortcomings of the solution that had been adopted up to now have become more evident. To cover all the needs, not only of the organizers, but also of the players, it has been proposed to develop a web application for the management of MESBG tournaments. As a result of this project, an innovative and efficient solution for MESBG tournament management has been provided, offering a complete platform for tournament planning, registration and monitoringDesarrollo de una oficina de ingeniería remota: análisis y implementación de una solución en el contexto del teletrabajoSampedro Casis, Rodrigohttp://hdl.handle.net/2117/3959072023-11-21T01:27:59Z2023-11-07T10:29:00ZDesarrollo de una oficina de ingeniería remota: análisis y implementación de una solución en el contexto del teletrabajo
Sampedro Casis, Rodrigo
At the moment, the technological world is undergoing an unprecedented expansion due to the fourth industrial revolution and the access or update of small and medium-sized enterprises to information technologies. This has led to the emergence of a wide range of jobs with low material investment, the requirement of high curriculum qualification, and the possibility of employee delocalization, promoting the growth of what has come to be known as ¿remote engineering¿. Employees who have entered this new work environment use similar tools due to their predominantly ¿remote¿ condition, regardless of whether they belong to a large company or a startup, or being freelancers, or being subcontracted by external consulting firms. In parallel, the COVID-19 pandemic, the need and ease of remote work, as well as the balance of home office, have become evident. However, it has created the fallacy of the engineer with a computer, capable of working from home with colleagues they have never met physically, as well as the inevitable return to the office due to a loss of productivity in many companies[6]. This Bachelor¿s Degree analyzes, evaluates, and implements a solution for creating a remote engineering development office, used by the author on his own, detailing and explaining the problems and solutions undertaken during its construction. In the appendices, the state of the art of the main points of interest regarding the project is summarized, especially in the technological field, and a possible guide for launching a technology startup from a technical perspective is presented since the requirements are applicable to both remote and in-house workers, or even to the initial development of a company with few employees. The main goal is to obtain a minimal set of resources that, in a fairly generic manner and without excessive cost, enable the proper development of activities, overcoming challenges, and facilitating the creation of collaborative work tools. Furthermore, this template has been used as the basis for personal projects and actively implemented in several family and friend-owned SMEs.
2023-11-07T10:29:00ZSampedro Casis, RodrigoAt the moment, the technological world is undergoing an unprecedented expansion due to the fourth industrial revolution and the access or update of small and medium-sized enterprises to information technologies. This has led to the emergence of a wide range of jobs with low material investment, the requirement of high curriculum qualification, and the possibility of employee delocalization, promoting the growth of what has come to be known as ¿remote engineering¿. Employees who have entered this new work environment use similar tools due to their predominantly ¿remote¿ condition, regardless of whether they belong to a large company or a startup, or being freelancers, or being subcontracted by external consulting firms. In parallel, the COVID-19 pandemic, the need and ease of remote work, as well as the balance of home office, have become evident. However, it has created the fallacy of the engineer with a computer, capable of working from home with colleagues they have never met physically, as well as the inevitable return to the office due to a loss of productivity in many companies[6]. This Bachelor¿s Degree analyzes, evaluates, and implements a solution for creating a remote engineering development office, used by the author on his own, detailing and explaining the problems and solutions undertaken during its construction. In the appendices, the state of the art of the main points of interest regarding the project is summarized, especially in the technological field, and a possible guide for launching a technology startup from a technical perspective is presented since the requirements are applicable to both remote and in-house workers, or even to the initial development of a company with few employees. The main goal is to obtain a minimal set of resources that, in a fairly generic manner and without excessive cost, enable the proper development of activities, overcoming challenges, and facilitating the creation of collaborative work tools. Furthermore, this template has been used as the basis for personal projects and actively implemented in several family and friend-owned SMEs.Adecuación, optimización y securización de un sistema de control biométricoPintor Gabara, Enrichttp://hdl.handle.net/2117/3958962023-11-07T09:00:43Z2023-11-07T08:55:13ZAdecuación, optimización y securización de un sistema de control biométrico
Pintor Gabara, Enric
This report corresponds to the project developed for a client for the adaptation, optimisation and securitisation of a biometric system. The aim of this project is to improve their existing system, increase the security they have and the recovery methods in case of system crashes. In addition, we are looking for increasing worker safety by connecting biometric systems to the buildings' fire stations and to keep a record of all entrances and exits and store them for 10 years. In this work, the following methodology is followed: we started by carrying out an analysis of their current system and its resources. As a result of this analysis, we carry out a study to make the appropriate improvements for the client based on their needs and budget. Starting with an adaptation of the system, an optimisation of the system configurations and an analysis of vulnerabilities and possible ways of mitigation. We improve recovery in case of server crashes or cyber-attacks, we monitor the server to have greater control over it and we keep daily back-up's for possible attacks or the need to perform a Disaster Recovery. Finally, we achieved the best possible scenario with the client's resources to obtain a biometric system with the appropriate resources, an improvement in the security currently available and optimisation of the resources used. In the future, improvements can be made to this project if a larger budget is available to continue working on improvements.
2023-11-07T08:55:13ZPintor Gabara, EnricThis report corresponds to the project developed for a client for the adaptation, optimisation and securitisation of a biometric system. The aim of this project is to improve their existing system, increase the security they have and the recovery methods in case of system crashes. In addition, we are looking for increasing worker safety by connecting biometric systems to the buildings' fire stations and to keep a record of all entrances and exits and store them for 10 years. In this work, the following methodology is followed: we started by carrying out an analysis of their current system and its resources. As a result of this analysis, we carry out a study to make the appropriate improvements for the client based on their needs and budget. Starting with an adaptation of the system, an optimisation of the system configurations and an analysis of vulnerabilities and possible ways of mitigation. We improve recovery in case of server crashes or cyber-attacks, we monitor the server to have greater control over it and we keep daily back-up's for possible attacks or the need to perform a Disaster Recovery. Finally, we achieved the best possible scenario with the client's resources to obtain a biometric system with the appropriate resources, an improvement in the security currently available and optimisation of the resources used. In the future, improvements can be made to this project if a larger budget is available to continue working on improvements.Los avatares en experiencias de realidad virtual (Metahuman)Garcia Madariaga, Carlos Andreshttp://hdl.handle.net/2117/3958662023-11-06T14:00:32Z2023-11-06T13:58:05ZLos avatares en experiencias de realidad virtual (Metahuman)
Garcia Madariaga, Carlos Andres
The COVID-19 pandemic has radically transformed our daily lives and driven digitalization in many areas. In this context, virtual reality (VR) and 3D environments emerge as an increasingly relevant and promising technology. This project focuses on this changing context and, in particular, on avatars as both a technological and human element. These avatars are directly linked to the user experience, and this project aims to delve deeper into both their implementation methods and the expected impact. The first objective of this project is to understand the importance of avatars in virtual experiences, considering aspects such as interaction, empathy and communication in these digital environments. The second objective is to create an accessible and easy to use tool that allows any user, with little programming experience, to take advantage of avatars in virtual environments. This tool is developed in order to improve the quality of virtual experiences in various contexts (educational, travel, business...). To achieve these objectives, the project was initiated by investigating other projects with similar themes, such as VR, 3D video games technologies and avatars. This research provided the necessary context to understand the role of avatars in virtual environments and highlight their potential in various applications. The practical part of the project involved the use of advanced tools, mainly Unreal Engine, to develop an intuitive tool to enable the incorporation of avatars in virtual environments (specifically, on 3D video games developing frameworks). In summary, this project focuses on the growing importance of virtual experiences, concluding that the technologies related to VR, 3D video games and avatars represent a promising avenue towards the future of digital interaction and that it has a lot of potential, encouraging other students to continue with the research as it is a very broad topic.
2023-11-06T13:58:05ZGarcia Madariaga, Carlos AndresThe COVID-19 pandemic has radically transformed our daily lives and driven digitalization in many areas. In this context, virtual reality (VR) and 3D environments emerge as an increasingly relevant and promising technology. This project focuses on this changing context and, in particular, on avatars as both a technological and human element. These avatars are directly linked to the user experience, and this project aims to delve deeper into both their implementation methods and the expected impact. The first objective of this project is to understand the importance of avatars in virtual experiences, considering aspects such as interaction, empathy and communication in these digital environments. The second objective is to create an accessible and easy to use tool that allows any user, with little programming experience, to take advantage of avatars in virtual environments. This tool is developed in order to improve the quality of virtual experiences in various contexts (educational, travel, business...). To achieve these objectives, the project was initiated by investigating other projects with similar themes, such as VR, 3D video games technologies and avatars. This research provided the necessary context to understand the role of avatars in virtual environments and highlight their potential in various applications. The practical part of the project involved the use of advanced tools, mainly Unreal Engine, to develop an intuitive tool to enable the incorporation of avatars in virtual environments (specifically, on 3D video games developing frameworks). In summary, this project focuses on the growing importance of virtual experiences, concluding that the technologies related to VR, 3D video games and avatars represent a promising avenue towards the future of digital interaction and that it has a lot of potential, encouraging other students to continue with the research as it is a very broad topic.Desarrollo de un videojuego con toma de decisiones en Unity 2DAyala Cordova, Axel Alejandrohttp://hdl.handle.net/2117/3958632023-11-06T12:50:21Z2023-11-06T12:46:19ZDesarrollo de un videojuego con toma de decisiones en Unity 2D
Ayala Cordova, Axel Alejandro
This report describes the process of creating a game that is intended to be a graphic novel following the story of a young man who begins to discover the outside world around him at a stage of full development for him: the entrance to the university. This game will be created in collaboration with two students of the EETAC and a student of audiovisual education. Bringing together both disciplines is understood as a key factor to be able to approach the various problems that may appear from a different point of view and to create a better quality experience. The focus of the report will be fully on the logical aspect of the game since the visual part corresponds to another of the colleagues who collaborate in this project. It will address the various options that are available for solving the multiple problems that can occur and how each of the elements that make up the game is justified by the needs of the project itself. Throughout the report we will develop the reasons for the decisions taken for the creation of the game and a website that automates one of the parts that will allow us to parameterize the behavior of the interactions of the players with the non-playable characters. During the memory we justify as we said before each of the decisions that we can take to make things in the most agile way possible. We want this report to be a more or less good reference for those who do not know where to place themselves in the narrow world that mixes web development with video game development, and that the analysis of our problems will serve as an approach to address the particular problems that may arise in their projects.
2023-11-06T12:46:19ZAyala Cordova, Axel AlejandroThis report describes the process of creating a game that is intended to be a graphic novel following the story of a young man who begins to discover the outside world around him at a stage of full development for him: the entrance to the university. This game will be created in collaboration with two students of the EETAC and a student of audiovisual education. Bringing together both disciplines is understood as a key factor to be able to approach the various problems that may appear from a different point of view and to create a better quality experience. The focus of the report will be fully on the logical aspect of the game since the visual part corresponds to another of the colleagues who collaborate in this project. It will address the various options that are available for solving the multiple problems that can occur and how each of the elements that make up the game is justified by the needs of the project itself. Throughout the report we will develop the reasons for the decisions taken for the creation of the game and a website that automates one of the parts that will allow us to parameterize the behavior of the interactions of the players with the non-playable characters. During the memory we justify as we said before each of the decisions that we can take to make things in the most agile way possible. We want this report to be a more or less good reference for those who do not know where to place themselves in the narrow world that mixes web development with video game development, and that the analysis of our problems will serve as an approach to address the particular problems that may arise in their projects.Anàlisi de l'IEEE 802.11ax (Wi-Fi 6 i Wi-Fi 6E)Delgado Garrido, Joelhttp://hdl.handle.net/2117/3957942024-01-20T16:27:01Z2023-11-03T13:29:34ZAnàlisi de l'IEEE 802.11ax (Wi-Fi 6 i Wi-Fi 6E)
Delgado Garrido, Joel
This final degree thesis is an analysis of the IEEE 802.11ax standard and the two subsequent certifications, Wi-Fi 6 and Wi-Fi 6E, with the aim of obtaining information to understand these new IEEE 802.11 standards. We will start by presenting the evolution of the IEEE 802.11 standard throughout its history, detailing the main and most important features such as frequencies, bandwidths, and maximum transmission rates. Then, we will discuss the IEEE 802.11ax specification, distinguishing the mechanisms defined at the physical layer (PHY) and the medium access control layer (MAC). Afterwards, we will proceed with the performance analysis, starting with the description of the scenarios, where we will explain the specifications of the elements used (access points, and adapters) to work in this new frequency band and the dispositions of each of the scenarios. Also, with the help of a spectrum analyser, a visualization of the spectrum found in the 3 bands will be made, which will help us to see how congested they are. The analysis will consist of tests carried out in a laboratory to measure, mainly, the maximum throughput, outdoor tests to measure throughput as a function of distance and, finally, an analysis of the association time will be carried out for the different frequency bands.
2023-11-03T13:29:34ZDelgado Garrido, JoelThis final degree thesis is an analysis of the IEEE 802.11ax standard and the two subsequent certifications, Wi-Fi 6 and Wi-Fi 6E, with the aim of obtaining information to understand these new IEEE 802.11 standards. We will start by presenting the evolution of the IEEE 802.11 standard throughout its history, detailing the main and most important features such as frequencies, bandwidths, and maximum transmission rates. Then, we will discuss the IEEE 802.11ax specification, distinguishing the mechanisms defined at the physical layer (PHY) and the medium access control layer (MAC). Afterwards, we will proceed with the performance analysis, starting with the description of the scenarios, where we will explain the specifications of the elements used (access points, and adapters) to work in this new frequency band and the dispositions of each of the scenarios. Also, with the help of a spectrum analyser, a visualization of the spectrum found in the 3 bands will be made, which will help us to see how congested they are. The analysis will consist of tests carried out in a laboratory to measure, mainly, the maximum throughput, outdoor tests to measure throughput as a function of distance and, finally, an analysis of the association time will be carried out for the different frequency bands.WarTracker: aplicación para la gestión de torneos de wargamesPlanas Lara, Oscarhttp://hdl.handle.net/2117/3943432023-10-02T12:00:23Z2023-10-02T11:51:55ZWarTracker: aplicación para la gestión de torneos de wargames
Planas Lara, Oscar
In the growing community of wargame enthusiasts, efficient tournament management has become a fundamental necessity to provide participants with a fluid and rewarding experience. This application emerges as a response to the demand for a tool that enables organizers and participants to efficiently manage and enjoy tournaments without complications. However, this application goes beyond its core function, as it incorporates a significant added value in the form of a dedicated social network. This additional dimension creates a space where wargaming enthusiasts can not only manage their tournaments but also interact, share opinions, and strengthen the community that unites them around their shared hobby. To carry out this project, key technological tools have been employed to ensure its effectiveness and functionality. The Flutter framework has been used for creating the visual interface of the mobile applications, ensuring an attractive and responsive user experience. On the other hand, TypeScript, Express, and Node have served as the pillars that underpin the logic behind the applications, enabling consistent management and operation. Additionally, Angular has been the chosen tool for building the administrative web platform, providing organizers with an intuitive interface to efficiently carry out their tasks. Finally, the obtained results will be analyzed, evaluating whether the initial objectives were achieved, the application's performance, its usefulness, and possible future enhancements. In summary, this project involves the development of a set of mobile applications for wargame tournament management, as well as a comprehensive analysis of the utilized technologies and approaches, and an assessment of the achieved objectives and outcomes.
2023-10-02T11:51:55ZPlanas Lara, OscarIn the growing community of wargame enthusiasts, efficient tournament management has become a fundamental necessity to provide participants with a fluid and rewarding experience. This application emerges as a response to the demand for a tool that enables organizers and participants to efficiently manage and enjoy tournaments without complications. However, this application goes beyond its core function, as it incorporates a significant added value in the form of a dedicated social network. This additional dimension creates a space where wargaming enthusiasts can not only manage their tournaments but also interact, share opinions, and strengthen the community that unites them around their shared hobby. To carry out this project, key technological tools have been employed to ensure its effectiveness and functionality. The Flutter framework has been used for creating the visual interface of the mobile applications, ensuring an attractive and responsive user experience. On the other hand, TypeScript, Express, and Node have served as the pillars that underpin the logic behind the applications, enabling consistent management and operation. Additionally, Angular has been the chosen tool for building the administrative web platform, providing organizers with an intuitive interface to efficiently carry out their tasks. Finally, the obtained results will be analyzed, evaluating whether the initial objectives were achieved, the application's performance, its usefulness, and possible future enhancements. In summary, this project involves the development of a set of mobile applications for wargame tournament management, as well as a comprehensive analysis of the utilized technologies and approaches, and an assessment of the achieved objectives and outcomes.