Beatriz Rey

Beatriz Rey

orcid

Research Focus & Metrics

Academic Career Length

24Years (2003-Present)

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

Representative Publications

View All Publications
1 December 2004 in CyberPsychology & Behavior
Verified
Journal Article
Closed access
RBRosa Mª Baños
Rosa Mª Baños
CBCristina Botella
Cristina Botella
Mariano AlcanizMariano Alcaniz
Mariano Alcaniz
VLV. Liaño
V. Liaño
BGB. Guerrero
B. Guerrero
BRBeatriz Rey
Beatriz Rey
The present study is designed to test the role of immersion and media content in the sense of presence. Specifically, we are interested in the affective valence of the virtual environments. This paper describes an experiment that compares three immersive systems (a PC monitor, a rear projected video wall, and a head-mounted display) and two virtual environments, one involving emotional content and the other not. The purpose of the experiment was to test the interactive role of these two media characteristics (form and content). Scores on two self-report presence measurements were compared among six groups of 10 people each. The results suggest that both immersion and affective content have an impact on presence. However, immersion was more relevant for non-emotional environments than for emotional ones.

1 April 2005 in CyberPsychology & Behavior
Verified
Journal Article
Closed access
CBCristina Botella
Cristina Botella
MJM.-Carmen Juan
M.-Carmen Juan
RBR.M. Baños
R.M. Baños
Mariano AlcanizMariano Alcaniz
Mariano Alcaniz
VGV. Guillén
V. Guillén
BRBeatriz Rey
Beatriz Rey
Augmented reality (AR) refers to the introduction of virtual elements in the real world. That is, the person is seeing an image composed of a visualization of the real world, and a series of virtual elements that, at that same moment, are super-imposed on the real world. The most important aspect of AR is that the virtual elements supply to the person relevant and useful information that is not contained in the real world. AR has notable potential, and has already been used in diverse fields, such as medicine, the army, coaching, engineering, design, and robotics. Until now, AR has never been used in the scope of psychological treatment. Nevertheless, AR presents various advantages. Just like in the classical systems of virtual reality, it is possible to have total control over the virtual elements that are super-imposed on the real world, and how one interacts with those elements. AR could involve additional advantages; on one side it could be less expensive since it also uses the real world (this does not need to be modeled), and it could facilitate the feeling of presence (the sensation of being there), and reality judgment (the fact of judging the experience as real) of the person since the environment he or she is in, and what he or she is seeing is, in fact the "reality." In this paper, we present the data of the first case study in which AR has been used for the treatment of a specific phobia, cockroaches phobia. It addresses a system of AR that permits exposure to virtual cockroaches super-imposed on the real world. In order to carry out the exposure, the guidelines of Öst with respect to "one-session treatment" were followed. The results are promising. The participant demonstrated notable fear and avoidance in the behavioral avoidance test before the treatment, and not only was an important decrease in the scores of fear and avoidance observed after the treatment, but also the participant was capable of approaching, interacting, and killing live cockroaches immediately following the treatment. The results are maintained in a follow-up conducted 1 month after the termination of the treatment.

1 March 2014 in Expert Systems with Applications
Verified
Journal Article
Closed access
MCMiriam Clemente
Miriam Clemente
ARALEJANDRO RODRIGUEZ-ORTEGA
ALEJANDRO RODRIGUEZ-ORTEGA
BRBeatriz Rey
Beatriz Rey
Mariano AlcanizMariano Alcaniz
Mariano Alcaniz

1 February 2015 in Expert Systems with Applications
Verified
Journal Article
Closed access
ARALEJANDRO RODRIGUEZ-ORTEGA
ALEJANDRO RODRIGUEZ-ORTEGA
BRBeatriz Rey
Beatriz Rey
MCMiriam Clemente
Miriam Clemente
MWMaja Wrzesien
Maja Wrzesien
Mariano AlcanizMariano Alcaniz
Mariano Alcaniz

1 July 2017 in Journal of Food Engineering
Verified
Journal Article
Closed access
VCVictoria Cortés
Victoria Cortés
ARALEJANDRO RODRIGUEZ-ORTEGA
ALEJANDRO RODRIGUEZ-ORTEGA
JBJose Blasco
Jose Blasco
BRBeatriz Rey
Beatriz Rey
CBCristina Besada
Cristina Besada
NANuria Aleixos
Nuria Aleixos

10 March 2023 in Applied Sciences
Verified
Journal Article
Open access
PDF file
Carmen BachillerCarmen Bachiller
Carmen Bachiller
JMJose M Monzo
Jose M Monzo
BRBeatriz Rey
Beatriz Rey
The way that the new generations approach cultural contents changed dramatically. The audiovisual language substituted traditional media. Museums face now an important challenge to survive as cultural referents in this new paradigm: the introduction of new audiovisual languages in their exhibitions and the provision of attractive online content. The work presents a case study of the use of augmented reality and virtual reality (AR/VR) in a technological heritage museum, with a double approach: on the one hand the development of AR to enhance the real visit to the museum; and on the other, the provision of VR to ease online visits to the museum for those that do not want to or cannot visit it. The results show that young visitors massively appreciate the use of these technologies. Using AR contents also contributes to the preservation of the original artifacts without damage. Furthermore, multimedia content provides some contextual information, improving the learning experience. Regarding the VR application, it is thought as a complement to the AR experience. It was developed as a virtual reproduction of the museum visit that can be experienced from any location, thus contributing to a higher diffusion of the museum contents.