Listar por tema "virtual reality"
Mostrando ítems 1-20 de 27
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A Virtual Reality-Based Cognitive Telerehabilitation System for Use in the COVID-19 Pandemic
(Sustainability (Switzerland), 2021)The COVID-19 pandemic has changed people’s lives and the way in which certain services are provided. Such changes are not uncommon in healthcare services and they will have to adapt to the new situation by increasing the ... -
Aging: working memory capacity and spatial strategies in a virtual orientation task
(GeroScience, 2023)Brain networks involved in working and spatial memory are closely intertwined, outlining a potential relation between these processes, which are also affected in non-pathological aging. Working memory is a pre-requisite ... -
Application of Automobile Modelling Optimization Design Based on Virtual Reality Technology
(World Scientific, 2022)Automobile architecture is a crucial phase in the process of design. The model assessment process in the hybrid vehicle modeling assessment becomes more in-depth, and designers exchange ideas. The critical aspect of ... -
Auto-adaptative Robot-aided Therapy based in 3D Virtual Tasks controlled by a Supervised and Dynamic Neuro-Fuzzy System
(International Journal of Interactive Multimedia and Artificial Intelligence (IJIMAI), 03/2015)This paper presents an application formed by a classification method based on the architecture of ART neural network (Adaptive Resonance Theory) and the Fuzzy Set Theory to classify physiological reactions in order to ... -
CreaMe: Human augmentation platform for the creation of training in educational lakes inherent to dangerous situations
(IEEE Computer Society, 2021)Human Augmentation is a field of science that seeks to improve human capabilities and productivity through the application of technologies. The prevention of occupational risks is one of the areas where such technologies ... -
Data-driven profiles of attention-deficit/hyperactivity disorder using objective and ecological measures of attention, distractibility, and hyperactivity
(European Child and Adolescent Psychiatry, 2023)In the past two decades, the traditional nosology of attention-deficit/hyperactivity disorder (ADHD) has been criticized for having insufficient discriminant validity. In line with current trends, in the present study, we ... -
De la Foto 360º al Metaverso: evolución conceptual y técnica del periodismo virtual e inversivo desde España
(Brazilian Journalism Research, 08/2023)El periodismo inmersivo ha evolucionado a medida que ha ganado recursostecnológico. Lo mismo les ha pasado a los medios, a los periodistas y a las audiencias y sus intereses.por el formato. Esta investigación se centra en ... -
Does a presentation Media Influence the Evaluation of Consumer Products? A Comparative Study to Evaluate Virtual Reality, Virtual Reality with Passive Haptics and a Real Setting
(International Journal of Interactive Multimedia and Artificial Intelligence (IJIMAI), 06/2021)Technologies based on image offer a high potential to present consumers with products by focusing on their visual characteristics, but lack the capacity to physically interact with an object, which can compromise how ... -
EVEN-VE: Eyes Visibility Based Egocentric Navigation for Virtual Environments
(International Journal of Interactive Multimedia and Artificial Intelligence (IJIMAI), 12/2018)Navigation is one of the 3D interactions often needed to interact with a synthetic world. The latest advancements in image processing have made possible gesture based interaction with a virtual world. However, the speed ... -
How Does the Visualization Technique Affect the Design Process? Using Sketches, Real Products and Virtual Models to Test the User’s Emotional Response
(International Journal of Interactive Multimedia and Artificial Intelligence, 01/2024)Testing products during the design process can help design teams anticipate user needs and predict a positive emotional response. Emerging technologies, e.g., Virtual Reality (VR), allow designers to test products in a ... -
Integración de aprendizaje por imitación y refuerzo con realidad virtual
(15/07/2021)En este proyecto se muestra una vía para entrenar agentes inteligentes capaces de realizar tareas de manipulación en entornos complejos. Para ello se ha creado un entorno utilizando el motor gráfico Unity para, posteriormente, ... -
MOBEEZE. Natural Interaction Technologies, Virtual Reality and Artificial Intelligence for Gait Disorders Analysis and Rehabilitation in Patients with Parkinson's Disease
(International Journal of Interactive Multimedia and Artificial Intelligence (IJIMAI), 09/2019)Parkinson's Disease (PD) is the most common degenerative disorder after Alzheimer's disease. Generally affecting elderly groups, it has a strong limiting effect on physical functioning and performance of roles, vitality ... -
Multi Layered Multi Task Marker Based Interaction in Information Rich Virtual Environments
(International Journal of Interactive Multimedia and Artificial Intelligence (IJIMAI), 12/2020)Simple and cheap interaction has a key role in the operation and exploration of any Virtual Environment (VE). In this paper, we propose an interaction technique that provides two different ways of interaction (information ... -
Navigation and Visualization of Knowledge Organization Systems Using Virtual Reality Glasses
(IEEE Latin America Transactions, 2016)The growth of virtual reality applications in recent years has facilitated the active participation of people at the level of interactivity in games, simulations and mainly entertainment aspects. In educational environments, ... -
Nueva generación de herramientas para mejorar la formación en línea mediante la aplicación de human augmentation y realidades extendidas a través de soluciones semiautomáticas y robustas
(2021)La prevención de riesgos laborales es un reto de la comunidad científica a día de hoy. En 2018, en Europa, ocurrieron 3.1 millones de incidentes relacionados con la seguridad y salud en el puesto de trabajo. Dentro de ... -
El papel de las nuevas tecnologías en la educación STEM
(Bordón. Revista de Pedagogía, 2022)INTRODUCCIÓN. El interés creciente alrededor de las enseñanzas STEM es el resultado de la acuciante necesidad de profesionales del área científico-tecnológica, unida a la necesidad de fomentar una alfabetización científica ... -
Posibilidades psicoterapéuticas de la realidad virtual desde el punto de vista de sus primeros usuarios en España
(3C TIC, 03/2020)Este estudio describe el perfil sociodemográfico y el potencial psicológico o terapéutico percibido entre los primeros usuarios de visores comerciales de Realidad Virtual (RV). Para ello, se utilizó un cuestionario ... -
PRACTICA. A Virtual Reality Platform for Specialized Training Oriented to Improve the Productivity
(International Journal of Interactive Multimedia and Artificial Intelligence (IJIMAI), 03/2019)With the proliferation of Virtual reality headset that are emerging into a consumer-oriented market for video games, it will open new possibilities for exploiting the virtual reality (VR). Therefore, the PRACTICA project ... -
La realidad virtual y la literatura del Siglo de Oro español: una propuesta de trabajo para alumnos de 3º de la ESO (14 a 15 años) mediante las metodologías de la gamificación y el flipped learning
(24/02/2024)La realidad virtual es una herramienta tecnológica emergente que está adquiriendo cada vez mayor importancia en la educación. Debido a la versatilidad de esta tecnología, se pueden aplicar todo tipo de metodologías innovadoras ... -
Reversal Training Discloses Gender Differences in a Spatial Memory Task in Humans
(Brain Sciences, 05/2023)Over the past few years, spatial memory has been studied using virtual-reality-based tasks. Reversal learning has been widely used in spatial orientation tasks for testing, among other things, new learning and flexibility. ...