Asperger’s syndrome is a disorder that involves a qualitative impairment in social interactions. While most treatments are aimed at children or adolescents, in this paper we present the development of a virtual reality training application in which adults with Asperger’s syndrome can train in an autonomous and controlled way how to present in public.
Title Translation: Optimization of collaborative filtering based on matrix factorization through relevance of user preferences
Collaborative filtering based on matrix factorization has become the reference method for the recommendation of products or services due to the high precision of recommendations it generates. The experimental results carried out on the datasets of MovieLens 100K, MovieLens lM and Netflix demonstrate a clear improvement in terms of quality of predictions and recommendations compared to other matrix factorization techniques.
In recent years, virtual reality has experienced notorious technological advances in a quite short time. In an attempt to quickly response to this technical developments, some designs and developments of inmersive environments have caused different symptoms such as dizziness or disorientation. This work aims to analyze different methods of interaction and locomotion used in inmersive environments (Point of Interest, Gamepad, Teleport and Room-Scale) in three different aspects: presence, cybersickness and usability. We have designed and developed an experimental environment to carry out an empirical analysis with 48 subjects comparing the results obtained in different perceptual experiments. As a result, we provide a guideline for the use of these methods of interaction and locomotion in virtual reality.
In recent years, virtual reality has grown a lot in different areas of application, including ludic, social and research, being used by a large and growing number of users with different profiles. Presence is one of the most distinctive and important features of a virtual reality experience. The aim of this article is to study the most suitable areas of application for users and to analyze the influence of different characteristics of the user’s profile in the perceived presence. We have tested the interest applications indicated by 159 subjects and we have designed an immersive virtual reality experience, testing the behavior and performance of 48 users. The results obtained show that gender can influence the perceptual sensation of presence in these types of virtual environments.
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