Inmaculada Remolar

Dr. Inmaculada Remolar

orcid

Research Focus & Metrics

Academic Career Length

27Years (2000-Present)

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

Representative Publications

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31 March 2021 in Multimedia Tools and Applications
Verified
Journal Article
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CSCristina Rebollo Santamaría
Cristina Rebollo Santamaría
IRInmaculada Remolar
Inmaculada Remolar
RVROSSANO VERONICA
ROSSANO VERONICA
RLRosa Lanzilotti
Rosa Lanzilotti

8 November 2021 in Computers
Verified
Journal Article
Open access
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IRInmaculada Remolar
Inmaculada Remolar
CSCristina Rebollo Santamaría
Cristina Rebollo Santamaría
JFJon Andoni Fernández-Moyano
Jon Andoni Fernández-Moyano
Master lectures of history are usually quite boring for the students, and to keep their attention requires a great effort from teachers. Virtual and Augmented Reality have a clear potential in education and can solve this problem. Serious games that use immersive technologies allow students to visit and interact with environments dated in different ages. Taking this in mind, this article presents a playful virtual reality experience set in Ancient Rome that allows the user to learn concepts from that age. The virtual experience reproduces as accurately as possible the different buildings and civil constructions of the time, making it possible for the player to create Roman cities in a simple way. Once built, the user can visit them, accessing the buildings and being able to interact with the objects and characters that appear. Moreover, in order to learn more information about every building, users can visualize them using Augmented Reality using marker-based techniques. Different information has been included related to every building, such as their main uses, characteristics, or even some images that represent them. In order to evaluate the effectiveness of the developed experience, several experiments have been carried out, taking as sample Secondary School students. Initially, the game’s quality and playability has been evaluated and, subsequently, the motivation of the virtual learning experience in history. The results obtained support on the one hand its gameplay and attractiveness, and on the other, the student’s increased interest in studying history, as well as the greater fixation of different concepts treated in a playful experience.

18 April 2023 in Applied Sciences
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Journal Article
Open access
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ÁGÁgueda Gómez-Cambronero
Águeda Gómez-Cambronero
Ignacio MirallesIgnacio Miralles
Ignacio Miralles
ATAnna Tonda
Anna Tonda
IRInmaculada Remolar
Inmaculada Remolar
Aircraft maintenance is a highly relevant procedure in many industries, yet obtaining qualified personnel to carry it out is a difficult task. Training in such techniques is complex and requires access to facilities and materials that are not readily available. Virtual reality can be a tool to improve this situation. This paper presents the whole process of design, development, and evaluation of a virtual environment that allows users to perform some of the main tasks required in aircraft maintenance after landing or for take-off. By following a user-centered design methodology and the Octalysis framework to apply motivation and engagement techniques, a gamified virtual environment was developed that allows the user to practice specific aircraft maintenance techniques. The environment was tested by users of different profiles who answered questionnaires to evaluate the perceived gamification, usability, and the feeling of sickness from the experience. The analysis of the data corroborates the good performance of the VR environment in these fields.

1 April 2011 in Computers & Graphics
Verified
Journal Article
Closed access
JGJesús Gumbau
Jesús Gumbau
MCMiguel Chover
Miguel Chover
IRInmaculada Remolar
Inmaculada Remolar
CSCristina Rebollo Santamaría
Cristina Rebollo Santamaría

24 February 2025 in Applied Sciences
Verified
Journal Article
Open access
PDF file
JFJon Andoni Fernández-Moyano
Jon Andoni Fernández-Moyano
IRInmaculada Remolar
Inmaculada Remolar
ÁGÁgueda Gómez-Cambronero
Águeda Gómez-Cambronero
This scoping review investigates the integration of augmented reality within Industry 4.0 and Industry 5.0, focusing on its applications across various industrial sectors. The study analyzes 74 relevant articles published since 2014, coinciding with the emergence of Industry 4.0. Since the introduction of the Industry 5.0 concept in 2021, there has been a noticeable increase in publications, reflecting a shift toward applications that prioritize personalization, sustainability, and human-centric innovations. The findings highlight the versatility of augmented reality in enhancing productivity, efficiency, safety, and work quality across industries such as robotics, automotive, education, and construction. However, the implementation of artificial intelligence within augmented reality applications remains limited, revealing a significant opportunity for future research to optimize their integration and functionality. The review emphasizes the importance of developing augmented reality solutions tailored to specific industrial needs, aligned with the principles of Industry 5.0, and leveraging versatile, cost-effective hardware like mobile devices and smartglasses to ensure accessibility and scalability.

1 June 2002 in Computers & Graphics
Verified
Journal Article
Closed access
JRJ Ribelles
J Ribelles
ALA López
A López
OBO Belmonte
O Belmonte
IRInmaculada Remolar
Inmaculada Remolar
MCM Chover
M Chover