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EN
Purpose: This article aims to explore and advance the field of public speaking training through the use of virtual reality (VR) and virtual avatars. The focus is on addressing the challenges faced in traditional public speaking training methods by leveraging the capabilities of VR technology. Project and methods: The project involved developing an innovative algorithm designed to control the behaviour of virtual avatars during public speaking training in a VR environment. This algorithm integrates multiple aspects of human communication, including posture modelling, voice modulation, greetings mannerisms, eye contact management, gestural communication and interactive responsiveness. The methodology combined theoretical research and practical implementation, involving a comprehensive review of existing solutions and the development of a sophisticated, integrated algorithm. The project utilised advanced programming techniques and the latest VR technology, tested in simulated public speaking scenarios. Results: The results of implementing this algorithm in VR-based training applications showed a significant improvement in the authenticity and effectiveness of public speaking training. The virtual avatars, powered by the algorithm, were able to simulate realistic human behaviours and responses, thus providing a more engaging and immersive learning experience for users. The application offered a variety of realistic training scenarios, interactive avatar feedback, customisation options, and progress tracking and analysis features. The study found that the algorithm successfully enhanced participants' public speaking skills, reducing anxiety and improving their overall communication abilities. Conclusions: The research conducted in an “e-Zawody” project concludes that the integration of VR and virtual avatars significantly enhances public speaking training, offering a novel, effective and engaging approach. The development of the algorithm marks a pivotal advancement in educational technology, providing a platform that surpasses traditional training methods. However, the study acknowledges technological limitations and the need for ongoing research and development. Future efforts should focus on enhancing the realism and interactivity of virtual avatars and expanding the application of VR-based training across various fields. The findings suggest a promising direction for the future of public speaking training, with VR technology poised to play a crucial role in the evolution of educational methodologies.
PL
Cel: Niniejszy artykuł ma na celu przedstawienie badania i rozwoju szkoleń z zakresu wystąpień publicznych z wykorzystaniem wirtualnej rzeczywistości (VR) i wirtualnych awatarów. Skupiono się na rozwiązywaniu problemów napotykanych w tradycyjnych metodach szkoleń z zakresu wystąpień publicznych poprzez wykorzystanie możliwości technologii VR. Projekt i metody: Projekt obejmował opracowanie innowacyjnego algorytmu zaprojektowanego do kontrolowania zachowania wirtualnych awatarów podczas szkolenia z wystąpień publicznych w środowisku VR. Opracowany algorytm integruje wiele aspektów komunikacji ludzkiej, w tym modelowanie postawy, modulację głosu, powitania, zarządzanie kontaktem wzrokowym, komunikację gestykulacyjną i interaktywną responsywność. Metodyka łączyła badania teoretyczne i praktyczne wdrożenie obejmujące kompleksowy przegląd istniejących rozwiązań i opracowanie wyrafinowanego, zintegrowanego algorytmu. W projekcie wykorzystano zaawansowane techniki programowania i najnowszą przetestowaną technologię VR. Wyniki: Wyniki wdrożenia tego algorytmu w aplikacjach szkoleniowych opartych na VR wykazały znaczną poprawę autentyczności i skuteczności szkoleń z zakresu wystąpień publicznych. Wirtualne awatary, zasilane przez algorytm, były w stanie symulować realistyczne zachowania i reakcje człowieka, zapewniając w ten sposób użytkownikom bardziej angażujące i immersyjne doświadczenie edukacyjne. Aplikacja oferowała różnorodne realistyczne scenariusze szkoleniowe, interaktywne informacje zwrotne awatara, opcje dostosowywania oraz funkcje śledzenia i analizy postępów. Badanie wykazało, że algorytm skutecznie poprawia umiejętności wystąpień publicznych uczestników, zmniejszając niepokój i poprawiając ich ogólne zdolności komunikacyjne. Wnioski: Badania przeprowadzone w ramach projektu „e-Zawody” dowodzą, że integracja VR i wirtualnych awatarów znacząco poprawia szkolenie w zakresie wystąpień publicznych. Opracowanie algorytmu stanowi kluczowy postęp w technologii edukacyjnej, zapewniając platformę przewyższającą tradycyjne metody szkoleniowe. Jednak badanie potwierdza ograniczenia technologiczne i potrzebę ciągłych badań i rozwoju. Przyszłe wysiłki powinny skupić się na zwiększeniu realizmu i interaktywności wirtualnych awatarów oraz rozszerzeniu zastosowania szkoleń opartych na VR w różnych dziedzinach. Wyniki sugerują obiecujący kierunek dla przyszłości szkoleń w zakresie wystąpień publicznych, przy czym technologia VR jest gotowa odegrać kluczową rolę w ewolucji metodologii edukacyjnych.
PL
Od wielu lat branża budowlana charakteryzuje się wysokim stopniem zagrożenia dla pracowników budowlanych. Z uwagi na utrzymujące się niesprzyjające warunki pracy na terenie budowy przedsiębiorstwa budowlane stale rozwijają stosowane procedury w zakresie bezpieczeństwa i higieny pracy (BHP), które umożliwią wyeliminowanie lub ograniczenie możliwości zaistnienia wypadków oraz zdarzeń potencjalnie wypadkowych. Analiza stanu wiedzy wskazuje, że obiecującym wsparciem może być wdrożenie innowacyjnego rozwiązania jakim jest zastosowanie rzeczywistości wirtualnej w zakresie szkoleń BHP. W pracy omówiono dotychczasowe wyniki badań związane z zastosowaniem tej technologii.
EN
For many years, the construction industry has been characterized by a high degree of danger for construction workers. Due to the persistently unfavorable working conditions on the construction site, construction companies are constantly developing the occupational health and safety (OHS) procedures in place to eliminate or reduce the possibility of accidents and near misses. An analysis of the state of the art indicates that a promising support may be the implementation of an innovative solution – the use of virtual reality in OSH training. The paper discusses previous research results related to the application of this technology.
EN
The study presents advanced measurement methods used in the inventory of historic buildings, focused on the Potocki Palace in Krzeszowice. The paper addresses two main measurement methods that led to obtaining comprehensive and accurate documentation. The first technique was terrestrial laser scanning, using specialised laser scanners to collect data. In order to represent the actual colours and texture of the object under study, the scanning method was supported by photogrammetry. The second method was low-ceiling photogrammetry, which provided even more accurate data about the Palace. Data processing resulted in a three-dimensional (3D) solid, consisting of a multi-million-point cloud. This was followed by a vectorisation process, which made it possible to obtain a full-dimensional representation of the studied object. The results facilitated a detailed analysis of the Potocki Palace, including the identification of damage and changes occurring over the years. The resulting documentation provides a solid basis for future conservation, modernisation and research work related to the building. The paper also points out the potential applications of contemporary technologies in order to visualize inventoried objects. The technique of Virtual Reality (VR) and showing the object in 3D that has been popular so far, has recently found even broader application, providing input for the construction of the so-called Augmented Reality (AR).
PL
Sport elektroniczny (esport) powstał z połączenia wewnętrznej potrzeby rywalizacji ludzi i rozwoju technologicznego w wielu powiązanych dziedzinach. Jednocześnie to zjawisko ma wiele wspólnego ze sportami tradycyjnymi, które od wielu lat formalizowały to, w jaki sposób powinien przebiegać proces szkolenia. Bez technologii, które umożliwiły powstanie gier komputerowych i zjawiska gamingu taki rozwój byłby niemożliwy. W tej pracy po staramy się przedstawić szerszą dziedzinę badań nad esportem i pojęcie inżynierii wirtualności. Jednocześnie wskazujemy możliwe przyszłe kierunki rozwoju niektórych aspektów dyscypliny, która jest niezmiernie obszerna. Poszczególne informatyczne aspekty esportu to na przykład zastosowanie technologii wytwarzania gier, wirtualnej rzeczywistości (VR), rzeczywistości rozszerzonej (AR), uczenia maszynowego (ML), sztucznej inteligencji (AI) i inne. Jednak esport to nie tylko informatyka, ale także prawo (prawa intelektualne, ubezpieczenia, bezpieczeństwo i ograniczenia wiekowe), administracja (drużyny, kluby, organizacje, przepisy ligowe i turnieje), biologia (medycyna, psychologia, uzależnienia, szkolenia i edukacja). Ostatecznie opisaliśmy także pewne stereotypy związane z esportem i grami komputerowymi mając na celu wskazanie niepokojących aspektów rozwoju tej dyscypliny. Ten artykuł ma na celu przedstawienie zagadnienia badawcze rozwijane w kraju i w środowisku międzynarodowym.
EN
Electronic sports (esports) emerged from the internal need for competitive play and technological developments in many related fields. At the same time, this phenomenon has a lot in common with traditional sports, which formalized the theory guiding training processes for many years. Technological development made the emergence of computer games and gaming phenomenon possible. This work will present a broader study of esports and the concept of virtuality engineering. At the same time, we indicate the possible future directions of development of some aspects of the discipline, which is incredibly vast. The various IT aspects of esports include, for example, the use of game production technologies, virtual reality (VR), augmented reality (AR), machine learning (ML), artificial intelligence (AI), and others. However, esports is not only connected to IT but also the law (intellectual rights, insurance, safety, and age restrictions), administration (teams, clubs, organizations, league regulations, and tournaments), and biology (medicine, psychology, addictions, training, and education). Finally, we also described some stereotypes associated with esports and computer games to point out disturbing aspects of the development of the sport. This article aims to present research issues being developed domestically and internationally.
EN
This article presents an assessment of the technical and economic feasibility of a 20 MW grid-connected windsolar-photovoltaic hybrid system in the city of Dakhla, located in southern Morocco. During this study, GIS and virtual reality were integrated to model and simulate the productivity of the hybrid system under local climatic conditions. Additionally, 3D modeling of the system provides an immersive view to visually assess the system’s impact on the local landscape and anticipate potential logistical challenges. By taking advantage of this technology, our study goes beyond traditional models, proposing an innovative approach to better understand the spatial and visual dimensions of the project. The results of our study, based on these state-of-the-art methodologies, reveal promising conclusions regarding its annual energy production, which is approximately 60 GW, the levelized cost of energy of the system, which is approximately LCOE = $0.045/kWh, the net present value (NPV) of $27,439,559.00, the internal rate of return (IRR) of 17.5%, and a discounted payback period (DPP) of 8 years. Additionally, from an environmental perspective, the hybrid system has the capacity to avoid approximately 936,494 tons of greenhouse gas emissions, equivalent to savings of approximately $18,729,875.00 in terms of carbon dioxide reduction over its lifetime.
EN
There is a widespread belief that VR technologies can provide controlled, multi-sensory, interactive 3D stimulus environments that engage patients in interven-tions and measure, record and motivate required human performance. In orderto investigate state-of-the-art and associated occupations we provided a carefulreview of6leading medical and technical bibliometric databases. Despite theapparent popularity of the topic of VR use in cardiac surgery, only47articlespublished between 2002 and 2022 met the inclusion criteria. Based on them,VR-based solutions in cardiac surgery are useful both, for medical specialistsand for the patients themselves. The new lifestyle required from cardiac surgerypatients is easier to implement thanks to VR-based educational and motiva-tional tools. However, it is necessary to develop the above-mentioned tools andcompare their effectiveness with Augmented Reality (AR). For the aforemen-tioned reasons, interdisciplinary collaboration between scientists, clinicians andengineers is necessary
EN
Introduction: Three-dimensional (3D) technologies, including virtual reality (VR), augmented reality (AR), and mixed reality (MR), are transforming medical education by providing immersive learning experiences that may enhance spatial understanding, knowledge retention and practical skills. Despite promising benefits, these technologies also present unique challenges, including potential physical and mental health impacts, which remain underexplored. Objective: This study aimed to evaluate and compare VR, AR, MR and traditional teaching methods in medical education. The objectives were to assess each method’s effectiveness in enhancing student engagement and comprehension, identify associated health challenges and determine the potential of 3D technologies as complements or alternatives to traditional educational methods. Methods: Eighty-four medical students participated in a structured 20-hour course, interacting sequentially with VR, AR, MR and traditional teaching modalities. Students’ experiences were documented through post-course evaluations, which assessed aspects such as immersion, engagement and health-related impacts. Results: The study revealed that VR, AR and MR offered significant advantages over traditional methods in areas such as spatial understanding (VR, 64.29%; AR/MR; 67.86%) and visualization of 3D anatomical structures (VR, 57.14%; AR/MR, 69.05%). However, VR was associated with a high prevalence of health issues, including cybersickness (71.43%) and spatial disorientation (75.00%), highlighting the physical and psychological challenges of full immersion. AR/MR presented fewer adverse effects, though eye strain (63.10%) and sensory overload (50.00%) remained concerns. Traditional methods were generally safer but less effective in promoting interactive engagement and spatial comprehension. Conclusions: 3D technologies provide valuable enhancements to medical education but require careful integration alongside traditional methods to mitigate health-related challenges. VR, AR and MR are best suited as complementary tools rather than direct replacements, supporting a hybrid educational model that maximizes learning outcomes while managing the physical and psychological impacts associated with immersive technologies. Further research on standardized implementation practices is needed to optimize these tools for broader educational use.
EN
In response to the common issues in practical training in vocational engineering construction courses, such as dangerous operation of training equipment, insufficient number of training equipment, and ineffective teaching, a vivid and interactive virtual simulation training system was developed using Unity3D software, taking the U-shaped bridge abutment in the course of Bridge Engineering as an example. Detailed introduction to the development and design process of 3D model establishment, ZSpace device adaptation, file format conversion, model rendering and disassembly, model zooming in and out, script writing and function implementation, UI interface design, etc., in order to achieve immersive interaction functions such as free observation, assembly disassembly, and ZSpace integrated VR virtual experience in the virtual simulation training system. The practical results show that the interactive effect simulated through the simulation training system is superior to that of the physical system, which can enhance the sense of experience, improve learning enthusiasm, and deepen the understanding of the knowledge points in Bridge Engineering Drawing Recognition. After the system is successfully established and applied in the training and teaching process, it will provide an important reference for the training and teaching of relevant courses for students majoring in road and bridge engineering, and also enhance the cultivation of high-quality skilled personnel in engineering majors in vocational colleges.
EN
As our comprehension of urban green space deepens in relation to an evolving narrative of mental health, it is necessary to develop new methodological approaches to the greenery in our cities: equally focused on its twofold role in promoting urban ecology and improving inhabitants’ well-being. The paper is an introduction to an individual research project underscoring this shift in methodological perspectives towards non-park urban greenery (NPUG) by advancing a new technical approach to analyze its design. The study will focus on the greenery that exists in between or adjacent to urban green spaces and examines to what extent NPUG can be substantial in maintaining or fostering inhabitants’ mental health through daily access during urban commutes. Accordingly, the empirical work will encompass green verges, meadows, green roofs, living walls and other forms of NPUG in the city of Poznan as a case study. The project aims to develop a novel methodological approach based on emerging analytical algorithms and technological devices in order to investigate a particular aspect of the relationship between environment and health: accessibility to NPUG and its effects on mental well-being. Consequently, the proposed Data-Driven analysis of existing NPUG in Poznan will be focused on measuring three perceptual characteristics: street desirability, cognitive comfort and perceived safety. By examining this potential impact on our individual and collective well-being, the study will provide innovative insights for urban scientists and policymakers to reconceptualize existing NPUG or development strategies for new UGS.
PL
Wraz z rozwojem wiedzy na temat zieleni miejskiej oraz ewoluującą narracją na temat zdrowia psychicznego konieczne jest opracowanie nowych podejść metodologicznych do zieleni w miastach: w równym stopniu skoncentrowanych na jej podwójnej roli, tj. promowaniu ekologii miejskiej i poprawie samopoczucia mieszkańców. Niniejszy artykuł stanowi wprowadzenie do indywidualnego projektu badawczego podkreślającego transformację perspektyw metodologicznych skoncentrowanych na zieleni miejskiej pozaparkowej (NPUG) poprzez rozwój nowego podejścia do strategii jej projektowania. Badania skupią się na zieleni, która istnieje pomiędzy lub w sąsiedztwie miejskich terenów zielonych, i ocenie, w jakim stopniu NPUG może być istotna w utrzymaniu lub wspieraniu zdrowia psychicznego mieszkańców poprzez codzienny kontakt w trakcie poruszania się po mieście. W związku z tym prace empiryczne obejmą zielone pobocza, łąki, zielone dachy, żywe ściany i inne formy NPUG w Poznaniu jako studium przypadku. Celem jest opracowanie nowatorskiego podejścia metodologicznego opartego na nowych algorytmach analitycznych i urządzeniach technologicznych w celu zbadania szczególnego aspektu relacji między środowiskiem a zdrowiem: dostępności NPUG i jej wpływu na samopoczucie psychiczne. W związku z tym proponowana analiza Data-Driven istniejących NPUG w Poznaniu będzie koncentrować się na pomiarze trzech cech: atrakcyjności ulicy, komfortu poznawczego i postrzeganego bezpieczeństwa. Poprzez zbadanie potencjalnego wpływu na indywidualne i zbiorowe samopoczucie badanie dostarczy innowacyjnych spostrzeżeń miejskim naukowcom i decydentom w celu rekonceptualizacji istniejących NPUG lub strategii rozwoju nowych UGS.
EN
Purpose: The main aim of this paper is to explore consumer decisions and emotions during shopping at the self-service store with fast-moving consumer goods (FMCG). Design/methodology/approach: The subject of the study is to assess the impact of emotions during the choice-making process on consumers' buying decisions. The respondents are citizens of the West Pomeranian region, Poland. The survey was conducted using state-of-the-art data acquisition technologies, i.e., Virtual Reality and EEG. An interview was also used as a complementary form. The research was both qualitative and quantitative, with a research sample of 34 respondents and took place in the virtual world. The researchers used primary data. The results presented here are part of a broader research project that used a triangulation of research methods to allow a deeper analysis of the conscious and unconscious aspects of the subjects. Findings: The research provided independent data on consumer emotions. The authors identified 4 groups of emotions that appeared during the selection of a product and were highly differentiated and strongly dependent on such characteristics as consumer type and gender. It has also been noticed that the longer a product is held, the lower emotional “sleepiness’. Research limitations/implications: One of the main limitations is the data collection process, which is relatively expensive, so the sample size is limited. The results obtained can be a signpost for a researcher who would like to use this new technology for further research. Practical implications: The results obtained can be used by shop managers in planning the sales activities or shop space to help the customer decide. Originality/value: In the research was used an innovative combination of virtual reality (VR) equipment and an electroencephalogram (EEG). To the best of the authors' knowledge, the results of a study from the FMCG industry using both devices simultaneously have never been published.
EN
Finding a suitable method of 3D model creation for a specific task is becoming more important with the rapid spread of digitalization. This paper deals with the use of 3D scanning as a method of creating 3D models for immersive virtual reality applications. A methodology is presented that covers all the steps, from initial object selection to importing a scanned 3D model into a virtual reality environment. Various objects were selected and scanned to test this methodology and its utilization potential. Finally, the paper evaluates the potential utilization of this methodology for immersive virtual reality applications for education and various methods of industrial engineering.
PL
W artykule omówiono zastosowanie środowiska 3D w badaniach nad materialnym dziedzictwem prehistorycznym na przykładzie projektu Heritage-Landscape-Community (HLC). Przedstawia on przegląd kilku podejść do wykorzystania metod związanych ze środowiskiem 3D. Wspomniane podejścia podzielone są na trzy sekcje, z których każda opisuje przykłady: dokumentacji, analizy i rozpowszechniania. Od zbierania i pozyskiwania danych w 3D poprzez ich analizę w wirtualnej rzeczywistości po rozpowszechnianie w formie interaktywnej gry komputerowej. W artykule przytoczono przykłady, które mogą być użyteczne nie tylko w badaniach archeologicznych, ale także w innych dyscyplinach zajmujących się ogólnie rozumianym dziedzictwem materialnym. Zaprezentowany w tej pracy wgląd w metodologię ma na celu zbadanie możliwych sposobów zastosowania środowiska 3D, jednocześnie koncentrując się na wykorzystaniu darmowego oraz niskokosztowego oprogramowania.
EN
This paper discusses the application of 3D environment in research on prehistoric tangible heritage using the example of the Heritage–Landscape– Community (HLC) project. It provides an overview of several approaches to using 3D-related methods, divided into three sections: documentation, analysis, and dissemination. These range from collecting and acquiring data in 3D, through their analysis in virtual reality, to dissemination in the form of an interac - tive computer game. The article presents examples that can be useful not only in archaeological research but also in other disciplines dealing with material heritage in general. The methodology presented in this work aims to explore possible ways of using the 3D environment, while focusing on the use of free and low-cost software.
EN
Because of the importance of maintaining safety at sea, great training efforts are required to ensure that operators act safely in any ship. In such context, ship manoeuvring simulators are used to ease operators' learning experience. On the one hand, it may assist in the education of new operators by simulating equipment interfaces in a controlled and predictable scenario; on the other hand, it may simulate non-conventional scenarios to train advanced operators under stresses. As modelling spurious phenomena that yields marine equipment malfunctions is significantly complex, low-fidelity solutions have been proposed to the task. Likewise, the current work is concerned with the development of a low-fidelity radar module to train experienced operators under non-typical conditions. Particularly, this paper describes the radar implementation from the TPN-USP Manoeuvring Simulation Center and presents how simple additional effects may be modelled with considerable simplifications to ensure real-time performance. The implementation may be replicated in any ship manoeuvring simulator based on the game engine Unity3D.
EN
The theoretical and practical acquisition of skills to carry out the necessary steps consciously and safely in an emergency is essential for training specialized personnel. Due to the lack of trained experts on site, such as firefighters or emergency doctors, learning the skills is a high priority in the maritime sector. Not least through adjustments in the certification of qualifications, through the refreshing of knowledge in specified time frames, the topic has been given greater importance. This paper will further describe the efforts of the FIP-S2@Novia cooperation to develop a virtual reality-based learning application for the maritime sector, in particular an application for learning how to use a Fast Rescue Boat in a person overboard operation. Furthermore, the paper describes the technical approach, the implementation of the VR application in Unity as well as the connection of the application to the European maritime simulation network (EMSN Connect), and its use in a connected simulation exercise.
EN
The use of virtual reality for the establishment of compliance is a potential game-changer in enabling real-time remote inspections/ surveys of vessels. When provided with high-speed internet access, robots or remote-controlled inspection vehicles such as drones, crawlers, unmanned aerial vehicles (UAVs), and so on, may be equipped with remote inspection technologies (RITs), and smart optical cameras and sensor suites in conjunction with wearable technologies, and smart/ mobile devices, to carry out an aerial and underwater virtual assessment of the coating condition of the steel structural members of the vessel while transmitting the data in real-time or near real-time, via collaborative software. To ease the travel restrictions and border closures prompted by the Coronavirus (COVID-19), these novel technologies have been introduced by some flag states and classification as alternatives to traditional in-person statutory inspections/ class surveys. This study aims to employ a systematic literature review (SLR) approach to (1) classify the profiles of existing publications related to remote inspections/ surveys, (2) highlight the key thematic areas being discussed within the domain of remote inspections/ surveys and identify tasks and processes that may require virtual reality application. To the best of our knowledge, the findings have revealed that there is no existing SLR paper related to the application of remote inspection techniques in ship inspections/ surveys. However, the review retrieved 28 primary studies from the following databases: Scopus, Web of Science, Science Direct, and Google Scholar. Based on the results, various studies have proposed multifarious solutions to overcoming the existing technical and regulatory barriers to the mass deployment of these cutting-edge technologies.
EN
Virtual Reality (VR) is an amazing tool in the field of interaction, simulation, and entertainment between humans and computers. This technology is often used for recreational purposes in combination with physical activities. The main objective of this study was to compare intermittent training with continuous training on the shooting range. The first part of the article presents the essence of virtual reality and the possibilities that arise from its use. Then the created virtual environment, in which the shooter is located, and the way the study has been carried out are presented. The attempts of the participants were shown and evaluated. The realistic physics of movement and environment interactions have been designed into this map. The main aspects of the modelled and programmed shooting range were presented and their use has been described. The following section describes the research process and the analysis of the results of the test carried out on eight participants who had not previously been exposed to virtual reality. The test subjects were divided into two groups, one intermittent training and the other continuous training. The results of these groups were compared to assess which forms of training in a virtual reality environment were more beneficial.
EN
Training an anti-aircraft soldier is expensive, complicated, and time-consuming. As a result, many countries, weighing the cost-effectiveness, opt to introduce solutions aimed at minimizing this trend. One of them is incorporating modern training devices such as simulators and trainers into the training. However, to make this happen, it is worth analyzing the effectiveness of training with their use by comparing it to that conducted in a traditional way. With this in mind, the purpose of this article is to present the results of research on the effectiveness of using a Virtual Reality (VR) simulator developed at the Military University of Technology in teaching the construction and basic activities of combat work in the area of conducting a selected check of the functioning of the SA6 Gainful missile launcher system. The theoretical foundation for the empirical research was provided by a method of analyzing literary content. By using the method of comparison and generalization, knowledge was obtained about the general construction and use of training devices in the training of the anti-aircraft defense forces of the Polish Armed Forces, and the features of the VR simulator were described. As regards the empirical methods, a study was conducted using a research sample which was conducted using a parallel triangulation strategy scheme involving the simultaneous use of quantitative and qualitative methods. The synthesis served in formulating the final conclusions and in determining the relationships between theoretical and empirical studies. The results obtained in this way can provide valuable information about the effectiveness of using training devices in training anti-aircraft defense forces and serve as a basis for further work on their development and application.
PL
Globalna pandemia COVID-19 spowodowała przeniesienie wielu aspektów życia do sieci. Zmiany były szczególnie istotne w przypadku edukacji. To co wydawało się niemożliwe, stało się faktem i zdalna edukacja jest realizowana na wszystkich poziomach edukacji, od podstawówek do szkolenia zawodowego. Nadal jednak doświadczamy problemu jakim jest szybkie znużenie edukacją zdalną. Podejmowane są próby by temu zaradzić. W odniesieniu do szkoleń dla przemysłu obuwniczego próbę taka podjęto w projekcie Erasmus+ Digital FabLab wykorzystując w opracowanych kursach elementy rozszerzonej rzeczywistości.
EN
The global COVID-19 pandemic has brought many aspects of life online. The changes were particularly significant in the case of education. What seemed impossible has become a fact and remote education is implemented at all levels of education, from elementary schools to vocational training. However, we still experience the problem of rapid boredom with remote education. Attempts are being made to remedy this. With regard to training for the footwear industry, such an attempt was made in the Erasmus+ Digital FabLab project, using elements of augmented reality in the developed courses.
19
Content available remote Use of virtual reality in polygraph testing
EN
The primary objective of this research is to investigate the potential use of virtual reality technology in the process of criminal investigations, specifically in relation to the use of polygraph technology. A comparative analysis of existing research on this topic was conducted to explore the relationship between immersion in VR and emotions, in order to understand how to effectively design and implement polygraph testing within VR.
PL
Głównym celem tego badania jest zbadanie potencjalnego wykorzystania technologii rzeczywistości wirtualnej w procesie śledztw kryminalnych, w szczególności w odniesieniu do wykorzystania technologii wariograficznej. Przeprowadzono analizę porównawczą istniejących badań na ten temat w celu zbadania związku między zanurzeniem w VR a emocjami, aby zrozumieć, jak skutecznie zaprojektować i wdrożyć testy wariograficzne w VR.
PL
Nieustanny postęp technologiczny prowadzi do coraz większego uzależnienia pracowników budowlanych od zrobotyzowanych i zautomatyzowanych maszyn budowlanych. Pomimo wielu korzyści płynących z automatyzacji i robotyzacji sektora budowlanego istnieje wiele zagrożeń związanych ze stosowaniem zaawansowanych technologii. Pojawiające się nowe zagrożenia, które wynikają z interakcji maszyna/robot-człowiek, mogą zostać zminimalizowane poprzez poprawę jakości prowadzonych szkoleń pracowników. Jedną z możliwości podniesienia jakości takiego procesu jest prowadzenie szkoleń w warunkach wirtualnej rzeczywistości. W artykule przedstawiono wirtualne środowisko szkoleniowe dla zrobotyzowanych i zautomatyzowanych terenów budowy oraz wyniki uzyskane na podstawie kursu pilotażowego przeprowadzonego w ramach projektu o akronimie SafeCROBOT.
EN
Constant technological progress leads to an increasing dependence of construction workers on robotic and automated construction machines. Despite the many benefits of automation and robotization in the construction sector, there are many risks associated with the use of advanced technologies. Emerging new threats resulting from machine/robot-human interaction can be minimized by improving the quality of employee training. One of the possibilities to improve the quality of such a process is to conduct training in virtual reality. The article presents a virtual training environment for robotic and automated construction sites and the results obtained on the basis of a pilot course conducted as part of the project acronym SafeCROBOT.
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