University of Technology, Arts and Design

Research Projects

formamos en las disciplinas que permiten desarrollar conjuntamente cualquier proyecto tecnológico, basado en los siguientes ejes.

Autor de la imagen

formamos en las disciplinas que permiten desarrollar conjuntamente cualquier proyecto tecnológico, basado en los siguientes ejes.

Functioning as a bridge between the university environment and the industry, U-tad has a strong focus on research. 

As leaders in the digital economy and new technologies, we have the fundamental elements to execute innovative and unique projects. 

They are developed and carried out transversally by multidisciplinary teams that combine the experience of our faculty—composed of working professionals—and students in our various programs.  

CicerOn

Virtual Speech Coach (Co-professorship with Indra and Fundación Universia) 

The realism and immersion capacity of virtual reality allows its application to not be restricted to recreational applications, but to assume an important role in psychology as well as in therapies and treatments for certain phobias. This project proposes the use of virtual reality as a training tool to assess university students with different levels of Asperger’s. 

In this way, it is proposed that this program will help students with special needs in their educational performance, leveraging gamification and virtual reality to break the barrier of social interaction. 

  • Laura Raya (Project Director)
  • José Jesús García Rueda (Head of Immersive Education)
  • Diego Rojo (Former student with a Master’s in Computer Graphics)
  • Jesús Mayor(Development Supervisor.)
  • Luis Alberto Vázquez(Art Supervisor)
  • Fátima Escalante (Master's student in Computer Graphics, Virtual Reality, and Simulation)
  • Damian García (Student Expert in Development for Virtual, Augmented, and Mixed Reality)
  • Javier Rojo (Former student with a Master’s in Computer Graphics, Virtual Reality, and Simulation)
  • Jaime López (Student with a Degree in Animation)
  • Raul Boldu (Student with an Expert degree in Development for Virtual, Augmented, and Mixed Reality)
  • Andrea García (Student with a degree in Visual Design)
  • Gregorio Iniesta (Master's student in Computer Graphics and Simulation) 
  • Eugenio Salguero (Master's student in Computer Graphics and Simulation) 

A Virtual Reality Training Application for Adults With Asperger's Syndrome. 

Rojo DMayor JRueda JJGRaya L 

IEEE Computer Graphics and Application. 2019 Mar-Apr;39(2):104-111. doi: 10.1109/MCG.2018.2884272. 

SCI JCR 1.64. Q2. 

A Comparative Study of Virtual Reality Methods of Interaction and Locomotion Based on Presence, Cybersickness, and Usability.  

Jesús Mayor, Laura Raya and Alberto Sánchez. IEEE Transaction on Emerging Topics in Computing. 2019. SCI JCR 3,626, Q1. 

Support by:

Lancelot

The systematic regulation of people with autism is one of the most important milestones to be achieved so that autistic people can lead a normal and accessible life within everyday environments in society.  Their daily life is limited by the uncontrolled stress that can be caused by ordinary circumstances such as a noisy city, interacting with animals or being in small spaces. 

The use of Virtual Reality as a controlled treatment by a specialist can facilitate such stress regulation by simulating individually tailored situations that can be defined by the user. Using bio-indicators, the user’s own physical condition will determine progress in this virtual reality application. 

  • Laura Raya (Project Director) 
  • José Jesús García Rueda (Project Co-Director)
  • Jesús Mayor (Development Supervisor)
  • Luis Alberto Vázquez (Art Supervisor)
  • Miguel Gazón (Student with an Expert degree in Development for Virtual, Augmented, and Mixed Reality)
  • Antonio Diaz (Former student with a Master’s in Computer Graphics and Simulation) 
  • Nadia Parra (Student with a focus in Professional Animation)
  • Ellis Joel Rivera (Student with a degree in Animation) 

  • Study of the influence of user characteristics on the virtual reality presence.
    Jesús Mayor, Alberto Sánchez, Laura Raya. CEIG - Spanish Computer Graphics Conference (2018).
  • Virtual Reality as a therapy tool for Autism Spectrum Disorder. 

    Laura Raya CEIG - Spanish Computer Graphics Conference (2018). 

Support by: 

Virtual Transplant Reality

With the help of IdiPAZ, the HePA Association, and promoted by the expert psychologist in VR treatments, Erika Guijarro, this pioneering project aims to develop the first Virtual and Augmented Reality platform for the psychological care of children and adolescents with transplants. 

Prevention (anticipating different scenarios): the aim is to train children in stressful or potentially traumatic situations such as stays in the ICU or complicated diagnostic tests, which usually produce a lot of distress and anxiety.

Distraction (pain distraction therapies or pain management): the aim is to change the attention focus of the pediatric patient so they focus on the stimuli provided by this tool instead of on the medical tests.

Awareness (self-care and adherence to treatment): adherence to treatment is encouraged in both patients and their environment (friends, family, etc.) by involving them in the routines of the child with transplants (medical tests, admissions, surgeries, stays in Intensive Care Units, etc.). 

Support by: 

Comunidad3s

With the help of the Centro Dramático Nacional (the National Drama Center), we incorporate immersive interaction in theatrical work, revolutionizing and changing the role of the passive spectator towards a new vision of an active spectator who is capable of influencing the script through technology. Engineering students and Designers from U-tad worked in this multidisciplinary project, proposing new scenic alternatives with the help of the CDN research laboratory. In collaboration with directors Rakel Camacho, Pilar G. Almansa and David Martínez Sánchez, the project proposes how the concept of community has been transformed by the emergence of social networks. 

Support by: 

Cenizas (Ashes)

Every day, audiences consume more and more media news of attacks and wars, with an increasing degree of coldness and low empathy, perceiving such news as something distant and alien. Moreover, the large number of first-person shooter videogames inspired by wars or catastrophes is causing youth to become desensitized to these real-life events, as they become used to playing in war-like environments, getting points by beating other players virtually or gaining game experience by killing a larger number of virtual avatars. This lack of in-game empathy is gradually being reflected in a colder society that shows little empathy to environments different from its own. 

The Cenizas (Ashes) project aims to use Virtual Reality to foster empathy towards the civilians who experience the consequences of war in a videogame. Through the experiences of a child, Cenizas Virtual Reality shows how an environment of war and death, even if it is virtual, has direct consequences on the community that suffers it. 

  • Laura Raya (Project Director) 
  • Jesús Mayor (Development Supervisor)
  • Alonso Rosado (Former Master’s student in Computer Graphics and Simulation)
  • Germán Rodriguez (Former Master’s student in Computer Graphics and Simulation)
  • Veronica A. Rodriguez (Former student with a Certificate in Production for Virtual and Augmented Reality)
  • Tomé Ricardo (Animation Student) 
  • Celia Arranz (Animation student) 
  • Vicky Vicent (Student with a Degree in Interactive Product Design)
  • Amaia (Animation student) 
  • Lucía (Animation Student) 

InmersArte

The observation and understanding of art is not always easy for students and non-experts. Moreover, there is a growing and evident lack of interest among young people in art and museums, which prevents us from proposing an attractive and innovative learning alternative. 

The InmersArte Project—which has the support of the Ministry of Education, Culture, and Sport—proposes an educational tool that allows users to experience art interactively through the use of virtual reality. 

Instead of passively observing a painting, the user becomes part of it, navigating through the work with the Oculus VR headset. In this way, the user is able to recreate and explore every single corner of the painting. 

  • Laura Raya (Project Director) 
  • Diego Corcuera (Former Master's student in Computer Graphics and Simulation) 
  • Leire Foguez (Former Master's student in Computer Graphics and Simulation) 
  • José Luis Garrido (Former student with a degree in Animation) 
  • Iván Izquierdo (Former student with a degree in Visual Design). 
  • Jaime Repollés (Project Art Supervisor) 

  • The Use of Virtual Reality in Educational Environments. 

    Laura Raya. Workshop ArtFutura (2016).

Support by: 

Next-Gen

Training video game industry professionals with virtual reality technology 

This project aims to offer students training and professionalization in the video game and virtual reality sector. Next-Gen members have organized themselves into teams, replicating the structure of the Industry. A virtual reality tool has been developed to navigate through virtual art worlds, facilitating the analysis of complex artistic works. 

The work is not limited to creating an immersive tool but also aims to promote balanced learning in multidisciplinary teams. The main objective of this program is to promote the culture of entrepreneurship and to provide “practical flight hours” to facilitate user entry into the professional world. 

  • Laura Raya (Project Director) 
  • Jaime Repollés (Classic Art Supervisor) 
  • Guillermo Tostón (Digital Art Supervisor) 
  • Guillermo Corcuera(Virtual Reality Supervisor) 
  • Cristina Roda (Former Master’s student in Computer Graphics and Simulation. RV Team Leader) 
  • Damián Perez (Former student with a degree in Animation. Animation Team Leader) 
  • Guillermo Miranda (Former student with a degree in Animation. Modeling Team Leader) 
  • Students of the Animation and Visual Design Degrees. 

Support by: