Papers by Grzegorz Zwoliński
Communications in computer and information science, 2024
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IEEE Transactions on Affective Computing, Dec 31, 2023
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Springer series in design and innovation, Nov 30, 2023
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Research Square (Research Square), Nov 2, 2023
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2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), Mar 1, 2022
One of the disadvantages of virtual reality systems of the past was the fact that they had visual... more One of the disadvantages of virtual reality systems of the past was the fact that they had visual-only interfaces. However, with the development of haptic technology, peripheral solutions to enhance the VR experience are gaining momentum, and many haptic systems are being developed for deepening VR immersion. This paper deals with the concept of a vibrating tilt platform allowing the change of three angles of inclination to thus reinforce the VR experience. The proposed system is flexible and adaptable to different sports, health, and education applications. In this paper, we present the mechanical and mechatronics aspects of the platform and usability testing results based on an immersive geological experience application. The first tests were studied in terms of the cyber sickness, perceived realism, and anxiety through both subjective (questionnaires) and objective (electroencephalogram) measurements. The results indicate that our platform increased anxiety levels and was perceived as realistic. Adding vibrations and tilting had a considerable impact on the immersion level and brain activity.
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Medycyna Pracy
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Medycyna Pracy
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ACM SIGGRAPH 2023 Posters
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Biuro ds. Osób Niepełnosprawnych, 2020
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Wydawnictwo Uniwersytetu Łódzkiego eBooks, 2022
Życie z niepełnosprawnością w świecie nieprzewidywalnym, w którym nieustannie zmieniają się reguł... more Życie z niepełnosprawnością w świecie nieprzewidywalnym, w którym nieustannie zmieniają się reguły gry, rozwijające się technologie są coraz bardziej odległe od codziennego ludzkiego * Adiunkt w Instytucie Mechatroniki i Systemów Informatycznych Politechniki Łódzkiej. Od 2015 r. realizuje europejskie projekty Erasmus+ Akcja 2-Szkolnictwo Wyższe, w tym aktualnie koordynuje dwa z nich-High5 i Green-Tex. W 2019 r. zaczęła współpracować z zespołem badawczym zajmującym się wirtualną i rozszerzoną rzeczywistością, należy do Voxel Research Lab. Zespół realizuje aktualnie 5 międzynarodowych projektów dotyczących Extended Reality. ** Adiunkt w Instytucie Mechatroniki i Systemów Informatycznych. Założycielka grupy badawczej Voxel Research Lab. Koordynatorka kilku międzynarodowych projektów Erasmus+ (VRxanny, MrUD, ATOMIC, VTech i VRana). W 2021 r. jej europejski projekt (ViMeLa) zdobył prestiżową nagrodę EduInspiracje w kategorii Cyfryzacja. Pasjonuje się biomedyczną analizą sygnałów oraz praktycznymi zastosowaniami uczenia maszynowego (machine learning) i deep learning. *** Adiunkt w Instytucie Mechatroniki i Systemów Informatycznych. Członek zespołu Voxel Research Lab. Specjalista w programowaniu oraz grafice komputerowej. Koordynator w PŁ europejskiego projektu CODEIN. Aktualnie zajmuje się tworzeniem aplikacji w wirtualnej i rozszerzonej rzeczywistości. **** Dr n. społecznych, psycholog, adiunkt w Katedrze Socjologii Stosowanej i Pracy Socjalnej UŁ. Jako praktyk od ponad 15 lat zajmuje się wsparciem studentów z niepełnosprawnościami i dostępnością uczelni dla osób ze szczególnymi potrzebami. Autorka kilkunastu publikacji naukowych, w tym dwóch monografii. Jej zainteresowania naukowe koncentrują się wokół zagadnień socjologii niepełnosprawności, projektowania uniwersalnego w edukacji, zarządzania różnorodnością w szkolnictwie wyższym. Członek Komisji ds. Wyrównywania Szans Edukacyjnych przy KRASP.
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The education landscape is an environment prone to change due to the volatile and ever-changing n... more The education landscape is an environment prone to change due to the volatile and ever-changing nature of the digital society in which we all live. Although the world moves at a different pace and any generalization is bound to have several exceptions, there is evidence from research conducted in different places and contexts that educational methods are becoming increasingly digitized and driven by technological innovation. Among technological trends fuelled in many cases by the COVID-19 pandemic and the need to stay at home but online, augmented reality solutions received an additional push as a valid and versatile educational technology worth exploring and eventually integrating into several teaching methods already in use. Although the technology still faces problems related to its affordability, accessibility, and the technical skills required of users, some ongoing projects have already provided evidence that using augmented reality solutions as teaching and learning tools can...
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Electronics
This paper presents and concludes the ATOMIC project, which was to create an XR-based educational... more This paper presents and concludes the ATOMIC project, which was to create an XR-based educational environment that enables students to meet the challenges of a natural business environment such as planning and organizing, staffing and control, problem solving, critical thinking, creativity, and teamwork. Four different approaches were taken utilizing different XR technologies (projector-based AR, mobile-based AR, HMD AR, and HMD VR), and their efficacy and educational value were juxtaposed. A universal 34-question usability questionnaire was proposed that can be applied in future XR usability studies. Four versions of the application were tested among 20 students to identify the advantages and disadvantages of each approach in an educational context.
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International Journal of Computer Applications in Technology
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Information
Higher educational institutions in Western Balkan countries strive for continuous development of ... more Higher educational institutions in Western Balkan countries strive for continuous development of their teaching and learning processes. One of the priorities is employing state-of-the-art technology to facilitate experience-based learning, and virtual and augmented reality are two of the most effective solutions to providing the opportunity to practice the acquired theoretical knowledge. This report presents (apart from the theoretical introduction to the issue) an overall picture of the knowledge of AR and VR technology in education in Western Balkan universities. It is based on a semi-structured online questionnaire whose recipients were academic staff and students from universities in Albania, Kosovo, and North Macedonia. The questionnaire differed for each target group; the version for academics comprised 11 questions for 710 respondents, and the version for students comprised 10 questions for 2217 respondents. This paper presents and discusses the results for each question with...
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Sensors
Virtual reality (VR) is a well-established technology in medicine. Head-mounted displays (HMDs) h... more Virtual reality (VR) is a well-established technology in medicine. Head-mounted displays (HMDs) have made VR more accessible in many branches of medical research. However, its application in balance evaluation has been vague, and comprehensive literature on possible applications of VR in posture measurement is scarce. The aim of this review is to conduct a literature search on the application of immersive VR delivered using a head-mounted display in posturographic measurements. A systematic search of two databases, PubMed and Scopus, using the keywords “virtual reality” and “posturography,” was performed following PRISMA guidelines for systematic reviews. Initial search results returned 89 non-duplicate records. Two reviewers independently screened the abstracts. Sixteen papers fulfilled the inclusion criteria and none of the exclusion criteria and were selected for complete text retrieval. An additional 16 records were identified from citation searching. Ultimately, 21 studies were...
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Wydawnictwo Politechniki Łódzkiej, 2021
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Korzystanie z przestrzennych, dobrze teksturowanych planów miast 3d skutecznie wzmaga orientację ... more Korzystanie z przestrzennych, dobrze teksturowanych planów miast 3d skutecznie wzmaga orientację w terenie. Problematyka zautomatyzowanego teksturowania obiektów urbanistycznych w warunkach ścisłej zabudowy jest sporym wyzwaniem przy realizacji internetowych lokalizatorów oraz systemów nawigacyjnych. Jednym ze sposobów rozwiązania tego problemu może być "mobilny rejestrator tekstur".
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Sensors, 2022
The need for objective data-driven usability testing of VR applications is becoming more tangible... more The need for objective data-driven usability testing of VR applications is becoming more tangible with the rapid development of numerous VR applications and their increased accessibility. Traditional methods of testing are too time and resource consuming and might provide results that are highly subjective. Thus, the aim of this article is to explore the possibility of automation of usability testing of VR applications by using objective features such as HMD built-in head and hands tracking, EEG sensor, video recording, and other measurable parameters in addition to automated analysis of subjective data provided in questionnaires. For this purpose, a simple VR application was created which comprised relatively easy tasks that did not generate stress for the users. Fourteen volunteers took part in the study and their signals were monitored to acquire objective automated data. At the same time the observer was taking notes of subjects’ behaviour, and their subjective opinions about th...
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Electronics, 2022
One of the disadvantages of virtual reality systems of the past was the fact that they had visual... more One of the disadvantages of virtual reality systems of the past was the fact that they had visual-only interfaces. However, with the development of haptic technology, peripheral solutions to enhance the VR experience are gaining momentum, and many haptic systems are being developed for deepening VR immersion. This paper deals with the concept of a vibrating tilt platform allowing the change of three angles of inclination to thus reinforce the VR experience. The proposed system is flexible and adaptable to different sports, health, and education applications. In this paper, we present the mechanical and mechatronics aspects of the platform and usability testing results based on an immersive geological experience application. The first tests were studied in terms of the cyber sickness, perceived realism, and anxiety through both subjective (questionnaires) and objective (electroencephalogram) measurements. The results indicate that our platform increased anxiety levels and was perceiv...
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Papers by Grzegorz Zwoliński