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Dive into the research topics where Mariano Alcañiz is active.

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Featured researches published by Mariano Alcañiz.


IEEE Transactions on Medical Imaging | 2004

Improved watershed transform for medical image segmentation using prior information

V. Grau; Andrea U. J. Mewes; Mariano Alcañiz; Ron Kikinis; Simon K. Warfield

The watershed transform has interesting properties that make it useful for many different image segmentation applications: it is simple and intuitive, can be parallelized, and always produces a complete division of the image. However, when applied to medical image analysis, it has important drawbacks (oversegmentation, sensitivity to noise, poor detection of thin or low signal to noise ratio structures). We present an improvement to the watershed transform that enables the introduction of prior information in its calculation. We propose to introduce this information via the use of a previous probability calculation. Furthermore, we introduce a method to combine the watershed transform and atlas registration, through the use of markers. We have applied our new algorithm to two challenging applications: knee cartilage and gray matter/white matter segmentation in MR images. Numerical validation of the results is provided, demonstrating the strength of the algorithm for medical image segmentation.


Journal of Neuroengineering and Rehabilitation | 2011

Effectiveness of a Wii balance board-based system (eBaViR) for balance rehabilitation: a pilot randomized clinical trial in patients with acquired brain injury

José-Antonio Gil-Gómez; Roberto Llorens; Mariano Alcañiz; Carolina Colomer

BackgroundAcquired brain injury (ABI) is the main cause of death and disability among young adults. In most cases, survivors can experience balance instability, resulting in functional impairments that are associated with diminished health-related quality of life. Traditional rehabilitation therapy may be tedious. This can reduce motivation and adherence to the treatment and thus provide a limited benefit to patients with balance disorders. We present eBaViR (easy Balance Virtual Rehabilitation), a system based on the Nintendo® Wii Balance Board® (WBB), which has been designed by clinical therapists to improve standing balance in patients with ABI through motivational and adaptative exercises. We hypothesize that eBaViR, is feasible, safe and potentially effective in enhancing standing balance.MethodsIn this contribution, we present a randomized and controlled single blinded study to assess the influence of a WBB-based virtual rehabilitation system on balance rehabilitation with ABI hemiparetic patients. This study describes the eBaViR system and evaluates its effectiveness considering 20 one-hour-sessions of virtual reality rehabilitation (n = 9) versus standard rehabilitation (n = 8). Effectiveness was evaluated by means of traditional static and dynamic balance scales.ResultsThe final sample consisted of 11 men and 6 women. Mean ± SD age was 47.3 ± 17.8 and mean ± SD chronicity was 570.9 ± 313.2 days. Patients using eBaViR had a significant improvement in static balance (p = 0.011 in Berg Balance Scale and p = 0.011 in Anterior Reaches Test) compared to patients who underwent traditional therapy. Regarding dynamic balance, the results showed significant improvement over time in all these measures, but no significant group effect or group-by-time interaction was detected for any of them, which suggests that both groups improved in the same way. There were no serious adverse events during treatment in either group.ConclusionsThe results suggest that eBaViR represents a safe and effective alternative to traditional treatment to improve static balance in the ABI population. These results have encouraged us to reinforce the virtual treatment with new exercises, so an evolution of the system is currently being developed.


Computer Methods and Programs in Biomedicine | 2005

Real-time deformable models for surgery simulation: a survey

U. Meier; Oscar Pastor López; C. Monserrat; M.C. Juan; Mariano Alcañiz

Simulating the behaviour of elastic objects in real time is one of the current objectives of computer graphics. One of its fields of application lies in virtual reality, mainly in surgery simulation systems. In computer graphics, the models used for the construction of objects with deformable behaviour are known as deformable models. These have two conflicting characteristics: interactivity and motion realism. The different deformable models developed to date have promoted only one of these (usually interactivity) to the detriment of the other (biomechanical realism). In this paper, we present a classification of the different deformable models that have been developed. We present the advantages and disadvantages of each one. Finally, we make a comparison of deformable models and perform an evaluation of the state of the art and the future of deformable models.


Cyberpsychology, Behavior, and Social Networking | 2004

Immersion and Emotion: Their Impact on the Sense of Presence

Rosa M. Baños; Cristina Botella; Mariano Alcañiz; Víctor Liaño; Belén Guerrero; Beatriz Rey

The present study is designed to test the role of immersion and media content in the sense of presence. Specifically, we are interested in the affective valence of the virtual environments. This paper describes an experiment that compares three immersive systems (a PC monitor, a rear projected video wall, and a head-mounted display) and two virtual environments, one involving emotional content and the other not. The purpose of the experiment was to test the interactive role of these two media characteristics (form and content). Scores on two self-report presence measurements were compared among six groups of 10 people each. The results suggest that both immersion and affective content have an impact on presence. However, immersion was more relevant for non-emotional environments than for emotional ones.


Behaviour Research and Therapy | 1998

Virtual reality treatment of claustrophobia : a case report

Cristina Botella; Rosa Baños; Conxa Perpiñá; Helena Villa; Mariano Alcañiz; A. Rey

The efficacy of a treatment for claustrophobia using only Virtual Reality (VR) exposure was examined. The subject was a 43-year-old female who suffered from clinically significant distress and impairment and sought psychological therapy. Eight individual VR graded exposure sessions were conducted. All self-report measures were reduced following VR exposure and were maintained at one month follow-up. The necessity of a theoretical framework for this new medium for exposure therapy is discussed.


Cyberpsychology, Behavior, and Social Networking | 2000

Presence and Reality Judgment in Virtual Environments: A Unitary Construct?

Rosa M. Baños; Cristina Botella; Azucena García-Palacios; Helena Villa; Conxa Perpiñá; Mariano Alcañiz

Presence and reality judgment are two important variables to take into account in the virtual reality field. So far, scientific literature has paid (and pays) attention to the construct of presence, trying to offer assessment measures that could seize such an elusive concept. However, the concept of reality judgment has received less attention, and, frequently, it has been subsumed into the concept of presence. Not much effort has been dedicated to test whether or not both constructs refer to the same domain. Most likely there are relationships between both variables, but it is also possible that they have differentiated domains. The aim of the present work is to design a self-report measure that assesses both constructs, and to carry out the validation process with Spanish and North American samples.


IEEE Computer Graphics and Applications | 2005

Using augmented reality to treat phobias

M.C. Juan; Mariano Alcañiz; C. Monserrat; Cristina Botella; Rosa M. Baños; Belén Guerrero

Virtual reality (VR) is useful for treating several psychological problems, including phobias such as fear of flying, agoraphobia, claustrophobia, and phobia to insects and small animals. We believe that augmented reality (AR) could also be used to treat some psychological disorders. AR and VR share some advantages over traditional treatments. However, AR gives a greater feeling of presence (the sensation of being there) and reality judgment (judging an experience as real) than VR because the environment and the elements the patient uses to interact with the application are real. Moreover, in AR users see their own hands, feet, and so on, whereas VR only simulates this experience. With these differences in mind, the question arises as to the kinds of psychological treatments AR and VR are most suited for. In our system, patients see their own hands, feet, and so on. They can touch the table that animals are crossing or seeing their feet while the animals are running on the floor. They can also hold a marker with a dead spider or cockroach or pick up a flyswatter, a can of insecticide, or a dustpan.


IEEE Transactions on Medical Imaging | 2013

Automatic Detection of Optic Disc Based on PCA and Mathematical Morphology

Sandra Morales; Valery Naranjo; Jesús Angulo; Mariano Alcañiz

The algorithm proposed in this paper allows to automatically segment the optic disc from a fundus image. The goal is to facilitate the early detection of certain pathologies and to fully automate the process so as to avoid specialist intervention. The method proposed for the extraction of the optic disc contour is mainly based on mathematical morphology along with principal component analysis (PCA). It makes use of different operations such as generalized distance function (GDF), a variant of the watershed transformation, the stochastic watershed, and geodesic transformations. The input of the segmentation method is obtained through PCA. The purpose of using PCA is to achieve the grey-scale image that better represents the original RGB image. The implemented algorithm has been validated on five public databases obtaining promising results. The average values obtained (a Jaccards and Dices coefficients of 0.8200 and 0.8932, respectively, an accuracy of 0.9947, and a true positive and false positive fractions of 0.9275 and 0.0036) demonstrate that this method is a robust tool for the automatic segmentation of the optic disc. Moreover, it is fairly reliable since it works properly on databases with a large degree of variability and improves the results of other state-of-the-art methods.


VBC '96 Proceedings of the 4th International Conference on Visualization in Biomedical Computing | 1996

An Advanced System for the Simulation and Planning of Orthodontic Treatments

Mariano Alcañiz; Francisco Chinesta; C. Monserrat; V. Grau; Antonio Ramón

This paper describes a new method for 3D orthodontic treatment simulation developed for an orthodontic planning system (MAGA-LLANES). We develop an original system for three-dimensional reconstruction of dental anatomy. Data are acquired directly from the patient with low cost 3D digitizers avoiding use of dental casts in orthodontic treatments. We apply these 3D dental models to simulate three-dimensional movement of teeth, including rotations, during orthodontic treatment. We develop an original simplified model of arch-wire behavior and a viscoplastic behavior law for the alveolar bone, to simulate teeth displacements during orthodontic treatments. The proposed algorithm enables to quantify the effect of orthodontic appliances on teeth movement. Preliminary results are very promising.


Computer Methods and Programs in Biomedicine | 2001

A new approach for the real-time simulation of tissue deformations in surgery simulation

C. Monserrat; U. Meier; Mariano Alcañiz; F. Chinesta; M.C. Juan

Simulation of the behaviour of elastic objects in real time is one of the present objectives of computer graphics. One of its fields of application lies in virtual reality, mainly in surgery simulation systems. Models used for the construction of objects with deformable behaviour in computer graphics are known as deformable models. These have two conflicting characteristics: interactivity and movement realism. The deformable models developed up till now have promoted one characteristic to the detriment of the other. In this paper, a new approach is proposed based on boundary element methods (BEM). This is characterised by a positive equilibrium between speed and realism and great robustness. These properties along with the experimental results described in this paper permit one to assert that establishing deformable models with BEM is a reliable method to model objects in virtual reality environments for surgery simulation. In addition to that, the required elasticity parameters could be obtained experimentally through the use of a pigs liver.

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Beatriz Rey

Polytechnic University of Valencia

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C. Monserrat

Polytechnic University of Valencia

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Roberto Llorens

Polytechnic University of Valencia

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Valery Naranjo

Polytechnic University of Valencia

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M.C. Juan

Polytechnic University of Valencia

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V. Grau

University of Oxford

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Manuel Contero

Polytechnic University of Valencia

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Alejandro Rodríguez

Polytechnic University of Valencia

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Maja Wrzesien

Polytechnic University of Valencia

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