Javier Alonso Jiménez

Dr. Javier Alonso Jiménez

University of Castilla-la Mancha (Spain)
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orcid

Research Focus & Metrics

Academic Career Length

19Years (2008-Present)

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

Representative Publications

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1 September 2009 in Expert Systems with Applications
Verified
Journal Article
Closed access
David VallejoDavid Vallejo
David Vallejo
Javier Alonso JiménezJavier Alonso Jiménez
Javier Alonso Jiménez
LLLuis Jimenez Linares
Luis Jimenez Linares
Carlos MorcilloCarlos Morcillo
Carlos Morcillo
JMJuan Moreno
Juan Moreno

21 November 2009 in International Journal of Pattern Recognition and Artificial Intelligence
Verified
Journal Article
Closed access
Javier Alonso JiménezJavier Alonso Jiménez
Javier Alonso Jiménez
David VallejoDavid Vallejo
David Vallejo
LLLuis Jimenez Linares
Luis Jimenez Linares
José Jesús Castro-SchezJosé Jesús Castro-Schez
José Jesús Castro-Schez
LRLuis Rodriguez-Benitez
Luis Rodriguez-Benitez

30 November 2010 in Engineering Applications of Artificial Intelligence
Verified
Journal Article
Closed access
David VallejoDavid Vallejo
David Vallejo
Javier Alonso JiménezJavier Alonso Jiménez
Javier Alonso Jiménez
José Jesús Castro-SchezJosé Jesús Castro-Schez
José Jesús Castro-Schez
CGC. Glez-Morcillo
C. Glez-Morcillo
LLLuis Jimenez Linares
Luis Jimenez Linares

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.

8 October 2021 in IEEE Access
Verified
Journal Article
Open access
Cristian Gómez PortesCristian Gómez Portes
Cristian Gómez Portes
David Carneros-PradoDavid Carneros-Prado
David Carneros-Prado
Javier Alonso JiménezJavier Alonso Jiménez
Javier Alonso Jiménez
José Jesús Castro-SchezJosé Jesús Castro-Schez
José Jesús Castro-Schez
Carlos MorcilloCarlos Morcillo
Carlos Morcillo
David VallejoDavid Vallejo
David Vallejo
Stroke represents a global concern that currently affects a significant part of the world’s population. Physical rehabilitation plays a fundamental role for stroke patients to recover mobility and improve quality of life. This process is costly, considering that patients must attend face-to-face rehabilitation sessions in hospitals or rehabilitation centers. Plus, there is a lack of specialized medical staff, who are usually insufficient to properly address the growing number of stroke patients that need physical rehabilitation. This situation has been exacerbated by the COVID-19 pandemic, as some of the human resources have been devoted to fight against the pandemic, and the physical presence of rehabilitation patients in hospitals has been severely limited. This paper proposes PhyRe Up! , a novel remote rehabilitation system that uses mixed reality and gamification techniques. PhyRe Up! has been devised for stroke patients to perform therapeutic exercises at home, with great precision, and with the potential supervision of clinicians. The system aims to increase the patient’s motivation as well as maintaining the quality of performance for the exercises, similar to the obtained levels when attending face-to-face sessions with therapists. The underlying architecture combines declarative, procedural, and conditional knowledge to manage the rehabilitation process, which offers flexibility and scalability to enhance the capabilities of the proposed system. Experimental results highlight how the combination of mixed reality and gamification significantly influences the accuracy of rehabilitation exercises previously defined by therapists. Particularly, the conducted experiments in the first validation phase of PhyRe Up! shows that our proposal drastically reduces the intermediate steps required to complete an exercise thanks to the provided visual feedback. The accuracy with which the patient performs the assessed exercise for the first time is greater than when using traditional rehabilitation techniques.

1 December 2009 in Signal Processing
Verified
Journal Article
Closed access
Javier Alonso JiménezJavier Alonso Jiménez
Javier Alonso Jiménez
José Jesús Castro-SchezJosé Jesús Castro-Schez
José Jesús Castro-Schez
LLL.M. Lopez-Lopez
L.M. Lopez-Lopez
David VallejoDavid Vallejo
David Vallejo
LLLuis Jimenez Linares
Luis Jimenez Linares