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    Influence of continuous navigation modes on the immersive experience in a virtual supermarket
    (2026) ; ;
    Marco Salazar
    ;
    Guillermo Palacios-Navarro
    Introduction: Virtual reality has established itself as an effective tool for analyzing user experience and simulating everyday activities. However, there are still many questions remaining, such as how the type of movement in immersive environments influences this experience. The present study evaluated these variables in a virtual supermarket developed for Oculus Quest 2, with the aim of comparing the perceptual and cognitive experience under two navigation modalities: locomotion and joystick. Methods: Twenty-two young adults (18–32 years old) participated in both groups. Usability (SUS), presence (PQ), everyday memory (PRMQ), and cybersickness (CSQ-VR) questionnaires were administered, all with moderate and high reliability (α = 0.685–0.912). Results: The results showed high levels of usability in both conditions (SUS ≥79), with no statistically significant differences between navigation modes (p = 0.521). Natural presence was significantly higher in locomotion mode (6.17 vs. 5.47); however, this result should be interpreted with caution, as it was derived from exploratory subscale-level analyses (p = 0.038). Cybersickness symptoms remained low (p > 0.05). A very strong positive correlation was also observed between usability and presence in the joystick group (ρ = 0.902; p < 0.001), indicating that interaction fluidity enhances immersion. Discussion: Both modes were ergonomic and safe, although with distinct profiles: physical locomotion increased perceptual naturalness, while the joystick reinforced the relationship between ease of use and immersion. These findings provide empirical evidence on how movement modulates the immersive experience and propose an experimental model, with implications for the design of virtual environments applicable to different populations in the future. Copyright © 2026 Avilés-Castillo, Buele, Salazar and Palacios-Navarro.
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    From Virtual Worlds to Real-World Equity: A Scoping Review of the Metaverse as Computer-Assisted Learning for STEM Competencies
    (2026)
    Franklin Parrales-Bravo
    ;
    Roberto Tolozano-Benites
    ;
    Janio Jadán-Guerrero
    ;
    Leonel Vasquez-Cevallos
    ;
    Víctor Gómez-Rodríguez
    This scoping review critically synthesizes 34 studies (2015–2026) examining the metaverse’s role in fostering six core STEM competencies, moving beyond descriptive reporting to interrogate whether these technologies constitute genuine pedagogical transformation, whose learners are served or excluded, and how isolated interventions connect into lifelong learning pathways. Following PRISMA-ScR guidelines, our analysis reveals that while technology literacy and collaboration appear in 91.2% of our selected studies, mathematical application is addressed in fewer than half (44.1%), raising unanswered questions about whether this pattern reflects an equitable distribution of mathematical learning opportunities across diverse learner populations—a question the current evidence base cannot answer but one that warrants urgent investigation. The evidence demonstrates substantial immediate learning gains through embodied presence and risk-free experimentation, yet a deeper reading suggests this often represents technological optimization of traditional goals rather than epistemological transformation. More troublingly, the concentration of inclusivity evidence on select populations—while rendering students with physical disabilities, Indigenous learners, and refugee students entirely invisible—reveals an equity paradox where immersive technologies may inadvertently amplify existing disparities. The absence of any longitudinal data linking short-term engagement to sustained STEM participation leaves the field’s claim to transformative impact unsubstantiated. This review argues for moving beyond fragmented interventions toward designing coherent, equitable learning pathways that fulfill the metaverse’s potential for all learners. © 2026 by the authors.
      3
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    Intervention against school bullying through emerging technologies: a literature review
    School bullying remains a persistent issue that negatively affects students' well-being and academic performance. Private educational institutions face unique challenges in addressing this problem due to limited resources and teacher training. This literature review explores the use of emerging technologies - such as virtual reality (VR), mobile applications, and artificial intelligence (AI) - as innovative tools to prevent and mitigate school bullying. Recent studies that implement these technologies in educational settings were analyzed to assess their effectiveness and applicability. The findings suggest that such tools can foster empathy, facilitate anonymous reporting, and enable early detection of incidents, contributing to the development of safer and more supportive school environments. © 2025 IEEE.
      19
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    A review on the rehabilitation of central auditory processing disorder using haptic interfaces and virtual environments
    (2025)
    Erick Pule-Ponce
    ;
    This article presents a review of the literature on the promise of integrating haptic interfaces and virtual environments as tools for the rehabilitation of Central Auditory Processing Disorder (CAPD). These technologies provide complementary sensory information that improves auditory localization and allows controlled scenarios to be created for more effective training. The integration of artificial intelligence has shown the ability to evaluate automated speech and detect communication disorders, facilitating the creation of specific neural networks during audiovisual integration. However, there are significant challenges such as high development costs, the need for specialized training of healthcare personnel, individual variability in therapeutic responses, and ethical considerations related to data privacy. Future perspectives point towards convergent technology platforms that integrate multiple sensory channels, more ergonomic interfaces and more personalized medicine requiring interdisciplinary collaboration for the development of effective integrated solutions. © 2025 IEEE.
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    User Experience in Virtual Reality (VR) Applications for Elderly People with Cognitive Impairment and Dementia: A Scoping Review
    (2024) ; ;
    Guillermo Palacios-Navarro
    Background: In recent years, Virtual Reality (VR) has emerged as a promising tool to improve the well-being and functional capabilities of older adults. Although VR applications have shown positive results, their impact on user experience and therapeutic outcomes still needs to be evaluated. Objective: This scoping review aims to analyze existing studies on VR use in older adults with neurodegenerative disorders, focusing on the factors that influence usability, satisfaction, and immersion, as well as the effects on emotional and cognitive well-being. Materials and Methods: Empirical studies in English were included on VR applications applied to older adults with cognitive impairment without study design restrictions. The search was conducted in IEEE Xplore, PubMed, Scopus, and Web of Science, identifying a total of 650 initial results. After screening, 14 studies met the inclusion criteria. Results: Immersive VR tends to generate a greater sense of presence, which contributes to improving emotional well-being and reducing neuropsychiatric symptoms, such as apathy and depression. However, its impact on cognitive functions, including memory and executive skills, varied depending on the level of immersion and participant characteristics. Despite these positive findings, significant heterogeneity was evident in study designs, measurement instruments, and user experience indicators. Conclusion: Virtual environments have great potential as a therapeutic tool for older adults, but their success depends on the personalization of applications and the adaptation of technology to the specific needs of this population. Future research should focus on developing standardized protocols, incorporating adaptive technologies such as artificial intelligence, and evaluating the long-term effects of VR to maximize its benefits and minimize its risks. This review was registered in Open Science Framework (OSF). Registration Number: 10.17605/OSF.IO/PNU36
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    Serious Games Created for Cognitive Rehabilitation: A Systematic Review
    Cognitive rehabilitation is a process by which people who have suffered some type of brain impairment recover their mental abilities. This type of treatment has classically been carried out with concrete materials of pencil and paper, however, currently the use of technology has provided a significant contribution to improve the motivation and interest of patients involved in this process. In this research, a systematic review of the main studies that have generated some type of technology for the cognitive stimulation and rehabilitation process was carried out. In the collection of studies, 24 published articles were found that allowed understanding aspects such as sample size, age, gender, countries, continents, type of interventions and the main technological developments that have been developed in recent years in favor of cognitive stimulation and rehabilitation. The results are discussed in relation to the importance of conducting this type of studies in favor of the treatment processes and the need to improve the quality of the treatment process
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    Virtual Reality and User Experience: Current Trends and Future Challenges
    (2025) ; ;
    Guillermo Palacios-Navarro
    Virtual reality is an emerging and versatile technology that is gaining increasing interest from the scientific community, particularly regarding user experience. A review of the literature highlights the need for updated analyses that comprehensively address current trends in this field. The objective of this study is to analyze the evolution of scientific publications related to virtual reality and user experience, identifying trends, the most influential authors, relevant journals, and international collaborations, to provide a comprehensive overview. A bibliometric analysis was conducted using the Web of Science Core Collection database, identifying a total of 1,848 relevant publications. Network analysis techniques and Bradford’s law were applied, allowing for the examination of the distribution and impact of publications, as well as collaboration between authors and institutions. The results show an exponential growth in scientific output, particularly since 2019. While the United States leads in the number of publications, most of the influential authors are from Europe, with notable scientific output in Spain and Portugal. Current research hotspots include virtual reality applications in education and healthcare (over 70% of the analyzed publications), which align with Sustainable Development Goals, particularly 3 and 4. Trends indicate a shift towards integrating virtual reality with artificial intelligence, adaptive systems, and multisensory interaction to enhance immersion and usability. Challenges include a lack of standardized methodologies to assess immersion, presence, and cognitive load, which limits comparisons across studies and hinders the development of best practices. Future research should focus on refining interaction paradigms, improving accessibility, and developing ethical frameworks that respect data privacy and protect the user from cybersickness and the psychological effects of prolonged virtual reality exposure.
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