<?xml version="1.0" encoding="UTF-8"?>
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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>2026-05-01T10:19:21Z</updated>
<dc:date>2026-05-01T10:19:21Z</dc:date>
<entry>
<title>The Virtual Reconstruction of a Statue of Isis Unearthed at the Roman City of Clunia (Spain): A 3D Model for Interactive Virtual Reality Experiences</title>
<link href="https://hdl.handle.net/10259/11535" rel="alternate"/>
<author>
<name>Rodríguez García, Bruno</name>
</author>
<author>
<name>Corchia, Laura</name>
</author>
<author>
<name>Zaparaín Yáñez, Mª José</name>
</author>
<author>
<name>De Paolis, Lucio Tommaso</name>
</author>
<id>https://hdl.handle.net/10259/11535</id>
<updated>2026-04-23T00:05:41Z</updated>
<published>2026-03-01T00:00:00Z</published>
<summary type="text">The Virtual Reconstruction of a Statue of Isis Unearthed at the Roman City of Clunia (Spain): A 3D Model for Interactive Virtual Reality Experiences
Rodríguez García, Bruno; Corchia, Laura; Zaparaín Yáñez, Mª José; De Paolis, Lucio Tommaso
This research aims to contribute to the advancement of technologies applied to the conservation, reconstruction, anddissemination of Cultural Heritage, such as photogrammetry, 3D modeling, Virtual Agents, and Virtual Reality. To this end, thevirtual reconstruction process of a Roman alabaster sculpture of the Goddess Isis is presented and assessed in a comprehensiveand systematic procedure. Unearthed at the Roman city of Clunia (province of Burgos, Spain), the sculpture dates back toapproximately the 2nd c. AD. The virtual reconstruction depicts both existing and missing features, based on the remainsand comparisons with other extant representations of the goddess. The generated 3D model was designed to function as aVirtual Agent in interactive experiences. Moreover, discrepancy, detail and vertex concentration analyses of the model yieldedsatisfactory results. The visualization of the 3D model was tested in an interactive Virtual Reality experience at the Museumof Burgos with 60 participants, whose evaluations were highly positive. Clustering of participant responses revealed behaviorpatterns that were primarily associated with age and previous experience with Virtual Reality. The 3D model of the virtualreconstruction is open access and free to download.
</summary>
<dc:date>2026-03-01T00:00:00Z</dc:date>
</entry>
<entry>
<title>Sistemas inteligentes aplicados a la Psicología</title>
<link href="https://hdl.handle.net/10259/11531" rel="alternate"/>
<author>
<name>Sáiz Manzanares, María Consuelo</name>
</author>
<author>
<name>Marticorena Sánchez, Raúl</name>
</author>
<author>
<name>Arnaiz González, Álvar</name>
</author>
<author>
<name>García García, David</name>
</author>
<author>
<name>Olivares Gil, Alicia</name>
</author>
<id>https://hdl.handle.net/10259/11531</id>
<updated>2026-04-21T07:34:11Z</updated>
<published>2025-01-01T00:00:00Z</published>
<summary type="text">Sistemas inteligentes aplicados a la Psicología
Sáiz Manzanares, María Consuelo; Marticorena Sánchez, Raúl; Arnaiz González, Álvar; García García, David; Olivares Gil, Alicia
La obra «Sistemas Inteligentes aplicados a la Psicología» tiene como objetivo acercar al alumnado de Psicología a nuevos conceptos relacionados con la computación, el análisis de datos y la aplicación de recursos de neuropsicología en el diagnóstico y la intervención en problemáticas propias del ámbito profesional de la Psicología. Asimismo, este trabajo busca concienciar a los y las profesionales del área sobre la necesidad de ampliar su formación en estas herramientas, cuya utilización resulta esencial en la sociedad del siglo XXI. Este manual también puede resultar de interés para otros perfiles profesionales, como ingenieros biomédicos o de la salud, ya que la perspectiva de trabajo interdisciplinar es clave para la aplicación efectiva de estos recursos tecnológicos, así como para la extracción e interpretación del gran volumen de datos que generan. En particular, se aborda el uso de tecnología multicanal integrada mediante dispositivos interconectados que registran señales como el rastreo ocular, la respuesta psicogalvánica de la piel y el electroencefalograma. Además, se introduce el uso de técnicas de aprendizaje automático para el procesamiento y análisis de los datos recogidos. La obra cuenta con un prólogo de la Dra. Rebeca Cerezo Menéndez, de la Universidad de Oviedo, experta de reconocido prestigio internacional en la materia. Los capítulos han sido elaborados por profesorado de la Universidad de Burgos, miembros de los grupos de investigación ADMIRABLE y DATAHES, así como de las Unidades de Investigación Reconocidas de la Junta de Castilla y León n.º 170 y n.º 348, cuyos trabajos en estos ámbitos gozan de reconocimiento internacional.
</summary>
<dc:date>2025-01-01T00:00:00Z</dc:date>
</entry>
<entry>
<title>Briviesca in the 15th c.: A Virtual Reality Environment for Teaching Purposes</title>
<link href="https://hdl.handle.net/10259/11450" rel="alternate"/>
<author>
<name>Checa Cruz, David</name>
</author>
<author>
<name>Alaguero Rodríguez, Mario</name>
</author>
<author>
<name>Arnáiz Alonso, Miguel Ángel</name>
</author>
<author>
<name>Bustillo Iglesias, Andrés</name>
</author>
<id>https://hdl.handle.net/10259/11450</id>
<updated>2026-02-27T01:05:52Z</updated>
<published>2016-01-01T00:00:00Z</published>
<summary type="text">Briviesca in the 15th c.: A Virtual Reality Environment for Teaching Purposes
Checa Cruz, David; Alaguero Rodríguez, Mario; Arnáiz Alonso, Miguel Ángel; Bustillo Iglesias, Andrés
The virtual visualization of historical sites opens the door to a variety of new classroom teaching methods for students. Two of these methods are semi-guided tours around 3D immersive environments and the screening of videos rendered from 3D models. Both are compared in this research that integrates a 3D model, designed for off-line rendering, in a 3D immersive environment, operating on Oculus Rift. First, the hardware and the software associated with the immersive environment are described. Then, the suitability of the 3D teaching environment is assessed in relation to historical knowledge, urban layout, and the portrayal of everyday medieval life. The evaluation of undergraduate student experiences, by means of post-session surveys, points to the effectiveness of both methods: higher scores were awarded to video screenings with background narrative in relation to the acquisition of historical concepts, while the virtual tour was the best means of transferring visually acquired knowledge such as urban concepts.
Trabajo presentado en: Third International Conference, AVR 2016 Lecce, Italy, June 15–18, 2016 Proceedings, Part II
</summary>
<dc:date>2016-01-01T00:00:00Z</dc:date>
</entry>
<entry>
<title>A flexible platform for the creation of 3D semi-immersive environments to teach Cultural Heritage</title>
<link href="https://hdl.handle.net/10259/11447" rel="alternate"/>
<author>
<name>Bustillo Iglesias, Andrés</name>
</author>
<author>
<name>Alaguero Rodríguez, Mario</name>
</author>
<author>
<name>Miguel Alonso, Inés</name>
</author>
<author>
<name>Sáiz Diez, José Manuel</name>
</author>
<author>
<name>Iglesias Rouco, Lena Saladina</name>
</author>
<id>https://hdl.handle.net/10259/11447</id>
<updated>2026-02-27T01:05:51Z</updated>
<published>2015-11-01T00:00:00Z</published>
<summary type="text">A flexible platform for the creation of 3D semi-immersive environments to teach Cultural Heritage
Bustillo Iglesias, Andrés; Alaguero Rodríguez, Mario; Miguel Alonso, Inés; Sáiz Diez, José Manuel; Iglesias Rouco, Lena Saladina
The virtual visualization of historical objects opens the door to a variety of new teaching applications in the classroom. In this study, we present a flexible platform for the creation of semi-immersive 3D environments. First, we describe the software and hardware tools that generate the 3D models and the Virtual Reality Environments. We then present an optimized design methodology, adapted to the generation of light 3D models of sufficient visual quality for teaching purposes. The most suitable option for such purposes proved to be CAD tools coupled with extensive use of image textures on low-resolution 3D meshes. Finally, we report an ad-hoc teaching method to test the platform during a short teaching session on Cultural Heritage and Computer Graphics for high-school and undergraduate students. The evaluation of their experiences, based on post-session surveys, points to the effectiveness of this approach to communicate different types of knowledge and to stimulate student learning.
</summary>
<dc:date>2015-11-01T00:00:00Z</dc:date>
</entry>
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