Technologies for enhancing human abilities and capacities.

Technology Assisted Therapy and Training

The “Technology Assisted Therapy and Training (AT3)” of LENI, investigates the use of certain technologies that have the potential to improve human abilities. Technology has moved away from merely making our lives more convenient, and now it has the potential to change every aspect of what we are as humans. Technology Assisted Therapy and Training (AT3) are techniques that can be used not simply for treating illness and disability, but also for enhancing human characteristics and capacities. AT3 refers to the convergent application of techniques such as information technologies and cognitive neuroscience, among others, to improve human capabilities.


Immersive Technologies-Assisted Psychology

This unit delves into the innovative use of ICT solutions in the realm of mental health. Termed Immersive Technologies-Assisted Psychology (ITAP), this area of research encompasses any computing system that assists mental health professionals (MHPs) in delivering diagnoses and treatments. These systems are distinguished by their reliance on patient input as a critical variable for computing systems to base treatment decisions on.

Among the pioneering approaches in ITAP is Virtual Reality Exposure Therapy (VRET). VRET utilizes virtual reality techniques to augment exposure treatments in psychotherapy, serving as a highly effective intermediary step between the controlled environment of the therapist’s office and the unpredictable nature of the real world.


Our study delves into the application of Emerging Technologies in addressing Neurodevelopmental Disorders, such as Autism Spectrum Disorder (ASD) and Attention Deficit Hyperactivity Disorder (ADHD). The primary aim is to deploy Immersive Virtual Environments (IVE) and Multitouch technologies. These innovative tools are designed to enhance diagnostic and therapeutic approaches, providing a more interactive and engaging experience for individuals with these conditions.

Furthermore, by integrating physiological measurement devices like Eye Tracking, Electrodermal Activity, and Movement sensors, we aim to furnish specialized professionals with robust quantitative data. This data is crucial for refining current evaluations, ensuring that interventions are both precise and tailored to the unique needs of each individual, thereby improving outcomes in the realm of neurodevelopmental disorders.

Neuroleadership and neuromanagement

Neuroscience advancements enable real-time, cost-effective observation of brain activity, underpinning neuromanagement’s aim to enhance brain efficiency, reduce error rates, and prevent the negative impact of emotional mismanagement on cognitive functions. It also focuses on identifying skills associated with leadership and innovation, essential for market expansion, and adapting to the complex demands of organizational leadership.

Virtual reality (VR) is increasingly employed by neuroscientists for simulating natural occurrences and social interactions, offering an immersive experience that surpasses traditional research methods. This technology provides unique insights into the brain’s response to various stimuli, facilitating advanced neuroscientific research and practical applications.

Industrial Simulation

This research focuses on employing virtual reality (VR) techniques to create industrial simulators, with a primary goal of providing small and medium-sized enterprises (SMEs) with multimedia training tools that incorporate simulation. These tools are designed for a wide range of users, including entrepreneurs, managers, middle managers, preventive resources, and self-employed workers, specifically targeting the improvement of Occupational Risk Prevention measures.

The emphasis on virtual reality for the development of industrial simulators demonstrates a commitment to enhancing safety and training protocols within industries. By leveraging VR technology, the initiative aims to deliver more engaging and effective training experiences, facilitating a deeper understanding and adherence to safety practices among professionals at various levels within an organization.

Presence in virtual environment

Presence research delves into the mechanisms behind the subjective perception experienced when technology, such as virtual reality (VR), creates or filters an individual’s current experience. This field explores why, despite the technology’s involvement, an individual’s perception might not fully recognize its role. This inquiry is crucial for understanding how people interact with and are immersed in technologically mediated environments, highlighting the psychological and sensory aspects of technology use.

As a cornerstone of virtual environment studies, presence research is vital for evaluating the effectiveness of VR and similar technologies. By understanding the factors that contribute to or detract from a user’s sense of presence, researchers can improve the design and application of these technologies for various purposes, including education, training, and entertainment, enhancing user engagement and the overall experience.

Surgery Simulation

The focus of this research area is on leveraging virtual reality (VR) techniques to create virtual patients for surgical training. This innovative approach aims to enhance the training of surgeons by providing them with realistic simulations that mimic human tissue deformations. By developing algorithms for real-time simulation, this project seeks to improve the accuracy and effectiveness of surgical practices through advanced virtual environments.

The development of surgical simulators is a key component of this research, aiming to offer a hands-on learning experience without the risks associated with actual surgery. These simulators are designed to provide immediate feedback and allow for repeated practice sessions, significantly contributing to the skill enhancement of medical professionals. This project not only advances surgical training methods but also paves the way for safer and more effective patient care.