Pablo Figueroa

ORCID: 0000-0001-5412-8630
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About
Contact & Profiles
Research Areas
  • Virtual Reality Applications and Impacts
  • Augmented Reality Applications
  • Interactive and Immersive Displays
  • Educational Games and Gamification
  • Tactile and Sensory Interactions
  • Human Motion and Animation
  • Teleoperation and Haptic Systems
  • 3D Surveying and Cultural Heritage
  • Nonlinear Partial Differential Equations
  • Advanced Mathematical Modeling in Engineering
  • Spatial Cognition and Navigation
  • Human-Automation Interaction and Safety
  • Comparative International Legal Studies
  • Digital Games and Media
  • Gaze Tracking and Assistive Technology
  • EU Law and Policy Analysis
  • Image and Video Quality Assessment
  • BIM and Construction Integration
  • Computer Graphics and Visualization Techniques
  • European and International Law Studies
  • Distributed and Parallel Computing Systems
  • Merger and Competition Analysis
  • Video Analysis and Summarization
  • Service-Oriented Architecture and Web Services
  • Psychological Treatments and Disorders

Universidad de Los Andes
2016-2025

Instituto Superior Técnico
2024

Universidad de Los Andes
2004-2024

Austral University of Chile
2023

Universidade Federal do Rio Grande do Sul
2017-2021

University of North Carolina at Greensboro
2021

University of Otago
2021

University of Central Florida
2021

Beihang University
2021

USC Institute for Creative Technologies
2017

Virtual Reality (VR) can support effective and scalable training for procedures presented as step-by-step processes in machinery use, such an engineering room. Currently, many are trained closed experiences that do not allow human errors or interaction with real subjects machinery. Our goal is to address this gap by using VR tools guided procedural learning. To achieve this, we applied existing methodology designing systems, called ProtoColVR, develop a simulation prototype emergency within...

10.1109/tvcg.2025.3549178 article EN IEEE Transactions on Visualization and Computer Graphics 2025-01-01

We present the Interaction Technique Markup Language (InTml), a profile on top of core X3D that describes 3D interaction techniques (InTs) and hardware platforms. InTml makes InTs easier to understand, compare, integrate in complete virtual reality (VR) applications. can be used as front end for any VR toolkit, so documents plug together InTs, objects, devices fully described executed.

10.1145/504502.504511 article EN 2002-02-24

We study ways to reduce cybersickness and improve the user's experience in virtual reality applications that use a HMD Gamepad as interaction devices. Our approach consists on revision of design space such tasks order identify minimize perceived movements. In this paper we concentrate task navigation realistic scenarios, Tuscany Demo [12]. performed three user studies most problematic issues scenario effects geometry techniques overall experience, particular moving up down stairs. As result...

10.1109/3dui.2014.6798841 article EN 2014-03-01

This paper presents our research on the Interaction Techniques Markup Language (InTml). Our final goal in this work is to find ways evolve and fit virtual reality (VR) applications over heterogeneous hardware platforms, a process we call retargeting. Toward goal, have developed hardware-independent, component-based, formal model that describes execution of VR applications; an XML language for describing complex implementation-independent methodology InTml-based development; manual way...

10.1162/pres.17.5.492 article EN PRESENCE Virtual and Augmented Reality 2008-10-01

We present the iterative development and initial evaluation of a multi-modal platform for interacting with precious small artifacts from Gold Museum in Bogota. By using commercial haptic interface, loud speakers, stereo displays, one can allow visitors to touch, hear, observe those artifacts. use this interface novel way context order provide virtual replicas that be weighed, cleaned, explored as if they were close visitor's hand. This is currently open public, some lessons learned are...

10.1145/1643928.1643945 article EN 2009-11-18

Building Information Modelling (BIM) is an up-and-coming methodology and technology used in the Architecture, Engineering Construction (AEC) industry, that allows data centralization stakeholders' collaboration. But to check accuracy of work done on worksite, it necessary first go site then modify BIM model. This paper presents a mixed reality (MR) application based drone videos, allowing off-site construction supervision. It permits make annotations about differences between what has been...

10.1109/vr.2019.8797784 preprint EN 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2019-03-01

In previous studies, some factors that ameliorate the cybersickness symptoms for in-place navigation techniques (INAV) based on vection reduction have been found. this paper, we want to extend such studies in order analyze both and sense of presence INAV techniques. A review state art shows there is no agreement if enhancing movement (i.e. reducing sensory conflicts between mechanical visual information) or restricting limiting postural control) better reduce cybersickness. Furthermore, kind...

10.1109/3dui.2015.7131742 article EN 2015-03-01

10.1007/s12008-014-0236-1 article EN International Journal on Interactive Design and Manufacturing (IJIDeM) 2014-07-17

The rapid developing product and service markets developments in information technologies have accelerated growth outsourcing of peripheral activities critical business as well, enhancing the importance network supply chain management.This paper analyzes dynamics management creation value an industry with strong effects constantly introduction disruptive technologies, videogame industry.This evolves at a high velocity, lifecycle five to six years for consoles, which features new generation...

10.4067/s0718-27242013000500016 article EN cc-by Journal of technology management & innovation 2013-01-01

Virtual reality (VR) is a computer-based technology that can be used by professionals of many different fields to simulate an environment with high feeling presence and immersion. Nonetheless, one main issue when designing such environments provide user interactions are adapted the tasks performed users. Thus, we propose here task-centred methodology design evaluate these interactions. Our allows for determination interaction designs based on previous VR studies, evaluations task-related...

10.3390/buildings11070277 article EN cc-by Buildings 2021-06-29

La Organización Mundial de la Salud define salud como un estado bienestar completo, abarcando aspectos físicos, mentales y sociales, resalta importancia emocional pilar esencial para el integral, con impacto notable en vida diaria y, especialmente, rendimiento académico los estudiantes. Un estudio realizado Instituto Educación Superior empleó enfoques cualitativos cuantitativos abordar este tema. Las entrevistas semiestructuradas evidenciaron que experiencia nuevas vivencias durante etapa...

10.56712/latam.v5i2.1942 article ES cc-by LATAM Revista Latinoamericana de Ciencias Sociales y Humanidades 2024-04-11

Homing is a fundamental task which plays vital role in spatial navigation. Its performance depends on the computation of homing vector, where human beings can use simultaneously two different cognitive strategies: an online strategy based self-motion cues known as path integration (PI), and offline called piloting image path. Studies using virtual reality environments (VE) have shown that being perform tasks with acceptable performance. However, these studies, subjects were able to walk...

10.1109/vr.2019.8798059 article EN 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2019-03-01

This paper introduces a novel application for augmented reality in which it is possible to learn how play the guitar beginner level. It was developed Hololens device, following Suzuki method instructing first lesson of instrument. prototype utilizes 2D marker, using video game engine Unity3D. The tested comparing learning experience offered one non-immersive methodology. As result, study did not show any considerable difference between two methods, but revealed learners' acceptance towards...

10.1109/clei.2018.00078 article EN 2018-10-01

This paper shows preliminary results on how interactive 3D product presentations affect buyer behavior in e-commerce applications over the Internet. We conducted two experiments involving simulated online shopping trips, which subjects saw some products with and made choices. The show that availability of instead still images may important aspects behavior, including amount time spent examining purchase likelihood.

10.1145/506443.506576 article EN 2002-04-20

This study presents a comparison of the influence different VR environments in task selecting preferred seat an opera theater. We used gaze-based raycasting and headsets low-cost head-mounted display (HMD) (GearVR); virtual wand, head tracking, CAVE, two somewhat opposing technologies spectrum current systems. Visual rendering selection technique depend on capabilities each environment, whereas sound is approximated both environments. Results show that subjects can select similar seats but...

10.1109/3dui.2017.7893351 preprint EN 2017-01-01

We present a library of reusable, abstract, low granularity components for the development novel interaction techniques. Based on InTml language and through an iterative process, we have designed 7 selection 5 travel techniques from [5] as dataflows reusable components. The result is compact set 30 that represent interactive content useful behavior interaction. added 20 device handling, in order to create complete, portable applications. By design, achieved 68% component reusability,...

10.1109/3dui.2011.5759201 article EN 2011-03-01
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