@ {10.1007/978-3-031-44282-7_24,
	title = {Evaluation of Live-Line Work Procedure in Virtual Reality},
	booktitle = {Intelligent Systems in Production Engineering and Maintenance III, Cham},
	year = {2024},
	pages = {306{\textendash}318},
	publisher = {Springer Nature Switzerland},
	abstract = {The paper presents the results of the VR training application in use for electrical technicians. Eight participants were tested, who underwent a virtual training scenario and then provided feedback (in the form of survey study) regarding their subjective impressions of a given solution. The scenario consists of 27 steps and focuses on assembly of a low-voltage connecting cable to an existing installation. For each participant, the time of realization was measured, and the individual stages were controlled and evaluated by the instructor in order to assess the scenario difficulty and potentially identify and introduce any corrections. The paper describes the observations and conclusions that can be drawn by analyzing the entire training procedure and its general reception by users. The scenario has been received favorably by the users and they all managed to finish it successfully. The VR technology has been evaluated as being almost ready for implementation in real classrooms.},
	isbn = {978-3-031-44282-7},
	doi = {10.1007/978-3-031-44282-7_24},
	author = {Gapsa, Jakub and Filip G{\'o}rski and Miko{\l}aj Maik and Pawe{\l} Soboci{\'n}ski},
	editor = {Burduk, Anna and Batako, Andre D. L. and Machado, Jos{\'e} and Wycz{\'o}{\l}kowski, Ryszrad and Dostatni, Ewa and Rojek, Izabela}
}
@ {Maik2024,
	title = {Knowledge-based approach to adaptive XR interface design for non-programmers},
	journal = {The Visual Computer},
	year = {2024},
	abstract = {Customizing extended reality (XR) interfaces presents a significant challenge, especially for users with limited programming expertise. This paper introduces the method for adaptation of XR interfaces (MAXI-XR), a novel approach to simplify the customization process of XR user interfaces through knowledge technologies. MAXI-XR offers a user-friendly solution for interface design, supporting users with varying levels of technical skills. The basis of MAXI-XR is its Semantic Knowledge Base, which facilitates intelligent adaptations through advanced querying and reasoning, enabling the extraction of user-specific information for context-based XR interface adaptation. The functionality of MAXI-XR is demonstrated by its application in a VR stock market data visualization system. This system demonstrates MAXI-XR{\textquoteright}s ability to adapt to complex and data-intensive environments according to user requirements, improving the interaction experience. Furthermore, the method{\textquoteright}s scalability and ease of maintenance make it a versatile tool for a wide range of applications beyond stock market visualization, suggesting its potential for broader adoption in various XR domains.},
	doi = {10.1007/s00371-024-03472-6},
	url = {https://doi.org/10.1007/s00371-024-03472-6},
	author = {Miko{\l}aj Maik and Jakub Floty{\'n}ski and Krzysztof Walczak}
}
@ {10.1145/3611314.3615919,
	title = {Advancing STEM Education in Primary Schools with an Integrated System of 3D Games},
	booktitle = {Proceedings of the 28th International ACM Conference on 3D Web Technology, New York, NY, USA},
	series = {Web3D {\textquoteright}23},
	year = {2023},
	publisher = {Association for Computing Machinery},
	abstract = {This paper introduces a method to enhance STEM education in primary schools by integrating 3D educational games with traditional teaching tools. Our approach combines two fundamental aspects: technical, which incorporates multi-platform educational games of various genres, and social, fostering interactions between teachers, students, and software developers. This model encourages adaptive learning tailored to student needs and promotes continuous student engagement. By simplifying complex STEM concepts through gamification, our method holds promising potential to improve the quality and effectiveness of STEM education in primary schools.},
	keywords = {3D Games, Education, Gamification, STEM},
	isbn = {9798400703249},
	doi = {10.1145/3611314.3615919},
	url = {https://doi.org/10.1145/3611314.3615919},
	author = {Ranosz, Jeremi and Leszczy{\'n}ski, Cyryl and Kumor, Stanis{\l}aw and Popiel, Agnieszka and G{\l}owaczewska, Julia and Garwol, Patryk and Kaczmarek, Mateusz and Miko{\l}aj Maik}
}
@ {10.1007/978-3-031-43404-4_34,
	title = {A Comprehensive Approach to~the~Analysis of~VR Training Progress of~Industry 4.0 Employees},
	booktitle = {Extended Reality, Cham},
	year = {2023},
	pages = {491{\textendash}504},
	publisher = {Springer Nature Switzerland},
	abstract = {Innovative workforce training solutions are essential as Industry 4.0 transforms the manufacturing and automation landscape. The Virtual Reality (VR) training system described in this paper uses multiple visualization techniques to track employees{\textquoteright} progress. To accommodate a range of user preferences and training objectives, the system makes use of various visualization techniques. PDF printouts offer a concise, portable summary of individual performance metrics, while 2D maps provide an overview of spatial navigation and task completion within the VR environment. 3D scenes allow for a more immersive, interactive visualization of employee progress, allowing users to better understand complex scenarios and relationships. The proposed system seeks to improve user engagement, comprehension, and retention of training outcomes by incorporating these visualization techniques.},
	isbn = {978-3-031-43404-4},
	doi = {10.1007/978-3-031-43404-4_34},
	author = {Adam Ga{\l}{\k a}zkiewicz and Miko{\l}aj Maik and Krzysztof Walczak and Leszczy{\'n}ski, Cyryl and G{\l}owaczewska, Julia},
	editor = {Lucio Tommaso de Paolis and Arpaia, Pasquale and Sacco, Marco}
}
@ {KNOWCON20232375,
	title = {Future and Backward Exploration of XR Environments},
	booktitle = {Proceedings of the 18th Conference on Computer Science and Intelligence Systems, },
	series = {Annals of Computer Science and Information Systems},
	year = {2023},
	pages = {961{\textendash}965},
	publisher = {IEEE},
	doi = {10.15439/2023B2375},
	url = {http://dx.doi.org/10.15439/2023B2375},
	author = {Jakub Floty{\'n}ski and Pawe{\l} Soboci{\'n}ski and {\'S}liwicki, Micha{\l} and Miko{\l}aj Maik},
	editor = {Maria Ganzha and Leszek Maciaszek and Marcin Paprzycki and Dominik {\'S}l{\k e}zak}
}
@ {KNOWCON20231379,
	title = {Knowledge-Based Creation of Industrial VR Training Scenarios},
	booktitle = {Communication Papers of the 18th Conference on Computer Science and Intelligence Systems, },
	series = {Annals of Computer Science and Information Systems},
	year = {2023},
	pages = {265{\textendash}272},
	publisher = {PTI},
	doi = {10.15439/2023B1379},
	url = {http://dx.doi.org/10.15439/2023B1379},
	author = {Pawe{\l} Soboci{\'n}ski and Jakub Floty{\'n}ski and {\'S}liwicki, Micha{\l} and Miko{\l}aj Maik and Krzysztof Walczak},
	editor = {Maria Ganzha and Leszek Maciaszek and Marcin Paprzycki and Dominik {\'S}l{\k e}zak}
}
@ {10.1007/978-3-031-43401-3_8,
	title = {Semantic Explorable Representation of~3D Content Behavior},
	booktitle = {Extended Reality, Cham},
	year = {2023},
	pages = {121{\textendash}138},
	publisher = {Springer Nature Switzerland},
	abstract = {Extended reality (XR) environments are successfully used in various domains, such as medicine, education, training, and industry. The essential element of every XR environment, apart from the XR/3D content, is the domain knowledge encoded in the environment, which is expressed by the behavior of the content, including its autonomous actions and interactions with the XR users. Such knowledge covers the processes occurring in the environment, characteristics of its objects, and skills of the users. However, the available approaches to XR creation and usage focus on the sensory perception of XR, including its visual, haptic, and aural elements, and knowledge acquisition using human senses, but they do not enable knowledge acquisition based on automated reasoning and queries. It strongly limits the possibilities of knowledge discovery from XR, in particular on a massive scale in web based environments and repositories. In this paper, we propose a knowledge-based model to 3D content behavior representation. The model permits generic representation of temporal properties of XR environments with domain terminology, which can be subject to semantic exploration with queries and reasoning. Our solution may contribute to broader and more efficient dissemination of knowledge using XR.},
	isbn = {978-3-031-43401-3},
	doi = {10.1007/978-3-031-43401-3_8},
	author = {Jakub Floty{\'n}ski and Miko{\l}aj Maik and Pawe{\l} Soboci{\'n}ski and {\'S}liwicki, Micha{\l}},
	editor = {Lucio Tommaso de Paolis and Arpaia, Pasquale and Sacco, Marco}
}
@ {10.1007/978-3-031-15546-8_4,
	title = {Evaluating Forms of~User Interaction with~a~Virtual Exhibition of~Household Appliances},
	booktitle = {Extended Reality, Cham},
	year = {2022},
	pages = {48{\textendash}62},
	publisher = {Springer International Publishing},
	abstract = {A promising application area of virtual reality is the marketing of home appliances. A VR exhibition can combine the visual realism close to physical exhibition spaces with remote access, flexibility, interactivity, user-friendliness, and attractiveness, thus bringing advantages for both consumers and manufacturers. In this article, we present a VR system for interactive visualization of household appliances, which can support both individual sales and wholesale of products, allowing customers to visualize different versions of devices before making a purchase decision. The visualization of products takes place in a specially designed virtual kitchen so that the user can examine how the home appliances will present themselves in the context of a typical environment. However, an important open research question is to what extent this kind of interactive product presentation is appropriate for end-users not experienced in VR. In this paper, we describe an experiment aiming at evaluating different forms of users{\textquoteright} interaction with a product exhibition in virtual reality. Popular controller-based and natural hand interactions are evaluated in the context of navigation and product operation.},
	isbn = {978-3-031-15546-8},
	author = {Miko{\l}aj Maik and Pawe{\l} Soboci{\'n}ski and Krzysztof Walczak and Tomasz Jenek},
	editor = {Lucio Tommaso de Paolis and Arpaia, Pasquale and Sacco, Marco}
}
@ {10.1145/3564533.3564561,
	title = {Flexible Photorealistic VR Training System for Electrical Operators},
	booktitle = {Proceedings of the 27th International Conference on 3D Web Technology, New York, NY, USA},
	series = {Web3D {\textquoteright}22},
	year = {2022},
	publisher = {Association for Computing Machinery},
	abstract = {Virtual reality can be a very effective tool for professional training, especially when training performed in reality would pose a high risk for the trainees. However, efficient use of VR in practical industrial training requires high-quality VR training environments - 3D scenes and interactive scenarios. Because creating such a VR environment is a complex and time-consuming task, existing VR training systems generally do not offer the flexibility that would allow trainers to adjust the environments to changing training contexts and requirements. In many cases, in industrial training, however, one can benefit from the componentization and repeatability of the training content to provide such flexibility. In this paper, we propose a method of creating photorealistic virtual reality training scenes with the use of a library of training objects. Designing training objects is a relatively complex process, but once a library of objects is available, a designer can assemble new training scenes from the objects available in the library. Training scenarios can be added using an easy-to-use graphical tool.},
	keywords = {Content creation, Industrial training, Photorealism, VR},
	isbn = {9781450399142},
	doi = {10.1145/3564533.3564561},
	url = {https://doi.org/10.1145/3564533.3564561},
	author = {Miko{\l}aj Maik and Pawe{\l} Soboci{\'n}ski and Krzysztof Walczak and Dominik Struga{\l}a and Filip G{\'o}rski and Przemys{\l}aw Zawadzki}
}
@ {5080,
	title = {Multimodal presentation of 3D relief sculptures in virtual reality},
	booktitle = {CW 2022: 2022 International Conference on Cyberworlds},
	year = {2022},
	abstract = {The paper describes an experiment aiming to de- termine how vibrotactile feedback implemented with the use of inexpensive VR gloves affects users{\textquoteright} perception of relief sculptures in a virtual museum environment. We developed a virtual museum system, which allows users to experience 3D models of bas-reliefs created by an artist based on well-known paintings of Pablo Picasso. In the experiment, we compared the perception of the art in a purely visual form and a combined visual-tactile form. We also checked to what extent users could identify a piece of art based purely on the tactile feedback and whether they could properly verify the match between the visual and the tactile modalities. We also recorded users{\textquoteright} opinions and impressions of the different artworks presentation methods.},
	keywords = {cultural her- itage, haptics, tactile feedback, virtual museums, Virtual Reality, VR gloves},
	doi = {10.1109/CW55638.2022.00021},
	author = {Pawe{\l} Soboci{\'n}ski and Miko{\l}aj Maik and Krzysztof Walczak}
}
@ {10.1007/978-3-030-87595-4_3,
	title = {Large-Scale 3D Web Environment for Visualization and Marketing of Household Appliances},
	booktitle = {Augmented Reality, Virtual Reality, and Computer Graphics, Cham},
	year = {2021},
	pages = {25{\textendash}43},
	publisher = {Springer International Publishing},
	abstract = {Manufacturers are continually looking for new methods to present their products to a broader range of customers in order to increase the selling numbers and brand recognition. Furthermore, with the quickly developing e-commerce market, there is a strong need for efficient and user-friendly methods of online product visualization for both wholesale and retail customers. In this paper, we describe and evaluate a method of products visualization using 3D web technologies. The visualization encompasses a large virtual showroom with a number of high-detail product models. In the showroom, customers can see an entire collection of products and can inspect particular products. The visualization has been designed to reflect as much as possible the real experience, including high detail architecture and furniture, photographs, videos, and music. The virtual environment has been prepared using AutoCAD, SketchUp, 3ds Max and Unity, and exported to WebGL. In the paper, we describe the design of the environment and evaluate its performance on different hardware and software platforms.},
	isbn = {978-3-030-87595-4},
	doi = {10.1007/978-3-030-87595-4_3},
	author = {Pawe{\l} Soboci{\'n}ski and Dominik Struga{\l}a and Krzysztof Walczak and Miko{\l}aj Maik and Tomasz Jenek},
	editor = {Lucio Tommaso de Paolis and Arpaia, Pasquale and Patrick Bourdot}
}
@ {4766,
	title = {An Immersive Service Guide for Home Appliances},
	booktitle = {2018 IEEE 8th International Conference on Consumer Electronics - Berlin (ICCE-Berlin), },
	year = {2019},
	pages = {370-375},
	publisher = {IEEE Xplore},
	doi = {10.1109/ICCE-Berlin47944.2019.8966215 },
	url = {https://ieeexplore.ieee.org/document/8966215},
	author = {Jakub Floty{\'n}ski and Dominik Struga{\l}a and Krzysztof Walczak and Anna Englert and Miko{\l}aj Maik and Adrian Nowak and Tomasz Jenek}
}
@ {4619,
	title = {Advances in Manufacturing II. Lecture Notes in Mechanical Engineering},
	year = {2019},
	pages = {368-380},
	publisher = {Springer, Cham},
	chapter = {Virtual and Augmented Reality for Configuring, Promoting and Servicing Household Appliances},
	keywords = {Augmented Reality, HMD Household appliances, Virtual Reality, Visualization},
	isbn = {978-3-030-18714-9},
	doi = {10.1007/978-3-030-18715-6_31},
	author = {Krzysztof Walczak and Jakub Floty{\'n}ski and Dominik Struga{\l}a and Dariusz Rumi{\'n}ski and Miko{\l}aj Maik and Anna Englert and Tomasz Jenek},
	editor = {Trojanowska J., and Ciszak O., and Machado J., and Pavlenko I.}
}
@ {4762,
	title = {Visualizing Financial Stock Data withinan Augmented Reality Trading Environment},
	journal = {Acta Polytechnica Hungarica},
	volume = {Vol. 16, No. 6},
	year = {2019},
	pages = {223-239},
	doi = {10.12700/APH.16.6.2019.6.14},
	author = {Dariusz Rumi{\'n}ski and Miko{\l}aj Maik and Krzysztof Walczak}
}
@ {4470,
	title = { Augmented Reality, Virtual Reality, and Computer Graphics 5th International Conference, AVR 2018, Otranto, Italy, June 24{\textendash}27, 2018, Proceedings, Part I   },
	volume = {Lecture Notes in Computer Science book series (LNCS, volume 10850)},
	year = {2018},
	pages = {301-310},
	publisher = {Springer},
	chapter = {Mixed Reality Stock Trading Visualization System},
	keywords = {Mixed reality {\textperiodcentered} AR {\textperiodcentered} VR {\textperiodcentered} Visualization {\textperiodcentered} Stock data Natural interaction {\textperiodcentered} Leap Motion},
	author = {Dariusz Rumi{\'n}ski and Miko{\l}aj Maik and Krzysztof Walczak},
	editor = {Lucio Tommaso di Paolis and Patrick Bourdot}
}
