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Now showing 1 - 10 of 12
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    CEIG 2025: Frontmatter
    (The Eurographics Association, 2025) Argudo, Oscar; Iparraguirre, Olatz; Argudo, Oscar; Iparraguirre, Olatz
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    Procedural Generation of 3D Maps with Wave Function Collapse: Optimization and Advanced Constraints
    (The Eurographics Association, 2025) López, María Beatriz Villar; Chover, Miguel; Argudo, Oscar; Iparraguirre, Olatz
    The Wave Function Collapse algorithm is a widely used Procedural Content Generation technique for creating structured scenarios using local neighborhood constraints. This work presents an extension of the algorithm to generate three-dimensional scenarios, incorporating non-local constraints and key optimizations. The proposed improvements include assigning weights to tiles, layer-based generation, specific appearance constraints for unique or ranged tiles, and an automated neighbor creation and assignment method using connectivity rules. These modifications facilitates the generation of coherent and structured 3D environments, providing greater control and adaptability to the process. Finally, some optimizations are proposed and the approach's effectiveness is evaluated analyzing the impact of constraints on the algorithm's coherence, diversity, and runtime.
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    Diseño metodológico para la generación de imágenes multiresolución etiquetadas
    (The Eurographics Association, 2025) Castillo, Francisco García del; Hortelano, Pablo Latorre; Jurado-Rodríguez, David; Jurado, Juan M.; Argudo, Oscar; Iparraguirre, Olatz
    La generación de conjuntos de datos multiescala etiquetados es fundamental para aplicaciones en teledetección y análisis de imágenes satelitales, especialmente en tareas como la clasificación de terrenos, la detección de cambios y la gestión de recursos naturales debido a la poca resolución con la que trabajan y lo difícil que esto hace el poder extraer conocimiento de estas. Este trabajo en progreso presenta el diseño de una metodología para la generación automática de imágenes de alta, media y baja resolución, incorporando para cada pixel una etiqueta semántica extraída a partir de las imágenes de mayor resolución espacial. Los conjuntos de datos resultantes son necesarios para el desarrollo de modelos de inteligencia artificial dirigidos a la comprensión de escenarios reales y clasificación de entidades. Aunque los resultados preliminares son prometedores, el trabajo se encuentra en una fase temprana, y se están explorando mejoras adicionales en la integración de características contextuales y la validación en diferentes escenarios de uso. Este trabajo en curso presenta un alto potencial para la generación de nuevos conjuntos de datos etiquetados más precisos y robustos para aplicaciones relacionadas con la simulación de la apariencia de materiales y otras soluciones relacionadas con teledetección.
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    Impact of Non-Player Characters on the Gaming Experience: Simulation Game vs. Competitive Exergame
    (The Eurographics Association, 2025) Miranda, Nadia Montaña; Chover, Miguel; Argudo, Oscar; Iparraguirre, Olatz
    Non-player characters (NPCs) play a crucial role in the gaming experience and should be designed to suit the characteristics of each game genre. This study examines the impact of AI-driven NPCs on player experience by comparing their impact in a hospital management simulation game and in a competitive exergame called Fitoon. In the simulation game, a needs-based AI system was implemented, where agents autonomously make decisions based on their internal states, such as hunger or stress. In Fitoon, machine learning techniques, including reinforcement and imitation learning, were applied to train agents capable of competing against players in obstacle races. Through user testing utilizing the In-Game version of the Game Experience Questionnaire, this study examines how the presence of these NPCs influences the players' perception of the gaming experience in both contexts. The results indicate that while NPCs in the simulation game have a greater impact on reducing feelings of tedium and boredom, in the exergame, they significantly increase the sense of challenge.
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    Bidirectional Exploration of 3D Cultural Heritage Models and Photo Collections
    (The Eurographics Association, 2025) Borràs, Bernat; Muñoz-Pandiella, Imanol; Andújar, Carlos; Argudo, Oscar; Iparraguirre, Olatz
    Advances in 3D digitization have greatly improved the availability of high-quality cultural heritage datasets, often consisting of 3D models and collections of high-resolution photos. However, navigating these 3D datasets poses challenges for art history researchers, especially when they need to repeatedly locate points of interest, get close-up views of them, and analyze their spatial relationships. Existing applications for 3D model sharing often fail to provide a convenient interface to simultaneously explore the 3D model and associated photo collections. This paper proposes a web-based approach that combines a 3D view of the model with a 2D view of a group of photos. Designers can quickly arrange groups of images into 2D projections, and cultural heritage users can explore the 3D model and, simultaneously, the active group of images in the 2D view. Both views are interlinked, so that navigating the 3D model modifies the active photo group, and clicking an image in the 2D view moves the 3D camera to the 3D position the image was taken from. We tested our approach with a 3D dataset on medieval mural paintings. Our tests show that our method helps users quickly locate, inspect and relate different parts of the model, reducing navigation time and frustration. The source code is available at https://github.com/BernatBC/visualitzador-de-fotografies-en-3D.
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    Brain Car: Un videojuego controlado por actividad cerebral para gestionar el estrés
    (The Eurographics Association, 2025) Tonda, A.; Fuentes-Matutano, R.; Gómez-Cambronero, Á.; Remolar, Inmaculada; Argudo, Oscar; Iparraguirre, Olatz
    La ansiedad es un problema mundial para el que el 75% de las personas no recibe tratamiento. Con el fin de ayudar a la prevención de este trastorno, se ha desarrollado un videojuego de conducción que pretende reducir el estrés entrenando la concentración. El juego consta de dos niveles en los que la velocidad máxima de un coche depende de la concentración del usuario. El primero implementa un modelo de control absoluto en trayectoria predefinida; y el segundo, un modelo híbrido en entorno de exploración tridimensional. El videojuego ha sido evaluado a través de un estudio piloto con 20 participantes, cuyos resultados han destacado el impacto positivo del entrenamiento atencional a través del videojuego en la reducción del estrés.
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    Virtual Reality and how to learn to see how it was
    (The Eurographics Association, 2025) Palacios, Andrea; Enríquez-Muñoz, Carmen; Viciana, Raquel; Jurado, David; Enríquez, Carlos; Argudo, Oscar; Iparraguirre, Olatz
    This paper presents a solution based on immersive virtual reality for the interactive visit of a historical heritage site located in the province of Jaén. This work therefore aims to facilitate the tour to this historically significant yet difficult-to-reach site, while also providing contextual information regarding its location, surroundings, and architectural features. To this end, the original 3D model of the site has been textured and provided with interactive, informational content, which is dynamically retrieved from a remote database, allowing for continuous updates and scalability. Finally, an approximate historical reconstruction of the site has been developed. Both the current and reconstructed versions have been deployed across multiple platforms (including desktop and mobile applications, a website, and virtual reality headsets) ensuring flexible interaction tailored to different usage contexts and user preferences.
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    Semantic navigation meshes for complex outdoor terrains
    (The Eurographics Association, 2025) Creus, Carles; Argudo, Oscar; Pelechano, Nuria; Argudo, Oscar; Iparraguirre, Olatz
    Traditional navigation meshes are typically based on splitting the terrain into connected convex regions representing walkable cells. This works well for almost flat terrains where obstacles are clearly defined by walls or holes. When applied to complex outdoor environments with many changes in terrain height and slope, traditional approaches fail to correctly identify the walkable areas. Current navigation meshes require the user to specify the character's maximum step size and slope, and then classify the environment as walkable or non-walkable, thus limiting the flexibility to adjust paths to the agents' characteristics. Even if some terrain properties are then computed to add semantics to the navigation mesh, many cells could cover a wide range of values, as this information was ignored during its generation. In this paper, we present a novel approach to generate semantic navigation meshes, where the generated cells have a coherent and low-variance range of values for the chosen semantics (e.g., slope). Cell generation is performed with a semantic partitioning based on a region-growing algorithm. Our navigation mesh allows us to preserve the full complexity of the terrain without forcing a binary decision between walkable and non-walkable and provides useful semantics for the pathfinding algorithm.
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    Virtual reality for chronic neck pain management: a serious game design
    (The Eurographics Association, 2025) Pérez-Cano, Francisco Daniel; Saad-Roomi-Alshihmani, S.; Osuna-Pérez, María Catalina; Obrero-Gaitán, Esteban; Jiménez-Delgado, Juan José; Parra-Cabrera, Gema; Argudo, Oscar; Iparraguirre, Olatz
    Virtual reality has emerged as an innovative and promising therapeutic tool in the field of rehabilitation. This work presents the design and development of a tool with three interactive games, in a virtual environment, aimed at patients with chronic pain of the cervical region. Virtual environments allow the execution of therapeutic movements in a safe environment. Thereby the patients focus on the gaming experience within a controlled, motivating and recreative environment. This immersion acts as a cognitive distractor that contributes to a decrease in the fear of movement known as kinesiophobia. Preliminary results about usability suggest that this tool can be useful for rehabilitation, improving the confidence of the patients in their movement and reducing the perception of pain.
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    Multidisciplinary Development of an Educational 3D Simulation Game for Bee Biology using Advanced Graphics Techniques
    (The Eurographics Association, 2025) Caldentey, Iago; Perales, Francisco J.; Leza, Mar; Argudo, Oscar; Iparraguirre, Olatz
    Be a Bee is an 3D open-world simulation video game that applies advanced computer graphics techniques to achieve a highperformance, visually rich, and interactive environment. The project focuses on procedural terrain generation, optimized rendering, and efficient entity simulation within Unity's DOTS! (DOTS!) and ECS! (ECS!).