Krzysztof Szczurowski | Institute of Technology Blanchardstown Dublin Ireland (original) (raw)

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Conference Presentations by Krzysztof Szczurowski

Research paper thumbnail of Measuring presence: Hypothetical quantitative framework

Virtual Reality Head - Mounted Display (HMD) manufacturers claim that consumer electronics can fi... more Virtual Reality Head - Mounted Display (HMD) manufacturers claim that consumer electronics can finally deliver a high degree of presence in virtual and remote environments. Certainly, current consumer-grade HMD systems offer rich and coherent mediated experiences of such environments. However, the very concept of presence is still a subject of debate, and researchers’ investigation of the phenomenon of ‘presence’ is based primarily on qualitative (i.e. questionnaire-based) assessments. Some researchers attempted to develop real-time, quantitative methods to facilitate more objective investigation of presence in mediated environments. Most such methodologies are derived from attempts to correlate presence with cardiovascular and electrodermal activity in response to stressful stimuli [1]. Such methodologies often don’t comply with the underlying logic, fundamental to this approach: a high degree of presence manifests itself through similar responses to the stimulus observed in a physical and Virtual Environment (VE). Therefore, the lack of deviation from baseline measurement observed in a physical environment should be a manifestation of a high level of presence. We have argued theoretical grounds for the development of quantitative methodologies for measuring presence in VE. However, our hypothesis can be applicable to other contexts, such as presence in physical but remote location, augmented reality, and even a physical environment. We argue that the concept of presence requires further research and development and that the definition of presence should be addressed first. Presence is discussed in the context of brain function theory [2].
Three hypothetical experiments are proposed and described. The first experiment is designed to evaluate capacity of the medium for inducing presence. The second experiment evaluates factors loading on presence, through physiological deviations from baseline observed during controlled regression in quality of the VE properties. The third experiment is designed to evaluate brain function theory hypothesis in relation to Virtual Environments. Possible experiment results and their interpretation is discussed along benefits of adopting Open Science methodology in our research community.

Papers by Krzysztof Szczurowski

Research paper thumbnail of Challenges of experimenting with Virtual Reality

2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)

This manuscript describes challenges that we experienced during experiments employing virtual rea... more This manuscript describes challenges that we experienced during experiments employing virtual reality headsets. Its main focus is on technical issues that occurred when participants were transported from the environment they were physically occupying to its virtual replica displayed on a virtual reality headset. A range of hardware, software and experimental procedure issues and recommendations are presented, including issues such as the impact of mounting the virtual reality headset by participants on their Skin Conductance and Heart rate, and unexpected virtual reality headset features accidentally turned on by the participants. The method employed for creation of the virtual replica of the physical environment used in this study is described. We also discuss alternative methods that were considered, and which in some circumstances might produce better results than we achieved. This paper is written to share the lessons that we have learned during the beta-testing process and analysis of the data collected during our experiments using virtual reality headsets. The goal of describing these lessons learned is to aid other researchers in adopting techniques to improve the quality and replicability of experiments involving virtual reality headsets and biometric devices.

Research paper thumbnail of Measuring presence: Hypothetical quantitative framework

2017 23rd International Conference on Virtual System & Multimedia (VSMM), 2017

Virtual Reality Head — Mounted Display (HMD) manufacturers claim that consumer electronics can fi... more Virtual Reality Head — Mounted Display (HMD) manufacturers claim that consumer electronics can finally deliver a high degree of presence in virtual and remote environments. Certainly, current consumer-grade HMD systems offer rich and coherent mediated experiences of such environments. However, the very concept of presence is still a subject of debate, and researchers' investigation of the phenomenon of ‘presence’ is based primarily on qualitative (i.e. questionnaire-based) assessments. Some researchers attempted to develop real-time, quantitative methods to facilitate more objective investigation of presence in mediated environments. Most such methodologies are derived from attempts to correlate presence with cardiovascular and electrodermal activity in response to stressful stimuli [1]. Such methodologies often don't comply with the underlying logic, fundamental to this approach: a high degree of presence manifests itself through similar responses to the stimulus observed i...

Research paper thumbnail of Emulating Perceptual Experience of Color Vision Deficiency with Virtual Reality

Studies in health technology and informatics, 2018

One of the major goals of Universal Design is to create experiences that are inclusive to all use... more One of the major goals of Universal Design is to create experiences that are inclusive to all users, including those affected by Color Vision Deficiency. Color Vision Deficiency might have a significant impact on a users' perception of the content or the environment. There is a range of tools already available, that can be used to either aid or automate the process of readability testing for digital interfaces and content in respect to Color Vision Deficiency. Two different approaches to addressing this issue can be found. A brief review of such methodologies is provided in this paper. The first approach (user-end) attempts to solve the problem by altering mediation between the user and the content. The second (design-end) allows the designer to view an image, or color scheme altered to recreate the perceptual experience of a user affected by Color Vision Deficiency and asses the design from the perspective of a color-blind user. With an implemented proof-of-concept we investiga...

Research paper thumbnail of Cost action 534. New materials,systems, methods and concepts for prestressed conrete structures

Research paper thumbnail of “Woodlands” - a Virtual Reality Serious Game Supporting Learning of Practical Road Safety Skills

2018 IEEE Games, Entertainment, Media Conference (GEM), 2018

In developed societies road safety skills are taught early and often practiced under the supervis... more In developed societies road safety skills are taught early and often practiced under the supervision of a parent, providing children with a combination of theoretical and practical knowledge. At some point children will attempt to cross a road unsupervised, at that point in time their safety depends on the effectiveness of their road safety education. To date, various attempts to supplement road safety education with technology were made. Most common approach focus on addressing declarative knowledge, by delivering road safety theory in an engaging fashion. Apart from expanding on text based resources to include instructional videos and animations, some stakeholders (e.g.: Irish Road Safety Authority) attempt to take advantage of game-based learning [1]. However, despite the high capacity for interaction being common in Virtual Environments, available game-based solutions to road safety education are currently limited to delivering and assessing declarative knowledge. With recent advancements in the field of Virtual Reality (VR) Head Mounted Displays, procedural knowledge might also be addressed in Virtual Environments. This paper describes the design and development process of a computer-supported learning system that attempts to address psycho-motor skills involved in crossing a road safely, changing learners' attitude towards road safety best practices, and enabling independent practice of transferable skills. 1 This paper describe the work submitted as a Final Year Project for the award of Bachelor of Arts (Hons) in Creative Digital Media to the Institute of Technology Blanchardstown (ITB). Writing of this publication was partially supported by the ITB Postgraduate Seed Fund. formation of autobiographical memories constructed from multisensory input, which should result in an increased knowledge retention and transfer [4].

Research paper thumbnail of Measuring presence: Hypothetical quantitative framework

Virtual Reality Head - Mounted Display (HMD) manufacturers claim that consumer electronics can fi... more Virtual Reality Head - Mounted Display (HMD) manufacturers claim that consumer electronics can finally deliver a high degree of presence in virtual and remote environments. Certainly, current consumer-grade HMD systems offer rich and coherent mediated experiences of such environments. However, the very concept of presence is still a subject of debate, and researchers’ investigation of the phenomenon of ‘presence’ is based primarily on qualitative (i.e. questionnaire-based) assessments. Some researchers attempted to develop real-time, quantitative methods to facilitate more objective investigation of presence in mediated environments. Most such methodologies are derived from attempts to correlate presence with cardiovascular and electrodermal activity in response to stressful stimuli [1]. Such methodologies often don’t comply with the underlying logic, fundamental to this approach: a high degree of presence manifests itself through similar responses to the stimulus observed in a physical and Virtual Environment (VE). Therefore, the lack of deviation from baseline measurement observed in a physical environment should be a manifestation of a high level of presence. We have argued theoretical grounds for the development of quantitative methodologies for measuring presence in VE. However, our hypothesis can be applicable to other contexts, such as presence in physical but remote location, augmented reality, and even a physical environment. We argue that the concept of presence requires further research and development and that the definition of presence should be addressed first. Presence is discussed in the context of brain function theory [2].
Three hypothetical experiments are proposed and described. The first experiment is designed to evaluate capacity of the medium for inducing presence. The second experiment evaluates factors loading on presence, through physiological deviations from baseline observed during controlled regression in quality of the VE properties. The third experiment is designed to evaluate brain function theory hypothesis in relation to Virtual Environments. Possible experiment results and their interpretation is discussed along benefits of adopting Open Science methodology in our research community.

Research paper thumbnail of Challenges of experimenting with Virtual Reality

2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)

This manuscript describes challenges that we experienced during experiments employing virtual rea... more This manuscript describes challenges that we experienced during experiments employing virtual reality headsets. Its main focus is on technical issues that occurred when participants were transported from the environment they were physically occupying to its virtual replica displayed on a virtual reality headset. A range of hardware, software and experimental procedure issues and recommendations are presented, including issues such as the impact of mounting the virtual reality headset by participants on their Skin Conductance and Heart rate, and unexpected virtual reality headset features accidentally turned on by the participants. The method employed for creation of the virtual replica of the physical environment used in this study is described. We also discuss alternative methods that were considered, and which in some circumstances might produce better results than we achieved. This paper is written to share the lessons that we have learned during the beta-testing process and analysis of the data collected during our experiments using virtual reality headsets. The goal of describing these lessons learned is to aid other researchers in adopting techniques to improve the quality and replicability of experiments involving virtual reality headsets and biometric devices.

Research paper thumbnail of Measuring presence: Hypothetical quantitative framework

2017 23rd International Conference on Virtual System & Multimedia (VSMM), 2017

Virtual Reality Head — Mounted Display (HMD) manufacturers claim that consumer electronics can fi... more Virtual Reality Head — Mounted Display (HMD) manufacturers claim that consumer electronics can finally deliver a high degree of presence in virtual and remote environments. Certainly, current consumer-grade HMD systems offer rich and coherent mediated experiences of such environments. However, the very concept of presence is still a subject of debate, and researchers' investigation of the phenomenon of ‘presence’ is based primarily on qualitative (i.e. questionnaire-based) assessments. Some researchers attempted to develop real-time, quantitative methods to facilitate more objective investigation of presence in mediated environments. Most such methodologies are derived from attempts to correlate presence with cardiovascular and electrodermal activity in response to stressful stimuli [1]. Such methodologies often don't comply with the underlying logic, fundamental to this approach: a high degree of presence manifests itself through similar responses to the stimulus observed i...

Research paper thumbnail of Emulating Perceptual Experience of Color Vision Deficiency with Virtual Reality

Studies in health technology and informatics, 2018

One of the major goals of Universal Design is to create experiences that are inclusive to all use... more One of the major goals of Universal Design is to create experiences that are inclusive to all users, including those affected by Color Vision Deficiency. Color Vision Deficiency might have a significant impact on a users' perception of the content or the environment. There is a range of tools already available, that can be used to either aid or automate the process of readability testing for digital interfaces and content in respect to Color Vision Deficiency. Two different approaches to addressing this issue can be found. A brief review of such methodologies is provided in this paper. The first approach (user-end) attempts to solve the problem by altering mediation between the user and the content. The second (design-end) allows the designer to view an image, or color scheme altered to recreate the perceptual experience of a user affected by Color Vision Deficiency and asses the design from the perspective of a color-blind user. With an implemented proof-of-concept we investiga...

Research paper thumbnail of Cost action 534. New materials,systems, methods and concepts for prestressed conrete structures

Research paper thumbnail of “Woodlands” - a Virtual Reality Serious Game Supporting Learning of Practical Road Safety Skills

2018 IEEE Games, Entertainment, Media Conference (GEM), 2018

In developed societies road safety skills are taught early and often practiced under the supervis... more In developed societies road safety skills are taught early and often practiced under the supervision of a parent, providing children with a combination of theoretical and practical knowledge. At some point children will attempt to cross a road unsupervised, at that point in time their safety depends on the effectiveness of their road safety education. To date, various attempts to supplement road safety education with technology were made. Most common approach focus on addressing declarative knowledge, by delivering road safety theory in an engaging fashion. Apart from expanding on text based resources to include instructional videos and animations, some stakeholders (e.g.: Irish Road Safety Authority) attempt to take advantage of game-based learning [1]. However, despite the high capacity for interaction being common in Virtual Environments, available game-based solutions to road safety education are currently limited to delivering and assessing declarative knowledge. With recent advancements in the field of Virtual Reality (VR) Head Mounted Displays, procedural knowledge might also be addressed in Virtual Environments. This paper describes the design and development process of a computer-supported learning system that attempts to address psycho-motor skills involved in crossing a road safely, changing learners' attitude towards road safety best practices, and enabling independent practice of transferable skills. 1 This paper describe the work submitted as a Final Year Project for the award of Bachelor of Arts (Hons) in Creative Digital Media to the Institute of Technology Blanchardstown (ITB). Writing of this publication was partially supported by the ITB Postgraduate Seed Fund. formation of autobiographical memories constructed from multisensory input, which should result in an increased knowledge retention and transfer [4].