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Barbara Karpowicz

Publications and source records attributed to Barbara Karpowicz.

14 recordsLinked to original sources

Towards an End-to-End System for 3D Tracking of Physical Objects in Virtual Immersive Environments

This work aims to establish an end-to-end system for tracking of physical 3D objects for virtual reality (VR) applications. We focus on training applications requiring real-time tracking of the position of small physical objects and their reflection in VR space. Out goal is to perform object tracking in a "plug and play" manner, without using complex systems with quite large tracking devices or manually implementing object tracking. We therefore propose a system for object tracking via fiducial markers alongside a software harness, to enable fast and efficient designation of objects to be tracked and data streaming solution for end-use applications. The system utilizes AruCo, AprilTag and an original Colored Control Points based fiducial system. It allows for easy tag detection and use of object position data, which are crucial for immersive training environments based on VR and eXtended Reality (XR). We evaluate various tag sizes, detection distances, and different camera devices against the theoretical limits. In effect, we create a complete solution for implementing marker-based, real-to-virtual object position mapping for various applications.

cs.HC

Towards Effective Human Performance in XR Space Framework based on Real-time Eye Tracking Biofeedback

This paper proposes an eye tracking module for the XR Space Framework aimed at enhancing human performance in XR-based applications, specifically in training, screening, and teleoperation. This framework provides a methodology and components that streamline the development of adaptive real-time virtual immersive systems. It contains multimodal measurements - declarative in the form of in-VR questionnaires and objective, including eye tracking, body movement, and psychophysiological data (e.g., ECG, GSR, PPG). A key focus of this paper is the integration of real-time eye tracking data into XR environments to facilitate a biofeedback loop, providing insight into user attention, cognitive load, and engagement. Given the relatively high measurement frequency of eye tracking - recognized as a noninvasive yet robust psychophysiological measure - this technology is particularly well suited for real-time adjustments in task difficulty and feedback to enhance learning and operational effectiveness. Despite its established role in cognitive and attentional studies, implementing eye tracking metrics within dynamic, real-time XR environments poses unique challenges, particularly given the complex moving visuals presented in head-mounted displays (HMDs). This paper addresses these challenges by focusing on the essential aspects of integrating eye tracking in immersive systems based on real-time engines, ultimately facilitating more efficient, adaptive XR applications.

cs.HC

Archiverse: an Approach for Immersive Cultural Heritage

Digital technologies and tools have transformed the way we can study cultural heritage and the way we can recreate it digitally. Techniques such as laser scanning, photogrammetry, and a variety of Mixed Reality solutions have enabled researchers to examine cultural objects and artifacts more precisely and from new perspectives. In this part of the panel, we explore how Virtual Reality (VR) and eXtended Reality (XR) can serve as tools to recreate and visualize the remains of historical cultural heritage and experience it in simulations of its original complexity, which means immersive and interactive. Visualization of material culture exemplified by archaeological sites and architecture can be particularly useful when only ruins or archaeological remains survive. However, these advancements also bring significant challenges, especially in the area of transdisciplinary cooperation between specialists from many, often distant, fields, and the dissemination of virtual immersive environments among both professionals and the general public.

cs.HC

Towards Effective Immersive Technologies in Medicine: Potential and Future Applications based on VR, AR, XR and AI solutions

Mixed Reality (MR) technologies such as Virtual and Augmented Reality (VR, AR) are well established in medical practice, enhancing diagnostics, treatment, and education. However, there are still some limitations and challenges that may be overcome thanks to the latest generations of equipment, software, and frameworks based on eXtended Reality (XR) by enabling immersive systems that support safer, more controlled environments for training and patient care. Our review highlights recent VR and AR applications in key areas of medicine. In medical education, these technologies provide realistic clinical simulations, improving skills and knowledge retention. In surgery, immersive tools enhance procedural precision with detailed anatomical visualizations. VR-based rehabilitation has shown effectiveness in restoring motor functions and balance, particularly for neurological patients. In mental health, VR has been successful in treating conditions like PTSD and phobias. Although VR and AR solutions are well established, there are still some important limitations, including high costs and limited tactile feedback, which may be overcome with implementing new technologies that may improve the effectiveness of immersive medical applications such as XR, psychophysiological feedback or integration of artificial intelligence (AI) for real-time data analysis and personalized healthcare and training.

cs.HC

Immersive Technologies in Training and Healthcare: From Space Missions to Psychophysiological Research

Virtual, Augmented, and eXtended Reality (VR/AR/XR) technologies are increasingly recognized for their applications in training, diagnostics, and psychological research, particularly in high-risk and highly regulated environments. In this panel we discuss how immersive systems enhance human performance across multiple domains, including clinical psychology, space exploration, and medical education. In psychological research and training, XR can offer a controlled yet ecologically valid setting for measuring cognitive and affective processes. In space exploration, we discuss the development of VR-based astronaut training and diagnostic systems, allowing astronauts to perform real-time health assessments. In medical education and rehabilitation, we cover procedural training and patient engagement. From virtual surgical simulations to gamified rehabilitation exercises, immersive environments enhance both learning outcomes and treatment adherence.

cs.HC

Building Trustworthy Cognitive Monitoring for Safety-Critical Human Tasks: A Phased Methodological Approach

Operators performing high-stakes, safety-critical tasks - such as air traffic controllers, surgeons, or mission control personnel - must maintain exceptional cognitive performance under variable and often stressful conditions. This paper presents a phased methodological approach to building cognitive monitoring systems for such environments. By integrating insights from human factors research, simulation-based training, sensor technologies, and fundamental psychological principles, the proposed framework supports real-time performance assessment with minimum intrusion. The approach begins with simplified simulations and evolves towards operational contexts. Key challenges addressed include variability in workload, the effects of fatigue and stress, thus the need for adaptive monitoring for early warning support mechanisms. The methodology aims to improve situational awareness, reduce human error, and support decision-making without undermining operator autonomy. Ultimately, the work contributes to the development of resilient and transparent systems in domains where human performance is critical to safety.

cs.HC

Human Factors in Space Exploration: Opportunities for International and Interdisciplinary Collaboration

As humanity pushes the boundaries of space exploration, human factors research becomes more important. Human factors encompass a broad spectrum of psychological, physiological, and ergonomic factors that affect human performance, well-being, and safety in the unique and challenging space environment. This panel explores the multifaceted field of human factors in space exploration and highlights the opportunities that lie in fostering international and interdisciplinary cooperation. This exploration delves into the current state of research on human factors in space missions, addressing the physiological and psychological challenges astronauts face during long space flights. It emphasizes the importance of interdisciplinary collaboration, combining knowledge from fields such as psychology, medicine, engineering, and design to address the complex interaction of factors affecting human performance and adaptation to the space environment

cs.HC

Preserving Tangible and Intangible Cultural Heritage: the Cases of Volterra and Atari

At first glance, the ruins of the Roman Theatre in the Italian town of Volterra have little in common with cassette tapes containing Atari games. One is certainly considered an important historical landmark, while the consensus on the importance of the other is partial at best. Still, both are remnants of times vastly different from the present and are at risk of oblivion. Unearthed architectural structures are exposed to the elements just as the deteriorating signals stored on magnetic tapes. However, the rate of deterioration is much faster with the magnetic media, as their life expectancy is counted in decades, whereas the Roman Theater, which is already in ruin, measures its lifespan in centuries. Hence, both would benefit from some form of digital preservation and reconstruction. In this panel, we discuss how to sustainably preserve tangible and intangible cultural artifacts for future generations.

cs.CY

Well-being in isolation: Exploring artistic immersive virtual environments in a simulated lunar habitat to alleviate asthenia symptoms

Revived interest in lunar and planetary exploration is heralding a new era for human spaceflight, characterized by frequent strain on astronaut's mental well-being, which stems from increased exposure to isolated, confined, and extreme (ICE) conditions. Whilst Immersive Virtual Reality (IVR) has been employed to facilitate self-help interventions to mitigate challenges caused by isolated environments in several domains, its applicability in support of future space expeditions remains largely unexplored. To address this limitation, we administered the use of distinct IVR environments to crew members (n=5) partaking in a simulated lunar habitat study. Utilizing a Bayesian approach to scrutinize small group data, we discovered a significant relationship between IVR usage and a reduction in perceived stress-related symptoms, particularly those associated with asthenia (syndrome often linked to chronic fatigue and weakness; a condition characterized by feelings of energy depletion or exhaustion that can be amplified in ICE conditions). The reductions were most prominent with the use of interactive virtual environments. The 'Aesthetic Realities' - virtual environments conceived as art exhibits - received exceptional praise from our participants. These environments mark a fascinating convergence of art and science, holding promise to mitigate effects related to isolation in spaceflight training and beyond.

cs.HC

XR Hackathon Going Online: Lessons Learned from a Case Study with Goethe-Institut

In this article we report a case study of a Language and Culture-oriented transdisciplinary XR hackathon organized with Goethe-Institut. The hackathon was hosted as an online event in November 2020 by our University Lab in collaboration with Goethe-Institut as a follow-up to our previous co-organized event within our research group Living Lab. We have improved the formula of the event based on lessons learned from its previous edition. First, in one of the two hackathon tracks we provided the participants with a custom VR framework, to serve as a starting point for their designs to skip the repetitive early development stage. In cooperation with our partner, Goethe-Institut, we have also outlined best modern research-backed language-learning practices and methods and gathered them into actionable evaluation criteria.

cs.HC

Participatory Design Landscape for the Human-Machine Collaboration, Interaction and Automation at the Frontiers of HCI (PDL 2021)

We propose a one-day transdisciplinary creative workshop in the broad area of HCI focused on multiple opportunities of incorporating participatory design into research and industry practice. This workshop will become a venue to share experiences and novel ideas in this area. At the same time, we will brainstorm and explore frontiers of HCI related to engaging end users in design and development practices of established and emerging ICT solutions often overlooked in terms of co-design. We welcome a wide scope of contributions in HCI which explore sustainable opportunities for participatory design and development practices in the context of interconnected business, social, economic and environmental issues. The contributions ought to explore challenges and opportunities related to co-design at the frontiers of HCI - participatory design of newest and complex technologies, not easily explainable or intuitive, novel collaborative (remote or distributed) approaches to empowering users to prepare them to contribute as well as to engaging them directly in co-design.

cs.HC

Interpersonal distance in VR: reactions of older adults to the presence of a virtual agent

The rapid development of virtual reality technology has increased its availability and, consequently, increased the number of its possible applications. The interest in the new medium has grown due to the entertainment industry (games, VR experiences and movies). The number of freely available training and therapeutic applications is also increasing. Contrary to popular opinion, new technologies are also adopted by older adults. Creating virtual environments tailored to the needs and capabilities of older adults requires intense research on the behaviour of these participants in the most common situations, towards commonly used elements of the virtual environment, in typical sceneries. Comfortable immersion in a virtual environment is key to achieving the impression of presence. Presence is, in turn, necessary to obtain appropriate training, persuasive and therapeutic effects. A virtual agent (a humanoid representation of an algorithm or artificial intelligence) is often an element of the virtual environment interface. Maintaining an appropriate distance to the agent is, therefore, a key parameter for the creator of the VR experience. Older (65+) participants maintain greater distance towards an agent (a young white male) than younger ones (25-35). It may be caused by differences in the level of arousal, but also cultural norms. As a consequence, VR developers are advised to use algorithms that maintain the agent at the appropriate distance, depending on the user's age.

cs.HC

Deploying Crowdsourcing for Workflow Driven Business Process

The main goal of this paper is to discuss how to integrate the possibilities of crowdsourcing platforms with systems supporting workflow to enable the engagement and interaction with business tasks of a wider group of people. Thus, this work is an attempt to expand the functional capabilities of typical business systems by allowing selected process tasks to be performed by unlimited human resources. Opening business tasks to crowdsourcing, within established Business Process Management Systems (BPMS) will improve the flexibility of company processes and allow for lower work-load and greater specialization among the staff employed on-site. The presented conceptual work is based on the current international standards in this field, promoted by Workflows Management Coalition. To this end, the functioning of business platforms was analysed and their functionality was presented visually, followed by a proposal and a discussion of how to implement crowdsourcing into workflow systems.

cs.HC

Exploration of Voice User Interfaces for Older Adults - A Pilot Study to Address Progressive Vision Loss

Voice User Interfaces (VUIs) owing to recent developments in Artificial Intelligence (AI) and Natural Language Processing (NLP), are becoming increasingly intuitive and functional. They are especially promising for older adults, also with special needs, as VUIs remove some barriers related to access to Information and Communications Technology (ICT) solutions. In this pilot study we examine interdisciplinary opportunities in the area of VUIs as assistive technologies, based on an exploratory study with older adults, and a follow-up in-depth pilot study with two participants regarding the needs of people who are gradually losing their sight at a later age.

cs.HC