Ismael Gallardo

Ismael Gallardo


Research Focus & Metrics

Academic Career Length

21Years (2006-Present)

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

Representative Publications

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1 August 2006
Verified
Journal Article
Closed access
DDDario Diaz
Dario Diaz
Raquel Rodríguez-CarvajalRaquel Rodríguez-Carvajal
Raquel Rodríguez-Carvajal
AAAmalio Blanco Abarca
Amalio Blanco Abarca
BMBernardo Moreno-Jimenez
Bernardo Moreno-Jimenez
IGIsmael Gallardo
Ismael Gallardo
DDDirk van Dierendonck
Dirk van Dierendonck

1 November 2007 in Personality and Social Psychology Bulletin
Verified
Journal Article
Closed access
PBPablo Briñol
Pablo Briñol
RPRichard Petty
Richard Petty
IGIsmael Gallardo
Ismael Gallardo
KDKenneth G. DeMarree
Kenneth G. DeMarree
Most research on self-affirmation and persuasion has argued that self-affirmation buffers the self against the threat posed by a persuasive message; thus, it increases the likelihood that participants will respond to the message favorably. Little research, in contrast, has looked at the effects of self-affirmation on persuasive messages that are not threatening to the self. This research examines mechanisms that can operate under these conditions. Consistent with the idea that self-affirmation affects confidence, the article shows that self-affirmation can decrease information processing when induced prior to message reception (Experiment 1) and can increase the use of self-generated thoughts in response to a persuasive message when induced after message reception (Experiment 2). In addition, Experiment 3 manipulates the timing of self-affirmation to replicate both effects and Experiment 4 provides direct evidence for the impact of self-affirmation on confidence.

10 June 2021 in Information
Verified
Journal Article
Open access
PDF file
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
Verified
Journal Article
Open access
PDF file
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 October 2020 in Revista médica de Chile
Verified
Journal Article
Open access
PDF file
MCManuel Clavijo
Manuel Clavijo
FYFelipe Yévenes
Felipe Yévenes
IGIsmael Gallardo
Ismael Gallardo
ACAna María Contreras
Ana María Contreras
CSCristian Santos
Cristian Santos
La autoeficacia tradicionalmente ha sido abordada desde una perspectiva específica y una general11. La primera refiere a creencias sobre la capacidad en un ámbito particular y, la segunda, a una creencia global, relativamente estable, sobre la capacidad para afrontar una amplia variedad de situaciones estresantes. La pertinencia de estas perspectivas dependería del contexto12. Así, situaciones que demandan conductas particulares, como la adherencia a un tratamiento13, se comprenderían mejor desde la autoeficacia específica, y situaciones que demandan un repertorio de conductas de afrontamiento más variado y complejo, como un cuadro depresivo14, se comprenderían mejor desde la autoeficacia general.

1 May 2013 in Anales de Psicología
Verified
Journal Article
Open access
PDF file
MBMarcelo Cristian Leiva Bianchi
Marcelo Cristian Leiva Bianchi
IGIsmael Gallardo
Ismael Gallardo
Validación de la escala breve para diagnosticar estrés post-traumático (SPRINT-E) en una muestra de personas afectadas por el terremoto y tsunami del 27-F en Chile