Examinando por Autor "Rubio Tamayo, Jose Luis"
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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 Analysis of the narrative communication characteristics of virtual reality experiences: meaning-making components of the immersive story(Universidad Catolica Portuguesa, 2022) Taborda-Hernández, Ernesto; Rajas Fernández, Mario; Rubio Tamayo, Jose LuisVirtual reality is a technology and media that has evolved dramatically in the last decades. Undoubtedly, the medium has developed its own dynamics and narrative characteristics, due to the possibility of interaction and the ability to allow the viewer/user to focus on different levels of action. In this research, the relevant narrative characteristics in virtual reality are described based on a literature review. Secondly, a sample of online experiences of 360º virtual reality, or cinematic virtual reality (CVR), are analyzed to determine the characters and possibilities of narrative features presented. This analysis can help establish parameters and guidelines for the creation of virtual reality and 360º immersive contents in heterogeneous audiovisual and multimedia fields. The results show both the narrative and aesthetic possibilities of the analyzed videos and their technical and expressive possibilities, in terms of the ability to integrate narrative structures, as well as content in the use of innovative formal resources. In this sense, 360º immersive video becomes an added value of considerable dimensions.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 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 Digital Data Visualization with Interactive and Virtual Reality Tools. Review of Current State of the Art and Proposal of a Model(Icono 14, 2018-07-01) Rubio Tamayo, Jose Luis; Barro Hernández, Mario; Gómez Gómez, HernandoMassive and open data constitute a burgeoning field of study in the current context. The evolution of technology is, in turn, increasing its degree of interactivity, configuring several scenarios of great complexity in which data is understood on the basis of our interaction with it at different levels. Technologies such as virtual reality or augmented reality present an emerging framework for visualizing, representing and understanding information. Moreover, new disciplines such as interaction design, human-computer interaction, and user experience are needed to optimally configure the representation and design of data interaction dynamics, so that they can be implemented in contexts such as education. This paper reviews the current state of interactive and immersive technology (including virtual reality and alternative reality games) and of open and massive data, to highlight potential projections and propose models of data representation based on factors such as storytelling or user experience. This paper shows the need to develop models for data use and representation in fields such as education and citizen empowerment.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 Investigating a cinematic virtual reality narrative framework for screenwriting(Journal of Screenwriting, 2024-02-02) Alves, Pedro; Rubio Tamayo, Jose Luis; Duran Fonseca, EstefanyOver the last decade cinematic virtual reality (CVR) has been progressively developing as a meaningful vehicle for impactful and immersive narratives. Recent studies of CVR concepts and components have laid the ground for a CVR narrative theoretical framework that might assist researchers and practitioners to understand this type of virtual reality (VR) experience. While existing studies have isolated key features of CVR, a range of projects from different fields of work or in different stages of production have utilized a range of different screenwriting processes and strategies to address the affordances of this medium. In this article we seek to systematize the key findings of earlier studies into a narrative framework for CVR and to analyse how this framework is reflected in existent models and templates for writing a screenplay for CVR experiences. Furthermore, and based on this narrative framework, we also aim to contribute an exploratory approach to CVR screenwriting by proposing a variative and original screenwriting template. This template addresses the main limitations of the existent screenwriting templates and formats that we analyse in this study while also summoning the main advantages.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 Niveles de diseño narrativo, espacial y de interacción para el desarrollo de contenidos en el medio de la realidad virtual(ASRI: Arte y Sociedad. Revista de Investigación en Artes y en Humanidades Digitales, 2021-03-30) Duran Fonseca, Estefany; Rubio Tamayo, Jose Luis; Alves, PedroResumen La evolución de la realidad virtual en las últimas décadas ha puesto el foco de atención en su capacidad para comunicar. Hoy en día, el potencial de este medio y sus características para la narración y la construcción de relatos interactivos se encuentra en pleno crecimiento, pudiendo ver una gran variedad de ejemplos de proyectos narrativos con características propias. El objetivo de este artículo es enunciar los tipos de contenido narrativo en realidad virtual que se están utilizando actualmente de manera genérica a partir de una revisión de la literatura y un análisis de algunos de los rasgos más significativos.Ítem Realidad extendida, interactividad y entornos inmersivos 3d: Revisión de la literatura y proyecciones(Icono 14 - VII Congreso Internacional Ciudades Creativas, 2019-04-22) Rubio Tamayo, Jose LuisEl avance de la tecnología en los últimos años, con un crecimiento exponencial en los más recientes, ha supuesto una transformación en nuestra relación con el espacio y con la información. El caso de la realidad virtual es paradigmático, debido a que es un medio que ha evolucionado de manera imparable en los últimos años, evolución se produce a la par que otras tecnologías, y que hacen que el concepto deba de ser redefinido a medida que las fronteras entre espacio físico e información generada por medios digitales se desdibujan, dando de este modo paso a nociones como la realidad extendida (XR o RE). Por otro lado, la forma en que se “fabrican” y desarrollan entornos inmersivos varía mucho en función de la tecnología por la cual obtenemos o generamos esa información digital, siendo necesario plantear modelos que nos ayuden comprender ese proceso de inmersión. Así, este artículo pretende plantear, esbozar y configurar potenciales escenarios en los que un cada vez mayor uso y normalización de tecnologías de esta índole está suponiendo una serie de profundas transformaciones en nuestro sistema de referencias y en nuestra forma de interactuar con la información.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.