Carla de-Juan-Ripoll

Mrs. Carla de-Juan-Ripoll

Instituto de Investigación e Innovación en Bioingeniería (i3B), Universitat Politécnica de Valencia

Research Focus & Metrics

Academic Career Length

9Years (2018-Present)

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

Representative Publications

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1 March 2019 in Interacting with Computers
Verified
Journal Article
Closed access
JMJavier Marín-Morales
Javier Marín-Morales
JHJuan Luis Higuera-Trujillo
Juan Luis Higuera-Trujillo
Carla de-Juan-RipollCarla de-Juan-Ripoll
Carla de-Juan-Ripoll
CLCarmen Llinares
Carmen Llinares
JGJaime Guixeres
Jaime Guixeres
MAMariano Alcañiz
Mariano Alcañiz
The validity of environmental simulations depends on their capacity to replicate responses produced in physical environments. However, very few studies validate navigation differences in immersive virtual environments, even though these can radically condition space perception and therefore alter the various evoked responses. The objective of this paper is to validate environmental simulations using 3D environments and head-mounted display devices, at behavioural level through navigation. A comparison is undertaken between the free exploration of an art exhibition in a physical museum and a simulation of the same experience. As a first perception validation, the virtual museum shows a high degree of presence. Movement patterns in both ‘museums’ show close similarities, and present significant differences at the beginning of the exploration in terms of the percentage of area explored and the time taken to undertake the tours. Therefore, the results show there are significant time-dependent differences in navigation patterns during the first 2 minutes of the tours. Subsequently, there are no significant differences in navigation in physical and virtual museums. These findings support the use of immersive virtual environments as empirical tools in human behavioural research at navigation level. Research highlights: The latest generation HMDs show a high degree of presence. There are significant differences in navigation patterns during the first 2 minutes of a tour. Adaptation time need to be considered in future research. Training rooms need to be realistic, to avoid the ‘wow’ effect in the main experiment. Results support the use of Virtual Reality and the latest HMDs as empirical tools in human behavioural research at navigation level.

12 December 2018 in Frontiers in Psychology
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Journal Article
Open access
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Carla de-Juan-RipollCarla de-Juan-Ripoll
Carla de-Juan-Ripoll
JSJosé L. Soler-Domínguez
José L. Soler-Domínguez
JGJaime Guixeres
Jaime Guixeres
MCManuel Contero
Manuel Contero
NGNoemi Álvarez Gutiérrez
Noemi Álvarez Gutiérrez
MAMariano Alcañiz
Mariano Alcañiz
Understanding how people behave when facing hazardous situations, how intrinsic and extrinsic factors influence the risk taking (RT) decision making process and to what extent it is possible to modify their reactions externally, are questions that have long interested academics and society in general. In the spheres, among others, of Occupational Safety and Health (OSH), the military, finance and sociology, this topic has multidisciplinary implications because we all constantly face RT situations. Researchers have hitherto assessed RT profiles by conducting questionnaires prior to and after the presentation of stimuli; however, this can lead to the production of biased, non-realistic, RT profiles. This is due to the reflexive nature of choosing an answer in a questionnaire, which is remote from the reactive, emotional and impulsive decision making processes inherent to real, risky situations. One way to address this question is to exploit VR capabilities to generate immersive environments that recreate realistic seeming but simulated hazardous situations. We propose VR as the next-generation tool to study RT processes, taking advantage of the big four families of metrics which can provide objective assessment methods with high ecological validity: the real-world risks approach (high presence VR environments triggering real-world reactions), embodied interactions (more natural interactions eliciting more natural behaviors), stealth assessment (unnoticed real-time assessments offering efficient behavioral metrics) and physiological real-time measurement (physiological signals avoiding subjective bias). Additionally, VR can provide an invaluable tool, after the assessment phase, to train in skills related to RT due to its transferability to real-world situations.

8 March 2021 in Frontiers in Psychology
Verified
Journal Article
Open access
Carla de-Juan-RipollCarla de-Juan-Ripoll
Carla de-Juan-Ripoll
IGIrene Alice Chicchi Giglioli
Irene Alice Chicchi Giglioli
JLJose Llanes-Jurado
Jose Llanes-Jurado
JMJavier Marín-Morales
Javier Marín-Morales
MAMariano Alcañiz
Mariano Alcañiz
Risk taking (RT) is a component of the decision-making process in situations that involve uncertainty and in which the probability of each outcome – rewards and/or negative consequences – is already known. The influence of cognitive and emotional processes in decision making may affect how risky situations are addressed. First, inaccurate assessments of situations may constitute a perceptual bias in decision making, which might influence RT. Second, there seems to be consensus that a proneness bias exists, known as risk proneness, which can be defined as the propensity to be attracted to potentially risky activities. In the present study, we take the approach that risk perception and risk proneness affect RT behaviours. The study hypothesises that locus of control, emotion regulation, and executive control act as perceptual biases in RT, and that personality, sensation seeking, and impulsivity traits act as proneness biases in RT. The results suggest that locus of control, emotion regulation and executive control influence certain domains of RT, while personality influences in all domains except the recreational, and sensation seeking and impulsivity are involved in all domains of RT. The results of the study constitute a foundation upon which to build in this research area and can contribute to the increased understanding of human behaviour in risky situations.

9 November 2018 in PLOS ONE
Verified
Journal Article
Open access
PDF file
IGIrene Alice Chicchi Giglioli
Irene Alice Chicchi Giglioli
Carla de-Juan-RipollCarla de-Juan-Ripoll
Carla de-Juan-Ripoll
EPElena Parra
Elena Parra
MRMariano Alcañiz Raya
Mariano Alcañiz Raya
EFs are a set of processes that supports many cognitive domains as goal setting, monitoring, planning, and cognitive-behavioural flexible control. Currently, many standardized paper-and-pencil tests or scales are used to assess EFs. These tests are easy to administer, score, and interpret but present some limitations in terms of generalizability of behaviours in real life. More recently, Information and Communication Technology has provided a higher ecological validity in the EFs assessment. In order to increase the ecological validity, we have developed a serious game (SG), named EXPANSE, which aim was to compare the participants’ game performance (latency times, and correct answers) with the results obtained in the traditional tasks and scales. 354 healthy subjects participated to the study and the findings showed significant correlations among standard tasks and the serious game. The exploratory nature of the present study, on one hand, highlighted that SG could be an additional behavioral tool to assess EFs and, on the other, we need further investigations, including clinical populations, for better defining the game sensitivity toward EF components. Finally, the results show that serious games are a promising technology for the evaluation of real cognitive behavior along with traditional evaluation.

1 July 2021 in Heliyon
Verified
Journal Article
Open access
EVElena Parra Vargas
Elena Parra Vargas
Carla de-Juan-RipollCarla de-Juan-Ripoll
Carla de-Juan-Ripoll
MPMarta Bueno Panadero
Marta Bueno Panadero
MAMariano Alcañiz
Mariano Alcañiz
The significance of national tourism in the global data highlights the importance of studying the characteristics of Spanish tourists that show interest in visiting Valencia (Spain). Personality traits might influence tourism behavior, and their importance has scarcely been addressed in the prior tourism literature. We aimed to identify the touristic profiles of national tourists based on their lifestyles and to analyze the influence of personality traits in tourism segmentation. 329 individuals participated in this study, they responded questionnaires about sociodemography, personality, lifestyle and a 3-item questionnaire developed by the authors. We performed analysis to obtain profiles by lifestyle, we carried out tests to study differences in personality traits among profiles and we analyzed the effects of the responses to the author-developed questionnaire and the demographic characteristics of the subjects on their cluster membership. The results show that this market can be segmented into four clusters. We found significant statistical differences in personality traits among profiles. In addition, the authors present an author-designed questionnaire that, together with demographic variables, is able to predict participants’ profiles. The results suggest that lifestyle is an appropriate indicator for this market segmentation and the analysis of its relationship with personality provides a deep comprehension of the resulting profiles. In addition, the profile prediction by the responses to the author-developed questionnaire constitutes a new basis for tourism segmentation, as these predictors might be used as “quick touristic classifiers”. The study of decision-making processes in tourism allows researchers and sellers to predict tourist behaviors and adapt offers to tourists’ preferences and interests.

9 May 2019 in Applied Neuropsychology: Adult
Verified
Journal Article
Closed access
IGIrene Alice Chicchi Giglioli
Irene Alice Chicchi Giglioli
Carla de-Juan-RipollCarla de-Juan-Ripoll
Carla de-Juan-Ripoll
EPElena Parra
Elena Parra
MRMariano Alcañiz Raya
Mariano Alcañiz Raya
Executive functions refer to higher-order cognitive processes that supervise and guide goal-directed and adaptive behaviors in response to everyday situations. The traditional measures used to assess executive functions include paper-and-pencil tests and/or computerized tests that have been found to have a moderate level of ecological validity in predicting real-world performance. Serious games (SG) represent a novel methodological approach, allowing investigating subjects’ performance in real-simulated situations. Serious games are computer games whose primary purposes include investigating human behaviors and changes. Furthermore, SG can also vary according to the technology used and the interaction. Indeed, a SG can be rendered via a nonimmersive screen-based (2D) or via an immersive virtual reality game (3D). Starting from these premises, we compared a narrative-contextualized SG in 2D and 3D, correlating them with traditional tests. Findings showed different condition correlations with the traditional tasks and the comparison between the two systems have revealed that 3D is able to generate lower reaction times, higher correct answers, and lower perseverative responses in attentional abilities, inhibition control, and cognitive shifting than 2D condition. The present study yielded evidence on the use of more ecological tools to identify the functional cognitive status in real-simulated contexts along with traditional evaluation.