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<title>Advanced Data Mining Research and Bioinformatics Learning (ADMIRABLE)</title>
<link href="https://hdl.handle.net/10259/4219" rel="alternate"/>
<subtitle/>
<id>https://hdl.handle.net/10259/4219</id>
<updated>2026-11-01T18:04:06Z</updated>
<dc:date>2026-11-01T18:04:06Z</dc:date>
<entry>
<title>Exploring age-related differences in immersive Virtual Reality experiences for Cultural Heritage</title>
<link href="https://hdl.handle.net/10259/12285" rel="alternate"/>
<author>
<name>Rodríguez García, Bruno</name>
</author>
<author>
<name>Miguel Alonso, Inés</name>
</author>
<author>
<name>Checa Cruz, David</name>
</author>
<author>
<name>Bustillo Iglesias, Andrés</name>
</author>
<id>https://hdl.handle.net/10259/12285</id>
<updated>2026-10-21T00:05:30Z</updated>
<published>2026-09-01T00:00:00Z</published>
<summary type="text">Exploring age-related differences in immersive Virtual Reality experiences for Cultural Heritage
Rodríguez García, Bruno; Miguel Alonso, Inés; Checa Cruz, David; Bustillo Iglesias, Andrés
Immersive Virtual Reality (iVR) has reached a level of technological maturity that enables its use for the general&#13;
public. However, further investigation is needed into the optimization of iVR applications and particularly,&#13;
their design features in relation to various user characteristics such as age and previous iVR experience. To&#13;
solve this issue, this study evaluates a Cultural Heritage dissemination experience in iVR, tested in a real-world&#13;
setting, the Museum of Burgos (Spain), with participants from three age groups: children, young adults, and&#13;
older adults. The iVR experience was structured in four levels of progressively complex interaction. A control&#13;
group was formed to view a video containing the same dissemination content. A total of 206 participants completed&#13;
a three-steps assessment measuring prior knowledge, User Experience (UX), and learning outcomes.&#13;
The findings emphasized that iVR's strengths, immersion and interactivity, must be strategically optimized to&#13;
outperform more well-stablished dissemination formats like video. The results showed that children responded&#13;
positively to high interactivity; their motivation and rapid adaptation supported the use of interactive formats,&#13;
provided cognitive demands are gradually introduced. Young adults exhibited the highest adaptability and fastest&#13;
completion times, performing well across all interaction types, though with moderate UX ratings. Older&#13;
adults preferred soft interaction and immersive aesthetics, achieving better learning outcomes in this context&#13;
but extending the time to complete the iVR experience.
</summary>
<dc:date>2026-09-01T00:00:00Z</dc:date>
</entry>
<entry>
<title>Exploring age-related differences in immersive Virtual Reality experiences for Cultural Heritage</title>
<link href="https://hdl.handle.net/10259/12208" rel="alternate"/>
<author>
<name>Rodríguez García, Bruno</name>
</author>
<author>
<name>Miguel Alonso, Inés</name>
</author>
<author>
<name>Checa Cruz, David</name>
</author>
<author>
<name>Bustillo Iglesias, Andrés</name>
</author>
<id>https://hdl.handle.net/10259/12208</id>
<updated>2026-10-01T00:05:32Z</updated>
<published>2026-09-01T00:00:00Z</published>
<summary type="text">Exploring age-related differences in immersive Virtual Reality experiences for Cultural Heritage
Rodríguez García, Bruno; Miguel Alonso, Inés; Checa Cruz, David; Bustillo Iglesias, Andrés
Immersive Virtual Reality (iVR) has reached a level of technological maturity that enables its use for the general public. However, further investigation is needed into the optimization of iVR applications and particularly, their design features in relation to various user characteristics such as age and previous iVR experience. To solve this issue, this study evaluates a Cultural Heritage dissemination experience in iVR, tested in a real-world setting, the Museum of Burgos (Spain), with participants from three age groups: children, young adults, and older adults. The iVR experience was structured in four levels of progressively complex interaction. A control group was formed to view a video containing the same dissemination content. A total of 206 participants completed a three-steps assessment measuring prior knowledge, User Experience (UX), and learning outcomes. The findings emphasized that iVR's strengths, immersion and interactivity, must be strategically optimized to outperform more well-stablished dissemination formats like video. The results showed that children responded positively to high interactivity; their motivation and rapid adaptation supported the use of interactive formats, provided cognitive demands are gradually introduced. Young adults exhibited the highest adaptability and fastest completion times, performing well across all interaction types, though with moderate UX ratings. Older adults preferred soft interaction and immersive aesthetics, achieving better learning outcomes in this context but extending the time to complete the iVR experience.
</summary>
<dc:date>2026-09-01T00:00:00Z</dc:date>
</entry>
<entry>
<title>Dataset of the Project _GIR DATAHES_GIR ADMIRABLE</title>
<link href="https://hdl.handle.net/10259/12069" rel="alternate"/>
<author>
<name>Sáiz Manzanares, María Consuelo</name>
</author>
<author>
<name>Marticorena Sánchez, Raúl</name>
</author>
<author>
<name>Rodríguez Diez, Juan José</name>
</author>
<author>
<name>Diez Pastor, José Francisco</name>
</author>
<author>
<name>Ji, Yi Peng</name>
</author>
<author>
<name>Rodríguez Arribas, Sandra</name>
</author>
<id>https://hdl.handle.net/10259/12069</id>
<updated>2026-09-14T08:56:26Z</updated>
<published>2026-08-14T00:00:00Z</published>
<summary type="text">Dataset of the Project _GIR DATAHES_GIR ADMIRABLE
Sáiz Manzanares, María Consuelo; Marticorena Sánchez, Raúl; Rodríguez Diez, Juan José; Diez Pastor, José Francisco; Ji, Yi Peng; Rodríguez Arribas, Sandra
This dataset contains the data generated during the execution of the project “E-ORIENTACIÓN EN MOODLE: DETECCIÓN Y E-ORIENTACIÓN EN MOODLE: DETECCIÓN Y SEGUIMIENTO DEL ALUMNO EN RIESGO EN LA UNIVERSIDAD SEGUIMIENTO DEL ALUMNO EN RIESGO EN LA UNIVERSIDAD” -e-Orientation-”, code BU032G19, corresponding to the 2021 Call of “ ORDEN EDU/667/2019, de 5 de julio, por la que se resuelve la convocatoria para la concesión de subvenciones destinadas al apoyo de los grupos de investigación reconocidos de universidades públicas de Castilla y León, a iniciar en el 2019.".
</summary>
<dc:date>2026-08-14T00:00:00Z</dc:date>
</entry>
<entry>
<title>Activity and Dropout Tracking in Moodle Using UBUMonitor Application</title>
<link href="https://hdl.handle.net/10259/11961" rel="alternate"/>
<author>
<name>Ji, Yi Peng</name>
</author>
<author>
<name>Marticorena Sánchez, Raúl</name>
</author>
<author>
<name>Pardo Aguilar, Carlos</name>
</author>
<author>
<name>López Nozal, Carlos</name>
</author>
<author>
<name>Juez Gil, Mario</name>
</author>
<id>https://hdl.handle.net/10259/11961</id>
<updated>2026-07-28T00:05:31Z</updated>
<published>2022-08-01T00:00:00Z</published>
<summary type="text">Activity and Dropout Tracking in Moodle Using UBUMonitor Application
Ji, Yi Peng; Marticorena Sánchez, Raúl; Pardo Aguilar, Carlos; López Nozal, Carlos; Juez Gil, Mario
Teaching with online learning platforms should simplify the monitoring of students’ activity, particularly when evaluating student dropout. Popular learning environments such as Moodle should implement visual analytic tools that facilitate such tasks, nevertheless, institutions are usually reluctant to incorporate them. This paper presents UBUMonitor, a desktop application that allows the visualization of student’s activity data, extended as a proof of concept with a module for dropout tracking. Therefore, by using UBUMonitor, teachers will be able to easily visualize their students’ engagement with their subject, which can facilitate early action to prevent students from dropping out more effectively.
</summary>
<dc:date>2022-08-01T00:00:00Z</dc:date>
</entry>
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