Jose Luis Rubio-Tamayo
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Jose Luis Rubio-Tamayo has a total of 40 co-authors. Here are the top co-authors by number of shared publications:
- Manuel Gertrudix
Universidad Rey Juan Carlos
13 shared publications - Alejandro Carbonell-Alcocer
Universidad Rey Juan Carlos
5 shared publications - Alberto Sanchez-Acedo
Department of Audiovisual Communication and Advertising, Rey Juan Carlos University, Madrid, SPAIN
4 shared publications - Hernando Gómez Gómez
Audiovisual Communication and Advertising, Rey Juan Carlos University, Madrid, Spain
4 shared publications - Daniel Wuebben
Universidad Pontificia Comillas
3 shared publications - Juan Romero-Luis
Universidad Rey Juan Carlos
3 shared publications
Latest Publications
- Open Access
- 7 April 2026
- Published by MDPI AG in Multimedia
- Vol. 2 (2) , 6
Development of a Generative AI-Based Workflow for the Design and Integration of 3D Assets in XR Environments for Research
Scalable production of interactive 3D assets is a key requirement for XR-based applications, yet the functional integration of GenAI-generated assets into game engines remains challenging for non-expert users. This article proposes and validates a Prompt-to-Trigger workflow that links GenAI-based asset ideation and generation with the implementation of basic interactive behaviors (triggers) in accessible XR platforms. The study adopted a qualitative and exploratory approach, using systematic observation throughout a two-stage development process. This process included an initial phase where 3D assets were generated and refined using tools such as Tripo AI and Meshy, followed by an optimization stage to ensure compatibility with Blender and XR environments like A-Frame and Godot, and subsequently, the creation of AI-powered activation scripts. The results show that GenAI’s current 3D outputs frequently exhibit topological inconsistencies and rigging errors that compromise performance and real-time interoperability, requiring cleanup and optimization before deployment. The Prompt-to-Trigger workflow formalizes this bridge, positioning AI assistance as a functional layer for iterative logic generation. The resulting model provides non-expert creators with structured, actionable framework to prototype complex XR experiences for applied domains like education and multimedia communication.
- 7 April 2026
- Published by MDPI AG in Multimedia
- Vol. 2 (2) , 6
Open AccessDevelopment of a Generative AI-Based Workflow for the Design and Integration of 3D Assets in XR Environments for Research
Scalable production of interactive 3D assets is a key requirement for XR-based applications, yet the functional integration of GenAI-generated assets into game engines remains challenging for non-expert users. This article proposes and validates a Prompt-to-Trigger workflow that links GenAI-based asset ideation and generation with the implementation of basic interactive behaviors (triggers) in accessible XR platforms. The study adopted a qualitative and exploratory approach, using systematic observation throughout a two-stage development process. This process included an initial phase where 3D assets were generated and refined using tools such as Tripo AI and Meshy, followed by an optimization stage to ensure compatibility with Blender and XR environments like A-Frame and Godot, and subsequently, the creation of AI-powered activation scripts. The results show that GenAI’s current 3D outputs frequently exhibit topological inconsistencies and rigging errors that compromise performance and real-time interoperability, requiring cleanup and optimization before deployment. The Prompt-to-Trigger workflow formalizes this bridge, positioning AI assistance as a functional layer for iterative logic generation. The resulting model provides non-expert creators with structured, actionable framework to prototype complex XR experiences for applied domains like education and multimedia communication.
- Open Access
Extended Reality as a Medium: Literature Review and Development of a Conceptual Model Based on the Identification of Technological, Narrative and Spatial Components of Immersive and Interactive Media
Information and communication technologies have evolved exponentially in recent years, significantly expanding their diversification and applicability. Extended reality (XR) technologies—including virtual, augmented, and mixed reality—have solidified the conceptualization of space and function. XR represents the definitive medium due to its close analogy with physical reality, enabling an unprecedented degree of interaction compared to previous media. By leveraging spatial and temporal factors, XR allows for the emergence of suprainteractions—interactions that do not occur naturally in physical environments. The integration of AI into these workflows heralds a new era, reevaluating technological utility as the current landscape poses challenges for identifying use cases and dead zones within the XR field. This article proposes a model, derived from a narrative literature review, that identifies key features in technological applications and the evolution of XR. Based on concepts such as representativeness, realism, system performance, and spatial narrative, the model designs a framework for the development of diverse functions within the XR domain.
Open AccessExtended Reality as a Medium: Literature Review and Development of a Conceptual Model Based on the Identification of Technological, Narrative and Spatial Components of Immersive and Interactive Media
Information and communication technologies have evolved exponentially in recent years, significantly expanding their diversification and applicability. Extended reality (XR) technologies—including virtual, augmented, and mixed reality—have solidified the conceptualization of space and function. XR represents the definitive medium due to its close analogy with physical reality, enabling an unprecedented degree of interaction compared to previous media. By leveraging spatial and temporal factors, XR allows for the emergence of suprainteractions—interactions that do not occur naturally in physical environments. The integration of AI into these workflows heralds a new era, reevaluating technological utility as the current landscape poses challenges for identifying use cases and dead zones within the XR field. This article proposes a model, derived from a narrative literature review, that identifies key features in technological applications and the evolution of XR. Based on concepts such as representativeness, realism, system performance, and spatial narrative, the model designs a framework for the development of diverse functions within the XR domain.
- Open Access
- 1 January 2026
- Published by Universidad de Caldas in Kepes
- Vol. 23 (33) , 183-214
La inteligencia artificial generativa como recurso primario en la producción audiovisual y multimedia: análisis de producción resultante de Gen 48
La irrupción de la inteligencia artificial generativa (IAGen) ha marcado un punto de inflexión en la producción audiovisual contemporánea, especialmente desde la aparición de tecnologías como ChatGPT, Midjourney y Runway. La evolución de estas herramientas ha sido exponencial, ampliando su rango de aplicaciones, su precisión técnica y el grado de automatización de tareas, lo que ha transformado de manera inédita los procesos y flujos de trabajo en el ámbito audiovisual y multimedia. Este artículo aborda dicha transformación a partir de dos aproximaciones complementarias: una revisión de la literatura que contextualiza el desarrollo de la IAGen y sus usos en las distintas fases de la producción audiovisual, y un análisis multimodal de 33 cortometrajes generados en la competición Gen 48, un certamen que desafía a crear obras en 48 horas exclusivamente con herramientas generativas. Se concluye que la IAGen no solo condiciona la forma y ritmo de las obras, sino que orienta la emergencia de nuevas estéticas, estructuras narrativas y estrategias creativas adaptadas a sus capacidades y limitaciones. Este estudio contribuye a la comprensión de la agencia híbrida humanomáquina en la creación audiovisual contemporánea y abre líneas de investigación sobre su impacto en los modelos de producción y en el desarrollo de nuevos lenguajes expresivos.
- 1 January 2026
- Published by Universidad de Caldas in Kepes
- Vol. 23 (33) , 183-214
Open AccessLa inteligencia artificial generativa como recurso primario en la producción audiovisual y multimedia: análisis de producción resultante de Gen 48
La irrupción de la inteligencia artificial generativa (IAGen) ha marcado un punto de inflexión en la producción audiovisual contemporánea, especialmente desde la aparición de tecnologías como ChatGPT, Midjourney y Runway. La evolución de estas herramientas ha sido exponencial, ampliando su rango de aplicaciones, su precisión técnica y el grado de automatización de tareas, lo que ha transformado de manera inédita los procesos y flujos de trabajo en el ámbito audiovisual y multimedia. Este artículo aborda dicha transformación a partir de dos aproximaciones complementarias: una revisión de la literatura que contextualiza el desarrollo de la IAGen y sus usos en las distintas fases de la producción audiovisual, y un análisis multimodal de 33 cortometrajes generados en la competición Gen 48, un certamen que desafía a crear obras en 48 horas exclusivamente con herramientas generativas. Se concluye que la IAGen no solo condiciona la forma y ritmo de las obras, sino que orienta la emergencia de nuevas estéticas, estructuras narrativas y estrategias creativas adaptadas a sus capacidades y limitaciones. Este estudio contribuye a la comprensión de la agencia híbrida humanomáquina en la creación audiovisual contemporánea y abre líneas de investigación sobre su impacto en los modelos de producción y en el desarrollo de nuevos lenguajes expresivos.
- Open Access
- 25 November 2025
- Published by Universitat Pompeu Fabra in Hipertext.net
- No. 31,p. 11-24
Inteligencia artificial generativa en procesos de diseño visual para entornos multimedia interactivos: análisis de pipelines y flujos de trabajo y propuesta de modelo
En una era marcada por la rápida evolución tecnológica, las herramientas de inteligencia artificial generativa están adquiriendo un papel cada vez más relevante en los procesos de diseño visual para entornos multimedia. Este artículo examina cómo estas tecnologías reconfiguran los flujos de trabajo tradicionales en el diseño 2D, particularmente en contextos interactivos, propone modelos que visualizan las fases, funciones y relaciones que emergen de esta integración. A través de un enfoque cualitativo y metodológico basado en el análisis funcional y la experimentación práctica, se documentan distintas etapas del proceso creativo, desde la conceptualización hasta la producción, explorando cómo las instrucciones textuales (prompts) inciden en la calidad y coherencia de los resultados generados. Se analizan casos específicos de interacción entre diseñadores y sistemas generativos, delimitando las tareas asumidas por cada parte, con especial énfasis en las funciones de ideación, iteración visual y producción final. Se propone, a partir del análisis y la investigación, una serie de modelos que representan flujos de trabajo colaborativos aplicados al ámbito multimedia 2D y 3D con XR, donde la agencia humana y algorítmica se articulan de forma estratégica. El estudio aporta una comprensión estructurada sobre los modos en que la inteligencia artificial no solo optimiza tiempos y amplía las posibilidades expresivas, sino que también introduce nuevos retos en la toma de decisiones, la autoría y la formulación creativa. Esta contribución busca servir como referencia analítica y práctica para profesionales del diseño, docentes e investigadores interesados en las transformaciones contemporáneas de la producción visual mediada por tecnologías generativas.
- 25 November 2025
- Published by Universitat Pompeu Fabra in Hipertext.net
- No. 31,p. 11-24
Open AccessInteligencia artificial generativa en procesos de diseño visual para entornos multimedia interactivos: análisis de pipelines y flujos de trabajo y propuesta de modelo
En una era marcada por la rápida evolución tecnológica, las herramientas de inteligencia artificial generativa están adquiriendo un papel cada vez más relevante en los procesos de diseño visual para entornos multimedia. Este artículo examina cómo estas tecnologías reconfiguran los flujos de trabajo tradicionales en el diseño 2D, particularmente en contextos interactivos, propone modelos que visualizan las fases, funciones y relaciones que emergen de esta integración. A través de un enfoque cualitativo y metodológico basado en el análisis funcional y la experimentación práctica, se documentan distintas etapas del proceso creativo, desde la conceptualización hasta la producción, explorando cómo las instrucciones textuales (prompts) inciden en la calidad y coherencia de los resultados generados. Se analizan casos específicos de interacción entre diseñadores y sistemas generativos, delimitando las tareas asumidas por cada parte, con especial énfasis en las funciones de ideación, iteración visual y producción final. Se propone, a partir del análisis y la investigación, una serie de modelos que representan flujos de trabajo colaborativos aplicados al ámbito multimedia 2D y 3D con XR, donde la agencia humana y algorítmica se articulan de forma estratégica. El estudio aporta una comprensión estructurada sobre los modos en que la inteligencia artificial no solo optimiza tiempos y amplía las posibilidades expresivas, sino que también introduce nuevos retos en la toma de decisiones, la autoría y la formulación creativa. Esta contribución busca servir como referencia analítica y práctica para profesionales del diseño, docentes e investigadores interesados en las transformaciones contemporáneas de la producción visual mediada por tecnologías generativas.
- 1 November 2025
- Published by IATED Academy in ICERI Proceedings
- Vol. 1, 8015-8021
DEVELOPMENT OF AN EXTENDED REALITY PROTOTYPE OF A PURPLE BACTERIA PILOT PLANT WITH A-FRAME
- 1 November 2025
- Published by IATED Academy in ICERI Proceedings
- Vol. 1, 8015-8021
DEVELOPMENT OF AN EXTENDED REALITY PROTOTYPE OF A PURPLE BACTERIA PILOT PLANT WITH A-FRAME
- 1 June 2025
- Published by IATED Academy in EDULEARN Proceedings
- Vol. 1, 720-724
EDUCOMCIENCIA: OPEN KNOWLEDGE FOR RAISING AWARENESS OF LOCAL SUSTAINABILITY THROUGH EDUCATIONAL INNOVATION
- 1 June 2025
- Published by IATED Academy in EDULEARN Proceedings
- Vol. 1, 720-724
EDUCOMCIENCIA: OPEN KNOWLEDGE FOR RAISING AWARENESS OF LOCAL SUSTAINABILITY THROUGH EDUCATIONAL INNOVATION
- Open Access
- 12 May 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 31 (10) , 8359-8371
Virtual, Augmented, and Extended Reality Applied to Science Communication: A Systematic Literature Review
Extended reality (XR)—which includes virtual reality (VR) and augmented reality (AR)—is becoming increasingly popular for sharing scientific knowledge. This research evaluates the state-of-the-art in XR for scientific communication. Our two-phase methodology began with a Systematic Literature Review, identifying 94 relevant articles and conference papers from the last decade (2013-2023) sourced from the Web of Science and SCOPUS databases. These publications show scholars and practitioners using XR to convey scientific findings, foster awareness, ignite interest, shape opinions, and enhance understanding. In the second phase, we applied data clustering and analysis. Our findings highlight a significant increase in XR studies over the last decade, with the XR technologies used for communication (N = 24), dissemination (N = 23), educational/training (N = 21), and decision-making (N = 10). Our results indicate the need to establish clearer guidelines for aligning science communication and to create more possibilities to publish peer-reviewed research in.
- 12 May 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 31 (10) , 8359-8371
Open AccessVirtual, Augmented, and Extended Reality Applied to Science Communication: A Systematic Literature Review
Extended reality (XR)—which includes virtual reality (VR) and augmented reality (AR)—is becoming increasingly popular for sharing scientific knowledge. This research evaluates the state-of-the-art in XR for scientific communication. Our two-phase methodology began with a Systematic Literature Review, identifying 94 relevant articles and conference papers from the last decade (2013-2023) sourced from the Web of Science and SCOPUS databases. These publications show scholars and practitioners using XR to convey scientific findings, foster awareness, ignite interest, shape opinions, and enhance understanding. In the second phase, we applied data clustering and analysis. Our findings highlight a significant increase in XR studies over the last decade, with the XR technologies used for communication (N = 24), dissemination (N = 23), educational/training (N = 21), and decision-making (N = 10). Our results indicate the need to establish clearer guidelines for aligning science communication and to create more possibilities to publish peer-reviewed research in.
- 13 March 2025
- Published by MIT Press in PRESENCE: Virtual and Augmented Reality
- Vol. 34, 135-157
Immersive Scientific Communication: A Multidimensional Theoretical Model for Approaching Extended Reality as a Medium
Extended reality (XR) promises to dramatically change the framework of scientific communication. XR offers new possibilities for creating engaging scientific content, presenting complex information, and designing immersive experiences. Scientists and communicators need to better understand interactive and immersive narratives to harness these potentials of XR. This paper proposes a multidimensional theoretical model for immersive scientific communication that evaluates the interface models of XR, analyzes its levels of reality and interaction, and identifies the dominant characteristics of the narrative. This model promotes the critical and reflective application of XR to science communication, especially citizen science projects.
- 13 March 2025
- Published by MIT Press in PRESENCE: Virtual and Augmented Reality
- Vol. 34, 135-157
Immersive Scientific Communication: A Multidimensional Theoretical Model for Approaching Extended Reality as a Medium
Extended reality (XR) promises to dramatically change the framework of scientific communication. XR offers new possibilities for creating engaging scientific content, presenting complex information, and designing immersive experiences. Scientists and communicators need to better understand interactive and immersive narratives to harness these potentials of XR. This paper proposes a multidimensional theoretical model for immersive scientific communication that evaluates the interface models of XR, analyzes its levels of reality and interaction, and identifies the dominant characteristics of the narrative. This model promotes the critical and reflective application of XR to science communication, especially citizen science projects.