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Ardaiz Villanueva, Óscar

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Ardaiz Villanueva

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Óscar

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Estadística, Informática y Matemáticas

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ISC. Institute of Smart Cities

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0000-0002-2740-1109

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4340

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Now showing 1 - 8 of 8
  • PublicationOpen Access
    A multi-object grasp technique for placement of objects in virtual reality
    (MDPI, 2022) Fernández Ortega, Unai Javier; Elizondo Martínez, Sonia; Iriarte Cárdenas, Naroa; Morales, Rafael; Ortiz Nicolás, Amalia; Marichal Baráibar, Sebastián Roberto; Ardaiz Villanueva, Óscar; Marzo Pérez, Asier; Institute of Smart Cities - ISC; Universidad Pública de Navarra / Nafarroako Unibertsitate Publikoa
    Some daily tasks involve grasping multiple objects in one hand and releasing them in a determined order, for example laying out a surgical table or distributing items on shelves. For training these tasks in Virtual Reality (VR), there is no technique for allowing users to grasp multiple objects in one hand in a realistic way, and it is not known if such a technique would benefit user experience. Here, we design a multi-object grasp technique that enables users to grasp multiple objects in one hand and release them in a controlled way. We tested an object placement task under three conditions: real life, VR with single-object grasp and VR with multi-object grasp. Task completion time, distance travelled by the hands and subjective experience were measured in three scenarios: sitting in front of a desktop table, standing up in front of shelves and a room-size scenario where walking was required. Results show that the performance in a real environment is better than in Virtual Reality, both for single-object and multi-object grasping. The single-object technique performs better than the multi-object, except for the room scenario, where multi-object leads to less distance travelled and reported physical demand. For use cases where the distances are small (i.e., desktop scenario), single-object grasp is simpler and easier to understand. For larger scenarios, the multi-object grasp technique represents a good option that can be considered by other application designers.
  • PublicationOpen Access
    Avatarians: playing with your friends' data
    (ACM, 2012) Marzo Pérez, Asier; Ardaiz Villanueva, Óscar; Estadística, Informática y Matemáticas; Estatistika, Informatika eta Matematika; Gobierno de Navarra / Nafarroako Gobernua
    This article describes a new game mechanic called Game Entity Social Mapping (GESM) based on using social networking data fetched from a remote site about the player and his contacts to create characters, items or scenarios. A preliminary evaluation consisting of applying this mechanic to three different games was conducted. A small number of users tested those games to measure the enjoyment and learning about their contacts information.
  • PublicationOpen Access
    Content adaptation and depth perception in an affordable multi-view display
    (MDPI, 2020) Ezcurdia Aguirre, Íñigo Fermín; Arregui Roldán, Adriana; Ardaiz Villanueva, Óscar; Ortiz, Amalia; Marzo Pérez, Asier; Estadística, Informática y Matemáticas; Estatistika, Informatika eta Matematika; Gobierno de Navarra / Nafarroako Gobernua, 0011-1365-2019-000086; Universidad Pública de Navarra / Nafarroako Unibertsitate Publikoa, PJUPNA1923
    We present SliceView, a simple and inexpensive multi-view display made with multiple parallel translucent sheets that sit on top of a regular monitor; each sheet reflects different 2D images that are perceived cumulatively. A technical study is performed on the reflected and transmitted light for sheets of different thicknesses. A user study compares SliceView with a commercial light-field display (LookingGlass) regarding the perception of information at multiple depths. More importantly, we present automatic adaptations of existing content to SliceView: 2D layered graphics such as retro-games or painting tools, movies and subtitles, and regular 3D scenes with multiple clipping z-planes. We show that it is possible to create an inexpensive multi-view display and automatically adapt content for it; moreover, the depth perception on some tasks is superior to the one obtained in a commercial light-field display. We hope that this work stimulates more research and applications with multi-view displays.
  • PublicationOpen Access
    Hand-as-a-prop: using the hand as a haptic proxy for manipulation in virtual reality
    (Springer, 2023) Marichal Baráibar, Sebastián Roberto; Ezcurdia Aguirre, Íñigo Fermín; Morales González, Rafael; Ortiz Nicolás, Amalia; Marzo Pérez, Asier; Ardaiz Villanueva, Óscar; Estadística, Informática y Matemáticas; Estatistika, Informatika eta Matematika; Institute of Smart Cities - ISC; Universidad Pública de Navarra / Nafarroako Unibertsitate Publikoa
    Haptic feedback can be almost as important as visual information in virtual reality environments. On the one hand, in Active Haptic Feedback, specialized devices such as vibrotactile gloves are employed; however, these solutions can be expensive, vendor-specific or cumbersome to setup. On the other hand, Passive Haptic Feedback approaches use inexpensive objects as proxies for the virtual entities; but mapping virtual objects to real props is not scalable nor flexible. We propose the Hand-as-a-Prop technique, which consists in using human hands as object props. We implemented two modalities: Self, where the user¿s non-dominant hand act as the virtual object while the dominant hand grabs, translates and releases it; and External, where the hand of another person is used. Hand-as-a-Prop can represent multiple shapes with a single prop and does not require extra hardware. We performed an evaluation comparing both Self and External Hand-as-a-Prop with traditional Object Props in terms of user experience (goodness, ease, realism, fatigue, and preference) and performance (task completion time and translation time). Results showed that Hand-as-a-Prop was rated as neutral tending to positive, and in some cases, the performance was similar to Object Props. Users preferred Self Hand-as-a-Prop over External Hand-as-a-Prop and also obtained better results.
  • PublicationOpen Access
    Interactions with digital mountains: tangible, immersive and touch interactive virtual reality
    (Association for Computing Machinery (ACM), 2020) Ardaiz Villanueva, Óscar; Marzo Pérez, Asier; Baztán Larrea, Rubén; Ezcurdia Aguirre, Íñigo Fermín; Estadística, Informática y Matemáticas; Estatistika, Informatika eta Matematika; Gobierno de Navarra / Nafarroako Gobernua, PI043-2019; Universidad Pública de Navarra / Nafarroako Unibertsitate Publikoa
    Digitization of Earth mountains and terrains has facilitated to plan journeys, manage natural resources, and learn about the Earth from the comfort of our homes. We aim to develop new interactions on digital mountains with novel interfaces: 3D printed representation of a mountain, an immersive virtual reality visualization, and two different touch interactive interfaces for immersive virtual reality visualizations: a 3D printed mountain with touch sensors and a multitouch tablet. We show how we have built such prototypes based on digital data retrieved from a map provider, and which interactions are possible with each interaction device. We explain how we design and conduct evaluation.
  • PublicationOpen Access
    An interdisciplinary design of an interactive cultural heritage visit for in-situ, mixed reality and affective experiences
    (MDPI, 2022) Olaz Moratinos, Xabier; García Marreros, Ricardo M.; Ortiz Nicolás, Amalia; Marichalar Baraibar, Sebastian Roberto; Villadangos Alonso, Jesús; Ardaiz Villanueva, Óscar; Marzo Pérez, Asier; Institute of Smart Cities - ISC; Gobierno de Navarra / Nafarroako Gobernua
    Interactive technologies, such as mixed-reality and natural interactions with avatars, can enhance cultural heritage and the experience of visiting a museum. In this paper, we present the design rationale of an interactive experience for a cultural heritage place in the church of Roncesvalles at the beginning of Camino de Santiago. We followed a participatory design with a multidisciplinary team which resulted in the design of a spatial augmented reality system that employs 3D projection mapping and a conversational agent acting as the storyteller. Multiple features were identified as desirable for an interactive experience: interdisciplinary design team; in-situ; mixed reality; interactive digital storytelling; avatar; tangible objects; gestures; emotions and groups. The findings from a workshop are presented for guiding other interactive cultural heritage experiences. © 2022 by the authors.
  • PublicationOpen Access
    Efectos de variables tecnológicas y de la titulación universitaria en la creatividad ideacional
    (Universidad de Murcia, 2012) Sanz de Acedo Lizarraga, María Luisa; Sanz de Acedo Baquedano, María Teresa; Ardaiz Villanueva, Óscar; Psicología y Pedagogía; Psikologia eta Pedagogia
    El objetivo del presente estudio fue examinar los efectos de tres variables -herramientas informáticas, objetos tecnológicos y titulación universitaria- en la generación de ideas creativas tanto a nivel individual como grupal. La investigación se llevó a cabo con una muestra de 112 alumnos de la Universidad Pública de Navarra (España) organizados en diferentes grupos experimentales y de control según las exigencias de las hipótesis planteadas. La intervención consistió en la ejecución de actividades que requerían a los sujetos la elaboración de ideas sobre los siguientes campos: soluciones a un problema, utilidades de algunos objetos y mejoras de otros objetos. Los resultados revelaron que los sujetos que trabajaron tanto con herramientas informáticas como con objetos tecnológicos y que pertenecían a la titulación de Ingeniería Técnica en Informática de Gestión, enunciaron mayor número de ideas en las distintas actividades de intervención que los sujetos que trabajaron sin herramientas informáticas, con objetos convencionales y que pertenecían a la titulación de Trabajo Social. Finalmente, se ofrecen en este estudio algunas conclusiones relevantes.
  • PublicationOpen Access
    Redes de brainstorming y formación de equipos innovadores apoyado por herramientas Web 2.0
    (Asociación Interacción Persona-Ordenador, 2009) Ardaiz Villanueva, Óscar; Nicuesa, Xabier; Brene Artázcoz, Óscar; Sanz de Acedo Lizarraga, María Luisa; Sanz de Acedo Baquedano, María Teresa; Ingeniería Matemática e Informática; Matematika eta Informatika Ingeniaritza; Psicología y Pedagogía; Psikologia eta Pedagogia
    Esta investigación tiene como finalidad ofrecer una nueva forma de realización de la técnica brainstorming apoyada en herramientas informáticas Web2.0 para mejorar los procesos innovadores. Estas herramientas permiten la participación de muchas personas en las sesiones de generación y evaluación de ideas formando redes de brainstorming. También permiten la formación de grupos de desarrollo de innovación en base a la afinidad entre participantes por su creatividad y su interés por la implementación de las ideas. Se describen los fundamentos, los participantes, las herramientas y los hallazgos de un estudio llevado a cabo en un curso universitario utilizando el método de instrucción 'Pensar activamente en entornos creativos, PAEC'. Los resultados confirman que las redes de brainstorming son efectivas y que los participantes están satisfechos con los grupos de proyecto formados y las ideas a desarrollar.