2024
Rodríguez-García, Bruno; Guillen-Sanz, Henar; Checa, David; Bustillo, Andrés
A systematic review of virtual 3D reconstructions of Cultural Heritage in immersive Virtual Reality Journal Article
In: Multimedia Tools and Applications, 2024, ISSN: 1573-7721.
Abstract | Links | BibTeX | Tags: 3D model, Cultural Heritage, head mounted display, Virtual Reality, Virtual Reconstruction
@article{rodriguez-garcia2024,
title = {A systematic review of virtual 3D reconstructions of Cultural Heritage in immersive Virtual Reality},
author = {Bruno Rodríguez-García and Henar Guillen-Sanz and David Checa and Andrés Bustillo},
url = {https://link.springer.com/article/10.1007/s11042-024-18700-3},
doi = {https://doi.org/10.1007/s11042-024-18700-3},
issn = {1573-7721},
year = {2024},
date = {2024-04-02},
urldate = {2024-04-02},
journal = {Multimedia Tools and Applications},
abstract = {Immersive Virtual Reality (iVR) devices are increasingly affordable and accessible to consumers. The widespread adoption of this technology for professional training is now finding its way into various other fields. One field that is gaining significant popularity is Cultural Heritage (CH), where iVR enables the reconstruction and exploration of lost heritage. However, an up-to-date systematic review of iVR within this field will be of great benefit. Hence, the present review of 94 papers published between 2013 and 2022 that follows PRISMA methodology on virtual reconstruction of CH for iVR. The aim is to identify the key factors behind the development of these applications and their standards. To do so, a statistical analysis on the following topics was performed: (1) nationality, publication date, and article type; (2) heritage type and its current state of preservation; (3) the area of final application and the features of the reconstructions; (4) the characteristics of the iVR experience; and (5) the assessment of the iVR applications. Finally, a roadmap of best practices is outlined for the virtual reconstruction of CH using iVR and some of the most promising future research lines are outlined.},
keywords = {3D model, Cultural Heritage, head mounted display, Virtual Reality, Virtual Reconstruction},
pubstate = {published},
tppubtype = {article}
}
Maestro-Prieto, Jose Alberto; Ramírez-Sanz, José Miguel; Andrés Bustillo, and Juan José Rodriguez-Díez
Semi-supervised diagnosis of wind-turbine gearbox misalignment and imbalance faults Journal Article
In: Applied Intelligence, 2024, ISSN: 1573-7497.
Abstract | Links | BibTeX | Tags: Bearing failures, Fault detection and diagnosis, Powertrain failures, Semi-supervised learning, Wind turbine
@article{Maestro-Prieto2024,
title = {Semi-supervised diagnosis of wind-turbine gearbox misalignment and imbalance faults},
author = {Jose Alberto Maestro-Prieto and José Miguel Ramírez-Sanz and Andrés Bustillo,and Juan José Rodriguez-Díez},
url = {https://doi.org/10.1007/s10489-024-05373-6},
doi = {10.1007/s10489-024-05373-6},
issn = {1573-7497},
year = {2024},
date = {2024-03-28},
journal = {Applied Intelligence},
abstract = {Both wear-induced bearing failure and misalignment of the powertrain between the rotor and the electrical generator are common failure modes in wind-turbine motors. In this study, Semi-Supervised Learning (SSL) is applied to a fault detection and diagnosis solution. Firstly, a dataset is generated containing both normal operating patterns and seven different failure classes of the two aforementioned failure modes that vary in intensity. Several datasets are then generated, maintaining different numbers of labeled instances and unlabeling the others, in order to evaluate the number of labeled instances needed for the desired accuracy level. Subsequently, different types of SSL algorithms and combinations of algorithms are trained and then evaluated with the test data. The results showed that an SSL approach could improve the accuracy of trained classifiers when a small number of labeled instances were used together with many unlabeled instances to train a Co-Training algorithm or combinations of such algorithms. When a few labeled instances (fewer than 10% or 327 instances, in this case) were used together with unlabeled instances, the SSL algorithms outperformed the result obtained with the Supervised Learning (SL) techniques used as a benchmark. When the number of labeled instances was sufficient, the SL algorithm (using only labeled instances) performed better than the SSL algorithms (accuracy levels of 87.04% vs. 86.45%, when labeling 10% of instances). A competitive accuracy of 97.73% was achieved with the SL algorithm processing a subset of 40% of the labeled instances.},
keywords = {Bearing failures, Fault detection and diagnosis, Powertrain failures, Semi-supervised learning, Wind turbine},
pubstate = {published},
tppubtype = {article}
}
Guillen-Sanz, Henar; Checa, David; Miguel-Alonso, Inés; Bustillo, Andrés
A systematic review of wearable biosensor usage in immersive virtual reality experiences Journal Article
In: Virtual Reality, vol. 28, no. 74, 2024, ISSN: 1434-9957.
Abstract | Links | BibTeX | Tags: Biofeedback, Biosensors, Head-mounted displays, Heart rate, Physiology, Virtual Reality
@article{guillen-sanz2024,
title = {A systematic review of wearable biosensor usage in immersive virtual reality experiences},
author = {Henar Guillen-Sanz and David Checa and Inés Miguel-Alonso and Andrés Bustillo},
url = {https://rdcu.be/dAEEn},
doi = {10.1007/s10055-024-00970-9},
issn = {1434-9957},
year = {2024},
date = {2024-03-08},
urldate = {2024-03-08},
journal = {Virtual Reality},
volume = {28},
number = {74},
abstract = {Wearable biosensors are increasingly incorporated in immersive Virtual Reality (iVR) applications. A trend that is attributed to the availability of better quality, less costly, and easier-to-use devices. However, consensus is yet to emerge over the most optimal combinations. In this review, the aim is to clarify the best examples of biosensor usage in combination with iVR applications. The high number of papers in the review (560) were classified into the following seven fields of application: psychology, medicine, sports, education, ergonomics, military, and tourism and marketing. The use of each type of wearable biosensor and Head-Mounted Display was analyzed for each field of application. Then, the development of the iVR application is analyzed according to its goals, user interaction levels, and the possibility of adapting the iVR environment to biosensor feedback. Finally, the evaluation of the iVR experience was studied, considering such issues as sample size, the presence of a control group, and post-assessment routines. A working method through which the most common solutions, the best practices, and the most promising trends in biofeedback-based iVR applications were identified for each field of application. Besides, guidelines oriented towards good practice are proposed for the development of future iVR with biofeedback applications. The results of this review suggest that the use of biosensors within iVR environments need to be standardized in some fields of application, especially when considering the adaptation of the iVR experience to real-time biosignals to improve user performance.},
keywords = {Biofeedback, Biosensors, Head-mounted displays, Heart rate, Physiology, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Miguel-Alonso, Ines; Checa, David; Guillen-Sanz, Henar; Bustillo, Andres
Evaluation of the novelty effect in immersive Virtual Reality learning experiences Journal Article
In: Virtual Reality, vol. 28, no. 27, 2024, ISSN: 1434-9957.
Abstract | Links | BibTeX | Tags: head mounted display, Learning, novelty effect, serious games, tutorial, Virtual Reality
@article{miguel-alonso2024,
title = {Evaluation of the novelty effect in immersive Virtual Reality learning experiences},
author = {Ines Miguel-Alonso and David Checa and Henar Guillen-Sanz and Andres Bustillo},
url = {https://doi.org/10.1007/s10055-023-00926-5 },
doi = {https://doi.org/10.1007/s10055-023-00926-5 },
issn = {1434-9957},
year = {2024},
date = {2024-01-21},
urldate = {2024-01-21},
journal = {Virtual Reality},
volume = {28},
number = {27},
abstract = {In this study, the novelty effect or initial fascination with new technology is addressed in the context of an immersive Virtual Reality (iVR) experience. The novelty effect is a significant factor contributing to low learning outcomes during initial VR learning experiences. The aim of this research is to measure the effectiveness of a tutorial at mitigating the novelty effect of iVR learning environments among first-year undergraduate students. The iVR tutorial forms part of the iVR learning experience that involves the assembly of a personal computer, while learning the functions of the main components. 86 students participated in the study, divided into a Control group (without access to the tutorial) and a Treatment group (completing the tutorial). Both groups showed a clear bimodal distribution in previous knowledge, due to previous experience with learning topics, giving us an opportunity to compare tutorial effects with students of different backgrounds. Pre- and post-test questionnaires were used to evaluate the experience. The analysis included such factors as previous knowledge, usability, satisfaction, and learning outcomes categorized into remembering, understanding, and evaluation. The results demonstrated that the tutorial significantly increased overall satisfaction, reduced the learning time required for iVR mechanics, and improved levels of student understanding, and evaluation knowledge. Furthermore, the tutorial helped to homogenize group behavior, particularly benefiting students with less previous experience in the learning topic. However, it was noted that a small number of students still received low marks after the iVR experience, suggesting potential avenues for future research.},
keywords = {head mounted display, Learning, novelty effect, serious games, tutorial, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Martinez, Kim; Checa, David; Bustillo, Andres
In: Electronics, vol. 13, iss. 281, no. 2, pp. 281, 2024.
Abstract | Links | BibTeX | Tags: game design, game engagement, game evaluation, serious games, Virtual Reality
@article{martinez2024,
title = {Development of the Engagement Playability and User eXperience (EPUX) Metric for 2D-Screen and VR Serious Games: A Case-Study Validation of Hellblade: Senua’s Sacrifice },
author = {Kim Martinez and David Checa and Andres Bustillo},
url = {https://doi.org/10.3390/electronics13020281},
doi = {electronics13020281},
year = {2024},
date = {2024-01-08},
urldate = {2024-01-08},
journal = {Electronics},
volume = {13},
number = {2},
issue = {281},
pages = {281},
abstract = {Research into the design of serious games still lacks metrics to evaluate engagement with the experience so that users can achieve the learning aims. This study presents the new EPUX metric, based on playability and User eXperience (UX) elements, to measure the capability of any serious game to maintain the attention of players. The metric includes (1) playability aspects: game items that affect the emotions of users and that constitute the different layers of the game, i.e., mechanics, dynamics and aesthetics; and (2) UX features: motivation, meaningful choices, usability, aesthetics and balance both in the short and in the long term. The metric is also adapted to evaluate virtual reality serious games (VR-SGs), so that changes may be considered to features linked to playability and UX. The case study for the assessment of the EPUX metric is Hellblade, developed in two versions: one for 2D-screens and the other for VR devices. The comparison of the EPUX metric scores for both versions showed that (1) some VR dynamics augmented the impact of gameplay and, in consequence, engagement capacity; and (2) some game design flaws were linked to much lower scores. Among those flaws were low numbers of levels, missions, and items; no tutorial to enhance usability; and lack of strategies and rewards to increase motivation in the long term.},
keywords = {game design, game engagement, game evaluation, serious games, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Marticorena-Sánchez, Raúl; López-Nozal, Carlos; Serrano-Mamolar, Ana; Olivares-Gil, Alicia
UBUMonitor: Desktop application for visual e-learning student clustering with Moodle Journal Article
In: SoftwareX, vol. 26, pp. 101727, 2024, ISSN: 2352-7110.
Abstract | Links | BibTeX | Tags: e-learning analytic, Educational data clustering process, Educational software, Learning management systems, Unsupervised machine learning
@article{MARTICORENASANCHEZ2024101727,
title = {UBUMonitor: Desktop application for visual e-learning student clustering with Moodle},
author = {Raúl Marticorena-Sánchez and Carlos López-Nozal and Ana Serrano-Mamolar and Alicia Olivares-Gil},
url = {https://www.sciencedirect.com/science/article/pii/S2352711024000980},
doi = {https://doi.org/10.1016/j.softx.2024.101727},
issn = {2352-7110},
year = {2024},
date = {2024-01-01},
urldate = {2024-01-01},
journal = {SoftwareX},
volume = {26},
pages = {101727},
abstract = {UBUMonitor is an open-source Java desktop tool designed to analyse student interactions and grades within courses in the Moodle learning management system. Its primary goal is to assist educational researchers in making informed decisions. The application offers flexible configuration of educational datasets, enabling educational researchers to customize features of their analyses based on filters such as time, participants, e-resources, e-forums and teaching e-activities. With a modular architecture developed iteratively in Github with 35 releases, UBUMonitor has demonstrated its usability in teaching through several published use cases. This paper focuses specifically on the student clustering module, which allows customization of course activity access and grading, supports multiple clustering algorithms, and incorporates techniques for validating both the optimal number of clusters and the quality of cluster result.},
keywords = {e-learning analytic, Educational data clustering process, Educational software, Learning management systems, Unsupervised machine learning},
pubstate = {published},
tppubtype = {article}
}