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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Publication Open Access Demonstration of XRStudio tools for creation of room-size immersive experiences within an extended reality environment(Association for Computing Machinery, 2023) Ardaiz Villanueva, Óscar; Olaz Moratinos, Xabier; Benbelkheir Núñez, Youssef; Lerga Armendáriz, Álvaro; Gasco González, Lucas; Estadística, Informática y Matemáticas; Estatistika, Informatika eta Matematika; Institute of Smart Cities - ISCImmersive experiences are mostly created with desktop-based tools using flat displays, mouse and keyboard; as a result immersive experiences have a 2D look and interaction: user sit or stand looking forward, and interact with elements within reach of their arms as in a desktop. The objective of this work is to facilitate creating room-size immersive experiences that take advantage of tethered head mounted displays and hand-held controllers to create while walking freely in space with full body movement freedom. To this end we propose XRStudio, a set of tools that permit to create within an extended reality environment so that authors can walk to move objects in space or manipulate elements with hand and full body movements as in the real world.Publication Open Access Avatarians: playing with your friends' data(Association for Computing Machinery, 2012) Marzo Pérez, Asier; Ardaiz Villanueva, Óscar; Estadística, Informática y Matemáticas; Estatistika, Informatika eta Matematika; Gobierno de Navarra / Nafarroako GobernuaThis 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.Publication Open 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, PJUPNA1923We 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.Publication Open Access Hand-as-a-prop: using the hand as a haptic proxy for manipulation in virtual reality(Springer, 2023) Marichalar Baraibar, Sebastian 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 PublikoaHaptic 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.