RESEARCH AREAS
AUTISM RESEARCH ACHIEVEMENTS
A trailblazer in the use of immersive technologies for neurodevelopmental research, he has led the development of virtual environments that combine biometric sensors and AI to better understand and support individuals with autism. His pioneering XR-based Behavioral Biomarkers (XRBB) framework allows for objective, real-time assessment and adaptive intervention within virtual scenarios. Through innovative projects like T-ROOM and ADAPTEA, he has shown how VR can dynamically respond to each child’s unique cognitive and emotional profile. His work marks a turning point in how autism is diagnosed and treated, merging cutting-edge technology with clinical insight.
COMPUTER AIDED SURGERY AND SURGERY SIMULATION ACHIEVEMENTS
Prof. Mariano Alcañiz pioneered 3D medical imaging and segmentation in the 1990s, laying the groundwork for modern image-guided surgery. He developed early surgical navigation systems and AR tools that enhanced precision in the OR. His VR-based surgical simulators revolutionized training by enabling realistic, hands-on practice. Alcañiz’s innovations have had lasting clinical impact, bridging technology and real-world healthcare.
CONSUMER BEHAVIOR RESEARCH ACHIEVEMENTS
Pioneering work at LabLENI has positioned immersive technologies as rigorous tools for consumer research, merging XR, biometrics, and AI to analyze behaviour and emotion in lifelike scenarios. This research introduced XR-based behavioural metrics for predicting consumer traits, emotional responses, and ad effectiveness in real-time. From virtual shopping to affective computing, the studies redefine how consumer insight is generated—moving beyond self-report to implicit, high-resolution data. The result is a new paradigm for personalized, evidence-based marketing grounded in immersive science.
EDUCATION AND TRAINING RESEARCH ACHIEVEMENTS
A leader in immersive educational technologies, he has transformed how we teach, learn, and assess through the use of XR tools like VR, AR, and serious games. His research introduced interactive learning environments that not only engage students but also collect biometric and behavioural data to personalise training in real time. From AR-enhanced textbooks to VR simulations that double as assessment tools, his work redefines education as an adaptive, evidence-based experience. These innovations have set the foundation for a new era of data-driven, immersive learning.
MENTAL HEALTH RESEARCH ACHIEVEMENTS
This research has pioneered the use of immersive technologies like VR, AR, and AI-driven virtual agents in mental health treatment, from phobias and PTSD to body image and social anxiety. By combining clinical insight with technological innovation, it has made therapy more engaging, accessible, and personalized across a wide range of disorders.
NEUROREHABILITATION RESEARCH ACHIEVEMENTS
Immersive VR/MR technologies have been leveraged to develop clinically validated, engaging, and adaptive neurorehabilitation tools for stroke and TBI recovery. By integrating motion tracking, biosensors, and gamification, these interventions enable personalized therapy while capturing objective performance data in real time.
ORGANIZATIONAL NEUROSCIENCE RESEARCH ACHIEVEMENTS
Immersive simulations and biometric sensing are redefining leadership assessment and training by enabling real-time, ecologically valid measurement of decision-making, empathy, and stress responses. Through XR-based behavioral biomarkers, this work provides objective insights into leadership traits, blending neuroscience, machine learning, and organizational psychology in dynamic, adaptive environments.
PRESENCE RESEARCH RESEARCH ACHIEVEMENTS
This research has advanced the science of presence by combining subjective, behavioral, and neurophysiological measures to understand how users experience “being there” in virtual environments. Through pioneering multimodal methods, it demonstrated that presence is a multi-dimensional construct critical for emotion, engagement, and the effectiveness of VR applications.