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Virtual Reality and User Experience: Current Trends and Future Challenges

2025 , Avilés-Castillo, Fátima , Buele, Jorge , 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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User Experience in Virtual Reality (VR) Applications for Elderly People with Cognitive Impairment and Dementia: A Scoping Review

2024 , Buele, Jorge , Avilés-Castillo, Fátima , 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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Ethical and Social Challenges in Virtual Reality: A Bibliometric Analysis

2024 , Buele, Jorge , Homero J. Velastegui , Avilés-Castillo, Fátima , Hugo Paz-León , Guillermo Palacios-Navarro

Virtual reality has revolutionized human interaction with digital environments, creating immersive simulations that have significantly impacted sectors such as education, urban planning, and mental health. Along with its transformative potential, VR presents ethical and societal challenges. This study analyzes trends in research addressing these challenges, focusing on articles published through 2023 in the Web of Science database. Visual and statistical analyses reveal a sustained increase in publications since 2013. Patterns in authorship and collaboration networks emphasize the global and interdisciplinary nature of VR research. Dominant themes include the metaverse and therapeutic applications, as well as concerns about data privacy, virtual identity representation, and psychological effects such as cybersickness. Research highlights temporary symptoms such as nausea and eye strain associated with immersive systems, demonstrating the need for ergonomic design and age-specific usage guidelines. Furthermore, active video games using VR have shown promise in promoting physical activity, offering innovative solutions to combat sedentary lifestyles. Looking ahead, efforts must prioritize equitable access, user safety, and robust ethical frameworks to ensure the responsible and sustainable integration of VR technologies.

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Gamification in Inclusive Education for Children with Disabilities: Global Trends and Approaches - A Bibliometric Review

2023 , Jadán Guerrero, Janio , Avilés-Castillo, Fátima , Buele, Jorge , Palacios-Navarro G.

Given the growing attention to the intersection between technology and education, gamification has emerged as a strategy with great benefits. This bibliometric review addresses gamification’s current and future relevance in the educational field, focusing on its use as a pedagogical strategy to improve the learning and engagement of children with disabilities. Sixty-six studies published between 2001 and 2023 were analyzed, evaluating the most influential articles, main keywords, prominent authors, collaborating institutions, and funding sources. The literature suggests that gamification offers inclusive and personalized learning opportunities covering various disabilities. Methodologies and approaches to implement gamification were identified, including game elements, user-centered design techniques, and emerging technologies such as virtual reality, artificial intelligence, and educational robotics. However, challenges and areas for improvement were also found, such as the need for more long-term empirical evidence and the importance of considering individual differences and specific needs when designing gamification strategies. The review highlights the importance of strengthening collaborative networks between researchers and education professionals to disseminate best practices and promote more effective gamification approaches adapted to the needs of children with disabilities. Collaboration between educators, game developers, researchers, and parents are crucial to ensure that gamification efforts are inclusive and meet the diverse needs of students. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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Environmental Sustainability in Industrial Operations: A Comprehensive Review

2024 , Espinoza Castro, Froilan , Lara Ramírez, Andy , Buele, Jorge

As industrial activities expand, their significant environmental impact calls for the adoption of sustainable practices to mitigate adverse effects on ecosystems and communities. This comprehensive review synthesizes recent literature from recognized databases such as Scopus, SciELO, IEEE Xplore and Latindex, focusing on articles published within the last five years that emphasize the implementation of sustainable strategies in industrial operations. Our findings highlight a range of implemented strategies across various sectors, including advancements in energy efficiency through technology integration and resource optimization. Despite these improvements, challenges such as high resource consumption and waste production persist, underscoring the ongoing conflict between industrial growth and environmental preservation. The review discusses case studies demonstrating both the environmental and economic benefits of sustainable practices, illustrating the potential for industry-wide improvements. Conclusively, while the industrial sector has made notable progress towards sustainability, substantial efforts are required to address inherent challenges such as the high costs of initial investments and general resistance to change. Future research should explore the development and application of innovative technologies tailored to specific industrial needs, aiming to foster a holistic approach to sustainability that integrates economic, social, and environmental aspects.

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Sustainable Development in Higher Education Curricula for Software Engineering Chairs

2023 , León Toro, Jenny Marcela , Buele, Jorge , Camino-Morejón V.M. , Ayala-Chauvin, Manuel Ignacio

Nowadays, society demands that high quality teaching practices must be part of the curriculum in higher education institutions. The interdisciplinarity view of the contents taught has made the technical aspects of engineering merge with social, cultural, and economic nuances. In this sense, the new generations of students show their interest in learning and carrying out activities that contribute to sustainability, for this reason, the inclusion of ecological themes in the subjects of computer science and software career is required. A bibliographical analysis was carried out that allowed recognition of main concepts and methodologies applied to the subject. As a result of them, an adjustment of chairs is presented allowing integrating conventional teaching with the new trends of green technology. Reforms were implemented from introductory courses to theoretical knowledge of green software, to the development of web applications with the same approach. In the same way, it involves the management of computer projects, modeling, monitoring, and optimization of resources, and green evaluation. According to the socio-educational model, the articulation between technology and sustainability will allow managing software projects that provide real solutions to problems in context. © 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

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Augmented Reality Application with Multimedia Content to Support Primary Education

2023 , Buele, Jorge , Espinoza J. , Ruales, María Belén , Camino-Morejón V.M. , Ayala-Chauvin, Manuel Ignacio

Education is continually reinventing itself to meet the growing needs of learners. In the context of an emergency, confinement and mobilization difficulties have necessitated the adoption of online education. This new offer brings technological means to conventional processes, but its main disadvantage is the limited access in some places. This has motivated the present study, which proposes the development of a mobile application using augmented reality (AR) to complement primary education. This application aims to disseminate multimedia content without needing a stable internet connection. A high-performance computer is required for the design and a mid-range smartphone for its execution. Four scripts are generated in c# programming language using Visual Studio. The environment and the three-dimensional objects are developed using Unity software and the packages ARFoundation, Unity MARS, and Vuforia. Two groups of 13 children each participated in the experimental testing. The experimental group used the application for two weeks to complement the virtual classes in the subjects of language, natural sciences, and mathematics. The analysis with SPSS software shows a statistically significant increase in the average grades compared to the control group. This research shows that the use of technology can contribute to improving the current teaching-learning processes. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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A Review of Technological Innovations in Rubber Recycling

2024 , Asubadin Espin, Pablo , De la Cruz, Rubén , Buele, Jorge

Rubber waste management poses a significant environmental challenge globally, exacerbated by the growing production of tires and limited recycling capacity in various industries. This study addresses the need for innovations in rubber recycling by identifying economic and structural barriers that hinder the effective implementation of advanced technologies. The goal is to analyze and evaluate technological innovations, such as enhanced tire marking and pyrolysis, and their potential to improve recycling efficiency and promote a circular economy. The methodology involved a systematic review of the literature, covering recent studies on recycling technology and extended producer responsibility models. Recovery rates of rubber below 4% were identified in some regions, highlighting the urgency of adopting these innovations. The main findings indicate that while technologies like pyrolysis can transform waste into valuable resources, their implementation remains limited due to a lack of infrastructure and economic support. It is emphasized that although promising solutions exist, their success depends on a comprehensive approach that considers socioeconomic realities and the need for supportive policies and public awareness.

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Effects of a dual intervention (motor and virtual reality-based cognitive) on cognition in patients with mild cognitive impairment: a single-blind, randomized controlled trial

2024 , Buele, Jorge , Avilés-Castillo, Fátima , Carolina Del-Valle-Soto , Varela Aldas, José , Guillermo Palacios-Navarro

Abstract Background The increase in cases of mild cognitive impairment (MCI) underlines the urgency of finding effective methods to slow its progression. Given the limited effectiveness of current pharmacological options to prevent or treat the early stages of this deterioration, non-pharmacological alternatives are especially relevant. Objective To assess the effectiveness of a cognitive-motor intervention based on immersive virtual reality (VR) that simulates an activity of daily living (ADL) on cognitive functions and its impact on depression and the ability to perform such activities in patients with MCI. Methods Thirty-four older adults (men, women) with MCI were randomized to the experimental group (n = 17; 75.41 ± 5.76) or control (n = 17; 77.35 ± 6.75) group. Both groups received motor training, through aerobic, balance and resistance activities in group. Subsequently, the experimental group received cognitive training based on VR, while the control group received traditional cognitive training. Cognitive functions, depression, and the ability to perform activities of daily living (ADLs) were assessed using the Spanish versions of the Montreal Cognitive Assessment (MoCA-S), the Short Geriatric Depression Scale (SGDS-S), and the of Instrumental Activities of Daily Living (IADL-S) before and after 6-week intervention (a total of twelve 40-minutes sessions). Results Between groups comparison did not reveal significant differences in either cognitive function or geriatric depression. The intragroup effect of cognitive function and geriatric depression was significant in both groups (p < 0.001), with large effect sizes. There was no statistically significant improvement in any of the groups when evaluating their performance in ADLs (control, p = 0.28; experimental, p = 0.46) as expected. The completion rate in the experimental group was higher (82.35%) compared to the control group (70.59%). Likewise, participants in the experimental group reached a higher level of difficulty in the application and needed less time to complete the task at each level. Conclusions The application of a dual intervention, through motor training prior to a cognitive task based on Immersive VR was shown to be a beneficial non-pharmacological strategy to improve cognitive functions and reduce depression in patients with MCI. Similarly, the control group benefited from such dual intervention with statistically significant improvements. Trial registration ClinicalTrials.gov NCT06313931; https://clinicaltrials.gov/study/NCT06313931.

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3D Object Reconstruction Using Concatenated Matrices with MS Kinect: A Contribution to Interiors Architecture

2020 , Buele, Jorge , Varela Aldas, José , Castellanos E.X. , Jadán Guerrero, Janio , Barberán J.

Interior architecture is part of the individual, social and business life of the human being; it allows structuring the spaces to inhabit, study or work. This document presents the design and implementation of a system that allows the three-dimensional reconstruction of objects with a reduced economic investment. The image acquisition process and treatment of the information with mathematical support that it entails are described. The system involves an MS Kinect as a tool to create a radar that operates with the structured light principle to capture objects at a distance of less than 2 meters. The development of the scripts is done in the MATLAB software and in the same way the graphical interface that is presented to the user. As part of the initial tests of this prototype, the digitization of geometric shape structures has been performed with an accuracy of over 98%. This validates its efficient operation, which serves as the basis for the development of modeling in interior architecture for future work. © 2020, Springer Nature Switzerland AG.