Examinando por Autor "Gertrudix Barrio, Manuel"
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Ítem 360° Video for Research Communication and Dissemination: A Case Study and Guidelines(IEEE Transactions on Professional Communication, 2023-01-24) Wuebben, Daniel; Rubio Tamayo, Jose Luis; Gertrudix Barrio, Manuel; Romero Luis, JuanImpact Statement: Practitioner Takeaway •Time-limited 360° videos that can disseminate research results via social media platforms like YouTube require special considerations, especially during the production process. •Surveys responses (n = 32) evaluating six two-dimensional video interviews with scientists and six 360° video tours of their lab spaces suggest a significant interest in 360° video for research communication and dissemination. •The article includes guidelines for creating short, time-limited 360° videos that feature a few select vantage points and a narrator to guide the viewers' attention. Abstract: Introduction: 360° videos are increasingly popular channels for science communication and higher education; however, time-limited 360° videos that disseminate scientific research via platforms like YouTube remain underexamined. To address this problem, this experience report reviews the creation and evaluation of six 2D video interviews and six 360° video tours. About the case: The European Commission's Joint Research Centre (JRC) and other public-facing organizations already publish 2D videos on social media channels and host 360° video content on their institutional websites. This case addresses the affordances and constraints of creating short 360° videos for publication on public-facing platforms. Situating the case: 360° video content has been incorporated into science communication and pedagogical practices in higher education. The authors review these developments and show the need for further research on time-limited 360° video. Methods/approach: Scientists researching energy-related technologies were invited to record 2D video interviews. Based on these interviews, six transcripts for 360° videos were drafted and recorded in the same lab settings. When the videos were published, European researchers and communication professionals were recruited to complete a short survey evaluating the videos’ relative merits. Results/discussion: The survey results (n = 32) suggest a similar overall quality of the 2D video interviews and 360° video tours. Respondents ranked the interviewee or narrator as the best feature of both the 2D and 360° format, and 47% said that they would prefer to have a 360° video created about their research. Based on our experience, we provide guidelines related to the production and publication of short 360° videos. Conclusion: Further research and practice are required to understand which specific features of the 360° videos are most effective and whether this technology offers distinct advantages as a tool for dissemination. Further research and practice will establish more detailed approaches to 360° video.Ítem Una aproximación teórica a la evolución de los entornos 3D hacia la realidad extendida como medio y a los motores de juego como elementos de prototipado y configuración(Communication Papers, 2022-12-23) Rubio Tamayo, Jose Luis; Carbonell Alcocer, Alejandro; Gertrudix Barrio, ManuelResumen En los últimos años, se ha producido una evolución sin precedentes de las tecnologías de la información y la comunicación. Las tecnologías para la producción de contenidos interactivos en el ámbito de la realidad extendida no son la excepción, existiendo numerosas posibilidades a la hora de generar experiencias inmersivas y con un elevado grado de interactividad. Desde una aproximación teórica, el artículo analiza el rol de los motores de juego o game engines como herramientas de conceptualización de experiencias en el ám-bito de la realidad extendida, atendiendo a sus características, y planteando una mejora de la experiencia de usuario y de las posibilidades inmediatas que ofrecen estas tecnologías. Para ello, se realiza una revisión de las aproximaciones teóricas de los autores de referencia en la investigación de motores de juegos, se compara con la evolución de las herramientas de creación 3D y sus usos, y se proyecta el impacto y la influencia que tiene en el desarrollo de contenidos en el ámbito de la realidad extendida, particularmente, la realidad virtual, y el metaverso. Las conclusiones muestran la oportunidad que representan actualmente este tipo de herramientas en la creación de contenidos digitales, y su rol indispensable en la generación de experiencias dentro de la categoría de realidad extendida. Abstract In recent years, there has been an unprecedented evolution of information and communi-cation technologies. Technologies to produce interactive content in the field of extended reality are no exception, and there are numerous possibilities for generating immersive ex-periences with a high degree of interactivity. From a theoretical approach, the article ana-lyzes the role of game engines as tools for the conceptualization of experiences in the field of extended reality, considering their characteristics, and proposing an improvement of the user experience and the immediate possibilities offered by these technologies. To this end, a review of the theoretical approaches of reference authors in game engine research is car-ried out, compared with the evolution of 3D creation tools and their uses, and the impact and influence on the development of content in the field of extended reality, particularly virtual reality, and the metaverse is projected. The conclusions show the opportunity that this type of tools currently represent in the creation of digital content, and their indispensable role in the generation of experiences within the category of extended reality.Ítem Apuntes de la asignatura de Planificación y desarrollo de proyectos en la Red (Semipresencial)(2024-08-07) Gertrudix Barrio, Manuel; Carbonell Alcocer, AlejandroEste material está diseñado para proporcionar a los estudiantes de Periodismo de una comprensión profunda y práctica de los aspectos fundamentales de la creación y gestión de contenidos digitales en el entorno actual. Los contenidos se estructuran en seis temas principales. En el primer tema, se exploran los nuevos formatos y contenidos, abordando la transformación del sector periodístico, el nuevo ecosistema de medios, las características de los productos digitales y los formatos de comunicación digital emergentes. El segundo tema se centra en los soportes y medios, analizando los nuevos soportes tecnológicos, los protocolos y sistemas web, los lenguajes web y las tecnologías móviles que están revolucionando la industria. El tercer tema profundiza en las estrategias y el proceso de planificación, incluyendo el diseño de producción, las estrategias de composición, la elaboración de guiones multimedia y la creación de planes de social media. El cuarto tema se enfoca en el diseño centrado en el usuario, cubriendo conceptos esenciales como la usabilidad, la accesibilidad y los estándares que garantizan una experiencia de usuario óptima. El quinto tema trata sobre la estructura de los contenidos digitales, explicando la arquitectura de la información y su aplicación práctica, así como ofreciendo una guía detallada para el desarrollo web. Finalmente, el sexto tema se dedica al desarrollo y operación de proyectos, abordando el desarrollo de proyectos digitales, las técnicas de optimización para motores de búsqueda (SEO) y la analítica web, proporcionando herramientas clave para medir y mejorar el rendimiento de los contenidos en línea.Ítem Digital Culture and Digital Media as Heritage: Innovative Approaches in Interaction with Information and Scientific Communication in the Era of Massive Data and Immersive Interactive Technologies. New Contexts in International Relationships(Springer, 2021-08-31) Rubio Tamayo, Jose Luis; Gertrudix Barrio, Manuel; Gómez Gómez, HernandoDigital technologies have, in recent years, changed the relationship between users, content, and information. These changes have been more noteworthy and tangible, particularly in the 2010s, accelerating in the year 2020 due to the COVID-19 pandemic. This context places societies in new scenarios where interactions change dramatically, and where digital technologies and scientific culture developed in recent decades have a relevant role. In this work, we analyse the technological context, focusing on media technologies and data production and dissemination, and their potential to advance and implement new relationships between stakeholders, users, organisations, research groups, and with data, information, and knowledge. Technologies such as extended reality, motion graphics, immersive journalism, massive and open data, data visualisation, open science, etc. create an ensemble of potential scenarios where the access to information and knowledge will present us with many innovative approaches. When digital technologies have changed our lives and our way of interacting with our peers and information, the new context has enhanced these changes, due to the emergence of new necessities: firstly, the necessity of scientific research; and secondly, the necessity of designing and considering new interactions and ways of establishing relationships. In both cases, digital media technologies are performing a relevant role which may even further accelerate changes in the new context and scenarios emerging, changing relationships and ways of interacting at all levels, from individuals to international relationships, and, of course, between individuals and information. This context places a new scenario before us, where digital media and scientific research and production are a relevant part of human heritage, always in a process of change and evolution.Ítem Immersive Environments and Virtual Reality: Systematic Review and Advances in Communication, Interaction and Simulation(Multimodal Technologies and Interaction, 2017-09-27) Rubio Tamayo, Jose Luis; Gertrudix Barrio, Manuel; García García, FranciscoToday, virtual reality and immersive environments are lines of research which can be applied to numerous scientific and educational domains. Immersive digital media needs new approaches regarding its interactive and immersive features, which means the design of new narratives and relationships with users. Additionally, ICT (information and communication theory) evolves through more immersive and interactive scenarios, it being necessary to design and conceive new forms of representing information and improving users’ interaction with immersive environments. Virtual reality and technologies associated with the virtuality continuum, such as immersive and digital environments, are emerging media. As a medium, this approach may help to build and represent ideas and concepts, as well as developing new languages. This review analyses the cutting-edge expressive, interactive and representative potential of immersive digital technologies. It also considers future possibilities regarding the evolution of these immersive technologies, such as virtual reality, in coming years, in order to apply them to diverse scientific, artistic or informational and educational domains. We conclude that virtual reality is an ensemble of technological innovations, but also a concept, and propose models to link it with the latest in other domains such as UX (user experience), interaction design. This concept can help researchers and developers to design new experiences and conceive new expressive models that can be applied to a wide range of scientific lines of research and educational dynamics.Ítem Metaverse and Extended Realities in Immersive Journalism: A Systematic Literature Review(Multimodal Technologies and Interaction, 2023-10-10) Sanchez Acedo, Alberto; Carbonell Alcocer, Alejandro; Gertrudix Barrio, Manuel; Rubio Tamayo, Jose LuisImmersive journalism is a new form of media communication that uses extended reality systems to produce its content. Despite the possibilities it offers, its use is still limited in the media due to the lack of systematised and scientific knowledge regarding its application. This is a problem because it is a very powerful technology that changes the way audiences receive information and can be used both for new forms of storytelling that generate greater user engagement and for very sophisticated disinformation, which is why it is really important to study it. This study analyses articles published in the last 5 years that cover the use of extended technologies and the metaverse applied to immersive journalism. A systematic literature review applying PRISMA was carried out to identify literature within Web of Science, Scopus and Google Scholar (n = 61). Quantitative and qualitative analyses were conducted on the data collection techniques, the type of the data and the analysis techniques used. The results show a low level of methodological maturity, with research that is fundamentally descriptive and not very formalised, which limits the scope of its results and, therefore, the transfer of knowledge for its application in the configuration of new immersive journalistic products. The metaverse and extended technologies are considered independently and with distinct applications. It is concluded that research in this area is still in an initial exploratory and generalist stage that offers results that are not yet applicable to the promotion of this type of media format.Ítem Realidad Virtual (HMD) e Interacción desde la Perspectiva de la Construcción Narrativa y la Comunicación: Propuesta Taxonómica(Icono 14, 2016-07-01) Rubio Tamayo, Jose Luis; Gertrudix Barrio, ManuelLa realidad virtual es un término popularizado por varios autores a partir de los años 80 y 90 para definir los rasgos de los entornos inmersivos generados de manera artificial por medios digitales. Desde las primeras tentativas de desarrollo de entornos sensorialmente inmersivos como Sensorama (1962), los primeros simuladores de vuelo de los 60 o el experimento Aspen Movie Map, la inmersión en entornos virtuales se ha transformado, dando lugar a experiencias que exploran nuevas posibilidades en ámbitos de la comunicación y la narrativa. El artículo realiza una revisión sistemática de la literatura científica de estos fenómenos, y del surgimiento de áreas interdisciplinares como el diseño de interacciones o la experiencia de usuario, para proyectar una clasificación taxonómica de los elementos que conforman la dimensión narrativa en el uso de la realidad virtual, generando modelos que complementen la configuración de los actuales. La propuesta taxonómica supone un paso cualitativo en el estudio de las dimensiones interactivas entre la tecnología, la persona, y el medio.Ítem Standards for science communication in extended and virtual reality: a model for XR/VR based on London Charter and Seville Principles(Sissa Medialab, 2024-04-29) Rubio Tamayo, Jose Luis; Wuebben, Daniel Lewis; Gertrudix Barrio, ManuelVideos featuring research results, laboratory tutorials, and online webinars are fundamental tools for disseminating science and boosting scientific impact. However, extended reality (XR) video technologies, which include virtual reality (VR), represent new challenges for scientists and science communicators. XR and VR can enhance, bend, or distort the reality surrounding scientific facts. The London Charter and Seville Principles are standards for computer-based visualization and reconstruction in a virtual reproduction of heritage sites and research in domains such as archaeology. Here, we develop a similar set of standards for the representation of scientific results in XR and VR and clarify the use of implicit XR and VR elements such as storytelling, setting, agency, interactivity, and other factors. Finally, the authors propose a framework XR/VR Model of Science Representation and Communication, derived from the context and other frameworks for representing information in virtual environments.