Lab
Ciberimaginario Research Group
Institution: King Juan Carlos University
Department: Departamento de Comunicación y Sociología
About the lab
Ciberimaginario is a research group formed by more than 25 experts and professionals from the Rey Juan Carlos University, the University of Castilla La Mancha and the Complutense University of Madrid.
It is a team of researchers, with more than 15 years of experience, dedicated to research, innovate and develop solutions and products that improve communication processes and efficient training in digital environments, for different sectors and projects.
It is a team of researchers, with more than 15 years of experience, dedicated to research, innovate and develop solutions and products that improve communication processes and efficient training in digital environments, for different sectors and projects.
Featured research (13)
(1) Background: Bioeconomy aims to reduce dependence on non-renewable resources and foster economic growth through the development of new bio-based products and services. Achieving this goal requires social acceptance and stakeholder engagement in the development of sustainable technologies. The objective of this data article is to provide a dataset derived from a survey with a representative sample of 500 citizens over 18 years old based in the Community of Madrid. (2) Methods: We created a questionnaire on the social acceptance of technologies and bio-based products to later gather the responses using a SurveyMonkey panel for the Community of Madrid through an online CAWI survey; (3) Results: A dataset with a total of 82 columns with all responses is the result of this study. (4) Conclusions: This data article provides not only a valuable representative dataset of citizens of the Community of Madrid but also sufficient resources to replicate the same study in other regions.
bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Introduction:
360° videos are increasingly popular channels for science communication and higher education; however, time-limited 360° videos that disseminate scientific research via platforms like YouTube remain underexamined. To address this problem, this experience report reviews the creation and evaluation of six 2D video interviews and six 360° video tours.
About the case:
The European Commission's Joint Research Centre (JRC) and other public-facing organizations already publish 2D videos on social media channels and host 360° video content on their institutional websites. This case addresses the affordances and constraints of creating short 360° videos for publication on public-facing platforms.
Situating the case:
360° video content has been incorporated into science communication and pedagogical practices in higher education. The authors review these developments and show the need for further research on time-limited 360° video.
Methods/approach:
Scientists researching energy-related technologies were invited to record 2D video interviews. Based on these interviews, six transcripts for 360° videos were drafted and recorded in the same lab settings. When the videos were published, European researchers and communication professionals were recruited to complete a short survey evaluating the videos’ relative merits.
Results/discussion:
The survey results (n = 32) suggest a similar overall quality of the 2D video interviews and 360° video tours. Respondents ranked the interviewee or narrator as the best feature of both the 2D and 360° format, and 47% said that they would prefer to have a 360° video created about their research. Based on our experience, we provide guidelines related to the production and publication of short 360° videos.
Conclusion:
Further research and practice are required to understand which specific features of the 360° videos are most effective and whether this technology offers distinct advantages as a tool for dissemination. Further research and practice will establish more detailed approaches to 360° video.
Resumen Abordar el impacto medioambiental requiere una actuación inminente. La escuela se posiciona como el espacio idóneo para incentivar prácticas que impulsen la participación ciudadana y el cambio de hábitos. El objetivo de la investigación es analizar el discurso social de los agentes educativos para identificar las propiedades y las características de las metodologías y los recursos educativos que permitan desarrollar aprendizajes significativos orientados a sostenibilidad. El diseño metodológico cualitativo emplea el análisis de discurso aplicando la Teoría Fundamentada y técnicas estructuradas. Con un cuestionario validado, se efectúan focus group y entrevistas semiestructuradas a 53 agentes de la comunidad educativa, entre los que se encuentran técnicos y directivos, formadores de formadores, docentes e investigadores del ámbito educativo español. Por medio de la codificación selectiva, el análisis de co-ocurrencia y la técnica de la diagram-ación se identifican 120 códigos y 14 categorías centrales que orientan sobre cómo abordar el diseño metodológico y la selección de recursos para desarrollar una Educación Ambiental para la Sostenibilidad (ESE) en la Escuela. Los resultados del estudio evidencian la necesidad de integrar metodologías activas y recursos contextualizados que sitúen al centro en el epicentro de la vida social de su entorno cercano.
The efficiency of communication campaigns that seek to boost a circular economy, leaving behind the traditional linear economy model, and corresponding behavior change is uncertain, although significant resources are being invested by the European Union and other organizations and institutions around the world. This study aims to identify barriers and enablers faced by the current communication model to generate a series of recommendations, targeted at communication practitioners, that ameliorate communication actions related to social behaviors change. A Grounded Theory process was used to analyze transcripts obtained through focus groups and semi-structured interviews with 22 biotechnology researchers and communication professionals. As a result, the identification of barriers and enablers that prevent or permit different actors to develop sustainable behaviors allowed us to conclude four recommendations aimed at improving the efficacy of communication actions that seek to boost a circular economy and sustainable behavior change: (1) raise awareness among politicians to reduce the barriers that prevent consumers from developing sustainable behavior, (2) involve companies in communication campaign actions as a point of leverage, (3) prioritize long-term interaction over short-term actions, and (4) take advantage of young students (and teachers), who are powerful transmission vectors for promoting sustainable habits among their elders.
Resumen
Las tecnologías de la información y la comunicación han evolucionado y se han diversificado de manera notable en las últimas décadas. La realidad extendida, que engloba la realidad virtual y la realidad aumentada, ha sido una de las tecnologías en las que esa evolución se ha producido de forma más relevante, dando lugar al desarrollo de contenidos y experiencias inmersivas e interactivas que presentan una enorme variedad de temáticas y aplicaciones, tanto en el ámbito de la información, la comunicación científica, el aprendizaje, o la industria del entretenimiento,
entre otros.
El periodismo es una de las disciplinas en las que el medio de la realidad extendida presenta enormes posibilidades a la hora de generar contenidos y e investigar nuevas maneras de presentar la información. Este tipo de contenidos, no obstante, y entre otras cuestiones, tienen que ser adaptados al medio de la realidad extendida, por un lado, y a las particularidades que presenta el ámbito del periodismo. Entre estas particularidades, se encuentra la estructura de la
información propia de este ámbito de la comunicación, o el compromiso en el desarrollo de la experiencia interactiva/inmersiva con la documentación empírica de los hechos que se quieren comunicar.
Es por ello por lo que se presenta, desde la investigación, la necesidad de tratar de establecer una serie de parámetros y directrices para la creación de contenidos de índole periodística en medios como la realidad extendida, teniendo en cuenta la diversidad y particularidades del medio.
De este modo, se plantea esta serie de directrices en el contexto de un modelo de laboratorio periodístico, donde se establecen modelos y prototipos que sirvan para estructurar y presentar la información en el medio, teniendo en cuenta la diversidad y la complejidad de este, y las posibilidades que ofrece la tecnología inmersiva/interactiva. Estos prototipos pretenderían servir, de este modo, para orientar a los diferentes agentes que forman parte de este ámbito de la
comunicación (periodistas, científicos de datos, desarrolladores, etc.) en el diseño de tales contenidos con las tecnologías existentes en la actualidad, y teniendo presente el grado de inmersión que ofrece la realidad extendida (lo que puede incrementar el nivel de realismo) y la interacción del usuario con información (lo que puede facilitar la comprensión de la misma).
VIII Congreso Internacional de la AE-IC. ´COMUNICACIÓN Y CIUDAD CONECTADA´. BARNA del 28 de jun al 1 de jul de 2022
506
Palabras clave
Periodismo; Comunicación XR, Inmersivo; Interactivo; Laboratorio de Innovación
Abstract
Information and communication technologies have evolved and diversified significantly in recent decades. Extended reality, which encompasses virtual reality and augmented reality, has been one of the technologies in which this evolution has been most relevant, giving rise to the development of immersive and interactive contents and experiences that present an enormous variety of themes and applications, whether in the field of information, scientific communication,
learning, or the entertainment industry, among others.
Journalism is one of the disciplines in which the medium of extended reality presents enormous possibilities when it comes to generating content and investigating new ways of presenting information. However, this type of content, among other things, must be adapted to the extended reality medium, on the one hand, and to the particularities of the field of journalism, on the other. Among these particularities are the structure of the information typical of this field of
communication, or the commitment in the development of the interactive/immersive experience with the empirical documentation of the facts to be communicated.
For this reason, the research presents the need to try to establish a series of parameters and guidelines for the creation of journalistic content in media such as extended reality, considering the diversity and particularities of the medium. In this way, this series of guidelines is proposed in the context of a journalistic laboratory model, where models and prototypes are established that serve to structure and present information in the medium, considering the diversity and complexity
of the medium, and the possibilities offered by immersive/interactive technology. These prototypes are intended to serve, in this way, to guide the different agents that form part of this field of communication (journalists, data scientists, developers, etc.) in the design of such content with currently existing technologies and bearing in mind the degree of immersion offered by extended reality (which can increase the level of realism) and the user's interaction with information (which can facilitate its comprehension).
Keywords
Journalism; XR Communication, Immersive; Interactive; Innovation Lab
Lab head

Department
- Departamento de Comunicación y Sociología
About Manuel Gértrudix
- The Cyberimaginary Group specializes in research on: - Multimedia and Interactive Communication - Efficient scientific communication - 360 and omnichannel communication - Education in digital environments - Immersive education - eLearning, Ludification - Data communication - Audiovisual Heritage - Digital postproduction - Sociology of digital media
Members (48)
Fernanda De Sales
Raúl Fabelo González
Ruth Franco Rodríguez
Cynthia Soto