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Wiesław Kopeć

Publications and source records attributed to Wiesław Kopeć.

At least 19 recordsLinked to original sources

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.

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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.

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IoT and Older Adults: Towards Multimodal EMG and AI-Based Interaction with Smart Home

We report preliminary insights from an exploratory study on non-standard non-invasive interfaces for Smart Home Technologies (SHT). This study is part of a broader research project on effective Smart Home ecosystem Sagacity that will target older adults, impaired persons, and other groups disadvantaged in the main technology discourse. Therefore, this research is in line with a long-term research framework of the HASE research group (Human Aspects in Science and Engineering) by the Living Lab Kobo. In our study, based on the prototype of the comprehensive SHT management system Sagacity, we investigated the potential of bioelectric signals, in particular EMG and EOG as a complementary interface for SHT. Based on our previous participatory research and studies on multimodal interfaces, including VUI and BCI, we prepared an in-depth interactive hands-on experience workshops with direct involvement of various groups of potential end users, including older adults and impaired persons (total 18 subjects) to explore and investigate the potential of solutions based on this type of non-standard interfaces. The preliminary insights from the study unveil the potential of EMG/EOG interfaces in multimodal SHT management, alongside limitations and challenges stemming from the current state of technology and recommendations for designing multimodal interaction paradigms pinpointing areas of interest to pursue in further studies.

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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.

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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.

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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

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Citizen Science and Machine Learning for Research and Nature Conservation: The Case of Eurasian Lynx, Free-ranging Rodents and Insects

Technology is increasingly used in Nature Reserves and National Parks around the world to support conservation efforts. Endangered species, such as the Eurasian Lynx (Lynx lynx), are monitored by a network of automatic photo traps. Yet, this method produces vast amounts of data, which needs to be prepared, analyzed and interpreted. Therefore, researchers working in this area increasingly need support to process this incoming information. One opportunity is to seek support from volunteer Citizen Scientists who can help label the data, however, it is challenging to retain their interest. Another way is to automate the process with image recognition using convolutional neural networks. During the panel, we will discuss considerations related to nature research and conservation as well as opportunities for the use of Citizen Science and Machine Learning to expedite the process of data preparation, labelling and analysis.

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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.

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A Pilot Study of a Human-Readable Robotic Process Automation Language

In this paper, we explore the usability of a custom eXtensible Robotic Language (XRL) we proposed. To evaluate the user experience and the interaction with the potential XRL-based software robot, we conducted an exploratory study comparing the notation of three business processes using our XRL language and two languages used by the leading RPA solutions. The results of our exploratory study show that the currently used XML-based formats perform worse in terms of conciseness and readability. Our new XRL language is promising in terms of increasing the readability of the language, thus reducing the time needed to automate business processes.

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Human-Centered Programming: The Design of a Robotic Process Automation Language

RPA (Robotic Process Automation) helps automate repetitive tasks performed by users, often across different software solutions. Regardless of the RPA tool chosen, the key problem in automation is analyzing the steps of these tasks. This is usually done by an analyst with the possible participation of the person responsible for the given activity. However, currently there exists no one-size-fits-all description language, which would allow to record, process, and easily automate steps of specific tasks. Every RPA solution uses a different notation, which is not easily human-readable, editable, and which cannot be applied to a different automation platform. Therefore, in this paper, we propose a new eXtensible Robotic Language (XRL) that can be understood by both programmers and non-programmers to automate repetitive business processes.

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VR Accessibility in Distance Adult Education

As virtual reality (VR) technology becomes more pervasive, it continues to find multiple new uses beyond research laboratories. One of them is distance adult education -- the potential of VR to provide valuable education experiences is massive, despite the current barriers to its widespread application. Nevertheless, recent trends demonstrate clearly that VR is on the rise in education settings, and VR-only courses are becoming more popular across the globe. This trend will continue as more affordable VR solutions are released commercially, increasing the number of education institutions that benefit from the technology. No accessibility guidelines exist at present that are created specifically for the design, development, and use of VR hardware and software in distance education. The purpose of this workshop is to address this niche. It gathers researchers and practitioners who are interested in education and intend to work together to formulate a set of practical guidelines for the use of VR in distance adult education to make it accessible to a wider range of people.

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A Case for VR Briefings: Comparing Communication in Daily Audio and VR Mission Control in a Simulated Lunar Mission

Alpha-XR Mission conducted by XR Lab PJAIT focused on research related to individual and crew well-being and participatory team collaboration in ICE (isolated, confined and extreme) conditions. In this two-week mission within an analog space habitat, collaboration, objective execution and leisure was facilitated and studied by virtual reality (VR) tools. The mission commander and first officer, both experienced with virtual reality, took part in daily briefings with mission control. In the first week the briefings were voice-only conducted via a channel on Discord. During the following week last briefings were conducted in VR, using Horizon Workrooms. This qualitative pilot study employing participatory observation revealed that VR facilitates communication, especially on complex problems and experiences, providing the sense of emotional connection and shared understanding, that may be lacking in audio calls. The study points to the need to further explore VR-facilitated communication in high-stake environments as it may improve relationships, well-being, and communication outcomes.

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How to Organise Engaging Online Conferences and Escape the Zoom Rectangle

As an increasing number of academic conferences transition to the online sphere, new event paradigms must be explored and developed to better utilise the unique multimedia opportunities offered by the virtual world. With this in mind, we conducted in-depth interviews with researchers, performed a SWOT analysis of remote conferences, and developed experimental conference functionalities. We implemented these during the 9th edition of a two-day international scientific IT conference, which was attended by over 277 participants on the first day and 199 on the second. In this article, we describe how these innovative functionalities met the participants' needs based on qualitative and quantitative data. We present how the experiences of remote and in-person events differ, and offer recommendations on organising remote conferences that encourage participants to exchange knowledge and engage in activities.

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3D Printing and Design in Isolation: A Case from a Simulated Lunar Mission

Despite the decades-long history of 3D printing, it is not used to its full potential. Yet 3D printing holds promise for isolated communities, aiming for self-sufficiency. In this experiential study conducted in an analog space habitat we evaluated challenges and opportunities of using 3D printing. Our study revealed barriers such as: 1) setting up and maintaining the 3D printing equipment while minding different kinds of pollution, that is air, temperature and sound, 2) design skill and familiarity with specialized software as well as materials and 3) the awareness of what can be achieved to meet community needs. We observed that in-community experience and know-how are reliable sources of 3D print ideas, that improve quality of life of community members if they are encouraged and supported by participatory design. Co-design of 3D prints in small, specialized communities is a promising area of study, that can bring new applications of 3D print technology.

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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.

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Participatory Action for Citizens' Engagement to Develop a Pro-Environmental Research Application

To understand and begin to address the challenge of air pollution in Europe we conducted participatory research, art and design activities with the residents of one of the areas most affected by smog in Poland. The participatory research events, described in detail in this article, centered around the theme of ecology and served to design an application that would allow us to conduct field research on pro-environmental behaviours at a larger scale. As a result we developed a research application, rooted in local culture and history and place attachment, which makes use of gamification techniques. The application gathers air quality data from the densest network of air pollution sensors in Europe, thereby aligning the visible signs of pollution in the app with the local sensor data. At the same time it reinforces the users' pro-environmental habits and exposes them to educational messages about air quality and the environment. The data gathered with this application will validate the efficacy of this kind of an intervention in addressing residents' smog-causing behaviours.

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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.

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Older Adults' Motivation and Engagement with Diverse Crowdsourcing Citizen Science Tasks

In this exploratory study we evaluated the engagement, performance and preferences of older adults who interacted with different citizen science tasks. Out of 40 projects recently active on the Zooniverse platform we selected top ones to be represented by 8 diverse, yet standardized, microtasks, 2 in each category of image, audio, text and pattern recognition. Next, 33 older adults performed these microtasks at home and evaluated each task right after its completion to, finally, share what could encourage them to engage with such tasks in their free time. Based on the results we draw preliminary conclusions regarding older adults' motivations for engaging with such crowdsourcing tasks and suggest some guidelines for task design while discussing interesting avenues for further inquiry in the area of crowdsourcing for older adults.

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