INIT demonstrator

ACTIVE PROJECT

Demonstrator powered by podcast and the Institute of New Image Technologies (INIT) to use virtual and augmented reality as tools for hands-on learning.

The demonstrator consists of four virtual and augmented reality spaces that allow users to interactively test different practices, such as industrial and medical techniques, in a realistic environment, without physical risks or high costs. It also offers educational and sports tools.

The application of this technology can impact sectors such as health, training in industrial environments, furniture or industrial machinery manufacturing, as well as early childhood education and sports centers.

Space Extended Reality It is equipped with virtual and augmented reality technology that allows companies, professionals, and researchers to experience, evaluate, and validate immersive solutions in a controlled environment. Its use facilitates process simulation, hands-on training, and the evaluation of new applications before implementation, helping to reduce uncertainties and identify opportunities for improvement and innovation.

Space GAME It is equipped with a treadmill integrated into a video game that allows companies and users to experience and evaluate solutions applied to physical activity, and aims to facilitate the exploration of new strategies for motivation, training, and physical assessment through interactive technologies. The system combines the user's actual movement with game dynamics, generating immersive experiences that can be used in training, rehabilitation, and physical assessment contexts in controlled environments.

Space SUCRE It is an ecosystem developed for computer education and the promotion of Science, Technology, Engineering, and Mathematics (STEM) disciplines. The space aims to replicate an educational workshop where it would be possible to serve primary and secondary school students through interventions with the different SUCRE initiatives: Sucre4Kids and Sucre4Stem.

Space SYMPTOMS It supports assessment, monitoring, and intervention in the field of mental health, enabling the collection and analysis of contextual, emotional, and behavioral information through mobile applications and visualization tools. All of this facilitates the development and validation of new digital solutions geared toward research and clinical practice, contributing to more informed decision-making.

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