AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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2024
Haramina, E.; Paladin, M.; Petričušić, Z.; Posarić, F.; Drobnjak, A.; Botički, I.
Learning Algorithms Concepts in a Virtual Reality Escape Room Proceedings Article
In: S., Babic; Z., Car; M., Cicin-Sain; D., Cisic; P., Ergovic; T.G., Grbac; V., Gradisnik; S., Gros; A., Jokic; A., Jovic; D., Jurekovic; T., Katulic; M., Koricic; V., Mornar; J., Petrovic; K., Skala; D., Skvorc; V., Sruk; M., Svaco; E., Tijan; N., Vrcek; B., Vrdoljak (Ed.): ICT Electron. Conv., MIPRO - Proc., pp. 2057–2062, Institute of Electrical and Electronics Engineers Inc., 2024, ISBN: 979-835038249-5 (ISBN).
Abstract | Links | BibTeX | Tags: Artificial intelligence, Computational complexity, Computer generated three dimensional environment, E-Learning, Education, Escape room, Extended reality, generative artificial intelligence, Learn+, Learning, Learning algorithms, Learning systems, Puzzle, puzzles, user experience, User study, User testing, Users' experiences, Virtual Reality
@inproceedings{haramina_learning_2024,
title = {Learning Algorithms Concepts in a Virtual Reality Escape Room},
author = {E. Haramina and M. Paladin and Z. Petričušić and F. Posarić and A. Drobnjak and I. Botički},
editor = {Babic S. and Car Z. and Cicin-Sain M. and Cisic D. and Ergovic P. and Grbac T.G. and Gradisnik V. and Gros S. and Jokic A. and Jovic A. and Jurekovic D. and Katulic T. and Koricic M. and Mornar V. and Petrovic J. and Skala K. and Skvorc D. and Sruk V. and Svaco M. and Tijan E. and Vrcek N. and Vrdoljak B.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85198221737&doi=10.1109%2fMIPRO60963.2024.10569447&partnerID=40&md5=8a94d92d989d1f0feb84eba890945de8},
doi = {10.1109/MIPRO60963.2024.10569447},
isbn = {979-835038249-5 (ISBN)},
year = {2024},
date = {2024-01-01},
booktitle = {ICT Electron. Conv., MIPRO - Proc.},
pages = {2057–2062},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {Although the standard way to learn algorithms is by coding, learning through games is another way to obtain knowledge while having fun. Virtual reality is a computer-generated three-dimensional environment in which the player is fully immersed by having external stimuli mostly blocked out. In the game presented in this paper, players are enhancing their algorithms skills by playing an escape room game. The goal is to complete the room within the designated time by solving puzzles. The puzzles change for every playthrough with the use of generative artificial intelligence to provide every player with a unique experience. There are multiple types of puzzles such as. time complexity, sorting algorithms, searching algorithms, and code execution. The paper presents the results of a study indicating students' preference for learning through gaming as a method of acquiring algorithms knowledge. © 2024 IEEE.},
keywords = {Artificial intelligence, Computational complexity, Computer generated three dimensional environment, E-Learning, Education, Escape room, Extended reality, generative artificial intelligence, Learn+, Learning, Learning algorithms, Learning systems, Puzzle, puzzles, user experience, User study, User testing, Users' experiences, Virtual Reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Cronin, I.
Apress Media LLC, 2024, ISBN: 979-886880282-9 (ISBN); 979-886880281-2 (ISBN).
Abstract | Links | BibTeX | Tags: Artificial intelligence, Augmented Reality, Autonomous system, Autonomous systems, Business applications, Computer vision, Decision making, Gaussian Splatting, Gaussians, Generative AI, Language processing, Learning algorithms, Learning systems, machine learning, Machine-learning, Natural Language Processing, Natural Language Processing (NLP), Natural language processing systems, Natural languages, Splatting
@book{cronin_understanding_2024,
title = {Understanding Generative AI Business Applications: A Guide to Technical Principles and Real-World Applications},
author = {I. Cronin},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105001777571&doi=10.1007%2f979-8-8688-0282-9&partnerID=40&md5=c0714ff3e1ad755596426ea092b830d6},
doi = {10.1007/979-8-8688-0282-9},
isbn = {979-886880282-9 (ISBN); 979-886880281-2 (ISBN)},
year = {2024},
date = {2024-01-01},
publisher = {Apress Media LLC},
series = {Understanding Generative AI Business Applications: A Guide to Technical Principles and Real-World Applications},
abstract = {This guide covers the fundamental technical principles and various business applications of Generative AI for planning, developing, and evaluating AI-driven products. It equips you with the knowledge you need to harness the potential of Generative AI for enhancing business creativity and productivity. The book is organized into three sections: text-based, senses-based, and rationale-based. Each section provides an in-depth exploration of the specific methods and applications of Generative AI. In the text-based section, you will find detailed discussions on designing algorithms to automate and enhance written communication, including insights into the technical aspects of transformer-based Natural Language Processing (NLP) and chatbot architecture, such as GPT-4, Claude 2, Google Bard, and others. The senses-based section offers a glimpse into the algorithms and data structures that underpin visual, auditory, and multisensory experiences, including NeRF, 3D Gaussian Splatting, Stable Diffusion, AR and VR technologies, and more. The rationale-based section illuminates the decision-making capabilities of AI, with a focus on machine learning and data analytics techniques that empower applications such as simulation models, agents, and autonomous systems. In summary, this book serves as a guide for those seeking to navigate the dynamic landscape of Generative AI. Whether you’re a seasoned AI professional or a business leader looking to harness the power of creative automation, these pages offer a roadmap to leverage Generative AI for your organization’s success. © 2024 by Irena Cronin.},
keywords = {Artificial intelligence, Augmented Reality, Autonomous system, Autonomous systems, Business applications, Computer vision, Decision making, Gaussian Splatting, Gaussians, Generative AI, Language processing, Learning algorithms, Learning systems, machine learning, Machine-learning, Natural Language Processing, Natural Language Processing (NLP), Natural language processing systems, Natural languages, Splatting},
pubstate = {published},
tppubtype = {book}
}
2023
Fuchs, A.; Appel, S.; Grimm, P.
Immersive Spaces for Creativity: Smart Working Environments Proceedings Article
In: A.A., Yunanto; A.D., Ramadhani; Y.R., Prayogi; P.A.M., Putra; M., Ruswiansari; M., Ridwan; F., Gamar; W.M., Rahmawati; M.R., Rusli; F.M., Humaira; A.F., Adila (Ed.): IES - Int. Electron. Symp.: Unlocking Potential Immersive Technol. Live Better Life, Proceeding, pp. 610–617, Institute of Electrical and Electronics Engineers Inc., 2023, ISBN: 979-835031473-1 (ISBN).
Abstract | Links | BibTeX | Tags: Artificial intelligence, Generative AI, Human computer interaction, Immersive, Innovative approaches, Intelligent systems, Interactive Environments, Language Model, Language processing, Large language model, large language models, Learning algorithms, machine learning, Natural language processing systems, Natural languages, User behaviors, User interfaces, Virtual Reality, Working environment
@inproceedings{fuchs_immersive_2023,
title = {Immersive Spaces for Creativity: Smart Working Environments},
author = {A. Fuchs and S. Appel and P. Grimm},
editor = {Yunanto A.A. and Ramadhani A.D. and Prayogi Y.R. and Putra P.A.M. and Ruswiansari M. and Ridwan M. and Gamar F. and Rahmawati W.M. and Rusli M.R. and Humaira F.M. and Adila A.F.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85173627291&doi=10.1109%2fIES59143.2023.10242458&partnerID=40&md5=6ab1796f68c29d7747574272314a2e9d},
doi = {10.1109/IES59143.2023.10242458},
isbn = {979-835031473-1 (ISBN)},
year = {2023},
date = {2023-01-01},
booktitle = {IES - Int. Electron. Symp.: Unlocking Potential Immersive Technol. Live Better Life, Proceeding},
pages = {610–617},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {This paper presents an innovative approach to designing an immersive space that dynamically supports users (inter-)action based on users' behavior, voice, and mood, providing a personalized experience. The objective of this research is to explore how a space can communicate with users in a seamless, engaging, and interactive environment. Therefore, it integrates natural language processing (NLP), generative artificial intelligence applications and human computer interaction that utilizes a combination of sensors, microphones, and cameras to collect real-time data on users' behavior, voice, and mood. This data is then processed and analyzed by an intelligent system that employs machine learning algorithms to identify patterns and adapt the environment accordingly. The adaptive features include changes in lighting, sound, and visual elements to facilitate creativity, focus, relaxation, or socialization, depending on the user's topics and emotional state. The paper discusses the technical aspects of implementing such a system. Additionally, it highlights the potential applications of this technology in various domains such as education, entertainment, and workplace settings. In conclusion, the immersive creative space represents a paradigm shift in human-environment interaction, offering a dynamic and personalized space that caters to the diverse needs of users. The research findings suggest that this innovative approach holds great promise for enhancing user experiences, fostering creativity, and promoting overall well-being. © 2023 IEEE.},
keywords = {Artificial intelligence, Generative AI, Human computer interaction, Immersive, Innovative approaches, Intelligent systems, Interactive Environments, Language Model, Language processing, Large language model, large language models, Learning algorithms, machine learning, Natural language processing systems, Natural languages, User behaviors, User interfaces, Virtual Reality, Working environment},
pubstate = {published},
tppubtype = {inproceedings}
}