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Resultados de la búsqueda46 resultados

  • Aportaciones al proceso de anotación en Realidad Aumentada

    Autora: Inmaculada García Pereira Directores: Dr. Pedro Morillo, Dr. Jesús Gimeno

    (2022). Tesis

  • Visualización del contenido de grafos de conocimiento del patrimonio cultural

    Autor: Javier Sevilla Peris Directores: Dr. J. Javier Samper Zapater; Dr. Marcos Fernández Marín

    (2022). Tesis

  • Análisis comparativo de dos sistemas de realidad virtual inmersiva en la integración y visualización de la interacción natural de las manos

    Guillermo Molina, Jesús Gimeno, Cristina Portalés, Sergio Casas

    (2022). Article

    Multimedia Tools and Applications. Num.Vol. 81, 6, páginas 7733–7758

    Está generalmente aceptado que el uso de la interacción natural proporciona un impacto positivo en las aplicaciones de Realidad Virtual (RV). Por lo tanto, es importante comprender cuál es la mejor manera de integrar y visualizar esta característica en la RV. Por este razón, en este artículo se presenta un estudio comparativo de la integración de la interacción natural con las manos en dos sistemas de RV inmersiva: un sistema Cave Audio Visual Experience (CAVE) -en el que las manos reales de los usuarios son visibles- y un sistema Head-Mounted Display (HMD) no visible -en el que sólo es posible una representación virtual de las manos-. Con el fin de comprobar la idoneidad de utilizar este...

    Está generalmente aceptado que el uso de la interacción natural proporciona un impacto positivo en las aplicaciones de Realidad Virtual (RV). Por lo tanto, es importante comprender cuál es la mejor manera de integrar y visualizar esta característica en la RV. Por este razón, en este artículo se presenta un estudio comparativo de la integración de la interacción natural con las manos en dos sistemas de RV inmersiva: un sistema Cave Audio Visual Experience (CAVE) -en el que las manos reales de los usuarios son visibles- y un sistema Head-Mounted Display (HMD) no visible -en el que sólo es posible una representación virtual de las manos-. Con el fin de comprobar la idoneidad de utilizar este tipo de interacción en un CAVE y compararla con un HMD, planteamos seis preguntas de investigación relacionadas con el rendimiento de la tarea, la usabilidad y las diferencias de percepción respecto a la interacción natural de las manos con estos dos sistemas. Para responder a estas preguntas, diseñamos un experimento en el que los usuarios tienen que completar una tarea de coger y colocar con pelotas virtuales y una tarea de escritura de texto con teclados virtuales. En ambos sistemas se utilizó la misma tecnología de seguimiento, basada en un dispositivo Leap Motion. Hasta donde sabemos, este es el primer trabajo académico que aborda una comparación de este tipo. Durante los experimentos se recogieron datos objetivos y subjetivos. Los resultados muestran que el HMD tiene una ventaja de rendimiento, preferencia y usabilidad sobre la CAVE con respecto a la integración de la interacción natural de la mano. No obstante, los resultados también demuestran que el sistema CAVE puede utilizarse con éxito en combinación con un dispositivo óptico de seguimiento de la mano.

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    DOI: https://doi.org/10.1007/s11042-021-11760-9
  • Evaluation of an Intervention Program Based on Mobile Apps to Learn Sexism Prevention in Teenagers

    Pedro Morillo, José J. Navarro-Pérez, Juan Manuel Orduña, Marcos Fernández

    (2022). Article

    Acm Transactions On Multimedia Computing Communications And Applications. Num.Vol. 18, 2, pages 1–20

    The fight against sexism is nowadays one of the flagship social movements in western countries. Adolescence is a crucial period, and some empirical studies have focused on the socialization of teenagers, proving that the socialization with the surrounding environment prevent sexist practices. In a previous work, we developed and tested the effectiveness of a mobile app, called Liad@s, with the goals of helping teenagers to prevent sexism and build healthy couple relationships. In this article, we carry out a study where (using a real situation) we compare the effectiveness of the Liad@s app in front of traditional interventions like a workshop about sexism for teenagers. Also, we evaluate...

    The fight against sexism is nowadays one of the flagship social movements in western countries. Adolescence is a crucial period, and some empirical studies have focused on the socialization of teenagers, proving that the socialization with the surrounding environment prevent sexist practices. In a previous work, we developed and tested the effectiveness of a mobile app, called Liad@s, with the goals of helping teenagers to prevent sexism and build healthy couple relationships. In this article, we carry out a study where (using a real situation) we compare the effectiveness of the Liad@s app in front of traditional interventions like a workshop about sexism for teenagers. Also, we evaluate the usability of the app and the user satisfaction with this application. In this study, our primary hypothesis is that the effectiveness of using our mobile application, in terms of knowledge acquired about sexism, would be at least as good as attending the workshop. Our secondary hypothesis is that the user satisfaction with the mobile application would be higher than the one with the workshop, causing a preference for the app. The results of this study show significant differences in learning appeared between gender and between the two different procedures when separately evaluating the data collected from both hostile sexism (HS) and benevolent sexism (BS) questionnaires. These results validate our primary hypothesis. Also, most of the population under study preferred the mobile app in front of the traditional workshop, validating also our secondary hypothesis.

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    DOI: https://doi.org/10.1145/3471139
  • SMART-ASD, model and ontology definition:a technology recommendation system for people with autism and/or intellectual disabilities

    Javier Sevilla; J. Javier Samper; Gerardo Herrera; Marcos Fernández

    (2018). Article

    International Journal of Metadata, Semantics and Ontologies. Num.Volum: 13 Número: 2 Pàgina inicial: 166 Pàgina final: 178

    There are many studies that encourage the use of mobile device solutions to improve the skills of people with an Autism Spectrum Disorder (ASD). There are a number of apps that may be useful for people with ASD, some specifically designed for them, and others not. The main goal of the SMART-ASD project is to assist in the selection of adequate technology and all related accessories. In this project, the users' data are maintained into an ontology. This ontology also includes information about devices, apps, and protection. The system is a hybrid recommendation system that guides parents and professionals in the selection of the adequate technology. This paper presents the SMART-ASD model...

    There are many studies that encourage the use of mobile device solutions to improve the skills of people with an Autism Spectrum Disorder (ASD). There are a number of apps that may be useful for people with ASD, some specifically designed for them, and others not. The main goal of the SMART-ASD project is to assist in the selection of adequate technology and all related accessories. In this project, the users' data are maintained into an ontology. This ontology also includes information about devices, apps, and protection. The system is a hybrid recommendation system that guides parents and professionals in the selection of the adequate technology. This paper presents the SMART-ASD model and its representation by reusing an ontology from related projects.

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    ISSN: online 1744-263X / print 1744-2621
  • An ontology-based recommendation system for people with autism and technology apps

    Javier Sevilla; J. Javier Samper Zapater ; Gerardo Herrera

    (2018). Llibre

    EATIS 18 Conference.

    Actas de congresos Nivell C de Core

    ISBN: 978-1-4503-6572-7
  • Comparativa de Dos Técnicas Basadas en Roles para el Desarrollo de Software desde una Perspectiva Industrial

    Silvia Rueda Pascual; Juan Cabotá i Soro; Jose Ignacio Panach Navarrete; Javier Martínez Plume; Mariano Pérez Martínez; Sergio Casas Yrurzum.

    (2017). Participació en congressos

    IN-RED 2017, 13-14 de Julio de 2017. Num.III Congreso Nacional de Innovación Educativa y de Docencia en Red

    Poster en Congreso Nacional

  • GRAPP'13: On the Characterization of a Speed-boat Motion for Real-time Motion Cueing

    Casas, Sergio; Coma, Inmaculada; Riera, Jose V.;Fernández, Marcos

    (2013). Article

    Full article.

    Watercraft. This paper presents an experimental characterization of a speed-boat in order to understand the nature and magnitude of a typical small watercraft motion. Unlike other studies, this work focuses on realtime simulation instead of on boat design issues. The purpose of the study is to guide the future process of designing and parameterizing a suitable motion platform for a VR application. The characterization is performed by placing two accelerometers, two gyroscopes, one GPS logger, one digital compass, and one digital anemometer on a speed-boat at several ranges of motion and maneuvering. We analyze tilt, speed, wind, steering, angular speed, acceleration and angular acceleration...

    Watercraft. This paper presents an experimental characterization of a speed-boat in order to understand the nature and magnitude of a typical small watercraft motion. Unlike other studies, this work focuses on realtime simulation instead of on boat design issues. The purpose of the study is to guide the future process of designing and parameterizing a suitable motion platform for a VR application. The characterization is performed by placing two accelerometers, two gyroscopes, one GPS logger, one digital compass, and one digital anemometer on a speed-boat at several ranges of motion and maneuvering. We analyze tilt, speed, wind, steering, angular speed, acceleration and angular acceleration at both frequency and time domains. Characterization results show that at least a 3-DoF heave-pitch-roll motion platform should be used

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  • GRAPP'13: Virtual Avatars Signing in Real Time for Deaf Students

    Vera, Lucia; Coma, Inmaculada; Campos, Julio; Martínez, Bibiana; Fernández, Marcos

    (2013). Article

    Full article.

    This paper describes a speech and text translator from Spanish into Spanish Sign Language, that tries to solve some of the problems that deaf people find when they access and attend specific training courses. In addition to the translator system, a set of real-time avatar animations representing the signs are used. The creation process of such avatars is also described. The system can be used in courses where deaf and hearing people are sharing the same material and classroom, which contributes to improve the integration of this group of people to specific academic areas. The tool has been tested to obtain direct information with a group of deaf people from the Deaf Association of Seville.

  • GRAPP'12:An Occlusion-Aware AR Authoring Tool for Assembly and repair tasks

    Gimeno, Jesús; Morillo, Pedro; Orduña, Juan Manuel; Fernández, Marcos

    (2012). Article

    Full article.

    The use of authoring tools has become a valuable trend for the fast development of Augmented Reality (AR) applications in industrial organizations. However, most of current AR authoring tools are actually programming interfaces that are exclusively suitable for programmers. Moreover, they do not provide advanced visual effects, such as occlusion or object collision detection, to the resulting AR applications. In this paper, we propose an easy-to-use AR authoring tool oriented to the development of AR applications for the execution of industrial sequential procedures. Unlike other recent easy-to-use AR authoring tools, this software framework allows non-programming users to develop low-cost...

    The use of authoring tools has become a valuable trend for the fast development of Augmented Reality (AR) applications in industrial organizations. However, most of current AR authoring tools are actually programming interfaces that are exclusively suitable for programmers. Moreover, they do not provide advanced visual effects, such as occlusion or object collision detection, to the resulting AR applications. In this paper, we propose an easy-to-use AR authoring tool oriented to the development of AR applications for the execution of industrial sequential procedures. Unlike other recent easy-to-use AR authoring tools, this software framework allows non-programming users to develop low-cost AR applications, including occlusion capabilities, by means of the use of a Kinect sensor. These applications could be used in on-site assembly and maintenance/ repair tasks where a certain level of depth perception is needed. In order to validate our AR authoring tool, we have developed four AR applications belonging to different industrial areas. The evaluation results show that overlaying 3D instructions on the actual work pieces reduces the error rate for an assembly task by more than a 75%, particularly diminishing cumulative errors common in sequential procedures. Also, the results show that the time required by non-programming users to develop the AR prototypes using our tool was more than 90% lower than the time required for developing the same prototypes with computer graphics programmers. These results show the potential of our approach and validate the tool as a general-purpose AR authoring tool for industrial AR applications

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