La Realidad Extendida como Medio. Revisión de la Literatura y Descripción de Rasgos a partir del Análisis de Experiencias Inmersivas e Interactivas

Autores/as

DOI:

https://doi.org/10.65598/rps.5778

Palabras clave:

Realidad extendida, Realidad virtual, Presencia, Inmersión, Interacción

Resumen

La realidad extendida, término paraguas que abarca la realidad virtual, la realidad mixta o la realidad aumentada, se proyecta como un medio con un enorme potencial para representar la información y generar contenido con un elevado grado de interacción. Este potencial es el que viene, precisamente, a definir su categoría de medio y los rasgos que lo constituyen como un medio de construcción compleja por sus potenciales niveles de interacción y de representación por su analogía con el fenómeno de la propia realidad física. A partir de una revisión de la literatura, y de un análisis de rasgos como la presencia, la inmersión, o la agencia, de varios casos, se estructuran las características y la proyección del medio con base a su potencial evolución, a medida que la tecnología también avanza y se va consolidando. También se describen las limitaciones existentes en el contexto actual con relación al medio y la diversidad de niveles y formatos en la representación de la información y en los mecanismos de interacción con el medio virtual.

Descargas

Los datos de descargas todavía no están disponibles.

Citas

Akyildiz, I. F. (2022, December). Metaverse: Challenges for extended reality and holographic-type communication in the next decade. In 2022 ITU Kaleidoscope-Extended reality–How to boost quality of experience and interoperability (pp. 1-2). IEEE. https://ieeexplore.ieee.org/abstract/document/10003048

Andrews, C., Southworth, M. K., Silva, J. N., & Silva, J. R. (2019). Extended reality in medical practice. Current treatment options in cardiovascular medicine, 21, 1-12. https://link.springer.com/article/10.1007/s11936-019-0722-7

Aylett, R., & Louchart, S. (2003). Towards a narrative theory of virtual reality. Virtual Reality, 7, 2-9. https://link.springer.com/article/10.1007/s10055-003-0114-9

Bailenson, J., Patel, K., Nielsen, A., Bajscy, R., Jung, S. H., & Kurillo, G. (2008). The effect of interactivity on learning physical actions in virtual reality. Media Psychology, 11(3), 354-376. https://www.tandfonline.com/doi/abs/10.1080/15213260802285214

Barricelli, B. R., Gadia, D., Rizzi, A., & Marini, D. L. (2016). Semiotics of virtual reality as a communication process. Behaviour & Information Technology, 35(11), 879-896. https://www.tandfonline.com/doi/abs/10.1080/0144929X.2016.1212092

Barricelli, B. R., & Fogli, D. (2024). Digital twins in human-computer interaction: A systematic review. International journal of human–computer interaction, 40(2), 79-97. https://www.tandfonline.com/doi/abs/10.1080/10447318.2022.2118189

Berkman, M. I., & Akan, E. (2024). Presence and immersion in virtual reality. In Encyclopedia of computer graphics and games (pp. 1461-1470). Cham: Springer International Publishing. https://link.springer.com/referenceworkentry/10.1007/978-3-031-23161-2_162

Bernardet, U., Bermúdez i Badia, S., Duff, A., Inderbitzin, M., Le Groux, S., Manzolli, J., ... & Verschure, P. F. (2009). The eXperience induction machine: a new paradigm for mixed-reality interaction design and psychological experimentation. The Engineering of Mixed Reality Systems, 357-379. https://link.springer.com/chapter/10.1007/978-1-84882-733-2_18

Biocca, F. (1992). Virtual reality technology: A tutorial. Journal of communication, 42(4), 23-72. https://onlinelibrary.wiley.com/doi/abs/10.1111/j.1460-2466.1992.tb00811.x

Biocca, F., & Levy, M. R. (1995). Virtual reality as a communication system. Communication in the age of virtual reality, 15-31. https://books.google.es/books?hl=es&lr=&id=3X6JJy-ERK8C&oi=fnd&pg=PA15&dq=virtual+reality+communication&ots=n9pWI5SorO&sig=gZHy8g2eWlec90EXsv23skPs71U#v=onepage&q=virtual%20reality%20communication&f=false

Cacho-Elizondo, S., Álvarez, J. D. L., & Garcia, V. E. (2018). Exploring the Adoption of Augmented and Virtual Reality in the Design of Customer Experiences: Proposal of a Conceptual Framework. Journal of Marketing Trends (1961-7798), 5(2). https://research.ebsco.com/c/lut47x/search/details/3z33jxaadn?db=bsu

Chamola, V., Bansal, G., Das, T. K., Hassija, V., Sai, S., Wang, J., ... & Niyato, D. (2024). Beyond reality: The pivotal role of generative ai in the metaverse. IEEE Internet of Things Magazine, 7(4), 126-135. https://ieeexplore.ieee.org/abstract/document/10574265?casa_token=99CCtHsos5kAAAAA:pnoOES1RpA7G9-bFgin_WhPQ_FYfJhC8PHTHsb-cTu-v6obTzoiY-q0kXCPu4_wqhR8h_hJbXw

Chuah, S. H. W. (2018). Why and who will adopt extended reality technology? Literature review, synthesis, and future research agenda. Literature Review, Synthesis, and Future Research Agenda (December 13, 2018). https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3300469

Çöltekin, A., Lochhead, I., Madden, M., Christophe, S., Devaux, A., Pettit, C., ... & Hedley, N. (2020). Extended reality in spatial sciences: A review of research challenges and future directions. ISPRS International Journal of Geo-Information, 9(7), 439. https://www.mdpi.com/2220-9964/9/7/439

Cruz-Neira, C., Fernández, M., & Portalés, C. (2018). Virtual reality and games. Multimodal Technologies and Interaction, 2(1), 8. https://doi.org/10.3390/mti2010008

D'Amato, B. (1992). The last medium: the virtues of virtual reality. Flash art. https://openbibart.fr/vibad/index.php?action=getRecordDetail&idt=oba_0055937

Dang, K., Burke, G., Korreshi, H., & Lee, S. (2024, October). Towards Accessible Musical Performances in Virtual Reality: Designing a Conceptual Framework for Omnidirectional Audio Descriptions. In Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility (pp. 1-17). https://dl.acm.org/doi/abs/10.1145/3663548.3675618

Durán Fonseca, E., Rubio-Tamayo, J. L., & Alves, P. (2021). Niveles de diseño narrativo, espacial y de interacción para el desarrollo de contenidos en el medio de la realidad virtual. ASRI. Arte y Sociedad. Revista de Investigación, 19, 96–111. https://doi.org/10.5281/zenodo.7651169

Dzardanova, E., Kasapakis, V., Gavalas, D., & Sylaiou, S. (2022). Virtual reality as a communication medium: a comparative study of forced compliance in virtual reality versus physical world. Virtual Reality, 26(2), 737-757. https://link.springer.com/article/10.1007/s10055-021-00564-9

Friedman, D., Leeb, R., Pfurtscheller, G., & Slater, M. (2010). Human–computer interface issues in controlling virtual reality with brain–computer interface. Human–Computer Interaction, 25(1), 67-94. https://www.tandfonline.com/doi/abs/10.1080/07370020903586688

Goude, D., Björk, S., & Rydmark, M. (2007). Game Design in Virtual Reality Systems. Medicine Meets Virtual Reality 15: In Vivo, in Vitro, in Silico: Designing the Next in Medicine, 125, 146. https://books.google.es/books?hl=es&lr=&id=fg3vAgAAQBAJ&oi=fnd&pg=PA146&dq=virtual+reality+model&ots=eQkVRl3UlZ&sig=i1uk-CGmpln2DMQA02OVwOUzwiA#v=onepage&q=virtual%20reality%20model&f=false

Gupta, S., Bagga, S., & Sharma, D. K. (2020). Hand gesture recognition for human computer interaction and its applications in virtual reality. Advanced Computational Intelligence Techniques for Virtual Reality in Healthcare, 85-105. https://link.springer.com/chapter/10.1007/978-3-030-35252-3_5

Hernández-de-Menéndez, M., Vallejo Guevara, A., & Morales-Menendez, R. (2019). Virtual reality laboratories: a review of experiences. International Journal on Interactive Design and Manufacturing (IJIDeM), 13, 947-966. https://link.springer.com/article/10.1007/s12008-019-00558-7

Hu, H., Wang, Z., Zhao, X., Li, R., Li, A., Si, Y., ... & Xu, T. (2024). A survey on brain-computer interface-inspired communications: opportunities and challenges. IEEE Communications Surveys & Tutorials. https://ieeexplore.ieee.org/abstract/document/10520662?casa_token=hqJGPeXgUcQAAAAA:3L4N8e-_Z6LsbiWy7-p4kz5tnx-uL_2uTXca57iW2ItyuxRMQRd8BT_QdeelxCk7xL-A_SA8OA

Hürst, W., & Helder, M. (2011, November). Mobile 3D graphics and virtual reality interaction. In Proceedings of the 8th international conference on advances in computer entertainment technology (pp. 1-8). https://dl.acm.org/doi/abs/10.1145/2071423.2071458?casa_token=y-bushpLAkEAAAAA:-fBoUBBUIDspuL7BE4tvnYVox5kES5TUoV5jDbfGMPx8g87O7U5AJuYyHjyqUjWRSWA3aL8FM8Z9

Kliestik, T., Kral, P., Bugaj, M., & Durana, P. (2024). Generative artificial intelligence of things systems, multisensory immersive extended reality technologies, and algorithmic big data simulation and modelling tools in digital twin industrial metaverse. Equilibrium. Quarterly Journal of Economics and Economic Policy, 19(2), 429-461. https://www.ceeol.com/search/article-detail?id=1265085

Koenitz, H. (2010). Towards a theoretical framework for interactive digital narrative. En R. Aylett, M. Y. Lim, S. Louchart, P. Petta, & M. Riedl (Eds.), Interactive Storytelling. ICIDS 2010 (pp. 176–185). Springer. https://doi.org/10.1007/978-3-642-16638-9_22

Latta, J. N., & Oberg, D. J. (1994). A conceptual virtual reality model. IEEE Computer Graphics and Applications, 14(1), 23-29. https://ieeexplore.ieee.org/abstract/document/250915?casa_token=IfY8Pajcv1kAAAAA:Revy8Z6fi932LlUc7G-JmKuAJttHdc_bSVrEYkzUghC61F_lokNsA883znYxr29HCakFEQ4ZGA

Li, Y., Huang, J., Tian, F., Wang, H.-A., & Dai, G.-Z. (2019). Gesture interaction in virtual reality. Virtual Reality & Intelligent Hardware, 1(1), 84–112. https://doi.org/10.3724/SP.J.2096-5796.2018.0006

Lombard, M. & Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of Computer-Mediated Communication, 3(2). https://academic.oup.com/jcmc/article/3/2/JCMC321/4080403?login=false

Lombard, M., & Jones, M. T. (2015). Defining presence. Immersed in media: Telepresence theory, measurement & technology, 13-34. https://link.springer.com/chapter/10.1007/978-3-319-10190-3_2

Lopes, D. M. M. (2001). The ontology of interactive art. Journal of Aesthetic Education, 65-81. https://www.jstor.org/stable/3333787?casa_token=SUxZ3VNs6M8AAAAA%3A6MnFRLELoclzxQVdxPadAO-tWCt-3GyFxYbhf7UxpIGhCKtlr2LzLQVibLLPuv-EZmLR59xKYx8ldvJEKAjgdHukgewLIkGu2029FfoXkaaa84Py2Xo

Lyu, Z. (2024). State-of-the-art human-computer-interaction in metaverse. International Journal of Human–Computer Interaction, 40(21), 6690-6708. https://www.tandfonline.com/doi/full/10.1080/10447318.2023.2248833

Marini, D., Folgieri, R., Gadia, D., & Rizzi, A. (2012). Virtual reality as a communication process. Virtual Reality, 16, 233-241. https://link.springer.com/article/10.1007/s10055-011-0200-3

McMahan, R. P., Lai, C., & Pal, S. K. (2016). Interaction fidelity: the uncanny valley of virtual reality interactions. In Virtual, Augmented and Mixed Reality: 8th International Conference, VAMR 2016, Held as Part of HCI International 2016, Toronto, Canada, July 17-22, 2016. Proceedings 8 (pp. 59-70). Springer International Publishing. https://link.springer.com/chapter/10.1007/978-3-319-39907-2_6

Markowitz, D. M., & Bailenson, J. N. (2019). Virtual reality and communication. In P. Moy (Ed.), Oxford Bibliographies in Communication. Oxford University Press. https://doi.org/10.1093/obo/9780199756841-0222

Marougkas, A., Troussas, C., Krouska, A., & Sgouropoulou, C. (2023, September). Crafting immersive experiences: a multi-layered conceptual framework for personalized and gamified virtual reality applications in education. In Novel & Intelligent Digital Systems Conferences (pp. 230-241). Cham: Springer Nature Switzerland. https://link.springer.com/chapter/10.1007/978-3-031-44097-7_25

Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems, 77(12), 1321-1329. https://search.ieice.org/bin/summary.php?id=e77-d_12_1321

Murray, J. H. (1997). Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York, The Free Press.

Mütterlein, J., & Hess, T. (2017). Immersion, presence, interactivity: Towards a joint understanding of factors influencing virtual reality acceptance and use. https://core.ac.uk/download/pdf/301371675.pdf

Nicolas-Alonso, L. F., & Gomez-Gil, J. (2012). Brain computer interfaces, a review. sensors, 12(2), 1211-1279. https://www.mdpi.com/1424-8220/12/2/1211_2

Pantelidis, V. S. (2010). Reasons to use virtual reality in education and training courses and a model to determine when to use virtual reality. Themes in science and technology education, 2(1-2), 59-70. http://ouranos.edu.uoi.gr/theste/index.php/theste/article/view/22

Pirker, J., Loria, E., Safikhani, S., Künz, A., & Rosmann, S. (2022, March). Immersive virtual reality for virtual and digital twins: A literature review to identify state of the art and perspectives. In 2022 IEEE conference on virtual reality and 3D user interfaces abstracts and workshops (VRW) (pp. 114-115). IEEE. https://ieeexplore.ieee.org/abstract/document/9757693

Rajarajan, S., Kowsalya, T., Gupta, N. S., Suresh, P. M., Ilampiray, P., & Murugan, S. (2024, April). IoT in Brain-Computer Interfaces for Enabling Communication and Control for the Disabled. In 2024 10th International Conference on Communication and Signal Processing (ICCSP) (pp. 502-507). IEEE. https://ieeexplore.ieee.org/abstract/document/10543610?casa_token=5T8Wq1DiUqkAAAAA:60DlCmq0uWP9JE0E-lG_IDhW9CBoPYvdq3_bAPDmXBo0oqPCMAjX7fFY43e5chP4Px_-Ok0zPQ

Rashid, M., & Khan, M. (2024). Metaverse as Medium: Understanding the Revival of McLuhan's Notion'Medium is the Message'in the Emergent Virtual Reality Landscape. Journal of Communication and Cultural Trends, 6(1), 87-108. https://journals.umt.edu.pk/index.php/jcct/article/view/4192

Rafferty, T. (2003). Everybody Gets a Cut. New York Times, 4.

Ratican, J., Hutson, J., & Wright, A. (2023). A proposed meta-reality immersive development pipeline: Generative ai models and extended reality (xr) content for the metaverse. Journal of Intelligent Learning Systems and Applications, 15. https://digitalcommons.lindenwood.edu/faculty-research-papers/450/

Rauschnabel, P. A., Felix, R., Hinsch, C., Shahab, H., & Alt, F. (2022). What is XR? Towards a framework for augmented and virtual reality. Computers in human behavior, 133, 107289. https://www.sciencedirect.com/science/article/pii/S074756322200111X

Riva, G. (1999). Virtual reality as communication tool: A sociocognitive analysis. Presence, 8(4), 462-468. https://direct.mit.edu/pvar/article-abstract/8/4/462/18244/Virtual-Reality-as-Communication-Tool-A

Rogers, Y., Scaife, M., Gabrielli, S., Smith, H., & Harris, E. (2002). A conceptual framework for mixed reality environments: Designing novel learning activities for young children. Presence, 11(6), 677-686. https://ieeexplore.ieee.org/abstract/document/6791104

Rosedale, P. (2016). Virtual reality: The next disruptor: A new kind of worldwide communication. IEEE Consumer Electronics Magazine, 6(1), 48-50. https://ieeexplore.ieee.org/abstract/document/7786878?casa_token=sOLV0P-ELUgAAAAA:umz1oW8q5QJDzao12tVJUzjkY6zYWfk2VfCLO3HZlOyxQ5pE0RV9PkfU4MhJFIZ1OkRmytkq2Q

Rubio Tamayo, J. L., & Gértrudix Barrio, M. (2016). Realidad virtual (HMD) e interacción desde la perspectiva de la construcción narrativa y la comunicación: Propuesta taxonómica. Revista ICONO 14. Revista Científica de Comunicación y Tecnologías Emergentes, 14(2), 1–24. https://doi.org/10.7195/ri14.v14i2.965

Rubio-Tamayo, J. L., Gertrudix Barrio, M., & García García, F. (2017). Immersive environments and virtual reality: Systematic review and advances in communication, interaction and simulation. Multimodal Technologies and Interaction, 1(4), 21. https://doi.org/10.3390/mti1040021

Rubio-Tamayo, J. L., Gertrudix, M., & Wuebben, D. L. (2025). Immersive Scientific Communication: A Multidimensional Theoretical Model for Approaching Extended Reality as a Medium. Presence: Virtual and Augmented Reality, 34, 135–157. https://doi.org/10.1162/pres_a_00444

Rubio Tamayo, J. L., Wuebben, D. L., & Gertrudix, M. (2024). Standards for science communication in extended and virtual reality: A model for XR/VR based on London Charter and Seville Principles. Journal of Science Communication, 23(03), A03. https://doi.org/10.22323/2.23030203

Ryan, M. L. (1994). Immersion vs. interactivity: Virtual reality and literary theory. Postmodern culture, 5(1). https://muse.jhu.edu/article/27495

Ryan, M. (2001). Narrative as Virtual Reality: Immersion and Interactivity. Literature and Electronic Media (Baltimore, MD: Johns Hopkins University Press), 17.

Sadeghi Milani, A., Cecil-Xavier, A., Gupta, A., Cecil, J., & Kennison, S. (2024). A systematic review of human–computer interaction (HCI) research in medical and other engineering fields. International Journal of Human–Computer Interaction, 40(3), 515-536. https://www.tandfonline.com/doi/abs/10.1080/10447318.2022.2116530

Safikhani, S., Holly, M., & Pirker, J. (2020, June). Work-in-progress—conceptual framework for user interface in virtual reality. In 2020 6th International Conference of the Immersive Learning Research Network (iLRN) (pp. 332-335). IEEE. https://ieeexplore.ieee.org/abstract/document/9155207

Saltz, D. Z. (1997). The art of interaction: Interactivity, performativity, and computers. The Journal of Aesthetics and Art Criticism, 55(2), 117-127. https://www.jstor.org/stable/431258?casa_token=lCqazQtNty8AAAAA%3A69_h1djNEj93T3SGpkuEw0s9fbZSyg7gW6DYEM3rNthRdD_h6KqM6ynMGGze_iSYlSM6ea2OZa3BTRyQucTop4734fHmbtVI83IjS1MDZ3-r0HuR0Dg

Sanchez-Vives, M. V., & Slater, M. (2005). From presence to consciousness through virtual reality. Nature reviews neuroscience, 6(4), 332-339. https://www.nature.com/articles/nrn1651

Schuemie, M. J., Van Der Straaten, P., Krijn, M., & Van Der Mast, C. A. (2001). Research on presence in virtual reality: A survey. Cyberpsychology & behavior, 4(2), 183-201. https://www.liebertpub.com/doi/abs/10.1089/109493101300117884

Schwind, V., Knierim, P., Haas, N., & Henze, N. (2019, May). Using presence questionnaires in virtual reality. In Proceedings of the 2019 CHI conference on human factors in computing systems (pp. 1-12). https://dl.acm.org/doi/abs/10.1145/3290605.3300590?casa_token=hKA8ynsmG3UAAAAA:DKSoHY7qr6rjRJxEMEwX3ycz-LAWncwRCKrrjh2iuPamvhAm-8GMIoQqaBkoZTKqbOnr_wD-KQOv

Sherman, W. R., & Craig, A. B. (1995). Literacy in virtual reality: a new medium. ACM SIGGRAPH Computer Graphics, 29(4), 37-42. https://dl.acm.org/doi/abs/10.1145/216876.216887

Slater, M. (2018). Immersion and the illusion of presence in virtual reality. British journal of psychology, 109(3), 431-433. http://publicationslist.org/data/melslater/ref-344/bjop.12305.pdf

Smith, H. J., & Neff, M. (2018, April). Communication behavior in embodied virtual reality. In Proceedings of the 2018 CHI conference on human factors in computing systems (pp. 1-12). https://dl.acm.org/doi/abs/10.1145/3173574.3173863

Smuts, A. (2009). What is interactivity?. The Journal of Aesthetic Education, 43(4), 53-73. https://www.jstor.org/stable/25656247?casa_token=cEpk5Ql3xNEAAAAA%253ACVFJFMhElouvSZZ1GjCRSa_aPyp6Gsg2JGAC-8E18sWitDEPVn-sVReq46DkIDnQeWUZlT7qB1E_vwcRdbyHCh0sF59DKByFO7_juDVYzvHNbVPext8

Summerville, J., Buys, L., Ginn, S., Bucolo, S. S., Walker, A., Gard, S., & Bell, L. (2005). Engaging people in environmentally sustainable behaviours using interactive Virtual Reality: a conceptual framework. In Social Change in the 21st Century 2005 Conference Proceedings (pp. 1-19). Queensland University of Technology. https://eprints.qut.edu.au/3542/

Tanriverdi, V., & Jacob, R. J. (2001, November). VRID: a design model and methodology for developing virtual reality interfaces. In Proceedings of the ACM symposium on Virtual reality software and technology (pp. 175-182). https://dl.acm.org/doi/abs/10.1145/505008.505042?casa_token=zX1siiHS2lEAAAAA:JUmM1JOjYfdBXMRV1KMSaOdgzhdIopBI44qYur7ggIE3X9BZY06dki9KTgM4JLQBA4GUpq4LCXK2

Tham, J., Duin, A. H., Gee, L., Ernst, N., Abdelqader, B., & McGrath, M. (2018). Understanding virtual reality: Presence, embodiment, and professional practice. IEEE Transactions on Professional Communication, 61(2), 178-195. https://ieeexplore.ieee.org/abstract/document/8316900?casa_token=DZKxHJqOX0gAAAAA:vZ6qoXvNkBoD0cyQC3f9Ij14ptYGRrERM6Bjgp5FkNmoaG9UUbg6bIHADq4HdpkxHSTYH1kuww

Tramberend, H. (1999, March). Avocado: A distributed virtual reality framework. In Proceedings IEEE Virtual Reality (Cat. No. 99CB36316) (pp. 14-21). IEEE. https://ieeexplore.ieee.org/abstract/document/756918

Vallance, M., & Towndrow, P. A. (2022). Perspective: Narrative storyliving in virtual reality design. Frontiers in virtual reality, 3, 779148. https://www.frontiersin.org/journals/virtual-reality/articles/10.3389/frvir.2022.779148/full

Venkatesh, V., Thong, J. Y., & Xu, X. (2016). Unified theory of acceptance and use of technology: A synthesis and the road ahead. Journal of the association for Information Systems, 17(5), 328-376. https://papers.ssrn.com/sol3/papers.cfm?abstract_id=2800121

Vosinakis, S., Kasapakis, V., & Gavalas, D. (2022). Extended Reality (XR) as a Communication Medium: Special Issue Guest Editorial. PRESENCE: Virtual and Augmented Reality, 31, 1-4. https://direct.mit.edu/pvar/article/doi/10.1162/pres_e_00388/116491/Extended-Reality-XR-as-a-Communication-Medium

Vosinakis, S., & Koutsabasis, P. (2013). Interaction design studio learning in virtual worlds. Virtual Reality, 17, 59-75. https://link.springer.com/article/10.1007/s10055-013-0221-1

Walsh, K. R., & Pawlowski, S. D. (2002). Virtual reality: A technology in need of IS research. Communications of the Association for Information Systems, 8(1), 20. https://aisel.aisnet.org/cgi/viewcontent.cgi?article=2785&context=cais

Weber, G. S. (1993). The New Medium of Expression: Introducing Virtual Reality and Anticipating Copyright Issues. J. Marshall J. Computer & Info. L., 12, 175. https://heinonline.org/HOL/LandingPage?handle=hein.journals/jmjcila12&div=11&id=&page=

Whitelock, D., Brna, P., & Holland, S. (1996). What is the value of virtual reality for conceptual learning? Towards a theoretical framework (pp. 136-141). Edicoes Colibri. https://oro.open.ac.uk/59778/

Wolpaw, J. R. (2013). Brain–computer interfaces. In Handbook of clinical neurology (Vol. 110, pp. 67-74). Elsevier. https://www.sciencedirect.com/science/article/abs/pii/B978044452901500006X

Zhang, B., & Chen, Y. S. (2005, January). Enhancing UML conceptual modeling through the use of virtual reality. In Proceedings of the 38th Annual Hawaii International Conference on System Sciences (pp. 11b-11b). IEEE. https://ieeexplore.ieee.org/abstract/document/1385247?casa_token=S6Y33g-3UsIAAAAA:gC_wyjIbFvN8sjEcqA15i76ntBP3nNhCZJRNLJCLpvQOP90PUO1-FljmWtJcN39nJg5NsBK3mA

Descargas

Publicado

2026-07-30

Cómo citar

Rubio Tamayo , J. L. ., & Serna Bernal, M. A. (2026). La Realidad Extendida como Medio. Revisión de la Literatura y Descripción de Rasgos a partir del Análisis de Experiencias Inmersivas e Interactivas . Revista Prisma Social, (54), 1–25. https://doi.org/10.65598/rps.5778

Número

Sección

Sección abierta