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<title>Untitled</title>
<link href="https://hdl.handle.net/10259/11103" rel="alternate"/>
<subtitle/>
<id>https://hdl.handle.net/10259/11103</id>
<updated>2026-04-29T17:49:17Z</updated>
<dc:date>2026-04-29T17:49:17Z</dc:date>
<entry>
<title>Design Process of a Ceramic Modeling Application for Virtual Reality Art Therapy</title>
<link href="https://hdl.handle.net/10259/11102" rel="alternate"/>
<author>
<name>Gatto, Carola</name>
</author>
<author>
<name>Martínez García, Kim</name>
</author>
<author>
<name>De Paolis, Lucio Tommaso</name>
</author>
<id>https://hdl.handle.net/10259/11102</id>
<updated>2025-11-26T01:05:24Z</updated>
<published>2022-01-01T00:00:00Z</published>
<summary type="text">Design Process of a Ceramic Modeling Application for Virtual Reality Art Therapy
Gatto, Carola; Martínez García, Kim; De Paolis, Lucio Tommaso
In the last years, teletherapy has provided the possibility of improving the accessibility to the therapy itself, by means of digital platforms. Of all the technologies that make up e-health, Virtual Reality is the one that creates the sense of presence, using immersive, interactive and collaborative virtual environments. From this perspective, this paper presents the preliminary study for a Virtual Reality (VR) Art Therapy application. It concerns one module of a project called Ermes, aimed at providing psychological support for remote practice for hospitalized patients, by means of Mindfulness and Art therapy practice. This perspective research starts with the aim of experimenting with a new system of interaction in Virtual Reality for the practice of Art Therapy. In particular, the medium that we want to adopt for the practice is the modeling of ceramics with traditional techniques. In this paper, we introduce the methodology and the design of this VR Art Therapy application, by explaining the gamification choices we made, in terms of mechanics, dynamics (visual responses), and aesthetics. The output is the definition of an optimal experience for the implementation of the Art Therapy scenario.
Trabajo presentado en: First International Conference, XR Salento 2022,&#13;
Lecce, Italy, July 6–8, 2022
</summary>
<dc:date>2022-01-01T00:00:00Z</dc:date>
</entry>
<entry>
<title>Are Virtual Reality Serious Games Safe for Children? Design Keys to Avoid Motion Sickness and Visual Fatigue</title>
<link href="https://hdl.handle.net/10259/11101" rel="alternate"/>
<author>
<name>Martínez García, Kim</name>
</author>
<author>
<name>Checa Cruz, David</name>
</author>
<id>https://hdl.handle.net/10259/11101</id>
<updated>2025-11-26T01:05:29Z</updated>
<published>2023-01-01T00:00:00Z</published>
<summary type="text">Are Virtual Reality Serious Games Safe for Children? Design Keys to Avoid Motion Sickness and Visual Fatigue
Martínez García, Kim; Checa Cruz, David
Designing serious games in virtual reality (VR) may raise a health and safety concern as to whether children should use this technology. This paper attempts to clarify this issue by studying VR impact on children’s physical, cognitive and psychosocial development. With a supervised and controlled use over time, it is found that VR could cause physical problems as motion sickness and visual fatigue. To avoid these issues, a series of VR design guidelines are collected so researchers can follow them to develop serious games for children. To avoid motion sickness, developers have to: 1) regulate free movement in the virtual environment and add visual effects or references, 2) help to maintain a stable body posture during the game, 3) bring interactive objects closer and allow their manipulation in non-gravity condition, 4) adjust the difficulty of the tasks and make them as interactive as possible, and 5) implement quality visual and sound content. Regarding the reduction of visual fatigue, developers need to: 1) regulate and supervise the game time, 2) choose an HMD that offers good graphic definition, and 3) design the user interface to be easily understandable and legible.
Trabajo presentado en: International Conference, XR Salento 2023&#13;
Lecce, Italy, September 6–9, 2023
</summary>
<dc:date>2023-01-01T00:00:00Z</dc:date>
</entry>
<entry>
<title>Considering user experience parameters in the evaluation of vr serious games</title>
<link href="https://hdl.handle.net/10259/11100" rel="alternate"/>
<author>
<name>Martínez García, Kim</name>
</author>
<author>
<name>Menéndez Menéndez, María Isabel</name>
</author>
<author>
<name>Bustillo Iglesias, Andrés</name>
</author>
<id>https://hdl.handle.net/10259/11100</id>
<updated>2025-11-26T01:05:30Z</updated>
<published>2020-01-01T00:00:00Z</published>
<summary type="text">Considering user experience parameters in the evaluation of vr serious games
Martínez García, Kim; Menéndez Menéndez, María Isabel; Bustillo Iglesias, Andrés
Serious Games for Virtual Reality (SG-VR) is still a new subject that needs to be explored. Achieving the optimal fun and learning results depends on the application of the most suitable metrics. Virtual Reality environments offer great capabilities but at the same time make difficult to record User Experience (UX) to improve it. Moreover, the continuous evolution of Virtual Reality technologies and video game industry tendencies constantly change these metrics. This paper studies the Mechanics, Dynamics and Aesthetic (MDA) framework and User Experience metrics to develop new ones for SG-VR. These new parameters are focused on the intrinsic motivations the players need so they engage with the game. However, the development team budget must be taken into account, since it limits items and interactions but still have to aim to the learning goals. New VR metrics will be 1) UX features: chosen VR headsets, training interactions tutorials to learn control and interactive adaptions to avoid VR inconveniences; and 2) MDA features: exclusive VR aesthetical elements and its interactions.
Trabajo presentado en: 7th International Conference, AVR 2020&#13;
Lecce, Italy, September 7–10, 2020
</summary>
<dc:date>2020-01-01T00:00:00Z</dc:date>
</entry>
</feed>
