Ruben Grande

Mr. Ruben Grande

orcid

Research Focus & Metrics

Academic Career Length

5Years (2022-Present)

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

Representative Publications

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10 July 2024 in Applied Sciences
Verified
Journal Article
Open access
PDF file
RGRuben Grande
Ruben Grande
Javier Alonso JiménezJavier Alonso Jiménez
Javier Alonso Jiménez
David VallejoDavid Vallejo
David Vallejo
Carlos MorcilloCarlos Morcillo
Carlos Morcillo
José Jesús Castro-SchezJosé Jesús Castro-Schez
José Jesús Castro-Schez
Virtual Reality (VR) is and will be a key driver in the evolution of e-commerce, providing an immersive and gamified shopping experience. However, for VR shopping spaces to become a reality, retailers’ product catalogues must first be digitised into 3D models. While this may be a simple task for retail giants, it can be a major obstacle for small retailers, whose human and financial resources are often more limited, making them less competitive. Therefore, this paper presents an analysis of low-cost scanning technologies for small business owners to digitise their products and make them available on VR shopping platforms, with the aim of helping improve the competitiveness of small businesses through VR and Artificial Intelligence (AI). The technologies to be considered are photogrammetry, LiDAR sensors and NeRF.In addition to investigating which technology provides the best visual quality of 3D models based on metrics and quantitative results, these models must also offer good performance in commercial VR headsets. In this way, we also analyse the performance of such models when running on Meta Quest 2, Quest Pro and Quest 3 headsets (Reality Labs, Reality Labs, CA, USA) to determine their feasibility and provide use cases for each type of model from a scalability point of view. Finally, our work describes a model optimisation process that reduce the polygon count and texture size of high-poly models, converting them into more performance-friendly versions without significantly compromising visual quality.

29 August 2024 in Applied System Innovation
Verified
Journal Article
Open access
PDF file
José Jesús Castro-SchezJosé Jesús Castro-Schez
José Jesús Castro-Schez
RGRuben Grande
Ruben Grande
VHVanesa Herrera
Vanesa Herrera
SSSantiago Schez-Sobrino
Santiago Schez-Sobrino
David VallejoDavid Vallejo
David Vallejo
Javier Alonso JiménezJavier Alonso Jiménez
Javier Alonso Jiménez
E-commerce has become uniquely relevant to small- and medium-sized enterprises (SMEs) as an essential catalyst for their growth and sustainability. SMEs see e-commerce portals as a strategic way to engage in digital business activities without having to implement costly proprietary e-commerce solutions. In addition, partnering with these portals frees them from complex tasks such as positioning, portal maintenance, and adapting the portal to new technologies and trends. This multifaceted advantage positions e-commerce portals as invaluable partners, streamlining operations and allowing SMEs to focus more on their core business competencies. However, e-commerce portals or e-marketplaces are not without their challenges. Today, they face increasing pressure to reduce their environmental impact and to empower local commercial businesses, as well as local businesses in the entertainment and culture industry. To address these challenges, there is a pressing need to propose new types of e-marketplaces that support the concept of the 15-minute city and in which virtual and augmented reality play a key role. These marketplaces would not only boost environmental sustainability but also strengthen the connection between local businesses and the community, creating a stronger and more collaborative network that benefits both businesses and consumers.

6 September 2024 in SoftwareX
Verified
Journal Article
Open access
RGRuben Grande
Ruben Grande
JAJavier A. Albusac
Javier A. Albusac
DVDavid Vallejo
David Vallejo
CGCarlos González-Morcillo
Carlos González-Morcillo
SSSantiago Sánchez-Sobrino
Santiago Sánchez-Sobrino
JCJosé J. Castro-Schez
José J. Castro-Schez

1 January 2025 in IEEE Access
Verified
Journal Article
Open access
RGRuben Grande
Ruben Grande
Javier Alonso JiménezJavier Alonso Jiménez
Javier Alonso Jiménez
VHVanesa Herrera
Vanesa Herrera
DMDorothy Monekosso
Dorothy Monekosso
ARAna De Los Reyes-Guzman
Ana De Los Reyes-Guzman
José Jesús Castro-SchezJosé Jesús Castro-Schez
José Jesús Castro-Schez

25 October 2022 in IEEE Software
Verified
Journal Article
Closed access
CEChristof Ebert
Christof Ebert
AVAurora Vizcaino
Aurora Vizcaino
RGRuben Grande
Ruben Grande
Gamification has experienced a widespread adoption in many business domains. In this article, we explain the usage of serious games and gamification in the software industry. We address questions such as the following: Why would you benefit from gamification? What technologies are around? How can you measure the impact of gamification? Experiences and case studies are shared from our industry context and teaching. I look forward to hearing from you about this column and the technologies that matter most for your work.–Christof Ebert

29 December 2023 in Multimedia Tools and Applications
Verified
Journal Article
Closed access
PDF file
Javier Alonso JiménezJavier Alonso Jiménez
Javier Alonso Jiménez
VHVanesa Herrera
Vanesa Herrera
SSSantiago Schez-Sobrino
Santiago Schez-Sobrino
RGRuben Grande
Ruben Grande
Dorothy MonekossoDorothy Monekosso
Dorothy Monekosso
David VallejoDavid Vallejo
David Vallejo