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M. Carmen Juan

dblp:21/5786 · also M. Carmen Juan Lizandra, M.-Carmen Juan, Mari C. Juan, Maria del Carmen Juan Lizandra · DBLP profile ↗
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23ranked-venue papers
10as first author
1since 2021 · last 2023
0000-0002-8764-1470ORCID · verified

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

Human-computer interaction and ubiquitous computing · 15 · 9 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 9 · 5 first-authorGraphics, computer vision, multimedia, augmented reality and games · 6 · 2 first-authorArtificial intelligence and machine learning · 2Software engineering, systems software and programming languages · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 72% Health and well-being technologies · 28%
Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 70% Geometric modeling and processing · 21% Virtual and augmented reality · 9%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Medical and health informatics · 100%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
augmented reality
0.112011
A comparative study of the sense of presence and anxiety in an invisible marker versus a marker augmented reality system for the treatment of phobia towards small animals · Int. J. Hum. Comput. Stud. 2011
Computer animation and physical simulation
contact modeling
0.112010
Contact model, fit process and, foot animation for the virtual simulator of the footwear comfort · Comput. Aided Des. 2010
Health and well-being technologies › mental health › mental healthcare › psychotherapy
exposure therapy
0.012004
An Augmented Reality System for Treating Psychological Disorders: Application to Phobia to Cockroaches · ISMAR 2004
Virtual and augmented reality › augmented reality
augmented reality applications
0.012004
An Augmented Reality System for Treating Psychological Disorders: Application to Phobia to Cockroaches · ISMAR 2004

Methods — techniques the papers use, named apart from their topics

foot animation · 0.1fit simulation · 0.1ARToolkit · 0.1
YearPublicationVenuePosition
2023 A virtual reality photography application to assess spatial memory
abstract
In this paper, the first virtual reality (VR) photography application that incorporates elements on panoramic images to assess short-term spatial memory is presented. It also allows the interaction with these elements. A study was conducted (N = 50) to compare participants’ performance outcomes and subjective experience when using a VR application with and without panoramic photography. The results show that both applications are effective in assessing short-term spatial memory. The results with panoramic photography include: 1) It was effective for short-term recall since, after using the application, the participants were able to verbally recall the objects and place them without significant differences with respect to the objects correctly placed; 2) The performance outcomes were independent of age and gender; 3) The perceived level of presence was directly related to experiencing less cybersickness when using the application; 4) The level of satisfaction was directly related to perceived enjoyment, concentration, usability, competence, calmness, and expertise; 5) The more the familiarity with VR applications, the less the perceived cybersickness. Finally, the application offers two main advantages: 1) The evaluators can customize the environment by adding as many elements as desired to the panoramic photograph; 2) It could be especially suitable for groups with reduced mobility.
M. Carmen Juan, Miguel Estevan, Magdalena Méndez-López, Camino Fidalgo, Javier Lluch, Roberto Vivó
Behav. Inf. Technol.1
2020 Comparative study of AR versus video tutorials for minor maintenance operations
Pedro Morillo 0001, Inmaculada García-García, Juan M. Orduña, Marcos Fernández 0001, M. Carmen Juan
Multim. Tools Appl.5
2019 An Augmented Reality App for Therapeutic Education and Suitable for Mobile Devices with Different Features
abstract
Patients with chronic diseases can improve their quality of life with therapeutic education. Augmented Reality (AR) can be used to develop therapeutic tools. This paper presents a study in which an AR app to support therapeutic education in diabetes was used. The app supports the learning about carbohydrate portions contained in different foods. The virtual food is shown on a real dish. Sixty-six children with diabetes participated in our study. The children were divided into three groups that used three different mobile devices. The main differences between the three devices were camera resolution and display size. We used two tablets with similar display size and different camera resolution (2-megapixel and 8-megapixel), and a smartphone with about half of the diagonal display size of the tablets and with an 8-megapixel camera. The results indicated that the children learned about carbohydrate estimation by using our app. There were no statistically significant differences for the knowledge acquired, or for the perceived usability and satisfaction among the three groups. This result points out that our AR app is effective as a therapeutic education tool independently of the features of the device used.
Andrés-Marcelo Calle-Bustos, M. Carmen Juan, Francisco Abad, Ramón Mollá Vayá
ICALT2
2017 Using a Serious Game to Assess Spatial Memory in Children and Adults
Mauricio Loachamin-Valencia, M. Carmen Juan, Magdalena Méndez-López, Elena Pérez-Hernández
ACE2
2017 ARCoins. An Augmented Reality App for Learning about Numismatics
abstract
Museum visitors need support tools to facilitate their informal learning. In this paper, we present ARCoins, an augmented reality app to support informal learning about numismatics. Our app helps museum visitors to read the deteriorated text of coins and also shows additional information that offers a clear idea of the general meaning of the coinage of the coins. The app recognizes the real coins. We carried out a study to determine the potential of the app. A total of twenty-eight subjects between 19 and 65 years old participated in the study. The participants observed the real coins using ARCoins and a magnifying glass. From the results, ARCoins allows the participants to read the deteriorated text and even observe the most imperceptible details of the coins. There were statistically significant differences for reading the text when the participants used ARCoins and the magnifying glass in favour of ARCoins. The participants preferred ARCoins for a more enriching museum experience. ARCoins could be a valuable AR app for informal learning about numismatics in museums.
M. Carmen Juan, Mauricio Loachamin-Valencia, Inmaculada García-García, Jose Manuel Melchor, Josep Benedito
ICALT1
2017 Auditory and Spatial Assessment in Inattentive Children Using Smart Devices and Gesture Interaction
abstract
We present an interactive game for assessing auditory and spatial memory. We compared the performance of children with and without inattention using the game and using a variety of classical tools for assessment of auditory and spatial memory. The children with inattention showed statistically worse performance in the game. There were no statistically significant differences between the two groups for the satisfaction and interaction outcomes. Therefore, our game could be a good tool for distinguishing performances of children with and without inattention.
Mauricio Loachamin-Valencia, M. Carmen Juan, Magdalena Méndez-López, Elena Pérez-Hernández
ICALT2
2017 A 3D Serious Game for Dental Learning in Higher Education
abstract
Natural User Interfaces and advanced displays can be combined to provide rich learning experiences. In this paper, we present the development and validation of a serious game that combines autostereoscopy and Natural User Interfaces for dental learning in higher education. The game includes two modes: neutral and real-world background. A comparative study to check different aspects was carried out. A total of 33 dentistry students participated in the study. From the results, the students increased significantly their knowledge about teeth morphology. Most of the students preferred the neutral background for dental learning. The real-world background was identified as being more suitable for leisure activities.
David Rodríguez-Andrés, M. Carmen Juan, Ramón Mollá Vayá, Magdalena Méndez-López
ICALT2
2017 Could People with Stereo-Deficiencies Have a Rich 3D Experience Using HMDs?
Sonia Cárdenas-Delgado, M. Carmen Juan, Magdalena Méndez-López, Elena Pérez-Hernández
INTERACT (1)2
2014 A comparative study using an autostereoscopic display with augmented and virtual reality
abstract
Advances in display devices are facilitating the integration of stereoscopic visualization in our daily lives. However, autostereoscopic visualization has not been extensively exploited. In this paper, we present a system that combines Augmented Reality (AR) and autostereoscopic visualization. We also present the first study that compares different aspects using an autostereoscopic display with AR and VR, in which 39 children from 8 to 10 years old participated. In our study, no statistically significant differences were found between AR and VR. However, the scores were very high in nearly all of the questions, and the children also scored the AR version higher in all cases. Moreover, the children explicitly preferred the AR version (81%). For the AR version, a strong and significant correlation was found between the use of the autostereoscopic screen in games and seeing the virtual object on the marker. For the VR version, two strong and significant correlations were found. The first correlation was between the ease of play and the use of the rotatory controller. The second correlation was between depth perception and the game global score. Therefore, the combinations of AR and VR with autostereoscopic visualization are possibilities for developing edutainment systems for children
Juan-J. Arino, M. Carmen Juan, José-Antonio Gil-Gómez, Ramón Mollá Vayá
Behav. Inf. Technol.2
2014 Flexible learning itinerary vs. linear learning itinerary
Juan-Fernando Martín-SanJosé, M. Carmen Juan, José-Antonio Gil-Gómez, Noemí Rando Aiju
Sci. Comput. Program.2
2011 An Augmented Reality System for the Treatment of Phobia to Small Animals Viewed Via an Optical See-Through HMD: Comparison With a Similar System Viewed Via a Video See-Through HMD
abstract
This article presents an optical see-through (OST) Augmented Reality system for the treatment of phobia to small animals. The technical characteristics of the OST system are described, and a comparative study of the sense of presence and anxiety in a nonphobic population (24 participants) using the OST and an equivalent video see-though (VST) system is presented. The results indicate that if all participants are analyzed, the VST system induces greater sense of presence than the OST system. If the participants who had more fear are analyzed, the two systems induce a similar sense of presence. For the anxiety level, the two systems provoke similar and significant anxiety during the experiment.
M. Carmen Juan, Jérôme Calatrava
Int. J. Hum. Comput. Interact.1
2011 A comparative study of the sense of presence and anxiety in an invisible marker versus a marker augmented reality system for the treatment of phobia towards small animals
M. Carmen Juan, Dennis Joele
Int. J. Hum. Comput. Stud.1
2010 Learning Words Using Augmented Reality
abstract
This paper presents an Augmented Reality (AR) game for learning words. Thirty-two children played the AR game and the equivalent real game. We have compared the results of the two games. The results indicate that children did not found significant differences between the two games except for one question, but 81% of the children liked most the AR game.
M. Carmen Juan, Edith Llop, Francisco Abad, Javier Lluch
ICALT1
2010 Tangible Cubes Used as the User Interface in an Augmented Reality Game for Edutainment
abstract
In this paper, we present an Augmented Reality (AR) game for finding and learning about endangered animals in a fun way. It uses tangible cubes as the user interface. This game was included in the activity program of the Summer School of the Universidad Politecnica de Valencia. Forty-six children played the AR game and the equivalent real game. We have compared the results of the two games. The results indicate that children enjoyed playing the AR game more than playing the real game and that they perceived the AR game to be more fun than the real game. They also preferred the AR game to the real one. The children perceived the real game as being easier to play than the AR game. The children also seemed to learn about the subject of endangered animals.
M. Carmen Juan, Giacomo Toffetti, Francisco Abad, Juan Cano
ICALT1
2010 Contact model, fit process and, foot animation for the virtual simulator of the footwear comfort
María José Rupérez, Carlos Monserrat Aranda, Sandra Alemany, M. Carmen Juan, Mariano Alcañiz Raya
Comput. Aided Des.4
2010 Using augmented and virtual reality for the development of acrophobic scenarios. Comparison of the levels of presence and anxiety
M. Carmen Juan, David C. Pérez López
Comput. Graph.1
2008 An Augmented Reality System for Learning the Interior of the Human Body
abstract
Augmented Reality has been used for developing systems with learning purposes. In this paper, we present an Augmented Reality system for learning the interior of the human body. We have tested the system with children of the Summer School of the Technical University of Valencia. In this test we have analysed if the use of a Head-Mounted Display or a typical monitor influence in the experience of the children. Results do not offer statistical significant differences using both visualization systems and confirm that children enjoyed learning with the system and consider it as useful tool not only for learning the interior of the human body but also for learning other subjects.
M. Carmen Juan, Francesca Beatrice, Juan Cano
ICALT1
2008 Augmented Reality Interactive Storytelling Systems Using Tangible Cubes for Edutainment
abstract
Augmented Reality has been used in many areas and it has proved to be useful for storytelling. These systems are adequate for edutainment. In this paper, we present two Augmented Reality interactive storytelling systems that use tangible cubes. The first shows the story in only one face of the cube and the second presents the story in all visible faces of the cube. The progress of the story can be chosen using two different tangible interfaces. We have tested the systems with the children of the Summer School of the Technical University of Valencia. In these tests we have analysed if the use of a Head-Mounted Display or a typical monitor influence in the experience of the user. Results do not offer statistical significant differences using both visualization systems and confirm that children enjoyed playing with the systems.
M. Carmen Juan, Raffaela Canu, Miguelón Giménez
ICALT1
2005 ParSys: a new particle system for the introduction of on-line physical behaviour to three-dimensional synthetic object
Martine Pithioux, Oscar López, Ullrich Meier, Carlos Monserrat Aranda, M. Carmen Juan, Mariano Alcañiz Raya
Comput. Graph.5
2004 An Augmented Reality System for Treating Psychological Disorders: Application to Phobia to Cockroaches
abstract
Augmented reality has been used in many fields, but it has not been used to treat psychological disorders. Augmented reality presents several advantages respect to: the traditional treatment of psychological disorders and virtual reality treatments. In this paper we present the first augmented reality system for the treatment of phobia to cockroaches. Our system has been developed using ARToolkit software. It has been tested with one patient and the results have been very satisfactory. At first of the exposure session the patient was not able to approach to a real cockroach and after the exposure session using our augmented reality system, the patient was able to approach to a real cockroach, to interact with it and to kill it by herself. This first result is very encouraging and it demonstrates that augmented reality exposure is effective for the treatment of this kind of phobias.
M. Carmen Juan, Cristina Botella, Mariano Alcañiz Raya, Rosa María Baños, Carolina Carrion Benedito, M. Melero, José Antonio Lozano 0002
ISMAR1
2004 Hierarchical image segmentation using a correspondence with a tree model
Vicente Grau, Mariano Alcañiz Raya, Carlos Monserrat Aranda, M. Carmen Juan, Luis Martí-Bonmatí
Pattern Recognit.4
2001 Automatic Localization of Cephalometric Landmarks
Vicente Grau, Mariano Alcañiz Raya, M. Carmen Juan, Carlos Monserrat Aranda, Christian Knoll 0001
J. Biomed. Informatics3
1999 Outlining of the prostate using snakes with shape restrictions based on the wavelet transform
Christian Knoll 0001, Mariano Alcañiz Raya, Vicente Grau, Carlos Monserrat Aranda, M. Carmen Juan
Pattern Recognit.5