María Nava-Ruiz

dblp:376/8918 · DBLP profile ↗
← Back
6ranked-venue papers
0as first author
6since 2021 · last 2026
0009-0005-5077-5423ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 6 · 6 since 2021Human-computer interaction and ubiquitous computing · 6 · 6 since 2021
YearPublicationVenuePosition
2026 Immersive remote learning for individuals with intellectual disabilities
abstract
Extended reality (XR) technologies are transforming domains like gaming, healthcare, and training, offering benefits such as enhanced safety, cost reduction, and immersive experiences. However, current XR systems often overlook accessibility for individuals with diverse abilities and remain unexplored in inclusive learning contexts. The Incluverso-5G project seeks to address this gap by leveraging XR to improve the lives of individuals with intellectual disabilities, including employment inclusion. This paper presents an immersive tool to support remote training for certified cooking courses, enabling users unable to attend in-person classes to access training and certification.The system includes an advanced 360-degree content viewer and a real-time immersive supervision tool, utilizing features like six degrees of freedom (6-DoF), color passthrough, and hand tracking for interactive learning. A four-step remote learning process—sensitization, instructional content, supervised practice, and certification—ensures accessibility and usability. The tool empowers individuals to acquire valuable skills and achieve professional certifications, demonstrating the potential of XR for inclusive training.
Carlos Cortés 0001, Marta Goyena, Marta Orduna, Ainhoa Fernández-Alcaide, María Nava-Ruiz, Jesús Gutiérrez 0001, Pablo Pérez 0001, Narciso García
IMX5
2026 AccessiXR: Designing an Open-Source Accessible System for Immersive Experiences
Marta Goyena, Matteo Dal Magro, Carlos Cortés 0001, Marta Orduna, María Nava-Ruiz, Pablo Pérez 0001, Jesús Gutiérrez 0001
IMX5
2026 Work-in-Progress: Behavioral Insights from Eye Tracking and Interactions in an Immersive Cognitive Training Program for Adults with Intellectual Disabilities
abstract
Cognitive training is a common therapeutic approach to improve the quality of life of individuals with intellectual disabilities, although conventional methods often show limited engagement and skill transfer. The use of eXtended Reality (XR) allows to develop immersive cognitive training, with evidence of improved motivation and engagement. In parallel, biosignals and behavioral metrics are increasingly used to assess user experience and cognitive state in immersive environments. This study presents a longitudinal evaluation of an immersive cognitive training application involving eight participants over eight months. Multiple data sources were collected, including eye tracking, electromyography and electrodermal activity, together with questionnaires and interviews to capture subjective experience. Preliminary results focus on gaze and interaction data. The number of fixations reflects task complexity, with more complex scenarios associated with increased exploratory behavior and a higher proportion of fixations on distracting elements. Interaction data from the most complex task indicate improved efficiency over time both before and during actions. Further analysis will explore these findings and incorporate the remaining physiological and behavioral data, together with the analysis of the interviews and questionnaires.
Matteo Dal Magro, Marta Goyena, Carlos Cortés 0001, Marta Orduna, María Nava-Ruiz, Pablo Pérez 0001, Jesús Gutiérrez 0001
IMX5
2025 Embodied design for inclusive XR learning system
abstract
Embodied design can be an effective approach for developing extended reality (XR) experiences by enabling design teams to ideate and prototype through hands-on physical interaction. This body-centric approach is particularly valuable for addressing the complexities and paradigm shifts inherent in XR systems, where users engage significantly with their bodies in virtual environments, i.e. through head movements, body orientation, and hand tracking among others. In this paper, we present an embodied design method, which we used to design an XR-based cooking learning tool aimed at fostering autonomous learning for individuals with intellectual disabilities. The learning tool features 360-degree video recipes with a configurable combination of immersive video and passthrough views to adapt to different user needs and contexts. Our method includes functional prototypes to iterate current design concepts and explore usability across different possible interaction modalities. These tools were used to implement the Wizard of Oz technique and simulate different interaction techniques-such as voice commands and simple button-based inputs. To assess the usability of these tools, we employed the subjective Quality of Experience (QoE) assessment. The inclusion of this form of evaluation directly within the embodied design process is a novel contribution, providing valuable information about the usability of the prototypes as embodied design tools. Finally, we present preliminary results of the workshop, which illustrate the usefulness of embodied design for the development of XR interactive experiences.
Carlos Cortés 0001, José Manuel Vega-Cebrián, Pablo Pérez 0001, María Nava-Ruiz, Narciso García, Elena Márquez Segura
QoMEX4
2025 A Study on Immersive Behavioral Therapy for Individuals with Intellectual Disabilities with Fear of Stairs
abstract
The increasing deployment of immersive technologies is opening up opportunities in the field of behavioral therapies.In particular, the use of eXtended Reality technologies allows the development of therapies that require bringing users to a remote location without
Marta Goyena, Carlos Cortés 0001, Marta Orduna, Matteo Dal Magro, Ainhoa Fernández-Alcaide, María Nava-Ruiz, Jesús Gutiérrez 0001, Pablo Pérez 0001, Narciso García
IMX6
2025 Immersive Cognitive Training for Job Integration with people with Intellectual Disabilities
abstract
The combination of eXtended Reality (XR) technologies with physiological signals offers innovative approaches to cognitive training for individuals with intellectual disabilities.This study presents a tool designed for cognitive training aimed at job integration through interactive and immersive environments.The tool was developed in collaboration with therapists from the Juan XXIII Foundation, an occupational center, and focuses on enhancing cognitive skills through serious games for job training.These games simulate realistic environments, such as a cafeteria and a supermarket, where users must complete various tasks.These tasks are designed to progressively increase in complexity as users advance, allowing them to improve their skills.Therapists can monitor and control the training sessions in real-time through an application, while users engage with the immersive scenarios.Additionally, the system incorporates non-invasive biosensors to track physiological data, such as heart rate, eye movement, etc. providing valuable insights into the
Marta Goyena, Matteo Dal Magro, Martina Merolli, David Barbero García, Carlos Cortés 0001, Marta Orduna, Ainhoa Fernández-Alcaide, María Nava-Ruiz, Jesús Gutiérrez 0001, Pablo Pérez 0001, Narciso García
IMX8