53 research outputs found

    Design Attributes Influencing the Success of Urban 3D Visualizations: Differences in Assessments According to Training and Intention

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    [EN] The graphic tools most widely used for communicating the design of future urban spaces are 3D visualizations. These virtual images allow graphic designers to manipulate conditions to embellish the final image they present. But, what design attributes are associated with positive assessments? This paper attempts to identify the key design attributes for a successful proposal and observes whether intention (assess the image versus assess the project) and observer training (architect versus non-architect) influence that relationship. A field study was carried out using assessments from 225 individuals. Results show that color, nature, and architecture are fundamental elements in successful proposals. Significant differences in assessments have also been observed according to the training and intentions of the assessorsThis work was supported by Ministerio de Economía y Competitividad (Spain) [grant no. TIN2013-45736-R].Llinares Millán, MDC.; Iñarra Abad, S.; Guixeres Provinciale, J. (2018). Design Attributes Influencing the Success of Urban 3D Visualizations: Differences in Assessments According to Training and Intention. Journal of Urban Technology. https://doi.org/10.1080/10630732.2018.1444873

    Reliability and Validity of TIPS Wireless ECG Prototypes

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    [EN] The aims of the present study are to examine the reliability and validity of the Heart Rate signal registered using two self-made wireless ECG systems, R-Tips and TipsShirt, and to compare them with another commercial ECG device typically used in psychophysiology studies. An ECG simulator was used to artificially generate signals corresponding to different cardiac frequencies. Results of the reliability study showed that the signal acquisition, signal processing and signal transmission were reliable and valid for R-Tips and TipsShirt. Consequently, these wireless ECG prototypes could be used for studies where the freedom of movements of the participants is fundamental without any loss of quality in the registered signals.This study was funded by Ministerio de Educación y Ciencia Spain, Project Game Teen (TIN2010-20187) and partially by projects Consolider-C (SEJ2006-14301/PSIC), “CIBER of Physiopathology of Obesity and Nutrition, an initiative of ISCIII” and Excellence Research Program PROMETEO (Generalitat Valenciana. Consellería de Educación, 2008-157). The work of A. Rodríguez was supported by the Spanish MEC under an FPI Grant BES-2011-043316.Rodríguez Ortega, A.; Guixeres Provinciale, J.; Rey, B.; Alcañiz Raya, ML. (2012). Reliability and Validity of TIPS Wireless ECG Prototypes. Studies in Health Technology and Informatics. 181:83-87. https://doi.org/10.3233/978-1-61499-121-2-83S838718

    Opciones alternativas para prescribir actividad física entre niños y adolescentes obesos: marcha rápida con el apoyo de videojuegos activos

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    Background: Physical inactivity has been identified as an important public health concern for children. An increasing sedentary way of life is directly related to obesity; hence, prevention and management of childhood obesity are commonly based on lifestyle interventions wherein increasing physical activity is one of the main targets. The use of exergames can be useful in promoting physical activity, but it is necessary more research. This study analyzes the effects of an exergaming platform that involves brisk walking, on perceived exertion, self-efficacy, positive expectations and satisfaction in a sample of clinically obese children, as compared with normal weight children. Physiological variables like heart rate, oxygen consumption and energy expenditure were also measured. Method: A total sample of 42 children was recruited. Children were randomized into those walking on a treadmill and those using a treadmill with the support of the exergaming platform (Wii-Fit). Results: The obese children scored significantly higher in expectations and satisfaction in the exergame condition but not in self-efficacy, perceived exertion or physiological measures. Conclusions: These results suggest that this exergaming platform could be a tool to assist obese children in the practice of brisk walking as part of a programme designed to treat obesity.Introducción: La inactividad de los niños se ha identificado como un problema importante de salud pública. La generalización del sedentarismo está directamente relacionada con el aumento de la obesidad, por ello, el tratamiento de la obesidad infantil se basa en la intervención en estilos de vida siendo el aumento de actividad física uno de los objetivos principales. Los videojuegos activos podrían ser útiles para incrementar la actividad física, pero aún sería necesaria más investigación en este campo. Este estudio analiza los efectos de un videojuego activo que implica marcha rápida sobre el esfuerzo percibido, la auto-eficacia, las expectativas positivas y la satisfacción de un grupo de niños obesos y se compara con la respuesta de un grupo de niños normopeso. Se registraron también variables fisiológicas como la frecuencia cardiaca, el consumo de oxígeno y el gasto metabólico. Método: Una muestra de 42 niños fue estudiada. Los jóvenes fueron distribuidos de forma aleatoria en las dos opciones de ejercicio, marcha rápida en tapiz rodante con o sin el apoyo del videojuego activo (Wii-Fit). Resultados: Los niños obesos tuvieron puntuaciones significativamente más altas que los normopeso en las expectativas y la satisfacción que les producía la marcha rápida con apoyo del videojuego activo, pero en cambio no hubo diferencias significativas en cuanto a la auto-eficacia, el esfuerzo percibido o en las variables fisiológicas. Conclusiones: Estos resultados sugieren que esta plataforma de videojuego activo podría ser una herramienta útil para facilitar la práctica de la marcha rápida en niños obesos, como parte de una intervención para tratar la obesidad.CIBEROBN is an initiative of ISCIII (Instituto de Salud Carlos III). Thanks are extended to the Ministerio de Economía y Competitividad (Plan Nacional I+D+I 2008-2011), en el proyecto (PSI2011-25767); y la red de investigación en excelencia PROMETEO 2013 Fase II (PROMETEOII/2013/003

    Development and Calibration of an Eye-Tracking Fixation Identification Algorithm for Immersive Virtual Reality

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    [EN] Fixation identification is an essential task in the extraction of relevant information from gaze patterns; various algorithms are used in the identification process. However, the thresholds used in the algorithms greatly affect their sensitivity. Moreover, the application of these algorithm to eye-tracking technologies integrated into head-mounted displays, where the subject's head position is unrestricted, is still an open issue. Therefore, the adaptation of eye-tracking algorithms and their thresholds to immersive virtual reality frameworks needs to be validated. This study presents the development of a dispersion-threshold identification algorithm applied to data obtained from an eye-tracking system integrated into a head-mounted display. Rules-based criteria are proposed to calibrate the thresholds of the algorithm through different features, such as number of fixations and the percentage of points which belong to a fixation. The results show that distance-dispersion thresholds between 1-1.6 degrees and time windows between0.25-0.4s are the acceptable range parameters, with 1 degrees and0.25s being the optimum. The work presents a calibrated algorithm to be applied in future experiments with eye-tracking integrated into head-mounted displays and guidelines for calibrating fixation identification algorithmsWe thank Pepe Roda Belles for the development of the virtual reality environment and the integration of the HMD with Unity platform. We also thank Masoud Moghaddasi for useful discussions and recommendations.Llanes-Jurado, J.; Marín-Morales, J.; Guixeres Provinciale, J.; Alcañiz Raya, ML. (2020). Development and Calibration of an Eye-Tracking Fixation Identification Algorithm for Immersive Virtual Reality. Sensors. 20(17):1-15. https://doi.org/10.3390/s20174956S1152017Cipresso, P., Giglioli, I. A. C., Raya, M. A., & Riva, G. (2018). The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature. Frontiers in Psychology, 9. doi:10.3389/fpsyg.2018.02086Chicchi Giglioli, I. A., Pravettoni, G., Sutil Martín, D. L., Parra, E., & Raya, M. A. (2017). A Novel Integrating Virtual Reality Approach for the Assessment of the Attachment Behavioral System. Frontiers in Psychology, 8. doi:10.3389/fpsyg.2017.00959Marín-Morales, J., Higuera-Trujillo, J. L., De-Juan-Ripoll, C., Llinares, C., Guixeres, J., Iñarra, S., & Alcañiz, M. (2019). Navigation Comparison between a Real and a Virtual Museum: Time-dependent Differences using a Head Mounted Display. Interacting with Computers, 31(2), 208-220. doi:10.1093/iwc/iwz018Kober, S. E., Kurzmann, J., & Neuper, C. (2012). Cortical correlate of spatial presence in 2D and 3D interactive virtual reality: An EEG study. International Journal of Psychophysiology, 83(3), 365-374. doi:10.1016/j.ijpsycho.2011.12.003Borrego, A., Latorre, J., Llorens, R., Alcañiz, M., & Noé, E. (2016). Feasibility of a walking virtual reality system for rehabilitation: objective and subjective parameters. Journal of NeuroEngineering and Rehabilitation, 13(1). doi:10.1186/s12984-016-0174-1Clemente, M., Rodríguez, A., Rey, B., & Alcañiz, M. (2014). Assessment of the influence of navigation control and screen size on the sense of presence in virtual reality using EEG. Expert Systems with Applications, 41(4), 1584-1592. doi:10.1016/j.eswa.2013.08.055Borrego, A., Latorre, J., Alcañiz, M., & Llorens, R. (2018). Comparison of Oculus Rift and HTC Vive: Feasibility for Virtual Reality-Based Exploration, Navigation, Exergaming, and Rehabilitation. Games for Health Journal, 7(3), 151-156. doi:10.1089/g4h.2017.0114Jensen, L., & Konradsen, F. (2017). A review of the use of virtual reality head-mounted displays in education and training. Education and Information Technologies, 23(4), 1515-1529. doi:10.1007/s10639-017-9676-0Jost, T. A., Drewelow, G., Koziol, S., & Rylander, J. (2019). A quantitative method for evaluation of 6 degree of freedom virtual reality systems. Journal of Biomechanics, 97, 109379. doi:10.1016/j.jbiomech.2019.109379Chandrasekera, T., Fernando, K., & Puig, L. (2019). Effect of Degrees of Freedom on the Sense of Presence Generated by Virtual Reality (VR) Head-Mounted Display Systems: A Case Study on the Use of VR in Early Design Studios. Journal of Educational Technology Systems, 47(4), 513-522. doi:10.1177/0047239518824862Bălan, O., Moise, G., Moldoveanu, A., Leordeanu, M., & Moldoveanu, F. (2020). An Investigation of Various Machine and Deep Learning Techniques Applied in Automatic Fear Level Detection and Acrophobia Virtual Therapy. Sensors, 20(2), 496. doi:10.3390/s20020496Armstrong, T., & Olatunji, B. O. 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Frontiers in Behavioral Neuroscience, 8. doi:10.3389/fnbeh.2014.00426Juvrud, J., Gredebäck, G., Åhs, F., Lerin, N., Nyström, P., Kastrati, G., & Rosén, J. (2018). The Immersive Virtual Reality Lab: Possibilities for Remote Experimental Manipulations of Autonomic Activity on a Large Scale. Frontiers in Neuroscience, 12. doi:10.3389/fnins.2018.00305Hessels, R. S., Niehorster, D. C., Nyström, M., Andersson, R., & Hooge, I. T. C. (2018). Is the eye-movement field confused about fixations and saccades? A survey among 124 researchers. Royal Society Open Science, 5(8), 180502. doi:10.1098/rsos.180502Diaz, G., Cooper, J., Kit, D., & Hayhoe, M. (2013). Real-time recording and classification of eye movements in an immersive virtual environment. Journal of Vision, 13(12), 5-5. doi:10.1167/13.12.5Duchowski, A. T., Medlin, E., Gramopadhye, A., Melloy, B., & Nair, S. (2001). Binocular eye tracking in VR for visual inspection training. Proceedings of the ACM symposium on Virtual reality software and technology - VRST ’01. doi:10.1145/505008.505010Lim, J. Z., Mountstephens, J., & Teo, J. (2020). Emotion Recognition Using Eye-Tracking: Taxonomy, Review and Current Challenges. Sensors, 20(8), 2384. doi:10.3390/s20082384Manor, B. R., & Gordon, E. (2003). Defining the temporal threshold for ocular fixation in free-viewing visuocognitive tasks. Journal of Neuroscience Methods, 128(1-2), 85-93. doi:10.1016/s0165-0270(03)00151-1Salvucci, D. D., & Goldberg, J. H. (2000). Identifying fixations and saccades in eye-tracking protocols. Proceedings of the symposium on Eye tracking research & applications - ETRA ’00. doi:10.1145/355017.355028Duchowski, A., Medlin, E., Cournia, N., Murphy, H., Gramopadhye, A., Nair, S., … Melloy, B. (2002). 3-D eye movement analysis. Behavior Research Methods, Instruments, & Computers, 34(4), 573-591. doi:10.3758/bf03195486Bobic, V., & Graovac, S. (2016). Development, implementation and evaluation of new eye tracking methodology. 2016 24th Telecommunications Forum (TELFOR). doi:10.1109/telfor.2016.7818800Sidenmark, L., & Lundström, A. (2019). Gaze behaviour on interacted objects during hand interaction in virtual reality for eye tracking calibration. Proceedings of the 11th ACM Symposium on Eye Tracking Research & Applications. doi:10.1145/3314111.3319815Alghamdi, N., & Alhalabi, W. (2019). Fixation Detection with Ray-casting in Immersive Virtual Reality. International Journal of Advanced Computer Science and Applications, 10(7). doi:10.14569/ijacsa.2019.0100710Blignaut, P. (2009). Fixation identification: The optimum threshold for a dispersion algorithm. Attention, Perception, & Psychophysics, 71(4), 881-895. doi:10.3758/app.71.4.881Shic, F., Scassellati, B., & Chawarska, K. (2008). The incomplete fixation measure. 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    Emotion Recognition in Immersive Virtual Reality: From Statistics to Affective Computing

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    [EN] Emotions play a critical role in our daily lives, so the understanding and recognition of emotional responses is crucial for human research. Affective computing research has mostly used non-immersive two-dimensional (2D) images or videos to elicit emotional states. However, immersive virtual reality, which allows researchers to simulate environments in controlled laboratory conditions with high levels of sense of presence and interactivity, is becoming more popular in emotion research. Moreover, its synergy with implicit measurements and machine-learning techniques has the potential to impact transversely in many research areas, opening new opportunities for the scientific community. This paper presents a systematic review of the emotion recognition research undertaken with physiological and behavioural measures using head-mounted displays as elicitation devices. The results highlight the evolution of the field, give a clear perspective using aggregated analysis, reveal the current open issues and provide guidelines for future research.This research was funded by European Commission, grant number H2020-825585 HELIOS.Marín-Morales, J.; Llinares Millán, MDC.; Guixeres Provinciale, J.; Alcañiz Raya, ML. (2020). Emotion Recognition in Immersive Virtual Reality: From Statistics to Affective Computing. Sensors. 20(18):1-26. https://doi.org/10.3390/s20185163S126201

    Bases metodológicas para una nueva plataforma de medida del comportamiento humano en entornos virtuales

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    [ES] Para evaluar la funcionalidad y el rendimiento de un espacio se analiza el comportamiento de sus usuarios. Este se ha medido tradicionalmente a partir de encuestas y observación, con las limitaciones de tratarse de valoraciones subjetivas, influenciadas por el entrevistador y/o observador, y, en el caso de la observación, evaluar el espacio a posteriori, una vez ejecutado el proyecto. Hoy en día, la realidad virtual solventa estos problemas, al ser capaz de representar escenarios de forma realista, inmersiva e interactiva, permitiendo analizar con un bajo coste el comportamiento de los usuarios antes de que se ejecuten los proyectos, en un entorno controlado. El presente artículo presenta las bases metodológicas para una nueva plataforma de medida del comportamiento humano en entornos virtuales, que ayudará en la toma de decisiones a través de la pre-evaluación de los espacios antes de ser ejecutados. Se define una metodología aplicable con la tecnología actual, a partir de la cual se obtendrán métricas con las que optimizar la funcionalidad y el rendimiento de espacios de futura construcción o remodelación de los ya existentes. La herramienta es transversal ya que puede aplicarse a cualquier proyecto que tenga como elemento fundamental el tránsito de personas, ya sean espacios comerciales, culturales, dotacionales o de ocio, y se presentan diferentes ejemplos de aplicación práctica.[EN] Human behavior is analyzed to evaluate the functionality and efficiency of a public space. It was classically measured from surveys and observation, however, those measurements have some limitations. Firstly, they are subjective valuations and are influenced by the interviewer and/or the observer. In addition, the observation oblige us to make that evaluation subsequently, when the project has been executed. Nowadays, virtual reality resolves those problems as a result of its capacity to represent scenarios on a realistic, immersive and interactive way. It allows to analyze human behaviour before the execution of projects at a low cost and controlled way. This article presents the methodological bases for a new platform for measuring human behaviour in virtual environments. It will assist in the decision-making process through the pre-evaluation of different spaces before being executed. An applicable methodology were explained from which metrics are created and it allows to optimize functionality and efficiency of a new construction or remodeling. This is a cross-wise platform and can be applied to any project where the human transit is a central element: commercial, cultural, dotacional or leisure spaces. Different applied examples in study were presented.The present research has been financed by the Ministry of Economy and Competitiveness. Spain (project TIN2013-45736-R).Marín-Morales, J.; Torrecilla-Moreno, C.; Guixeres Provinciale, J.; Llinares Millán, MDC. (2017). Methodological bases for a new platform for the measurement of human behaviour in virtual environments. DYNA: Ingeniería e Industria. 92(1):34-38. https://doi.org/10.6036/7963S343892

    Cardiovascular fitness in youth: association with obesity and metabolic abnormalities.

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    Therapies currently implemented for obesity are focused on nutritional aspects and on physical activity. In order to make physical activity a positive therapy instead of triggering disabilities it is relevant to accurately assess cardiovascular fitness. Objective: To assess the cardiovascular fitness by measuring the peak oxygen consumption and to asses their relationship with classical cardiometabolic parameters. Methods: A modified Balke protocol was applied to one hundred and twenty-six Caucasians (60% males),ranging between 9 and 16 years old, who underwent an assessment of obesity. The non-obese group consisted of healthy age and sex matched subjects who were invited to participate from the general population. Results: Significant differences in consumption of oxygen peak between non-obese and obese individuals were observed. In contrast, no significant differences existed between the categories of obesity. Furthermore in obese subjects consumption of oxygen peak was inversely correlated with parameters of cardiometabolic risk,particularly insulin and HOMA index. In addition, two predictive equations of consumption of oxygen peak, with an R2 of 0.74 and 0.84, respectively, have been developed. Conclusion: The consumption of oxygen peak is a relevant clinical parameter that should be included in the routine clinical assessment of obese subjects. Therefore, it is crucial to make exercise tests more affordable which can be achieved by employing predictive equations Las terapias que se implantan actualmente para la obesidad se centran en los aspectos nutricionales y sobre la actividad física. Con el fin de hacer que la actividad física sea una terapia positiva en vez de un desencadenador de discapacidades, es relevante evaluar de forma precisa el entrenamiento cardiovascular. Objetivo: evaluar el entrenamiento cardiovascular midiendo el consumo máximo de oxígeno y evaluar su relación con los parámetros cardiometabólicos clásicos. Métodos: se aplicó el protocolo modificado de Balke a 126 individuos caucásicos (60 % de varones), con edades entre 9 y 16 años, que se sometieron a una evaluación de obesidad. El grupo de no obesos consistía de individuos sanos, de la población general, emparejados por edad y sexo y a los que se les invitó a participar. Resultados: se observaron diferencias significativas en el consumo máximo de oxígeno entre los indiviudos obesos y no obesos. Por contra, no existían diferencias significativas entre las categorías de obesidad. Además, en los sujetos obesos, el consumo máximo de oxígeno se correlacionó de forma inversa con los parámetros de riesgo cardiometabólico, particularmente con la insulina y el índice HOMA. Además, se han desarrollado dos ecuaciones predictivas del consumo máximo de oxígeno con una R2 de 0,74 y de 0,84, respectivamente. Conclusión: el consumo máximo de oxígeno es un parámetro clínico relevante que debería incluirse en la evaluación clínica rutinaria de los sujetos obesos. Por lo tanto, es crucial hacer que las pruebas de esfuerzo sean más asequibles, que puedan alcanzarse empleando las ecuaciones predictivas

    The background music-content congruence of TV advertisements: A neurophysiological study

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    [EN] Music affects viewers¿ responses to advertisements. In this study we present the findings of an experiment that investigates the emotional and cognitive reactions of subjects¿ brains during exposure to television advertisements with music congruent, and incongruent, with the advertisement content. We analyze the electroencephalography signals and eye-tracking behaviors of a group of 90 women watching six TV advertisements. The study's findings suggested that incongruent music generates higher levels of attention and advertisement recall. On the other hand, frontal asymmetry measured through electroencephalography was shown to be higher with congruent music. Similarly, cognitive workload was higher when the music was incongruent with the advertisement content. No significant differences were found in terms of advertisement likeability based on incongruent versus congruent music. The results demonstrated the validity of neurophysiological techniques for assessing the effects of levels of music congruence in advertisements.Ausin, JM.; Bigné, E.; Marín-Morales, J.; Guixeres Provinciale, J.; Alcañiz Raya, ML. (2021). The background music-content congruence of TV advertisements: A neurophysiological study. European Research on Management and Business Economics. 27(2):1-14. https://doi.org/10.1016/j.iedeen.2021.100154S11427

    The influence of virtual reality in e-commerce

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    [EN] The development of virtual reality (VR), together with other technological innovations will shape the future of e-retailing. This research studies the effectiveness of different VR formats and devices in a virtual store environment, namely V-commerce. This study proposes and test a conceptual model that analyses the relations between sense of presence, brand recall and purchase intention, while also going deeper into their antecedents. Our findings suggest differences in purchase intention depending on VR format and device used. No differences are shown in sense of presence and affect by VR format and device. Our tested model suggests a dual route of influence of VR on consumers' purchase intention in virtual stores: one through emotions and sense of presence and the other through the affect evoked by the virtual environment and brand recall. Lastly, some managerial implications and methodological issues are considered.This work has been developed by Instituto de Investigacion e Innovacion en Bioingenieria (I3B), Universitat Politecnica de Valencia and was partially supported by the Spanish Ministry of Economy, Industry and Competitiveness funded project "Advanced Therapeutically Tools for Mental Health" (DPI2016-77396-R) and the Spanish Ministry of Economy and Competitiveness, ECO2014-53837R.Martínez-Navarro, J.; Bigné-Alcañiz, E.; Guixeres Provinciale, J.; Alcañiz Raya, ML.; Torrecilla-Moreno, C. (2019). The influence of virtual reality in e-commerce. Journal of Business Research. 100:475-482. https://doi.org/10.1016/j.jbusres.2018.10.054S47548210

    Ecological momentary assessment for chronic pain in fibromyalgia using a smartphone: A randomized crossover study

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    Background Daily diaries are a useful way of measuring fluctuations in pain-related symptoms. However, traditional diaries do not assure the gathering of data in real time, not solving the problem of retrospective assessment. Ecological momentary assessment (EMA) by means of electronic diaries helps to improve repeated assessment. However, it is important to test its feasibility in specific populations in order to reach a wider number of people who could benefit from these procedures. Methods The present study compares the compliance and acceptability of an electronic diary running on a smartphone using a crossover design for a sample with a specific pain condition, fibromyalgia and low familiarity with technology. Forty-seven participants were randomly assigned to one of two conditions: (1) paper diary smartphone diary and (2) smartphone diary paper diary, using each assessment method for 1 week. Results The findings of this study showed that the smartphone diary made it possible to gather more accurate and complete ratings. Besides, this method was well accepted by a sample of patients with fibromyalgia referred by a public hospital, with an important proportion of participants with low level of education and low familiarity with technology. Conclusions The findings of this study support the use of smartphones for EMA even in specific populations with a specific pain condition, fibromyalgia and with low familiarity with technology. These methods could help clinicians and researchers to gather more accurate ratings of relevant pain-related variables even in populations with low familiarity with technology.The research presented in this paper was funded in part by Fundacio La Marato de TV3 (Ajuts de la Marato de TV3 2006), Plan de Promocion de la investigacion Universitat Jaume I, (Fundacio Caixa Castello-Bancaixa, P11B2009-30) and by Generalitat Valenciana, Redes de Excelencia ISIC (ISIC/2012/012).Garcia-Palacios, A.; Herrero, R.; Belmonte, M.; Castilla, D.; Guixeres Provinciale, J.; Molinari, G.; Baños, R.... (2014). Ecological momentary assessment for chronic pain in fibromyalgia using a smartphone: A randomized crossover study. European Journal of Pain. 18(6):862-872. https://doi.org/10.1002/j.1532-2149.2013.00425.xS86287218
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