TY - JOUR KW - Artificial Intelligence KW - Virtual Reality KW - Simulator KW - Immersion KW - Occupational-Hazards KW - Training KW - Virtual Reality Headset KW - Pathfinder AU - Juan Manuel Lombardo AU - Miguel Angel Lopez AU - Susana Velasco AU - Vicente García AU - Mabel López AU - Rubén Cañadas AU - Mónica León AB - With 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. IS - Special Issue on Artificial Intelligence Applications M1 - 4 N2 - With 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. PY - 2019 SP - 94 EP - 101 T2 - International Journal of Interactive Multimedia and Artificial Intelligence TI - PRACTICA. A Virtual Reality Platform for Specialized Training Oriented to Improve the Productivity UR - http://www.ijimai.org/journal/sites/default/files/files/2018/04/ijimai_5_4_11_pdf_83808.pdf VL - 5 SN - 1989-1660 ER -