Juan Luis Higuera-Trujillo

Prof. Juan Luis Higuera-Trujillo

Institute for Research and Innovation in Bioengineering (i3B), Universitat Politècnica de València. Valencia, Spain.
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Research Focus & Metrics

Academic Career Length

11Years (2016-Present)

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

Representative Publications

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1 November 2017 in Applied Ergonomics
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Journal Article
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Juan Luis Higuera-TrujilloJuan Luis Higuera-Trujillo
Juan Luis Higuera-Trujillo
JMJuan López-Tarruella Maldonado
Juan López-Tarruella Maldonado
CMCarmen Llinares Millán
Carmen Llinares Millán

21 March 2021 in Sensors
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Juan Luis Higuera-TrujilloJuan Luis Higuera-Trujillo
Juan Luis Higuera-Trujillo
CLCarmen Llinares
Carmen Llinares
EMEduardo Macagno
Eduardo Macagno
Humans respond cognitively and emotionally to the built environment. The modern possibility of recording the neural activity of subjects during exposure to environmental situations, using neuroscientific techniques and virtual reality, provides a promising framework for future design and studies of the built environment. The discipline derived is termed “neuroarchitecture”. Given neuroarchitecture’s transdisciplinary nature, it progresses needs to be reviewed in a contextualised way, together with its precursor approaches. The present article presents a scoping review, which maps out the broad areas on which the new discipline is based. The limitations, controversies, benefits, impact on the professional sectors involved, and potential of neuroarchitecture and its precursors’ approaches are critically addressed.

15 October 2019 in PLOS ONE
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JMJavier Marín-Morales
Javier Marín-Morales
Juan Luis Higuera-TrujilloJuan Luis Higuera-Trujillo
Juan Luis Higuera-Trujillo
Alberto GrecoAlberto Greco
Alberto Greco
JGJaime Guixeres
Jaime Guixeres
CLCarmen Llinares
Carmen Llinares
GVGaetano Valenza
Gaetano Valenza
Virtual reality is a powerful tool in human behaviour research. However, few studies compare its capacity to evoke the same emotional responses as in real scenarios. This study investigates psycho-physiological patterns evoked during the free exploration of an art museum and the museum virtualized through a 3D immersive virtual environment (IVE). An exploratory study involving 60 participants was performed, recording electroencephalographic and electrocardiographic signals using wearable devices. The real vs. virtual psychological comparison was performed using self-assessment emotional response tests, whereas the physiological comparison was performed through Support Vector Machine algorithms, endowed with an effective feature selection procedure for a set of state-of-the-art metrics quantifying cardiovascular and brain linear and nonlinear dynamics. We included an initial calibration phase, using standardized 2D and 360° emotional stimuli, to increase the accuracy of the model. The self-assessments of the physical and virtual museum support the use of IVEs in emotion research. The 2-class (high/low) system accuracy was 71.52% and 77.08% along the arousal and valence dimension, respectively, in the physical museum, and 75.00% and 71.08% in the virtual museum. The previously presented 360° stimuli contributed to increasing the accuracy in the virtual museum. Also, the real vs. virtual classifier accuracy was 95.27%, using only EEG mean phase coherency features, which demonstrates the high involvement of brain synchronization in emotional virtual reality processes. These findings provide an important contribution at a methodological level and to scientific knowledge, which will effectively guide future emotion elicitation and recognition systems using virtual reality.

1 July 2021 in PLOS ONE
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JMJavier Marín-Morales
Javier Marín-Morales
Juan Luis Higuera-TrujilloJuan Luis Higuera-Trujillo
Juan Luis Higuera-Trujillo
JGJaime Guixeres
Jaime Guixeres
CLCarmen Llinares
Carmen Llinares
MAMariano Alcañiz
Mariano Alcañiz
GVGaetano Valenza
Gaetano Valenza
Many affective computing studies have developed automatic emotion recognition models, mostly using emotional images, audio and videos. In recent years, virtual reality (VR) has been also used as a method to elicit emotions in laboratory environments. However, there is still a need to analyse the validity of VR in order to extrapolate the results it produces and to assess the similarities and differences in physiological responses provoked by real and virtual environments. We investigated the cardiovascular oscillations of 60 participants during a free exploration of a real museum and its virtualisation viewed through a head-mounted display. The differences between the heart rate variability features in the high and low arousal stimuli conditions were analysed through statistical hypothesis testing; and automatic arousal recognition models were developed across the real and the virtual conditions using a support vector machine algorithm with recursive feature selection. The subjects’ self-assessments suggested that both museums elicited low and high arousal levels. In addition, the real museum showed differences in terms of cardiovascular responses, differences in vagal activity, while arousal recognition reached 72.92% accuracy. However, we did not find the same arousal-based autonomic nervous system change pattern during the virtual museum exploration. The results showed that, while the direct virtualisation of a real environment might be self-reported as evoking psychological arousal, it does not necessarily evoke the same cardiovascular changes as a real arousing elicitation. These contribute to the understanding of the use of VR in emotion recognition research; future research is needed to study arousal and emotion elicitation in immersive VR.

20 November 2022 in Building and Environment
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NCNuria Castilla
Nuria Castilla
Juan Luis Higuera-TrujilloJuan Luis Higuera-Trujillo
Juan Luis Higuera-Trujillo
CLCarmen Llinares
Carmen Llinares

16 May 2019 in Building Research & Information
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Juan Luis Higuera-TrujilloJuan Luis Higuera-Trujillo
Juan Luis Higuera-Trujillo
CLCarmen Llinares
Carmen Llinares
AMAntoni Montañana
Antoni Montañana
JRJuan Carlos Rojas
Juan Carlos Rojas
The implementation of environmental satisfaction sources in the design of a health centre is a means to achieve stress reduction. The present work analyses the effect that these sources have on the stress reduction of patients’ companions in a paediatric service. A two-phase study was carried out. During the first phase, 120 participants assessed 20 waiting rooms in situ in order to select the environmental sources with the greatest effect. During the second phase, the stress levels of 26 participants were measured in four simulated waiting rooms that combined the selected sources from the first phase. A multisensory simulation was carried out through a virtual reality experiment with visual, auditory and olfactory elements, and stress levels were measured at the psychological and neurophysiological levels. Results suggest that a combination of environmental satisfaction sources creates an important synergistic effect at the psychological and neurophysiological levels and underlines the importance of auditory and olfactory stimuli. Conclusions may be of interest to designers and managers of healthcare facilities.