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Santiago Berrezueta-Guzman

Publications and source records attributed to Santiago Berrezueta-Guzman.

At least 19 recordsLinked to original sources

Hardware-Free Robotics Laboratories in Mixed Reality

Teaching robotics relies on screen-based simulation, showing robot motion in an abstract coordinate frame rather than at real scale in the learner's own space, while access to physical hardware is limited by cost, safety, and scheduling constraints. We present MR-Robotics LAB, a mixed-reality (MR) platform that replays MATLAB-generated robot trajectories at real scale within the learner's physical environment. A browser-based service validates a MATLAB workspace file (.mat), normalizes units, and publishes a versioned JSON trajectory; a Unity application on a Meta Quest 3 then reproduces the authored joint configurations under position control and replays them at the declared frame rate within a physics-enabled scene that supports collision detection and end-effector grasping. A formative single-group evaluation with engineering students found that participants reported low setup effort (M = 4.67 on a 5-point scale) and perceived support for workspace understanding from multi-viewpoint inspection (M = 4.56), and 83% of participants affirmed their willingness to use the platform in an introductory robotics course. The evaluation instrument records only perceived outcomes, without counterbalancing or a learning measure, so no comparative advantage over desktop simulation is claimed. The contribution is a reusable simulation-to-MR trajectory pathway and design guidance for hardware-free robot visualization in engineering education.

cs.RO↗

Dead Code Doesn't Talk: Authentic Requirements Elicitation in Introductory Software Engineering

Requirements elicitation is among the most communication-intensive activities in software engineering, yet it receives limited explicit treatment in undergraduate curricula. This paper presents a case study of an Introduction to Software Engineering course in which 20 student teams applied requirements elicitation practices to a Java-based 2D game they had built in a prior programming course, engaging 18 campus doctoral and postdoctoral researchers as authentic clients. Structured across four phases--preparation, client meeting, requirements elaboration, and a prototype sprint--the activity produced 203 elicited requirements, SRS documents with a mean quality score of $6.79 \pm 1.08$ out of 10, and prototype demonstrations scoring $7.21 \pm 1.15$. A pre/post self-assessment survey revealed statistically significant improvements across all eight measured soft-skill dimensions, with the largest gains in Stakeholder Empathy ($Δ= +1.33$) and Negotiation ($Δ= +1.13$). Thematic analysis of reflective reports identified four dominant learning themes, with the tension between client wishes and technical feasibility cited as the most professionally relevant experience. Our findings suggest that anchoring elicitation practice to a student-authored artifact lowers cognitive barriers while increasing authenticity, and that campus researchers serve as an accessible and effective proxy client for programs without established industry partnerships.

cs.CE↗

Beyond the Code: A Multi-Modal Assessment Strategy for Fostering Professional Competencies via Introductory Programming Projects

As the landscape of software engineering evolves, introductory programming courses must go beyond teaching syntax to foster comprehensive technical competencies and professional soft skills. This paper reports on a pedagogical experience in a "Fundamentals of Programming" course that used a Project-Based Learning (PBL) framework to develop a 2D "Maze Runner"-style game. While game development serves as a high-engagement vehicle for mastering core concepts, such as multidimensional arrays, control structures, and logic, the core of this study focuses on implementing a rigorous, multifaceted assessment model structured across four distinct dimensions: (1) an in-situ technical demonstration, evaluating real-time code execution and algorithmic robustness; (2) a technical screencast, requiring students to articulate their work in a concise audiovisual format; (3) a formal presentation to instructors, defending their project's design patterns and problem-solving strategies; and (4) a structured peer-review process, where students evaluated their colleagues' projects. Our findings suggest that this multi-dimensional approach not only improves student retention of programming fundamentals but also significantly enhances communication skills and critical thinking. By integrating peer evaluation and multimedia documentation, the course successfully bridges the gap between basic coding and the collaborative requirements of modern software engineering. This paper details the curriculum design, the challenges of implementing diverse assessment pillars, and the measurable impact on student performance and engagement, providing a scalable roadmap for educators looking to modernize introductory computing curricula.

cs.CY↗

TUMSphere: Turning a University Curriculum into Playable VR Challenges

Traditional university orientation formats struggle to convey the intellectual substance of STEM curricula, particularly in disciplines where core competencies, such as algorithmic thinking and formal reasoning, are inherently abstract. This paper presents TUMSphere, a serious virtual reality (VR) application built as an interactive digital twin of the TUM Bildungscampus Heilbronn, in which six curriculum-mapped mini-games translate foundational Information Engineering topics into hands-on VR challenges. The mini-games, covering introductory programming, hardware debugging, code completion, graph traversal, shortest-path optimization, and relational database querying, follow a graduated difficulty progression that mirrors the real semesters' structure of the degree. We describe the pedagogical rationale, the VR interaction mechanics, and nine cross-cutting design considerations that guided development. A within-subjects pilot study (N = 18) using pre-/post-knowledge tests, the System Usability Scale, a User Engagement Scale adaptation, and the Simulator Sickness Questionnaire yielded a statistically significant knowledge gain (p < 0.001, r = 0.86), good usability (SUS M = 76.4), high engagement (M = 4.21/5), and negligible simulator sickness (SSQ M = 7.1). Task performance logs confirmed the intended difficulty gradient across mini-games. These results suggest that embedding authentic academic challenges in an explorable VR campus is a viable and extensible approach to gamified STEM outreach.

cs.HC↗

InsightEdu: Mobile Discord Bot Management and Analytics for Educators

Modern educational environments increasingly rely on digital platforms to facilitate interaction between students and educators. Discord has emerged as a popular communication platform in academic settings, offering a combination of messaging and support for chatbot development. However, most existing Discord bots lack specialized educational functionalities and mobile-friendly interfaces, limiting their effectiveness for instructional use. This paper presents InsightEdu, an innovative iOS application that provides a touch-centric interface for managing a custom Discord bot designed for educational contexts. The system enables educators to conduct surveys, collect feedback, and track attendance through an intuitive mobile interface. The architecture combines a SwiftUI-based iOS client application with a Python-based Discord bot server. User evaluation with educators demonstrated significant usability improvements compared to traditional Discord interfaces, with 92% of participants (n = 20) reporting enhanced efficiency in managing educational interactions. This study demonstrates that mobile-first, instructor-friendly design can significantly enhance the utility of existing communication platforms for academic purposes.

cs.HC↗

The Anatomy of a Successful Student Scrum Team: Motivation, Personalities, and Academic Adaptation

Agile methods, and Scrum in particular, are widely taught in software engineering education; however, there is limited empirical evidence on how these practices function in long-running, student-led projects under academic and hybrid work constraints. This paper presents a year-long case study of an eight-person student development team tasked with designing and implementing a virtual reality game that simulates a university campus and provides program-related educational content. We analyze how the team adapted Scrum practices (sprint structure, roles, backlog management) to fit semester rhythms, exams, travel, and part-time availability, and how communication and coordination were maintained in a hybrid on-site/remote environment. Using qualitative observations and artifacts from Discord, Notion, and GitHub, as well as contribution metrics and a custom communication effectiveness index (score: 0.76/1.00), we evaluate three dimensions: (1) the effectiveness of collaboration tools, (2) the impact of hybrid work on communication and productivity, and (3) the feasibility of aligning Scrum with academic timelines. Our findings show that (i) lightweight, tool-mediated coordination enabled stable progress even during remote periods; (ii) one-week sprints and flexible ceremonies helped reconcile Scrum with academic obligations; and (iii) shared motivation, role clarity, and compatible working styles were as critical as process mechanics. We propose practical recommendations for instructors and student teams adopting agile methods in hybrid, project-based learning settings.

cs.SE↗

Virtual Reality User Interface Design: Best Practices and Implementation

Designing effective user interfaces (UIs) for virtual reality (VR) is essential to enhance user immersion, usability, comfort, and accessibility in virtual environments. Despite the growing adoption of VR across domains, there is a noticeable lack of unified and comprehensive design guidelines for VR UI design. To address this gap, we conducted a systematic literature review to identify existing best practices and propose 28 unified guidelines for UI development in VR. Building on these insights, this research proposes a framework to guide the creation of more effective VR interfaces. To demonstrate and validate these practices, we developed a VR application called FlUId and an interactive Web Tool that serves as a guideline explorer and project planning resource for developers. A user study was conducted to evaluate the impact of the proposed guidelines. The findings aim to bridge the gap between theory and practice, offering concrete recommendations and digital tools for VR designers and developers.

cs.HC↗

iTrace: Click-Based Gaze Visualization on the Apple Vision Pro

The Apple Vision Pro is equipped with accurate eye-tracking capabilities, yet the privacy restrictions on the device prevent direct access to continuous user gaze data. This study introduces iTrace, a novel application that overcomes these limitations through click-based gaze extraction techniques, including manual methods like a pinch gesture, and automatic approaches utilizing dwell control or a gaming controller. We developed a system with a client-server architecture that captures the gaze coordinates and transforms them into dynamic heatmaps for video and spatial eye tracking. The system can generate individual and averaged heatmaps, enabling analysis of personal and collective attention patterns. To demonstrate its effectiveness and evaluate the usability and performance, a study was conducted with two groups of 10 participants, each testing different clicking methods. The 8BitDo controller achieved higher average data collection rates at 14.22 clicks/s compared to 0.45 clicks/s with dwell control, enabling significantly denser heatmap visualizations. The resulting heatmaps reveal distinct attention patterns, including concentrated focus in lecture videos and broader scanning during problem-solving tasks. By allowing dynamic attention visualization while maintaining a high gaze precision of 91 %, iTrace demonstrates strong potential for a wide range of applications in educational content engagement, environmental design evaluation, marketing analysis, and clinical cognitive assessment. Despite the current gaze data restrictions on the Apple Vision Pro, we encourage developers to use iTrace only in research settings.

cs.HC↗

Virtual Reality in Sign Language Education: Opportunities, Challenges, and the Road Ahead

Sign language (SL) is an essential mode of communication for Deaf and Hard-of-Hearing (DHH) individuals. Its education remains limited by the lack of qualified instructors, insufficient early exposure, and the inadequacy of traditional teaching methods. Recent advances in Virtual Reality (VR) and Artificial Intelligence (AI) offer promising new approaches to enhance sign language learning through immersive, interactive, and feedback-rich environments. This paper presents a systematic review of 55 peer-reviewed studies on VR-based sign language education, identifying and analyzing five core thematic areas: (1) gesture recognition and real-time feedback mechanisms; (2) interactive VR environments for communicative practice; (3) gamification for immersive and motivating learning experiences; (4) personalized and adaptive learning systems; and (5) accessibility and inclusivity for diverse DHH learners. The results reveal that AI-driven gesture recognition systems integrated with VR can provide real-time feedback, significantly improving learner engagement and performance. However, the analysis highlights critical challenges: hardware limitations, inconsistent accuracy in gesture recognition, and a lack of inclusive and adaptive design. This review contributes a comprehensive synthesis of technological and pedagogical innovations in the field, outlining current limitations and proposing actionable recommendations for developers and researchers. By bridging technical advancement with inclusive pedagogy, this review lays the foundation for next-generation VR systems that are equitable, effective, and accessible for sign language learners worldwide.

cs.HC↗

Choosing the Right Engine in the Virtual Reality Landscape

Virtual reality (VR) development relies on game engines to provide real-time rendering, physics simulation, and interaction systems. Among the most widely used game engines, Unreal Engine and Unity dominate the industry, offering distinct advantages in graphics rendering, performance optimization, usability, resource requirements, and scalability. This study presents a comprehensive comparative analysis of both engines, evaluating their capabilities and trade-offs through empirical assessments and real-world case studies of large-scale VR projects. The findings highlight key factors such as rendering fidelity, computational efficiency, cross-platform compatibility, and development workflows. These provide practical insights for selecting the most suitable engine based on project-specific needs. Furthermore, emerging trends in artificial intelligence (AI)-driven enhancements, including Deep Learning Super Sampling (DLSS) and large language models (LLMs), are explored to assess their impact on VR development workflows. By aligning engine capabilities with technical and creative requirements, developers can overcome performance bottlenecks, enhance immersion, and streamline optimization techniques. This study serves as a valuable resource for VR developers, researchers, and industry professionals, offering data-driven recommendations to navigate the evolving landscape of VR technology.

cs.HC↗

From Misunderstandings to Learning Opportunities: Leveraging Generative AI in Discussion Forums to Support Student Learning

In the contemporary educational landscape, particularly in large classroom settings, discussion forums have become a crucial tool for promoting interaction and addressing student queries. These forums foster a collaborative learning environment where students engage with both the teaching team and their peers. However, the sheer volume of content generated in these forums poses two significant interconnected challenges: How can we effectively identify common misunderstandings that arise in student discussions? And once identified, how can instructors use these insights to address them effectively? This paper explores the approach to integrating large language models (LLMs) and Retrieval-Augmented Generation (RAG) to tackle these challenges. We then demonstrate the approach Misunderstanding to Mastery (M2M) with authentic data from three computer science courses, involving 1355 students with 2878 unique posts, followed by an evaluation with five instructors teaching these courses. Results show that instructors found the approach promising and valuable for teaching, effectively identifying misunderstandings and generating actionable insights. Instructors highlighted the need for more fine-grained groupings, clearer metrics, validation of the created resources, and ethical considerations around data anonymity.

cs.HC↗

How LLMs are Shaping the Future of Virtual Reality

The integration of Large Language Models (LLMs) into Virtual Reality (VR) games marks a paradigm shift in the design of immersive, adaptive, and intelligent digital experiences. This paper presents a comprehensive review of recent research at the intersection of LLMs and VR, examining how these models are transforming narrative generation, non-player character (NPC) interactions, accessibility, personalization, and game mastering. Drawing from an analysis of 62 peer reviewed studies published between 2018 and 2025, we identify key application domains ranging from emotionally intelligent NPCs and procedurally generated storytelling to AI-driven adaptive systems and inclusive gameplay interfaces. We also address the major challenges facing this convergence, including real-time performance constraints, memory limitations, ethical risks, and scalability barriers. Our findings highlight that while LLMs significantly enhance realism, creativity, and user engagement in VR environments, their effective deployment requires robust design strategies that integrate multimodal interaction, hybrid AI architectures, and ethical safeguards. The paper concludes by outlining future research directions in multimodal AI, affective computing, reinforcement learning, and open-source development, aiming to guide the responsible advancement of intelligent and inclusive VR systems.

cs.HC↗

A Therapeutic Role-Playing VR Game for Children with Intellectual Disabilities

Virtual Reality (VR) offers promising avenues for innovative therapeutic interventions in populations with intellectual disabilities (ID). This paper presents the design, development, and evaluation of Space Exodus, a novel VR-based role-playing game specifically tailored for children with ID. By integrating immersive gameplay with therapeutic task design, Space Exodus aims to enhance concentration, cognitive processing, and fine motor skills through structured hand-eye coordination exercises. A six-week pre-test/post-test study was conducted with 16 children in Ecuador, using standardized assessments, the Toulouse-Pieron Cancellation Test, and the Moss Attention Rating Scale complemented by detailed observational metrics. Quantitative results indicate statistically significant improvements in concentration scores, with test scores increasing from 65.2 to 80.3 and 55.4 to 68.7, respectively (p < 0.01). Qualitative observations revealed reduced task attempts, enhanced user confidence, and increased active participation. The inclusion of a VR assistant provided consistent guidance that further boosted engagement. These findings demonstrate the potential of immersive, game-based learning environments as practical therapeutic tools, laying a robust foundation for developing inclusive and adaptive rehabilitation strategies for children with ID.

cs.HC↗

Pushing the Boundaries of Immersion and Storytelling: A Technical Review of Unreal Engine

Unreal Engine is a platform that has influenced immersive storytelling and virtual reality (VR) through its advanced features and diverse applications. This paper provides an in-depth technical review of Unreal Engine. It analyzes its key innovations in creating hyper-realistic environments and emotionally engaging narratives, with significant applications in gaming, virtual production, education, cultural preservation, and healthcare. The findings of this article highlight Unreal Engine's transformative impact across industries, demonstrating its ability to merge storytelling with cutting-edge technologies. Case studies illustrate how Unreal Engine facilitates seamless visuals, audio, and interactivity integration to create compelling experiences. Additionally, this study identifies Unreal Engine's versatility in applications ranging from procedural content generation and AI-driven workflows to smart city simulations and VR-based rehabilitation programs. While Unreal Engine sets new benchmarks for visual fidelity and interactivity, this paper underscores critical challenges, including its high hardware demands, limited accessibility, and ethical concerns related to over-immersion and data privacy. Addressing these challenges through cloud-based rendering, inclusive design, and ethical practices is essential for broader adoption and sustainability. This review concludes that Unreal Engine is suitable for innovation and interdisciplinary collaboration. Its ability to empower creators, redefine workflows, and push the boundaries of immersive storytelling positions Unreal Engine as pivotal in shaping the future of virtual reality and interactive media.

cs.HC↗

From Coders to Critics: Empowering Students through Peer Assessment in the Age of AI Copilots

The rapid adoption of AI powered coding assistants like ChatGPT and other coding copilots is transforming programming education, raising questions about assessment practices, academic integrity, and skill development. As educators seek alternatives to traditional grading methods susceptible to AI enabled plagiarism, structured peer assessment could be a promising strategy. This paper presents an empirical study of a rubric based, anonymized peer review process implemented in a large introductory programming course. Students evaluated each other's final projects (2D game), and their assessments were compared to instructor grades using correlation, mean absolute error, and root mean square error (RMSE). Additionally, reflective surveys from 47 teams captured student perceptions of fairness, grading behavior, and preferences regarding grade aggregation. Results show that peer review can approximate instructor evaluation with moderate accuracy and foster student engagement, evaluative thinking, and interest in providing good feedback to their peers. We discuss these findings for designing scalable, trustworthy peer assessment systems to face the age of AI assisted coding.

cs.CY↗

How Soft Skills Shape First-Year Success in Higher Education

Soft skills are critical for academic and professional success, but are often neglected in early-stage technical curricula. This paper presents a semi-isolated teaching intervention aimed at fostering study ability and key soft skills-communication, collaboration, and project management-among first-year computer science students. The elective seminar Soft Skills and Tools for Studies and Career in IT was alongside a mandatory team-based programming course. We analyze project outcomes and student experiences across three cohorts across three groups: students who attended the seminar, students who teamed up with a seminar attendee, and students with no exposure to the seminar. Results show that seminar participants performed significantly better in individual presentations and team projects. Qualitative feedback further indicates improved team dynamics and study preparedness. Although self-assessed collaboration and communication did not reach statistical significance, consistent trends suggest that early soft skills training enhances academic integration. We recommend embedding such interventions early in technical study programs to support the transition into university life.

cs.CY↗

Supporting Preschool Emotional Development with AI-Powered Robots

This study evaluates the integration of AI-powered robots in early childhood education, focusing on their impact on emotional self-regulation, engagement, and collaborative skills. A ten-week experimental design involving two groups of children assessed the robot's effectiveness through progress assessments, parental surveys, and teacher feedback. Results demonstrated that early exposure to the robot significantly enhanced emotional recognition, while sustained interaction further improved collaborative and social engagement. Parental and teacher feedback highlighted high acceptance levels, emphasizing the robot's ease of integration and positive influence on classroom dynamics. This research underscores the transformative potential of AI and robotics in education. The findings advocate for the broader adoption of AI-powered interventions, carefully examining equitable access, ethical considerations, and sustainable implementation. This work sets a foundation for exploring long-term impacts and expanding applications of AI in inclusive and impactful educational settings.

cs.RO↗

From Reality to Virtual Worlds: The Role of Photogrammetry in Game Development

Photogrammetry is transforming digital content creation by enabling the rapid conversion of real-world objects into highly detailed 3D models. This paper evaluates the role of RealityCapture, a GPU-accelerated photogrammetry tool, in game development of Virtual Reality (VR). We assess its efficiency, reconstruction accuracy, and integration with Unreal Engine, comparing its advantages and limitations against traditional modeling workflows. Additionally, we examined user preferences between designed 3D assets and photogrammetry-generated models. The results revealed that while photogrammetry enhances realism and interactivity, users slightly preferred manually designed models for small, manipulable elements because of the level of detail. However, from a developer perspective, RealityCapture significantly reduces development time while maintaining geometric precision and photorealistic textures. Despite its reliance on high-performance hardware, its automation, scalability, and seamless integration with real-time rendering engines make it a valuable tool for game developers and VR creators. Future improvements in AI-driven optimization and cloud-based processing could enhance accessibility, broadening its applications in gaming, cultural heritage preservation, and simulation.

cs.GR↗