David Ponce

Prof. David Ponce

orcid

Research Focus & Metrics

Academic Career Length

3Years (2024-Present)

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

Representative Publications

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12 December 2024 in Sensors
Verified
Journal Article
Open access
PDF file
DPDavid Ponce
David Ponce
MLMagdalena Méndez López
Magdalena Méndez López
JCJAVIER LLUCH CRESPO
JAVIER LLUCH CRESPO
MJM.-Carmen Juan
M.-Carmen Juan
A Mixed Reality (MR) application using an optical see-through headset was developed to assess short-term spatial memory. A study with 29 participants was conducted. Data from this study were compared to two previous studies using mobile Augmented Reality (AR) and Virtual Reality (VR) with headsets. When comparing the three technologies (MR, AR, VR) for the performance variables, there were no statistically significant differences for either the total number of correctly placed objects or the total number of attempts. However, the MR application required more time than the AR and VR applications in the evaluation phase and more time than the VR application in the learning phase. Our arguments for the longer time are the novelty of the MR application for the participants and the characteristics of the applications. The key results from the MR study include the following: (1) the objects used in the MR application were correctly positioned on a map, which implies that the memory acquired with the MR application is effectively transferred to the user’s mental map; (2) for the performance variables, there were no significant differences in the results by gender; (3) and the usability rating decreased with computer experience. The results show that the MR application is effective for spatial memory assessment and was well rated by the participants. The three technologies, along with suitable hardware, are effective for spatial memory assessment. However, MR using optical see-through headsets offers advantages over mobile AR and VR using headsets, discussed in this publication.

13 November 2025 in Applied Sciences
Verified
Journal Article
Open access
PDF file
DPDavid Ponce
David Ponce
SGSara Garces-Arilla
Sara Garces-Arilla
MMMarta Mendez
Marta Mendez
MLMagdalena Méndez López
Magdalena Méndez López
MJM.-Carmen Juan
M.-Carmen Juan
Emotionally expressive avatars are often used to increase engagement in virtual environments, but their effects on users’ emotional outcomes and experience during evaluative tasks are not well established. This study examined whether differences in avatar emotional expressiveness are associated with affective responses and user experience during a socially evaluative speech task in virtual reality (VR), and how individual characteristics and emotional variables relate to performance and user experience. Sixty-three university students were randomly assigned to deliver a five-minute self-presentation, simulating a job interview, in front of a virtual mirror while embodied in either a high-expressive or low-expressive avatar. In the present study, the manipulation of avatar expressiveness was implemented using Meta Quest 2 and Meta Quest Pro headsets, differing mainly in facial-tracking capability. Participants completed a structured three-phase protocol: pre-avatar embodiment (baseline questionnaires), avatar embodiment (speech task), and post-avatar embodiment (post-task measures). Emotional state and trait variables, speech fluency and engagement during the task, and user experience variables were assessed. No significant effects of avatar expressiveness were found on emotional or experiential variables. Correlation analyses revealed a positive association between extraversion and avatar embodiment. These findings contribute to our understanding of the factors that are associated with user experience and behaviour in avatar-based VR environments and suggest that individual traits, such as extraversion, should be considered when designing VR applications for training, education, and therapeutic purposes.