Current Projects

AMPLIA: Movement Analysis and Intelligent Avatar Customization

The main goal of this project is to provide those tools required for incorporating realistic and customizable avatars in virtual environments, which can imitate with high precision the movements of user with different type of clothing, along with intelligent techniques for recommendation and data collection in the clothing domain.

Next-CBR: Evolving CBR for multi-source experience and knowledge-rich applications

The goal of this project is to enlarge the capabilities of CBR systems to address the integration of domain knowledge expressed in ontological frameworks both in knowledge-intensive CBR and data-intensive CBR, and the development of CBR systems capable of using and integrating experience with multiple sources.

Past Projects

MMOG: Middleware for Developing a new generation of social 3D virtual worlds for casual gamers

The main goal of this project is to provide a middleware platform that supports the development of a new generation of 3D virtual worlds with high graphical quality, integrating key elements for the success of a MMOG (Massively Multiplayer On-line Games), namely social networks, and casual games, that can gain access to a large number of users.


Case-based reasoning (CBR) combines in an effective manner both learning from examples and usage of domain knowledge. Techniques for case retrieval and reuse should not be studied in an isolated manner; instead they should be designed and evaluated in a framework that integrates different types of CBR systems as proposed in this project.


The general goal of this project is the study of techniques for the construction of effective educational systems based on virtual environments that seek the immersion of the student into a three-dimensional environment, ranging from the conventional desktop systems to more sophisticated virtual reality installations. Regarding the kind of educational approach, we are interested in systems that promote constructive learning involving the student in problem resolution activities, ranging from simulations that reproduce the experience in the real world, to systems that do not intend to reproduce reality but to enhance the learning experience.


Most of the emphasis on using computers for teaching has been –with different results– on using them as a media to store and provide contents. Following an alternative line of work, more and more successful each day, this project aims exploring a more advantageous use of computers as a tool to build and experiment in virtual environments for learning by doing. More specifically the project emphasises in environments with a narrative component, as videogames.


One of the greatest problems related with the use of frameworks is the difficulty associated with learning to apply them. This project follows on from a previous one and concentrates on two aspects of this problem: the documentation of frameworks, on one hand, and providing training in the use of frameworks, on the other. With respect to documentation, the main aim is to develop a collaborative environment for defining and sharing ‘recipes’ which exemplify interesting uses of the framework. The use of examples establishes the connection with the pedagogical aims of the project. In this sense, we propose the use of case-based teaching techniques for framework programming tutoring. To achieve this, a problem solving environment must be designed in which the student can be confronted with specific examples to guide his learning process.


This project intends to explore the possibilities of applying different artificial intelligence techniques in the development of software tools for aiding the reuse process. The tools will help the programmers mainly in reusing high level components (designs), but also in reusing low level ones.

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