Manuel Pablo Rubio

Dr. Manuel Pablo Rubio


Research Focus & Metrics

Academic Career Length

18Years (2009-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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Verified
Journal Article
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Diego VergaraDiego Vergara
Diego Vergara
MRManuel Pablo Rubio
Manuel Pablo Rubio
MLMiguel Lorenzo-Fernandez
Miguel Lorenzo-Fernandez
Currently, the use of virtual reality (VR) is being widely applied in different fields, especially in computer science, engineering, and medicine. Concretely, the engineering applications based on VR cover approximately one half of the total number of VR resources (considering the research works published up to last year, 2016). In this paper, the capabilities of different computational software for designing VR applications in engineering education are discussed. As a result, a general flowchart is proposed as a guide for designing VR resources in any application. It is worth highlighting that, rather than this study being based on the applications used in the engineering field, the obtained results can be easily extrapolated to other knowledge areas without any loss of generality. This way, this paper can serve as a guide for creating a VR application.

31 October 2019 in Applied Sciences
Verified
Journal Article
Open access
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Diego VergaraDiego Vergara
Diego Vergara
JEJamil Extremera
Jamil Extremera
MRManuel Pablo Rubio
Manuel Pablo Rubio
LDLilian P Dávila
Lilian P Dávila
The increasing dissemination of virtual reality learning environments (VRLEs) compels the elucidation of how these didactic tools can improve their effectiveness at the formative level. The motivation generated in students by a VRLE is revealed as a key factor in achieving meaningful learning, but such a motivation by itself alone does not guarantee the long-term retention of knowledge. To identify the necessary characteristics of a VRLE to achieve an appropriate level of meaningful learning, this paper compares a set of VRLEs created in previous years with a group of recently developed VRLEs, after being used by engineering students. A description of the design process of the both VRLEs groups is included in this paper. Most significantly, analysis of the response of a total of 103 students in a specific survey reveals how a step-by-step protocol system helped improve students' knowledge and retention after one year of using a VRLE. Thus, this study not only demonstrates the importance of using modern development engines when creating or updating a VRLE to achieve student motivation, but also justifies in many cases the use of a step-by-step protocol as a method to improve the long-term retention of knowledge.

1 June 2020 in Crystals
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JEJamil Extremera
Jamil Extremera
Diego VergaraDiego Vergara
Diego Vergara
LDLilian P Dávila
Lilian P Dávila
MRManuel Pablo Rubio
Manuel Pablo Rubio
Nowadays, there are many situations in which information and communications technology (ICT) is used as a vehicle to transmit knowledge. The fast evolution of technology in recent decades has favored the development of virtual reality (VR) and augmented reality (AR) and with them the emergence of virtual laboratories (VLs) using VR or AR. Since such technologies can help students understand the atomic spatial distribution, crystallography is a discipline that has taken advantage of the use of VL in the teaching of crystal lattices, thus solving the usual educational problem of visualization in two- and three-dimensions. This paper presents a literature review that helps to identify the main features of VLs (based on VR or AR) that have been developed in the academic field to support the learning of crystallography concepts. Furthermore, this paper describes a VL developed by the authors where students can learn the main contents related to the 14 Bravais lattices (unit cells, directions, crystallographic planes, interstitial sites, etc.) by exploring the stands of a virtual museum. Such a VL uses non-immersive VR and has been designed based on the authors’ long-term research to achieve a high learning effectiveness educative platform.

31 January 2020 in Applied Sciences
Verified
Journal Article
Open access
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Diego VergaraDiego Vergara
Diego Vergara
JEJamil Extremera
Jamil Extremera
MRManuel Pablo Rubio
Manuel Pablo Rubio
LDLilian P Dávila
Lilian P Dávila
The concept of technological obsolescence that affects computer programs is a readily observable phenomenon that has been widely studied over the past half century. The so-called virtual reality learning environments (VRLEs) which are used to support university classes are significantly affected by this technological obsolescence, decreasing their formative effectiveness as the obsolescence process advances. In this study, the technological obsolescence of two VRLEs is analyzed by means of an empirical research based on survey results (N = 135) after using the VRLEs in engineering classes. Several key performance indicators (KPIs) were analyzed during seven academic courses, including motivation, interactivity, ease of use and usefulness. Since both VRLEs were updated during this research work, the influence of these improvements is discussed in detail from a technological obsolescence point of view. Results suggest that the technological obsolescence negatively affects the students’ opinion regarding motivation and interactivity, but the other KPIs (ease of use and usefulness) are hardly affected. In contrast, results indicate that the technological obsolescence can be reversed if periodic updates of educational tools are carried out using modern development software.

22 March 2020 in ADCAIJ: Advances in Distributed Computing and Artificial Intelligence Journal
Verified
Journal Article
Closed access
PDF file
Diego VergaraDiego Vergara
Diego Vergara
JEJamil Extremera
Jamil Extremera
MRManuel Pablo Rubio
Manuel Pablo Rubio
LDLilian P Dávila
Lilian P Dávila
Since its emergence in the 1960s, the use of virtual reality (VR) has grown progressively. This wide dissemination of VR has allowed its application in an increasing number of disciplines, including education. It is well known that virtual laboratories (VLs), which base their use in VR technology, are very useful tools in both university and professional training. In this article, the main advantages and disadvantages of the use of modern VLs in teaching are analyzed. In addition, the design and development process that must be followed to appropriately create these VLs is described in detail, as well as a small-scale study of the perception that university teachers have about the use of VR in education. Lastly, the reasons why the implementation of VR is not currently as broad as it would be expected, given its proven potential in different fields, are discussed.

21 September 2018 in Education Sciences
Verified
Journal Article
Open access
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Diego VergaraDiego Vergara
Diego Vergara
MRManuel Pablo Rubio
Manuel Pablo Rubio
MLMiguel Lorenzo-Fernandez
Miguel Lorenzo-Fernandez
Students commonly exhibit serious spatial comprehension difficulties when they come to learning crystal systems. To solve this problem, an active methodology based on the use of a Didactic Virtual Tool (DVT)—developed by the authors—is presented in this paper. The students’ opinion was obtained from a survey carried out on 40 mechanical engineering students. The analysis of the obtained results reveals that, by using this DVT, students achieve a better understanding of the contents where spatial difficulties often arise during conventional teaching. Several DVT features were highly valued by the students, e.g., didactic use was rated 9.5 out of 10 and the methodology using the DVT in the classroom was rated 8.5 out of 10. In addition, the results revealed two factors that the students considered essential for using a DVT, both related to the tool design: (i) the modern aspect, i.e., it is necessary to keep a DVT updated to avoid obsolescence; and (ii) the DVT must be appealing in order to attract the students’ attention.