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Paweł Kobyliński

Publications and source records attributed to Paweł Kobyliński.

4 recordsLinked to original sources

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↗

VR Hackathon with Goethe Institute: Lessons Learned from Organizing a Transdisciplinary VR Hackathon

In this article we report a case study of a Language Learning Bauhaus VR hackathon with Goethe Institute. It was organized as an educational and research project to tap into the dynamics of transdisciplinary teams challenged with a specific requirement. In our case, it was to build a Bauhaus-themed German Language Learning VR App. We constructed this experiment to simulate how representatives of different disciplines may work together towards a very specific purpose under time pressure. So, each participating team consisted of members of various expert-fields: software development (Unity or Unreal), design, psychology and linguistics. The results of this study cast light on the recommended cycle of design thinking and customer-centered design in VR. Especially in interdisciplinary rapid prototyping conditions, where stakeholders initially do not share competences. They also showcase educational benefits of working in transdisciplinary environments. This study, combined with our previous work on human factors in rapid software development and co-design, including hackathon dynamics, allowed us to formulate recommendations for organizing content creation VR hackathons for specific purposes. We also provide guidelines on how to prepare the participants to work in rapid prototyping VR environments and benefit from such experiences in the long term.

cs.HC↗

VR with Older Adults: Participatory Design of a Virtual ATM Training Simulation

In this paper we report on a study conducted with a group of older adults in which they engaged in participatory design workshops to create a VR ATM training simulation. Based on observation, recordings and the developed VR application we present the results of the workshops and offer considerations and recommendations for organizing opportunities for end users, in this case older adults, to directly engage in co-creation of cutting-edge ICT solutions. These include co-designing interfaces and interaction schemes for emerging technologies like VR and AR. We discuss such aspects as user engagement and hardware and software tools suitable for participatory prototyping of VR applications. Finally, we present ideas for further research in the area of VR participatory prototyping with users of various proficiency levels, taking steps towards developing a unified framework for co-design in AR and VR.

cs.HC↗

Helenos: A Realistic Benchmark for Distributed Transactional Memory

Transactional Memory (TM) is an approach to concurrency control that aims to make writing parallel programs both effective and simple. The approach is started in non-distributed multiprocessor systems, but is gaining popularity in distributed systems to synchronize tasks at large scales. Efficiency and scalability are often the key issues in TM research, so performance benchmarks are an important part of it. However, while standard TM benchmarks like the STAMP suite and STMBench7 are available and widely accepted, they do not translate well into distributed systems. Hence, the set of benchmarks usable with distributed TM systems is very limited, and must be padded with microbenchmarks, whose simplicity and artificial nature often makes them uninformative or misleading. Therefore, this paper introduces Helenos, a realistic, complex, and comprehensive distributed TM benchmark based on the problem of the Facebook inbox, an application of the Cassandra distributed store.

cs.DC↗