The authors concept is based on the idea that mental health therapies which are already performed in the virtual reality, can be enhanced using wearable devices measuring body reactions, adding a completely new set of data for the therapeutic software. Those data, like heart rate or galvanic skin response, will be used in the feedback loop, for modifying VR projection or in therapy results assessment. Another goal is to use such additional feedback in psychological training in healthy patients, trying to improve their own behaviors and reactions, for example in stress coping situations. In the paper there is a description of a virtual reality-based anti-stress therapy concept using the wearable device feedback loop. The example is based on horticultural therapy, and was developed using Oculus Rift and Microsoft Band devices as virtual reality headset and physiological data source, respectively.
Tourism’s rapid growth has significant and negative effects on the environment, society, and economy. Sustainable tourism practices are essential in order to mitigate these effects. Virtual reality (VR) technologies offer the possibility of implementing sustainable tourism policies by providing immersive experiences that replace real ones. Moreover, VR can be a useful tool for the protection and promotion of cultural and natural heritage. The article discusses the potential directions for sustainable tourism using VR. This technology can reduce the burden on popular tourist sites without losing their value to visitors. Additionally, it can promote less popular destinations in the wider public awareness. A case study of the implementation of a virtual tour at the Pahlavon Mahmud Mausoleum in Khiva (Uzbekistan) is presented. The research method was designed to evaluate the acceptability of VR technology among a convenience sampling of n = 57 Gen Z consumers (university students 20–24 years of age), who completed interviews following their participation in a voluntary virtual walking tour. The research results suggest that VR can be an acceptable and useful tool for implementing sustainable tourism policies in the near future. Another conclusion is that virtual sightseeing should not fully replace onsite tourism.
This paper evaluates the feasibility of deploying locally-run Large Language Models (LLMs) for retrieval-augmented question answering (RAG-QA) over internal knowledge bases in small and medium enterprises (SMEs), with a focus on Polish-language datasets. The study benchmarks eight popular open-source and source-available LLMs, including Google’s Gemma-9B and Speakleash’s Bielik-11B, assessing their performance across closed, open, and detailed question types, with metrics for language quality, factual accuracy, response stability, and processing efficiency. The results highlight that desktop-class LLMs, though limited in factual accuracy (with top scores of 45% and 43% for Gemma and Bielik, respectively), hold promise for early-stage enterprise implementations. Key findings include Bielik's superior performance on open-ended and detailed questions and Gemma's efficiency and reliability in closed-type queries. Distribution analyses revealed variability in model outputs, with Bielik and Gemma showing the most stable response distributions. This research underscores the potential of offline-capable LLMs as cost-effective tools for secure knowledge management in Polish SMEs.
1 October 2022 in Advances in Science and Technology Research Journal
The paper presents a process of testing a created virtual reality application for displaying the "Hujra", a room for students of the 17th century madrassa in the area of the Silk Road, together with interactive objects. The designed 3D objects had sufficiently small file sizes to be...
1 December 2019 in IOP Conference Series: Materials Science and Engineering
The article describes the process of creating a VR mobile application for Google VR platform. The application presents a virtual museum exhibition as part of cross-cultural competence and user interface usability research. The process of creating the application requires taking into account the hardware and software limitations and the specificity of mobile devices. In addition, a higher level of optimisation helps build positive user experience, which is essential in VR applications. The process includes, among others: planning activities, preparing assets, implementing VR vision and interaction modules. The paper includes descriptions of individual steps, problems and other non-standard situations that occurred during the creation and testing of the VR application. In addition the results of the initial performance tests and the methods used to optimise and maintain the stability of the application are presented. By taking into account all of the mentioned factors and the fact that many solutions are yet not well described, the description of the process is expected to provide a point of reference and help for future developers of mobile VR applications.
1 September 2020 in Advances in Science and Technology Research Journal
Searching for and reassembling elements that used to form one whole is a very common issue faced by archaeologists. This is because preparing an interesting museum exhibition consists in the presentation of objects that have been put together, not a pile of messily disassembled puzzle pieces. The...