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dc.contributor.advisorBustillo Iglesias, Andrés 
dc.contributor.authorRodríguez García, Bruno 
dc.date.accessioned2026-05-14T10:27:18Z
dc.date.available2026-05-14T10:27:18Z
dc.date.issued2025
dc.date.submitted2025-12-19
dc.identifier.urihttps://hdl.handle.net/10259/11624
dc.description.abstractEsta tesis analiza cómo optimizar la Realidad Virtual inmersiva para la difusión del Patrimonio Cultural reconstruido, un ámbito relevante por su capacidad para visualizar elementos desaparecidos. Aunque la tecnología es accesible y está consolidada, su aplicación en la divulgación del Patrimonio Cultural presenta desafíos. Para abordarlos, la tesis desarrolla cuatro estudios. El primero es una revisión crítica de 94 trabajos que identifica buenas prácticas en la creación de modelos 3D, el diseño de experiencias de Realidad Virtual Inmersiva y su evaluación. El segundo presenta una herramienta para valorar el nivel de detalle, validada con profesionales y estudiantes. El tercero propone un procedimiento para desarrollar y validar modelos centrados en agentes virtuales. El cuarto analiza una experiencia museística con distintos niveles de interacción, evaluada con 171 usuarios. En conjunto, los estudios señalan la importancia del diseño adaptado, la calidad visual y la evaluación robustaes
dc.description.abstractVrtual reconstruction of Cultural Heritage (CH) is one of most relevant topics in immersive Virtual Reality (iVR) research, due to the technology's capacity to visualize lost CH that would otherwise be impossible. Today, the wide availability of affordable hardware and software for iVR development suggests a promising future. Despite the maturity and accessibility of iVR technology, its use for disseminating CH reconstructions still faces significant challenges. To explore its potential and limitations, this thesis presents four studies addressing the question of how to optimize current iVR technology for the dissemination of CH reconstructions from different perspectives: o The first study presents a critical literature review of 94 articles on iVR for CH dissemination, offering a broad overview of this research area. It focuses on how CH reconstructions are created, how iVR experiences are designed, and how they are evaluated, proposing best practices and future research directions. o The second study introduces a tool for the assessment of Level of Detail, validated with both professional and 3D modeling students yielding satisfactory results. This complements the first study by supporting the classification of iVR experiences and facilitating the development of 3D models, particularly for novice users. o The third study proposes and assesses a procedure for developing and validating 3D models of CH reconstructions, focusing specifically on the use of virtual agents due to their greater complexity in creation and their advantages in iVR environments. This procedure was implemented in an iVR experience validated with 60 participants, yielding positive results and providing insights into how demographic factors influence iVR experience design. o The fourth study designs and evaluates an iVR CH dissemination experience in a museum setting with progressively increasing interaction levels. Tested with 171 participants of varying ages, it identifies effective design patterns tailored to different user profiles. While an iVR experience can be satisfactory for a broad range of users when certain aspects are carefully addressed, this study shows that user-adapted design leads to better outcomes and highlights the need to leverage presence and interaction in iVR design. These studies demonstrate that: 1) Development processes can be enhanced with purpose-built tools; 2) visual quality and interaction design are crucial for user experience in iVR; 3) user demographics significantly influence experience design; and 4) the area of research can and should be strengthened through robust evaluation of outcomes.es
dc.description.sponsorshipThe research conducted in this thesis was partially supported through the ACIS project (Reference Number INVESTUN/21/BU/0002) of the Consejeria de Empleo of the Junta de Castilla y León (Spain); the Erasmus+ RISKREAL Project (Reference Number 2020-1-ES01-KA204-081847) of the European Commission; the Humanaid project (TED2021-129485B-C43) funded by the Ministry of Science and Innovation of Spain (MCIN/AEI/10.13039/501100011033); the REMAR Project (Reference Number: CPP2022-009724) supported by the Ministry of Science and Innovation of Spain (MCIN/AEI/10.13039/501100011033) and by the European Union "NextGenerationEU"/PRTR fundsen
dc.format.mimetypeapplication/pdf
dc.language.isoengen
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectRealidad Virtuales
dc.subjectPatrimonio Culturales
dc.subjectReconstrucción Virtuales
dc.subjectModelado 3Des
dc.subjectExperiencia de Usuarioes
dc.subject.otherRealidad virtuales
dc.subject.otherVirtual realityes
dc.subject.otherPatrimonio culturales
dc.subject.otherCultural propertyes
dc.titleOptimization of Immersive Virtual Reality Experiences for the Dissemination of Cultural Heritage Reconstructionses
dc.typeinfo:eu-repo/semantics/doctoralThesises
dc.rights.accessRightsinfo:eu-repo/semantics/embargoedAccessen
dc.type.hasVersioninfo:eu-repo/semantics/acceptedVersiones
dc.description.degreeUniversidad de Burgos. Departamento de Ingeniería Informática


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