02372nas a2200325 4500000000100000000000100001008004100002260001200043653002800055653002000083653001400103653001400117653002500131653001300156653002800169653001500197100002500212700002300237700001900260700002000279700001700299700002000316700001800336245010300354856009600457300001100553490000600564520146200570022001402032 2019 d c03/201910aArtificial Intelligence10aVirtual Reality10aSimulator10aImmersion10aOccupational-Hazards10aTraining10aVirtual Reality Headset10aPathfinder1 aJuan Manuel Lombardo1 aMiguel Angel Lopez1 aSusana Velasco1 aVicente García1 aMabel López1 aRubén Cañadas1 aMónica León00aPRACTICA. A Virtual Reality Platform for Specialized Training Oriented to Improve the Productivity uhttp://www.ijimai.org/journal/sites/default/files/files/2018/04/ijimai_5_4_11_pdf_83808.pdf a94-1010 v53 aWith the proliferation of Virtual reality headset that are emerging into a consumer-oriented market for video games, it will open new possibilities for exploiting the virtual reality (VR). Therefore, the PRACTICA project is defined as a new service aimed to offering a system for creating courses based on a VR simulator for specialized training companies that allows offering to the students an experience close to reality. The general problem of creating these virtual courses derives from the need to have programmers that can generate them. Therefore, the PRACTICA project allows the creation of courses without the need to program source code. In addition, elements of virtual interaction have been incorporated that cannot be used in a real environment due to risks for the staff, such as the introduction of fictional characters or obstacles that interact with the environment. So to do this, artificial intelligence techniques have been incorporated so these elements can interact with the user, as it may be, the movement of these fictional characters on stage with a certain behavior. This feature offers the opportunity to create situations and scenarios that are even more complex and realistic.This project aims to create a service to bring virtual reality technologies closer and artificial intelligence for non-technological companies, so that they can generate (or acquire) their own content and give it the desired shape for their purposes. a1989-1660