Responsive image


The Institute for Research and Innovation in Bioengineering (i3B) of the Polytechnic University of Valencia (UPV) is a research center integrated in the Polytechnic City of Innovation.
i3B integrates R&D&I activities through multidisciplinary teams that work together for improving human skills through technology.

i3B consists of six research units that bring together more than 60 researchers and developers.
i3B participates in numerous competitive R&D projects in the regional, national and European levels. Moreover, i3B develops turnkey projects with private companies through numerous agreements and projects. i3B has actively participated in numerous Business Chair Programms which link closely with the needs of the socio-economic fabric in its action areas.

To ensure the quality of its activities, the I3B has been recognized since 2009 with the ISO 9001 quality seal (download here).


i3B was created in 1990, at that time its name was DID Group (Design and Image Developments) and it was formed by a small group of researchers and Ph.D. students.

In the early years, the lab focused on digital image processing and computer graphics.
In its first decade, i3B focused its developments in medical image, hence renamed MedIClab (Medical Image Computing Laboratory). During those years, the laboratory was devoted almost exclusively to the development of systems for medical image processing and computer-assisted surgery. In that decade i3B began working in the emerging field of virtual therapy, i.e. the application of virtual reality techniques for the treatment of psychological disorders. This allowed i3B acquiring high technical expertise in virtual reality and human behavior tracking.

During its second decade, the institute was integrated in the Interuniversity Institute I3BH and was renamed Institute of Human Centred Technology (LabHuman). At that time, the institute considerably increased its activity in areas such as surgery, medical imaging treatment, mental health and education while new modes of human-machine interaction and tracking of human activity were studied.
In its third decade, i3B, besides maintaining its research in areas related to health and education, has integrated new research areas centered around neuroeconomics.

Responsive image
Responsive image


Prof. Mariano Alcaniz Raya is full professor since 2002 at the Polytechnic University of Valencia (UPV) and Director of the Institute of Research and Innovation in Bioengineering of the UPV.

His research interest has always been focused on how virtual reality related technologies can augment human abilities and performance in fields like medicine, health, education and economy. From a scientific point of view, his interest is to understand and classify the relevant significance of each aspect of the human activity and how to use this information in computer mediated technologies for enhancing human abilities and quality of life. From a technological point of view, his objectives are to improve interactive technology in virtual environments used at different formats and the development of algorithms, methods and techniques for ubiquitous and non-obtrusive measurement of human activity.

Dr. Alcañiz has more than 300 publications in the area of computer mediated human activity and several patents. He has been coordinator of various European projects and national research projects related to the area. He is also coordinator of several national R&D programs of excellence. He has been the National Program Coordinator of the Information Society Technology (IST) of the Ministry of Science and Innovation of Spain and he is the Spanish representative for ICT area at the Horizon 2020 European Research Program Committee.

He has been founder of several spin-off companies related with his research field.

A native French-speaker, as he was born in Paris.


I3B is a research institute that analyses human activity and develops innovative means of human-computer interaction seeking a natural integration of technology in daily life.
Our mission includes bridging technology and society, and it has lead us to boost the technology transfer concept towards the business network; thus, in addition to the research activity, we are developing a new approach based on LabLENI and its spin-off company Quatechnion SL, that brings neuroscience and business management together.
In Quatechnion, we provide services and technology to find out about consumer behavior, from a scientific and commercial perspective, providing key information to the company to improve its business.

Responsive image
Chair Programs

I3B bet by the public-private collaboration that promotes the research, training and disclosure through the signature of chairs with companies of high prestige to level national and international.
Chair Programs are a way of building a large and qualified collaboration with companies, foundations or entities with business link with the Universitat Politècnica de València to develop objectives of teaching, research, knowledge and technology transfer. This is a strategic and lasting union, by which both parties benefit from the results of research, development and innovation.
Managing each Chair is the Director of I3B, and there is a joint committee to track the activities carried out, which approves the annual action program and conducts follow-up. Among the activities carried out are the following:

• Development of research of mutual interest.
• Achieving research projects in the national and international levels.
• Consulting in innovation and development, as well as a preferred information on research projects or transfer.
• Elaboration of doctoral and final thesis projects.
• Work experience students.
• Promoting integration of university professors in the business environment.
• Training activities.
• Seminars, conferences, workshops and courses.

The I3B of the UPV leads 4 Chairs nowadays.

University Chair HEINEKEN

The goal of the Heineken-UPV Programme is the promotion and development of education and divulgation activities, as well as transfer of knowledge and research in the IT area and neuroscience applied to communication, distribution and consumption. In this agreement different departments of Heineken España are involved, such as HORECA, Marketing and Food.
Main Page

University Chair PAMESA

Francisco Mora, the Rector of the Polytechnic University of Valencia (UPV) and Fernando Roig, President of Pamesa Group showed in the Cevisama fair the first outcomes of the collaboration agreement signed. It is the Pamesa Virtual Xperience a new virtual tool developed by LabLENI that the visitors at the fair stand have enjoyed during the fair.

University Chair VILLAREAL

The main puropose of the agreement is to promote and develop educational and divulgation activities, as well as transfer of knowledge and research in the sports area.

The i3B institute leads a stable research line in neuroeconomy that will help Villarreal CF in different areas of its activity, from neuromarketing to neurosport.

University Chair COMAFE

LabLENI-i3B from the Polytechnic University of Valencia (UPV) and COMAFE (Cooperativa Madrileña de Ferreteros: Madrid Hardware Stores Cooperative) signed on January, 12, 2016 a collaboration agreement to develop activities in field of new technologies and neuroscience applied to communication, distribution and consumption.


Institute I3B has a wide range of material, almost all framed within the micro-cluster research Presence and Mixed Reality (Virtual and Augmented) Oriented Human Being, funded by the Campus of Excellence VLC / CAMPUS, which allowed give the I3B , along with others, space and material resources to develop their research.
The micro-cluster allows, through immersive and multimedia technologies, controlled stimulation of individuals and through physiological and behavioural systems record, collecting information from their voluntary and involuntary responses. The micro-cluster is composed of five experimental rooms and two observation rooms with one-way mirrors and an internal network audio and video, which can be configured to create comparable environments real life realistic scenarios, which allow studies neuroscience, health, usability studies and ergonomics tool "software" and "hardware", he studies computer assisted psychology, rehabilitation, etc. Among the resources available in the I3B Institute for the realization of this project, there are two main categories: stimulation and monitoring.

If you want to better know about LENI, visit

With respect to the provision of stimulation it has the following resources:

  • Helmet StarStim (Neuroelectrics, Barcelona). It is a hybrid helmet with 8 channels that enables the provision of direct current stimulation and simultaneous electroencephalographic registration.
  • CAVE system. 3D set of 4 walls (Barco N.V., Kortrijk, Belgium) allowing the user immersion in stereoscopic stage with a sound system 7.1 or Bluetooth headset. The system uses 4 projectors F35 AS3D WUXGA (ProjectionDesign, Fredrikstad, Norway), locates the position of the head and hands through 4 cameras tracking infrared ARTTRACK2 (Advanced Realtime Tracking GmbH, Weilheim in Oberbayern, Germany) and allows browsing through a Flystick3 (Advanced Realtime Tracking GmbH, Weilheim in Oberbayern, Germany) device.
  • Videowall system. Installation comprising two video projectors Mirage HD3 (Christie Digital Systems USA Inc., Cypress, CA, USA) that provides a stereoscopic display screen in a 6 x 2 m. It also allows to track the head and hands through another 4 ARTTRACK2 of infrared cameras and allows navigation through Flystick3, just as in the CAVE.
  • Virtual reality system that allows to walk freely in an enclosed space. The system, which consists of RV glasses, a Bluetooth headset and a video camera, allow navigation in virtual and mixed reality walking in an area of 4 x 6 m.
  • Virtual reality helmets. The institute has different virtual reality helmets for augmented reality applications, mixed and virtual. are available commercial devices for applications such as virtual reality Oculus Rift DK1, Oculus Rift DK2 (Oculus VR, Irvine, CA, USA) and Samsung Gear VR (Samsung, Suwon, South Korea), and reality applications increased as Goal1 (Target Company, Portola Valley, CA), which incorporates a camera 3D depth with a resolution of 320x240 pixels, Moverio BT-200 (Epson, Suwa, Japan), the Google glass (Google, Menlo Park, CA, USA) and Vuzix M200 (Vuzix, Rochester, NY, USA) and HLC Vive.
  • System odor. The Scene Palette (HeadHunter200 Inc., Northlake, IL, USA) system may emit a selected odor and produce a sequence of different odors controlled by a computer. Stimulation may also be supplemented also other sensory stimulation in virtual reality environments.
  • TV screens and projectors. Different types of screens and projectors with different features are available to customize the configuration required for each experiment or study.

With respect to monitoring it has the following resources:

  • Electroencephalography. It provides system TMSi Refa (Twente Medical Systems International BV, Oldenzaal, Netherlands), a system of 32 channels for investigation of surface brain activity, the StarStim (Neuroelectrics, Barcelona) system, which allows you to retrieve data through 8 wireless channels in hybrid with transcranial direct current stimulation configurations, and the B-Alert X10 (Advanced Brain Monitoring, Inc., Carlsbad, CA, USA), offering 9 channels combined medial and lateral line over a channel additional electrocardiography, electromyography, or electrooculography, which can be used in motion. In addition, there are four low cost systems (COPD Emotiv Systems, Kwun Tong, Hong Kong).
  • Eye tracking. It has several devices. The Tobii TX300 (Tobii Technology AB, Danderyd, Sweden) system collects data look at 300 Hz robustly against head movements, which allows studies of movements, fixations, changes in pupil size and blink. Other portable low-cost solutions, such as Tobii EyeX (Tobii Technology AB, Danderyd, Sweden), Eye Tribe (Copenhagen, Sweden) or high performance system SMI Eye Tracking Glasses 2 (SensoMotoric Instruments GmbH, Teltow, Germany) are also available for different types of studies.
  • Electromyography. TMSI Refa allows recording surface electromyographic activity, a noninvasive technique that estimates the electrical activity of a muscle by placing electrodes on the skin.
  • Galvanic skin response. This physiological measure can be estimated using the Refa TMSi, which uses two electrodes that are connected to the phalanges of the index and ring fingers, the cuff Q-sensor (Affectiva, Waltham, MA, USA), a bracelet with Bluetooth connection or bracelet E4 (empathic, Milan, Italy).
  • Electrocardiography. The electro-physiological signal measurement of the heart or electrocardiography can be obtained using the TMSi Refa. Pulse measurements of blood volume, heart rate, variability of heart rate and other cardiovascular functions can be estimated using the photoplethysmography sensor E4 bracelet.
  • Skin temperature. The skin temperature may be measured with a thermal sensor by using the TMSi E4 Rephah or bracelet.
  • Oxygen saturation. The TMSi Rephah to estimate the fraction of saturated hemoglobin oxygen relative to total hemoglobin in the blood.
  • Record movement. Human movements can be detected by many different devices. The IGS150 (Synertial, Brighton, UK) is a solution by inertial motion capture technology. The IGS-Cobra gloves with 7 sensors are also available for capturing hand movements. It has conventional monitoring systems that detect the position of the markers, such as an optical solution using cameras OptiTrack V100: R2 (NaturalPoint, Corvallis, Oregon, USA), or electromagnetic sensors, such as the G4 (Polhemus, Colchester, VT, USA), which usually adhere to specific body parts to determine its position. It also has depth sensors, as Kinect ™ and Kinect ™ v2, Intel REALSENSE F200 (Creative Technology Ltd, Singapore) and Structure Sensor (Occipital Inc, Boulder, CO, USA).

Take the virtual tour to our premises in our 360º video

i3B is located at the Polytechnic City of Innovation – CPI. It has 2,100 meters distributed on three floors between offices, laboratories and common areas. I3B has a number of technical installations coordinated by maintenance staff that serve all research and development activities. These facilities include among others:

  • High-speed network that connects a heterogeneous network of computers and servers from remote stations graphics servers to multi-processors for parallel computing.
  • Peripherals: virtual reality and augmented reality HMD such as helmets, data gloves, 3D digitizers, 3D projection systems, power walls, 1 4 wall CAVE system with Barco Graphics projectors and SGI Prism Graphics processor.
  • Optoelectronic systems for the development of 3D user interfaces.

Title Area
Title Area
Augmented Reality system as an aid for aircraft maintenancehet
Ayudas I+D UPV / HUP IIS La Fenarch
Computer Assisted Educationhet
Delfos 3Dhet
Disorders of consciousnessnrhb
ErgoSensor (EN)dux
HumanTop: a multi-object tracking tabletophet
Indoor Locationhet
Markerless Augmented Realityhet
Project AREcbr
RA Colegio San Cristóbalhet
Relaxation techniques in virtual environmentshet
Split Ninja Markers for Augmented Realityhet
Technological researchnrhb
Unilateral spatial neglectnrhb
Upper limbnrhb
Web-based Augmented Realityhet
What´s The web stress?
Embodiment and Body Awareness in Meditators
Architectural Educational Experience in Kansei
Facial expressions: Laboratory room versus living room
C2C interactions creating value in the Route of Santiago
Emotional maps: neuro architecture and design applications
Neurotecnologias Inmersivas aplicadas al sector del Turismo
Kansei engineering in the lighting design of emotional spaces
Designing the appearance of environmentally sustainable products
Single users' affective responses models for product form design
BIM and Virtual Reality integration: Use in the construction sector
Revela el patrón de la mirada el agrado de la publicidad turística?
Impact of architectural variables on acoustic perception in concert halls
Entornos virtuales online y diseño centrado en el usuario: un estudio de caso
Identificación de directrices de diseño basadas en la experiencia del usuario
Virtual Reality as a tool for emotional evaluation of architectural environments
A game for emotional regulation in adolescents: The (body) interface device matters
Artistic alternatives to integrate architectures with visual impact in historical centers
Realidad Virtual como herramienta para la valoración emocional de entornos arquitectónicos
Neuroarquitectura: respuesta psicofisiológica del usuario ante diseños interiores sostenibles
Effect of a mixed reality-based intervention on arm, hand, and finger function on chronic stroke
Emotional cartography in design: A novel technique to represent emotional states altered by spaces
User Evaluation of Neonatology Ward Design: An Application of Focus Group and Semantic Differential
Through the eyes of neglect patients. A preliminary eye-tracking study of unilateral spatial neglect.
Feasibility of a walking virtual reality system for rehabilitation: objective and subjective parameters
Which environmental factors can modulate level of stress during shopping decisions at the point of sale
Posturography using the Wii Balance Board™: A feasibility study with healthy adults and adults post-stroke.
Axlebox accelerations: Their acquisition and time–frequency characterisation for railway track monitoring purposes
Mirror therapy in chronic stroke survivors with severely impaired upper limb function: A randomized controlled trial
Nueva plataforma tecnológica de medida del comportamiento humano en entornos virtuales en el estudio de la arquitectura
Identifying formal color variables that characterize an image in order to evaluate the visual integration of architecture
A comparison between architectural visualization formats: Its influence on sense of direction and assistance in design process
A Comparison of Physiological Signal Analysis Techniques and Classifiers for Automatic Emotional Evaluation of Audiovisual Contents
Identifying the perception variables to be taken into consideration when evaluating the integration of architectures with visual impact in the city
Realidad Virtual, Game Engines y BIM
Augmented reality to training spatial skills
Modelling design requirements of a floor plan
A computer based system to design expressive avatars
HepaPlan: a CAD software for planning hepatic surgeries
Retinal Disease Screening through Local Binary Patterns
A VR-Based Serious Game for Studying Emotional Regulation in Adolescents
Identificación de directrices de diseño para espacios de neonatología
Exploring the relationship between co-creation and satisfaction using QCA
MINERVA Project, MId- to NEaR infrared spectroscopy for improVed medical diAgnostics
The Spanish version of the coma recovery scale-revised: Events on a correct timeline.
An fMRI Study to Analyze Neural Correlates of Presence during Virtual Reality Experiences
Tracking Systems for Virtual Rehabilitation: Objective Performance vs. Subjective Experience
Elapsed time on first buying triggers brand choices within a category: A virtual reality-based study
Videogame-based group therapy to improve self-awareness and social skills after traumatic brain injury.
A software for surgical and radiotherapy planning through multimodal brain image registration and fusion
Diseño de espacios sanitarios mediante la aplicación de Realidad Virtual y medición psicofisiológica
A method for liver segmentation on computed tomography images in venous phase suitable for real environments
Influences on the use of observational methods by practitioners when identifying risk factors in physical work
How the physical similarity of avatars can influence the learning of emotion regulation strategies in teenagers
User´s differences in spatial understanding by architectural plans and first-person interactive visualizations
Assessing brain activations associated with emotional regulation during virtual reality mood induction procedures
Tracking Systems for Virtual Rehabilitation: Objective Performance vs. Subjective Experience. A Practical Scenario
Tracking systems for virtual rehabilitation: Objective performance vs. subjective experience. A practical scenario.
Effectiveness of a VR-based telerehabilitation program for balance recovery after stroke: a randomized controlled trial.
Using Combined Bipolar Semantic Scales and Eye-Tracking Metrics to Compare Consumer Perception of Real and Virtual Bottles
Relations between number of internet views of TV commercials and biometric data: differences in brain responses and eye tracking
Contribución de la Neuroarquitectura al diseño hospitalario
Progression of posturographic findings after acquired brain injury
Using Serious Games to Train Adaptive Emotional Regulation Strategies
A pilot Evaluation of a Therapeutic Game Applied to Small Animal Phobia Treatment
Liver segmentation in MRI: A Fully-automatic Method Based on Probabilistic partitions
Computer-Aided Diagnosis Software for Hypertensive Risk Determination Through Fundus Image Processing
A Functional Magnetic Resonance Imaging Assessment of Small Animals’ Phobia Using Virtual Reality as a Stimulus
Comparing algorithms for automated vessel segmentation in computed tomography scans of the lung: The VESSEL12 study
Assessment of the influence of navigation control and screen size on the sense of presence in virtual reality using EEG
Ingeniería Kansei, realidad virtual y medición psicofisiológica para el diseño de espacios emocionalmente eficientes
Human factors in computer simulations of urban environment. Differences between architects and non- architects’ assessments
Functional improvement of hemiparetic upper limb after a virtual reality-based intervention with a tabletop system and tangible objects
Improvement of balance using a virtual reality based stepping exercise: a randomized controlled trial involving individuals with chronic stroke.
Arquitecturas irreales y perspectiva emocional
The therapeutic lamp: treating small-animal phobias
Effects of Virtual Reality during Exercise in Children
Validation of a Low-Cost EEG Device for Mood Induction Studies
Automatic detection of optic disc based on PCA and mathematical morphology
Measuring presence during the navigation in a Virtual Environment using EEG
Architects and non- architects: differences in perception of property design
Evaluating Virtual Reality Mood Induction Procedures with Portable EEG Devices
Using Kinect™ sensor in observational methods for assessing postures at work
An exploratory study on the use of digital sculpting in conceptual product design
How natural is a natural interface? An evaluation procedure based on action breakdowns
An approach to defining strategies for improving city perception. Case study of Valencia, Spain
Design and Validation of an Augmented Reality System for Laparoscopic Surgery in a Real Environment
Interactive evaluation of surgery skills in surgery simulators: A new method based on string matching algorithms
Manipulating Virtual Objects with your hands: A case study on applying Desktop Augmented Reality at the Primary School
Validation of a low-cost virtual reality system for training street-crossing. A comparative study in healthy, neglected and non-neglected stroke individuals.
How Technology Influences the Therapeutic Process: Evaluation of the Patient-Therapist Relationship in Augmented Reality Exposure Therapy and In Vivo Exposure Therapy
HumanTop: a multi-object tracking tabletop
Reliability and Validity of TIPS Wireless ECG Prototypes
Ubiquitous monitoring and assessment of childhood obesity
GameTeen: New Tools for Evaluating and Training Emotional Regulation Strategies
Subjective evaluation of music hall acoustics: Response of expert and non-expert users
Upper limb tracking using depth information for rehabilitative tangible tabletop systems
Artificial neural networks for predicting dorsal pressures on the foot surface while walking
Tabletops for Collaborative Learning: A Case Study on Geometry Learning at the Primary School
2-D Discrete Wavelet Transform for Hand Palm Texture Biometric Identification and Verification
System Effectiveness vs. Task Complexity in Low Cost AR Solutions for Maintenance: a Study Case
Virtual Representations of the Self: Engaging Teenagers in Emotional Regulation Strategies Learning
Evaluation of the quality of collaboration between the client and the therapist in phobia treatments
Jaw tissues segmentation in dental 3D CT images using fuzzy-connectedness and morphological processing
Using Portable EEG Devices to Evaluate Emotional Regulation Strategies during Virtual Reality Exposure
A genetic algorithm for the design of job rotation schedules considering ergonomic and competence criteria
A method to design job rotation schedules to prevent work-related musculoskeletal disorders in repetitive work
Comparative Study with New Accuracy Metrics for Target Volume Contouring in PET Image Guided Radiation Therapy
Could Virtual Reality Be an Effective Tool to Combat Obesity and Sedentariness in Children? Results from Two Research Studies
Is it the plate or is it the food? The influence of the color and shape of the plate on the perception of the food placed on it
Análisis de efectividad y satisfacción de un sistema de realidad virtual para la rehabilitación del equilibrio en pacientes con daño cerebral.
Personal Health systems: The OPTIMI Project
Job Rotation as a Method for Disabled Workers Integration
Does the weight of the dish influence our perception of food?
An e-health platform for the elderly population: The butler system
A User-Friendly Tool for Detecting the Stress Level in a Person’s Daily Life
Metal Artifact Reduction in Dental CT Images using Polar Mathematical Morphology
Breaks in Presence in Virtual Environments: An Analysis of Blood Flow Velocity Responses
Kano’s model in Kansei Engineering to evaluate subjective real estate consumer preferences
Removing interference components in time–frequency representations using morphological operators
Application of Multi-Criteria Decision Methods (MCDM) for the development of functional food products in Venezuela
Treating cockroach phobia using a serious game on a mobile phone and augmented reality exposure: A single case study.
Differences in Architects and Nonarchitects ' Perception of Urban Design: An Application of Kansei Engineering Techniques
Analyzing Neural Correlates of Attentional Changes during the Exposure to Virtual Environments: Application of Transcranial Doppler Monitoring
Electronic PDA Dietary and Physical Activity Register in a Weight Loss Treatment Program for Children: A Study on Acceptability and Satidfaction
Comparing older and younger users' perceptions of mobile phones and watches using cata questions and preference mapping on the design characteristics
Comparison Between and Exergaming Platform and Traditional Physical Activity: Acceptability and Use Preferences in Overweight and Normal Children Samples
A virtual reality system for the treatment of stress-related disorders: A preliminary analysis of efficacy compared to a standard cognitive behavioural program
Effectiveness of a Wii balance board-based system (eBaViR) for balance rehabilitation: a pilot randomized clinical trial in patients with acquired brain injury.
technology and informatics
Use of Mobile Devices for Eating Disorders
Thin Plate Spline Model for Brain Shift Compensation
MobiAR: tourist experiences through mobile augmented reality
An Adatative Display for the Treatment of Diverse Trauma PSTD Victims.
Content-based Dynamic Threshold Method for Real Time Keyframe Selecting
An Augmented Reality System Validation for the Treatment of Cockroach Phobia
Improving Childhood Obesity treatment using new technologies:the ETIOBE system
An Internet-Based Self-help Treatment for Fear of Public Speaking: a Controlled Trial
PDA Self-Register system for eating disorders: a study on acceptability and satisfaction
A New Visually Evoked Cerebral Blood Flow Response Analysis Using a Low-Frequency Estimation
Contact model, fit process and foot animation for the virtual simulator of the footwear comfort
Analysis of Visual Perception Aspects of the Virtual Reality Experience with Transcranial Doppler Monitoring
Contributions of functional magnetic resonance in the field of psychological treatments with virtual reality
Analysis of Distributed-Collaborative Activity during Augmented reality Exposure Therapy for Cockroaches Phobia
Learning natural science and ecology issues of the Mediterranean Sea in the Virtual Aquatic World: a pilot study
Applying generalised feedforward neural networks to classifying industrial jobs in terms of risk of low back disorders
Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project
Brain activity and presence: a preliminary study in different immersive conditions using transcranial Doppler monitoring
Geometrical Feature Extration From Ultrasonic Time Frequency Responses: An Application to Nondestructive Testing of Materials
Progress in Etiobe System
Emotional eating in obese children
Transcranial Doppler Monitoring in Presence Research
Ontologies for Intelligent e-Theraoy: Application to Obesity
An Ontology for Cognitive-Behaviour Therapy: Application to Obesity
An adaptative display to treat stress-related disorders: the EMMA's world
Transcranial Doppler: A Tool for Augmented Cognition in Virtual Environments
A multi-criteria genetic algorithm for the generation of job rotation schedules
The Memory Game: a serious game to improve the learning of nutritional knowledge
The Intelligent e-Therapy System: a new paradigm for telepsychology and cybertherapy
A New Protocol Test for Physical Activity Research in Obese Children (Etiobe Project).
The Acceptability of an Internet-based self-help Treatment for Fear of Public Speaking
An automatic colour-based computer vision algorithm for tracking the position of piglets
An e-health system for elderly (BUTLER): A pilot study about acceptance and satisfaction
A Neuroscience Approach to Virtual Reality Experience Using Transcranial Doppler Monitoring
A Neuroscience Approach to Virtual Reality Experience Using Transcranial Doppler Monitoring
Etiobe Mates: A Serious Game Platform to Improve the Learning of Nutritional Knowledge in Children
Transcranial Doppler: a Non-Invasive Tool for Monitoring Brain Activity in Virtual Reality Therapy
Design and validation of an augmented book for spatial abilities development in engineering students
Solving facility layout problems with strict geometric constraints using a two-phase genetic algorithm
A study of the viability of obtaining a generic animation of the foot while walking for the virtual testing of footwear using dorsal presures
Electronic PDA dietary and physical activity registers in a weight loss treatment program for children: A description of the ETIOBE Personal Digital Assistant System
Hum-AR: An Augmented Reality System specially adapted for Education
Telepsychology and Self-Help: The treatment of phobias using the Internet
Innovation in Graphic Representation in Engineering: Application of Augmented Reality
Application of Neural Networks to the Modelization of Industrial Products User Preferences
Simulation of the deformation of materials in shoe uppers in gait. Force distribution using finite elements.
Influence of the mode of graphical representation on the perception of product aesthetic and emotional features: An exploratory study
Deformable brain atlas: Validation of the location of subthalamic nucleus using T1-weighted MR images of patients operated on for Parkinson's
Differential semantics as a Kansei Engineering tool for analysing the emotional impressions which determine the choice of neighbourhood: The case of Valencia, Spain
P2C-3 Ultrasound Based Intraoperative Brain Shift Correction
Telepsychology and Self-help: Treatment of Fear of Public Speaking
Affective interactions using virtual reality: the link between presence and emotions
Innovation assessment in traditional industries. A proposal of aesthetic innovation indicators
Augmented group presence in PASION project: Presentation of a first applications developer prototype
Application of product differential semantics to quantify purchaser perceptions in housing assessment
Cognition, technology and games for the elderly: an introduction to ELDERGAMES project
Virtual Reality Exposure in the Treatment of Panic Disorder and Agoraphobia: A controlled study
An augmented reality system for the treatment of acrophobia: The sense of presence using immersive photography
The Use of a Visible and/or an Invisible Marker Augmented Reality System for the Treatment of Phobia to Small Animals
Using Augmented Reality to treat phobias
Real-time deformable models for surgery simulation: a survey
The Third Pole of the Sense of Presence: Comparing Virtual and Imagery Spaces
Mixing Realities? An Application of Augmented Reality for the treatment of cockroach phobia
A Preliminary Study on the Use of an Adaptive Display for the Treatment of Emotional Disorders
Radial basis functions with compact support for elastic registration. Application to medical images
Parsys: a new particle system for the introduction of on-line physical behaviour to three-dimensional synthetic objects
Immersion and Emotion: Their Impact on the Sense of Presence
Hierarchical image segmentation using a correspondence with a tree model
Training wiht Computer-supported motor Imagery in post-stroke Rehabilitation
Improved watershed transform for medical image segmentation using prior information
Clinically Significant Virtual Environments for the treatment of panic disorder and agoraphobia
Integración de la tecnología de simulación quirúrgica en el programa de aprendizaje de cirugía mínimamente invasiva
PARSYS: Un nuevo sistema de partículas para la introducción de comportamiento físico en objetos sintéticos tridimensionales
GeRTiSS: A Generic Multi-model Surgery Simulator
The EMMA Project: Emotions as a Determinant of Presence
The V EPSY UPDATED project: Clinical rationlae and behavior
Internet-Based Telehealth System for the Treatment of Agoraphobia
Virtual Reality Treatment of Flying Phobia
Automatic Localization of Cephalometric Landmarks
A new approach for the real-time simulation of tissue deformations in surgery simulation
Presence and Reality judgment in virtual environments: A unitary construct?
A new realistic 3D body representation in virtual environments for the treatment of disturbed body image in eating disorders
Computer-Aided Periodontal Disease Diagnosis using computer vision
Outlining of the prostate using snakes with shape restrictions based on the wavelet transform
Differences on Presence and Reality Judgment Using a High Impact Workstation and a PC Workstation
Interactive image-guided surgery system with high-performance computing capabilities on low-cost workstations: A prototype
Body Image and Virtual Reality in Eating Disorders: Is Exposure to Virtual Reality More Effective than the Classical Body Image Treatment?
virtual environments for the treatment of claustrophobia
Virtual Reality treatment of claustrophobia: a case report
An advanced system for the simulation and planning of orthodontic tratments
Bases metodológicas para una nueva plataforma de medida del comportamiento humano en entornos virtuales
Contact Information
Polytechnic City of the Innovation - Building 8B - 3rd Floor
Camino de Vera s/n 46022
Valencia (Spain)
(+34) 963 877 518
You can find here how to get to our offices within the CPI