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    The Spheres & Shield Maze Task: A virtual reality serious game for the assessment of risk taking in decision making

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    [EN] Risk taking (RT) is an essential component in decision-making process that depicts the propensity to make risky decisions. RT assessment has traditionally focused on self-report questionnaires. These classical tools have shown clear distance from real-life responses. Behavioral tasks assess human behavior with more fidelity, but still show some limitations related to transferability. A way to overcome these constraints is to take advantage from virtual reality (VR), to recreate real-simulated situations that might arise from performance-based assessments, supporting RT research. This article presents results of a pilot study in which 41 individuals explored a gamified VR environment: the Spheres & Shield Maze Task (SSMT). By eliciting implicit behavioral measures, we found relationships between scores obtained in the SSMT and self-reported risk-related constructs, as engagement in risky behaviors and marijuana consumption. We conclude that decontextualized Virtual Reality Serious Games are appropriate to assess RT, since they could be used as a cross-disciplinary tool to assess individuals' capabilities under the stealth assessment paradigm.This work was supported by the Spanish Ministry of Economy, Industry and Competitiveness funded projects "Advanced Therapeutic Tools for Mental Health'' (DPI2016-77396-R), and "Assessment and Training on Decision Making in Risk Environments'' (RTC-2017-6523-6) (MINECO/AEI/FEDER,UE) and by the Generalitat Valenciana funded project "Rebrand'' (PROMETEU/2019/105).Juan-Ripoll, CD.; Soler-Domínguez, JL.; Chicchi-Giglioli, IA.; Contero, M.; Alcañiz Raya, ML. (2020). The Spheres & Shield Maze Task: A virtual reality serious game for the assessment of risk taking in decision making. Cyberpsychology Behavior and Social Networking. 23(11):773-781. https://doi.org/10.1089/cyber.2019.0761S7737812311Bechara, A., Damasio, H., Tranel, D., & Damasio, A. R. (2005). 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    Comprender lo virtual: conclusiones de un estudio evaluativo sobre reconstrucciones virtuales en los museos arqueológicos

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    [ES] El objetivo de esta ponencia es presentar las conclusiones de un proyecto de investigación a medio plazo llevado a cabo en distintos museos europeos, con el objetivo de obtener datos empíricos sobre la contribución específica de la Realidad Virtual para la difusión de la Arqueología, su integración desde un punto de vista museográfico y su percepción y uso real por parte del público. La intención última de este proyecto es proporcionar un marco teórico-práctico general para el uso de la Realidad Virtual en el ámbito del patrimonio cultural, en el que se puedan encontrar las bases de su utilidad específica, instrumentos para su evaluación y, sobre todo, guías de diseño para futuras aplicaciones.[EN] This paper aims at presenting the conclusions of a middle-term research project undertaken in several European museums in order to obtain empirical data about the specific contribution of Virtual Reality for the dissemination of Archaeology, its integration in exhibitions and its perception and real use by audiences. The ultimate aim of this research project is to provide a theoretical and practical framework for the use of Virtual Reality in the Cultural Heritage field, in which professionals can find the basis of its specific usefulness, tools for its evaluation and, above all, guidelines for the design of future applications.Los estudios presentados en este artículo han sido financiados por la Generalitat de Catalunya (FI, III Pla de Recerca de Catalunya 2001/2004; Beatriu de Pinós, 2007 BP-A 00059), la Unión Europea (CHIRON: Cultural Heritage Informatics Investigación Oriented Network, 2005-2008, MEST-CT-2004-514539), la Secretaría General de Investigación y Tecnología de Grecia y la British Academy (Visiting Fellowship, VF2008/49113).Pujol Tost, L. (2010). Comprender lo virtual: conclusiones de un estudio evaluativo sobre reconstrucciones virtuales en los museos arqueológicos. Virtual Archaeology Review. 1(1):157-161. https://doi.org/10.4995/var.2010.5139OJS15716111ECONOMOU, M. y PUJOL, L. (2006): "Educational tool or expensive toy? Evaluating VR evaluation and its relevance for Virtual Heritage", en New Heritage. New media and cultural heritage, Oxon, Routledge.FORTE, M., PESCARIN, S. y PUJOL, L. (2006): "VR applications, new devices and museums: visitors' feedback and learning. A preliminary report", en The e-volution of Information Technology in Cultural Heritage. Where Hi-Tech Touches the Past: Risks and Challenges for the 21st century. Proceedings of the 7th International Symposium on Virtual reality, Archaeology and Cultural Heritage, VAST2006. Full papers volume, Nicosia, Cyprus, Eurographics.GAITATZES, A., CHRISTOPOULOS, D. y ROUSSOU, M. (2001): "Reviving the past: Cultural Heritage meets Virtual Reality", en Virtual Reality, Archaeology and Cultural Heritage. Proceedings of the VAST2001 Conference, pp. 103-110. http://dx.doi.org/10.1145/584993.585011PUJOL, L. (2008): "Does virtual archaeology exist?" en Layers of perception. Advanced technological means to illuminate our past. Proceedings of the 35th International Conference on Computer Applications and Quantitative Methods in Archaeology, CAA2007, Berlin 2-6, 2007, Bonn, Rudolf Habelt GmbH, pp. 101-107.PUJOL, L. y ECONOMOU, M. (2006): "Evaluating the Social Context of ICT Applications in Museum Exhibitions", en The e-volution of Information Technology in Cultural Heritage. Where Hi-Tech Touches the Past: Risks and Challenges for the 21st century. Proceedings of the 7th International Symposium on Virtual reality, Archaeology and Cultural Heritage, VAST2006. Full papers volume, Eurographics, pp. 219-228.PUJOL, L. y ECONOMOU, M. (2007): "Exploring the suitability of Virtual Reality interactivity for exhibitions through an integrated evaluation: the case of the Ename Museum", en Museology, International Scientific Electronic Journal nº 4.PUJOL, L. y ECONOMOU, M. (2008): "Worth a thousand words? The usefulness of immersive virtual reality for learning in cultural heritage settings", en Proceedings of the 14th Conference on Virtual Systems and Multimedia (VSMM08), Limassol, VSMM, Full papers volume, pp. 287-295.PUJOL, L. y SUREDA, M. (2008): "Vers une réalité virtuelle véritablement intéractive", en Actes du Colloque Virtual Retrospect 2007, Bordeaux, Ausonius Editions, 3, pp. 77-81.VOM LEHN, D., HEATH, C. y HINDMARSH, J. (2005): "Rethinking interactivity: design for participation in museums and galleries", en Re-thinking Technolgy in Museums: Towards a New Understanding of People's Experience in Museums, Limerick, Ireland

    Parametric Surfaces for Augmented Architecture representation

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    Augmented Reality (AR) represents a growing communication channel, responding to the need to expand reality with additional information, offering easy and engaging access to digital data. AR for architectural representation allows a simple interaction with 3D models, facilitating spatial understanding of complex volumes and topological relationships between parts, overcoming some limitations related to Virtual Reality. In the last decade different developments in the pipeline process have seen a significant advancement in technological and algorithmic aspects, paying less attention to 3D modeling generation. For this, the article explores the construction of basic geometries for 3D model’s generation, highlighting the relationship between geometry and topology, basic for a consistent normal distribution. Moreover, a critical evaluation about corrective paths of existing 3D models is presented, analysing a complex architectural case study, the virtual model of Villa del Verginese, an emblematic example for topological emerged problems. The final aim of the paper is to refocus attention on 3D model construction, suggesting some "good practices" useful for preventing, minimizing or correcting topological problems, extending the accessibility of AR to people engaged in architectural representation

    Reinforced Feedback in Virtual Environment for Plantar Flexor Poststroke Spasticity Reduction and Gait Function Improvement

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    Background. Ankle spasticity is a frequent phenomenon that limits functionality in poststroke patients. Objectives. Our aim was to determine if there was decreased spasticity in the ankle plantar flex (PF) muscles in the plegic lower extremity (LE) and improvement of gait function in stroke patients after traditional rehabilitation (TR) in combination with virtual reality with reinforced feedback, which is termed "reinforced feedback virtual environment" (RFVE). Methods. The evaluation, before and after treatment, of 10 hemiparetic patients was performed using the Modified Ashworth Scale (MAS), Functional Ambulatory Category (FAC), and Functional Independence Measure (FIM). The intervention consisted of 1 hour/day of TR plus 1 hour/day of RFVE (5 days/week for 3 weeks; 15 sessions in total). Results. The MAS and FAC reached statistical significance (P<0.05). The changes in the FIM did not reach statistical significance (P=0.066). The analysis between the ischemic and haemorrhagic patients showed significant differences in favour of the haemorrhagic group in the FIM scale. A significant correlation between the FAC and the months after the stroke was established (P=-0.711). Indeed, patients who most increased their score on the FAC at the end of treatment were those who started the treatment earliest after stroke. Conclusions. The combined treatment of TR and RFVE showed encouraging results regarding the reduction of spasticity and improvement of gait function. An early commencement of the treatment seems to be ideal, and future research should increase the sample size and assessment tools

    Semi-automated creation of converged iTV services: From macromedia director simulations to services ready for broadcast

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    While sound and video may capture viewers’ attention, interaction can captivate them. This has not been available prior to the advent of Digital Television. In fact, what lies at the heart of the Digital Television revolution is this new type of interactive content, offered in the form of interactive Television (iTV) services. On top of that, the new world of converged networks has created a demand for a new type of converged services on a range of mobile terminals (Tablet PCs, PDAs and mobile phones). This paper aims at presenting a new approach to service creation that allows for the semi-automatic translation of simulations and rapid prototypes created in the accessible desktop multimedia authoring package Macromedia Director into services ready for broadcast. This is achieved by a series of tools that de-skill and speed-up the process of creating digital TV user interfaces (UI) and applications for mobile terminals. The benefits of rapid prototyping are essential for the production of these new types of services, and are therefore discussed in the first section of this paper. In the following sections, an overview of the operation of content, service, creation and management sub-systems is presented, which illustrates why these tools compose an important and integral part of a system responsible of creating, delivering and managing converged broadcast and telecommunications services. The next section examines a number of metadata languages candidates for describing the iTV services user interface and the schema language adopted in this project. A detailed description of the operation of the two tools is provided to offer an insight of how they can be used to de-skill and speed-up the process of creating digital TV user interfaces and applications for mobile terminals. Finally, representative broadcast oriented and telecommunication oriented converged service components are also introduced, demonstrating how these tools have been used to generate different types of services
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