Felipe Besoain

Dr. Felipe Besoain

orcid

Research Focus & Metrics

Academic Career Length

12Years (2015-Present)

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

Representative Publications

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10 June 2021 in Information
Verified
Journal Article
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FBFelipe Besoain
Felipe Besoain
LJLiza Jego
Liza Jego
IGIsmael Gallardo
Ismael Gallardo
Virtual reality technology has grown significantly in recent years. The arrival of Head Mounted Displays (HDM) on the market for end-users has positioned these technologies as a new channel to promote new simulated or contextualized experiences. We have used the design and creation strategy to develop a virtual reality experience for the Oculus GO and Quest HDM. We digitized 30 pieces from nine local museums to provide an experience guided by a character that represents the main artisan work of the local region. A usability test was performed, showing that participants felt a high degree of immersion and realism. They were able to complete the assigned tasks, and results suggest that the software meets the main objective. Furthermore, the creation of this virtual reality (VR) experience has shown how important it is to make users a part of the creation process, as well as to develop a process to make the software useful to them and other users. Some recommendations are made based on the experience of the development, and comments are given on each step of the design and creation strategy.

27 January 2022 in Applied Sciences
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Journal Article
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FBFelipe Besoain
Felipe Besoain
JOJorge Gonzalez Ortega
Jorge Gonzalez Ortega
IGIsmael Gallardo
Ismael Gallardo
(1) Background: Several opportunities have appeared for the dissemination of culture and heritage thanks in part to the widespread use of information and communications technologies. Virtual museums have appeared as innovative technological products but often lack an evaluation of the impact that they have and their success in achieving their purpose. In this sense, this work seeks to evaluate the impact of a virtual museum on users’ attitudes toward cultural heritage. (2) Methods: We used a factorial design of 2 (direction of thoughts: positive vs. negative) × 2 (presence level: high vs. low) × 2 (virtual museum vs. interactive website). (3) Results: Attitudes toward heritage can change as a function of a multimedia experience, thought favorability, and presence. In a virtual museum, when general attitudes are evaluated, a sense of high psychological presence reduces the effect that thoughts (especially when negative) have on attitudes. However, in the case of visiting an interactive website, the effect of the direction of thoughts on attitudes occurred regardless of conditions of high or low presence. Similar tendencies are observed for specific attitudinal objects. (4) Conclusion: A virtual museum can have different effects depending on the interaction of important variables from the virtual reality literature and not only the classic main effects. Recommendations for interventions and future practical and theoretical work are presented.

1 November 2019
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Conference Paper
Closed access
GSGabriel K. Sepulveda
Gabriel K. Sepulveda
FBFelipe Besoain
Felipe Besoain
NBNicolas A. Barriga
Nicolas A. Barriga
Videogames are nowadays one of the biggest entertainment industries in the world. Being part of this industry means competing against lots of other companies and developers, thus, making fanbases of vital importance. They are a group of clients that constantly support your company because your video games are fun. Videogames are most entertaining when the difficulty level is a good match for the player’s skill, increasing the player engagement. However, not all players are equally proficient, so some kind of difficulty selection is required. In this paper, we will present Dynamic Difficulty Adjustment (DDA), a recently arising research topic, which aims to develop an automated difficulty selection mechanism that keeps the player engaged and properly challenged, neither bored nor overwhelmed. We will present some recent research addressing this issue, as well as an overview of how to implement it. Satisfactorily solving the DDA problem directly affects the player’s experience when playing the game, making it of high interest to any game developer, from independent ones, to 100 billion dollar businesses, because of the potential impacts in player retention and monetization.

16 July 2019 in IEEE Computational Intelligence Magazine
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Journal Article
Closed access
NBNicolas A. Barriga
Nicolas A. Barriga
MSMarius Stanescu
Marius Stanescu
FBFelipe Besoain
Felipe Besoain
MBMichael Buro
Michael Buro
Constructing strong AI systems for video games is difficult due to enormous state and action spaces and the lack of good state evaluation functions and high-level action abstractions. In spite of recent research progress in popular video game genres such as Atari 2600 console games and multiplayer online battle arena (MOBA) games, to this day strong human players can still defeat the best AI systems in adversarial video games. In this paper, we propose to use a deep Convolutional Neural Network (CNN) to select among a limited set of abstract action choices in Real-Time Strategy (RTS) games, and to utilize the remaining computation time for game tree search to improve low-level tactics. The CNN is trained by supervised learning on game states labeled by Puppet Search, a strategic search algorithm that uses action abstractions. Replacing Puppet Search by a CNN frees up time that can be used for improving units' tactical behavior while executing the strategic plan. Experiments in the μRTS game show that the combined algorithm results in higher win-rates than either of its two independent components and other state-of-the-art μRTS agents. We then present a case-study that investigates how deep Reinforcement Learning (RL) can be used in modern video games, such as Total War: Warhammer, to improve tactical multi-agent AI modules. We use popular RL algorithms such as Deep-Q Networks (DQN) and Asynchronous AdvantageActor Critic (A3C), basic network architectures and minimal hyper-parameter tuning to learn complex cooperative behaviors that defeat the highest difficulty built-in AI in mediumscale scenarios.

3 May 2015 in International Journal of Health Geographics
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Journal Article
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FBFelipe Besoain
Felipe Besoain
ANTONIO PEREZ NAVARROANTONIO PEREZ NAVARRO
ANTONIO PEREZ NAVARRO
JCJoan A. Caylà
Joan A. Caylà
CJConstanza Jacques-Aviñó
Constanza Jacques-Aviñó
POPatricia García de Olalla
Patricia García de Olalla
Advances in the development of information and communication technologies have facilitated social interrelationships, but also sexual contacts without appropriate preventive measures. In this paper, we will focus on situations in which people use applications to meet sexual partners nearby, which could increase their chance of exposure to sexually transmitted infections (STI). How can we encourage users to adopt preventive measures without violating their privacy or infringing on the character of the application? To achieve the goal of preventing STI, we have used the design and creation methodology and have developed a prototype software package. This prototype follows the RESTful services principles and has two parts: an Android OS application with emphasis on ubiquitous computing and designed according to General Responsibility Assignment Software Patterns (GRASP), and a server with a web page. To choose the preventive messages, we performed a test in 17 men who have sex with men (MSM). Our software sends preventive notifications to users when it detects situations such as the activation of particular applications on their smartphones, or their proximity to areas with a high probability of intercourse (hot zones). The underlying idea is the same as that for warning messages on cigarette packets, since users read the message just when they are going to smoke. The messages used have been selected from a list that has been rated by the users themselves. The most popular message is “Enjoy sex and enjoy life. Do not expose yourself to HIV”. The user is unaware of the software, which runs in the background. Ubiquitous computing may be useful for alerting users with preventive and educational messages. The proposed application is non-intrusive because: 1) the users themselves decide to install it and, therefore, users’ privacy rights are preserved; 2) it sends a message that helps users think about taking appropriate preventive measures; and 3) it works in the background without interfering with users unless a trigger situation is detected. Thus, this type of application could become an important tool in the complex task of STI prevention.

17 March 2020 in JMIR mHealth and uHealth
Verified
Journal Article
Open access
FBFelipe Besoain
Felipe Besoain
ANTONIO PEREZ NAVARROANTONIO PEREZ NAVARRO
ANTONIO PEREZ NAVARRO
CJConstanza Jacques-Aviñó
Constanza Jacques-Aviñó
JCJoan A. Caylà
Joan A. Caylà
NBNicolas A. Barriga
Nicolas A. Barriga
POPatricia Garcia de Olalla
Patricia Garcia de Olalla
Background: Advances in the development of information and communication technologies have facilitated social and sexual interrelationships, thanks to the websites and apps created to this end. However, these resources can also encourage sexual contacts without appropriate preventive measures in relation to HIV and other sexually transmitted infections (STIs). How can users be helped to benefit from the advantages of these apps while keeping in mind those preventive measures? Objective: This study aimed to prevent STIs by helping users to remember preventive measures in the risky situations. Methods: We have used the design and creation methodology and have developed a software system. This system has two parts: an Android operating system app with emphasis on ubiquitous computing and gamification as well as a server with a webpage. First, a functional test with 5 men who have sex with men (MSM) allowed us to test the app with end users. In addition, a feasibility test with 4 MSM for a month allowed us to try the UBESAFE system with all its functionalities. Results: The main output is a system called UBESAFE that is addressed to MSM. The system has two main parts: (1) an app that sends preventive contextualized messages to users when they use a contact app or when they are near a point where sexual contacts are likely and (2) a server part that was managed by the public health agency of Barcelona (ASPB), which preserves the quality and pertinence of messages and places and offers instant help to users. To increase users’ adherence, UBESAFE uses a gamified system to engage users in the creation of preventive messages. Users increased the initial pool of messages by more than 100% (34/30) and created more than 56% (9/16) of places (named hot zones). Conclusions: The system helped MSM who used it to become conscious about HIV and other STIs. The system also helped the ASPB to stay in contact with MSM and to detect behaviors that could benefit from preventive measures. All functions were performed in a nonintrusive manner because users used the app privately. Furthermore, the system has shown how important it is to make users a part of the creation process as well as to develop apps that work by themselves and thus become useful to the users.