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Browsing by Autor "Pablo Figueroa"

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    A Case Study on User Centered Design for VR Based Training in Health
    (2024) Pablo Figueroa; Carlos Rivera; Patricia Martín‐Casas; Jorge Monferrer López; Daniel Mocencahua Mora; Iván Gómez; Kelly Peñaranda
    We present GoMi-VR, a Virtual Reality (VR) environment for training physicians in their duties during the first minute of a baby delivery. Our development process allowed us to discuss requirements remotely, create rapid prototypes, test them with experts, identify improvements, and repeat the process in a promptly manner.
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    Comparación entre controles hápticos y tradicionales en educación y entrenamiento para RV
    (2020) Pablo Figueroa; Fabián Medina Cortés
    La Realidad Virtual (RV) como tecnología generadora de ambientes inmersivos actualmente presenta una notable expansión, y se ha presenciado en múltiples investigaciones en diversos campos de estudio. Reconociendo las virtudes que aporta esta tecnología, como el aumento en motivación y en la efectividad del aprendizaje (por comprender un mayor nivel de inmersión y satisfacción en las actividades realizadas) en los ámbitos educativos y de entrenamiento, se propone evaluar cuál es la configuración de controles (hápticos o tradicionales) más pertinente para mejorar el desempeño y la percepción de usabilidad en los ámbitos mencionados. Así pues, este articulo presenta detalles correspondientes a la elaboración de un prototipo que permita la finalización de tareas básicas para fines educativos y de entrenamiento, en un ambiente de realidad virtual. En este documento nos centramos en las pruebas realizadas al prototipo para definir la interacción más usable a criterio de los participantes del experimento.
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    Foreword to the Special Section on the Symposium on Virtual and Augmented Reality 2020 (SVR 2020)
    (Elsevier BV, 2020) Fátima L. S. Nunes; Indira Thouvenin; João Marcelo Teixeira; Pablo Figueroa
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    Infraestructura de visualización y telecolaboración para la nueva Facultad de Ingeniería
    (Universidad de Los Andes, 2004) Pablo Figueroa; José Tiberio Hernández
    Presentamos el laboratorio de visualizacion y telecolaboracion que estamos planeando para el nuevo edificio de Ingenieria de la Universidad de los Andes. Su objetivo principal es ser un laboratorio al servicio de la comunidad Uniandina, en donde investigadores y docentes puedan tener acceso a herramientas de visualizacion para la comprension de informacion compleja, y donde puedan discutir resultados con grupos de investigadores geograficamente dispersos, soportados por una instalacion profesional. Nuestro diseno combina los conceptos de CAVE y de AccessGrid conocidos internacionalmente.
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    International Program Supercommittee
    (2023) Gerd Bruder; Frank Steinicke; Argelaguet Ferran; Victoria Interrante; Bernd Froehlich; Ryan D. McMahan; Pablo Figueroa; Maud Marchal; Mark Billinghurst; Amela Sadagić
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    Learning How to Play a Guitar with the HoloLens: A Case Study
    (2018) Carlos Torres; Pablo Figueroa
    This paper introduces a novel application for augmented reality in which it is possible to learn how to play the guitar for a beginner level. It was developed for the Hololens device, following the Suzuki method for instructing the first lesson of the instrument. This prototype utilizes a 2D marker, using the video game engine Unity3D. The prototype was tested comparing the learning experience it offered to the one of a non-immersive learning methodology. As a result, the study did not show any considerable difference between the two methods, but it revealed learners' acceptance towards the augmented reality teaching tool, and it showed information which could be considered to define the research approach for the following stages of the project. It is still necessary to implement several design and functionality improvements to the initial prototype for a new process iteration.
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    Learning to distinguish Insects from other arthropods with immersive virtual reality
    (2021) Víctor Garzón-Marín; Pablo Figueroa; Jorge Molina
    Insects are necessary for the prevalence of ecosystems. Insects belong to a group of animals called "Arthropods." Many people ignore how to distinguish them, thus feeling afraid of these animals because of their appearance and usually hurting them. This study explores Immersive Virtual Reality (IVR) as an educational tool focused on allowing users to deduce a rule to distinguish between insects and other arthropods. In total, 21 under graduated students participated in this study. The results indicate that students feel confident when interacting with virtual insects and manage to complete the experience, even when they were afraid of these animals. It is also evident the teacher's importance to guide in interpreting the information that is being received.
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    Programas de intervención basados en tecnologías para niños y adolescentes diagnosticados con TDAH: una revisión sistemática
    (2022) Kattia Cabas-Hoyos; Pablo Figueroa; Yaninis González-Bracamonte
    Antecedentes: El Trastorno por Déficit de Atención/Hiperactividad (TDAH) es una de las afecciones más frecuentes en la población de edad escolar con una prevalencia del 5%, manifestándose de tres formas: la presentación combinada, predominante con falta de atención y la presentación predominante hiperactiva/impulsiva. Objetivos del estudio: este estudio tuvo como objetivo realizar una revisión sistemática de la literatura para analizar la efectividad de aquellos programas de intervención basados en tecnologías como la realidad virtual, realidad aumentada, juegos serios y videojuegos para niños y adolescentes diagnosticados con TDAH. Metodología: se realizó una búsqueda sistemática en las bases de datos PubMed, ScienceDirect y Scielo de aquellos estudios publicados entre 2016 y 2021. De un total de 183 artículos identificados, 21 cumplieron con los criterios inclusión o exclusión. Se siguieron los parámetros de Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA), y para reducir los sesgos se utilizó el checklist JBI Critical Appraisal Checklist for Analytical Cross-Sectional Studies (JBI-CSS). Resultados: la literatura encontrada demuestra la efectividad de las tecnologías en el diagnóstico, evaluación y rehabilitación de niños y adolescentes con TDAH. Conclusiones: implementar herramientas basadas en tecnología permiten mejorar la motivación la muestra, manejar diferentes estímulos que proporcionan entornos de aprendizaje, contribuir a la mejora de la sintomatología tanto en el ambiente escolar como en la vida cotidiana y mejorar habilidades no sólo cognitivas sino conductuales en los participantes.
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    Prototype of a Serious Game for Peace Construction in a Colombian Context
    (2018) Fabián Medina; Pablo Figueroa
    This article presents a prototype of a serious video game directed to the construction of peace in the Colombian context. We ask participants to identify themselves with a made-up profile, and collaborate with people that are different to their profile. In this indirect way, we pursue the construction of peace by encouraging the conversation among people with different points of view. Preliminary user studies show that our prototype encourages collaboration among participants.
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    Scalable content for urban applications
    (2011) Juan Diego Toro; Pablo Figueroa
    We present an application that allows the acquisition of 3D models in an open format that adjust to the device's requirements and specifications. By defining a format in X3D to describe each one of the kinds of objects we have considered as part of an urban model, such as blocks, buildings, cars, pedestrians, streetlights, and massive transportation, among others. This way, the application that requests the urban model can manipulate each of its components independently. The model stores not only graphic representation of objects, but also animation and setup of a certain scene. The application stores in the database scenes as independent objects that can be requested by applications. The application can deliver the same model in different LOD (level of detail) according to the device or application realizing the request.
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    Shooting simulator for fluvial combat training
    (Corporación de Ciencia y Tecnología para el Desarrollo de la Industria Naval, Marítima y Fluvial - COTECMAR, 2012) Carlos Rodríguez; José Tiberio Hernández; Pablo Figueroa
    Virtual shooting training has become very attractive because of possible cost reductions and precise evaluation. This article describes the development of a shooting simulator to train soldiers in fluvial combat. This simulator combines the motion of a mechanical platform with virtual imagery and sound to produce an immersive scenario for training purposes. Our prototype, which is in its last phase of construction, has four training tasks with three levels of difficulty. Initially, each task is defined in terms of a virtual trajectory, used by our custom-based motion platform to produce realistic movements, based on a simple dynamic model from real measurements. Our visualization, sound effects, and metrics are implemented on the Torque game engine. Finally, a postprocessor system computes a metrics report.
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    Study on the Potential of Videogames for Motivating People to Pursue Their Own Goals
    (2019) Sergio Madera; Pablo Figueroa
    This document describes an experiment to learn more about the potential of videogames to motivate people to pursue their goals. Motivation is important for academic attainment, self-regulated learning, and to live a fulfilling life. Additionally, large amounts of research suggest videogames can teach about diverse topics and motivate people to pursue game related goals. In this experiment, 54 people filled a survey created to measure their motivation levels towards a certain medium-term goal of their own. Then, they were divided into two groups of 27. One was introduced to the videogame Habitica and told to play it at least every two days for two weeks. The other was left alone. After two weeks, both groups filled the survey again. Despite having similar scores initially, at the end, control group scores had decreased significantly more than those from the other, suggesting Habitica was able to motivate players to achieve their goals.
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    Technology in Mental Health and Education: Applications, perspectives and challenges in the Colombian Caribbean
    (2022) David Vega-Villa; Ubaldo Rodríguez-De Ávila; Kenia M. Múnera-Luque; Pablo Figueroa
    This symposium will focus on the emerging field of technology applied to mental health and education in the Colombian Caribbean, a region with great needs in science, technology, innovation, health and education. Speakers will address the future prospects, applications and challenges of introducing technological innovation in intervention for these fields. Throughout the presentations, the speakers will discuss creation opportunities, perspectives in development or future application, and ethical challenges in the framework of this progressive field that is beginning to consolidate in this region. Topics to be discussed include: (1) technological prototype for the study of sustained attention in educational settings; (2) preliminary perspectives of the study of an application for university students aimed at preventing gender violence and promoting mental health; (3) bases for the application of a virtual reality environment for intervention in ADHD; and (4) implications and ethical challenges inherent to this technological field, especially in the health care area. These topics were included as they provide a glimpse into the challenges that are developing in the region, as well as the ethical issues of considering the use of technological tools to address them. This symposium aims to highlight the opportunities of technology research in the domains of health and education in this region to promote science, innovation and social development, but also aims to make a critical analysis of this progress in the interests of establish the limitations and challenges that cannot be set aside only by the novelty and the boom of the technological revolution.
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    The Influence of Metaverse Environment Design on Learning Experiences in Virtual Reality Classes: A Comparative Study
    (2024) Valentina Uribe; Pablo Figueroa; Vivian Gómez
    This study explores the potential of metaverse technologies for virtual education, comparing four platforms: Workrooms, Spatial, Mozilla Hubs, and Arthur. We evaluate factors like avatars, spatial arrangement, mobility, and functionalities' impact on concentration, usability, presence, and learning. While learning outcomes show no significant differences, substantial variations in the classroom experience emerge. Metaverses with limited movement and functionalities exhibit higher immersion, concentration, and presence. Moreover, avatars with enhanced facial expressiveness positively influence the overall learning experience.
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    Virtual Reality and Mixed Reality
    (Springer Science+Business Media, 2021) Patrick Bourdot; Mariano Alcañíz; Pablo Figueroa; Victoria Interrante; Torsten Kuhlen; Dirk Reiners; Reiners, Dirk
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    Visualization and tele-colaboration infrastructure for the new Faculty of Engineering
    (2004) Pablo Figueroa; José Tiberio Hernández

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