Tibor Skala

Prof. Dr. Tibor Skala

University of Zagreb Faculty of Graphic Arts
orcid

Research Focus & Metrics

Academic Career Length

16Years (2011-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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30 December 2024 in Applied Sciences
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Journal Article
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PSPaula Srdanović
Paula Srdanović
TSTibor Skala
Tibor Skala
MMMarko Maričević
Marko Maričević
This paper explores contemporary approaches to preserving and promoting cultural heritage by integrating game elements and advanced technologies, such as Virtual Reality (VR) and Augmented Reality (AR). In an era increasingly shaped by digital innovation, preserving cultural heritage demands new strategies to sustain engagement with historical narratives and artifacts. Emerging technologies like VR and AR offer immersive, interactive experiences that appeal to modern audiences, especially younger generations accustomed to digital environments (Bekele and Champion). Gamification—the use of game design principles in non-game contexts—has gained significant traction in education and cultural heritage, providing new methods for increasing user engagement and retention (Werbach and Hunter). By incorporating gamified features, heritage can be made more accessible, fostering emotional connections and deeper understanding (Huotari and Hamari; Zichermann and Cunningham). This aligns with the shift toward interactive digital storytelling as a tool to transform static heritage presentations into dynamic, participatory experiences (Champion and Rahaman). Central to this research is the conceptualization and development of a mobile application leveraging VR and AR to enhance user engagement and education around cultural heritage. Drawing on the principles of self-determination theory (Deci and Ryan) and empirical findings on gamified learning (Landers and Landers), the application combines educational content with interactive elements, creating an immersive learning environment. By addressing both content accessibility and interactive immersion, this application bridges the gap between traditional heritage preservation and the expectations of a digitally native audience. The recent literature underscores the potential of VR and AR in cultural preservation, emphasizing their ability to transcend physical boundaries, simulate historical environments, and promote active participation (Milgram and Kishino, Addison; Azuma). As virtual environments evolve, platforms like the metaverse expand possibilities for experiencing cultural heritage in spaces free of geographical limitations (Cipresso et al.; Radianti et al.). Such advancements have already demonstrated significant educational and experiential benefits (Wu et al.; Akçayır and Akçayır). This study employs both quantitative and qualitative methods to examine the target group’s attitudes toward gamified technologies for cultural heritage preservation. The initial results indicate substantial interest and willingness among users to engage with applications employing VR and AR. This aligns with findings in the literature that suggest immersive experiences can enhance learning outcomes and foster long-term engagement (Merchant et al.; Speicher et al.). The project has garnered significant recognition, receiving the Rector’s Award for the best scientific paper in the technical field at the University of Zagreb and earning bronze medals at the ARCA Innovation Fair and the INOVA Fair. These accolades underscore the project’s innovative approach and its potential for real-world application. By presenting a robust framework for integrating gamification and immersive technologies into cultural heritage preservation, this paper contributes to the growing discourse on utilizing advanced digital tools to ensure the sustainability and relevance of cultural heritage for future generations.

2 February 2011 in The Journal of Supercomputing
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EAEnis Afgan
Enis Afgan
PBPurushotham Bangalore
Purushotham Bangalore
TSTibor Skala
Tibor Skala

22 July 2025 in Electronics
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PSPaula Srdanović
Paula Srdanović
TSTibor Skala
Tibor Skala
MMMarko Maričević
Marko Maričević
Immersive technologies such as augmented reality (AR) and virtual reality (VR) have emerged as powerful tools in cultural heritage education and preservation. Building on prior work that demonstrated the effectiveness of gamified XR applications in engaging users with heritage content and drawing on existing studies in neuroscience and cognitive psychology, this study explores how immersive experiences support multisensory integration, emotional engagement, and spatial presence—all of which contribute to the deeper encoding and recall of heritage narratives. Through a theoretical lens supported by the empirical literature, we argue that the interactive and embodied nature of AR/VR aligns with principles of cognitive load theory, dual coding theory, and affective neuroscience, supporting enhanced learning and memory consolidation. This paper aims to bridge the gap between technological innovation and cognitive understanding in cultural heritage dissemination, identifying concrete design principles for memory-driven digital heritage experiences. While promising, these approaches also raise important ethical considerations, including accessibility, cultural representation, and inclusivity—factors essential for equitable digital heritage dissemination.

17 December 2021 in Applied Sciences
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Journal Article
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TSTibor Skala
Tibor Skala
MTMirsad Goran Todorovac
Mirsad Goran Todorovac
MKMiklos Kozlovszky
Miklos Kozlovszky
MMMarko Maričević
Marko Maričević
In this paper, we describe the challenge of developing a web front that will give an interactive and relatively immediate result without the overhead of complex grid scheduling, in the sense of the grid’s lack of interactivity and need for certificates that users simply do not own. In particular, the local system of issuing grid certificates is somewhat limited to a narrower community compared to that which we wanted to reach in order to popularize the grid, and our desired level of service availability exceeded the use of the cluster for grid purposes. Therefore, we have developed an interactive, scalable web front and back-end animation rendering frame dispatcher to access our cluster’s rendering power with low latency, low overhead and low performance penalty added to the cost of Persistence of Vision Ray rendering. The system is designed to survive temporary or catastrophic failures such as temporary power loss, load shedding, malfunction of rendering server cluster or client hardware, whether through an automatic or a manual restart, as long as the hardware that keeps the previous work and periodically dumped state of the automata is preserved.

9 January 2024 in Preprints.org
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TPTea Pavić
Tea Pavić
TSTibor Skala
Tibor Skala
MMMarko Maričević
Marko Maričević
This research explores the transformation of learning methodologies from traditional to modern approaches, focusing on the development of a gamified educational application with an Artificial Intelligence (AI) mentor for secondary school graduates preparing for Croatian state graduation exams. Traditionally, education has been marked by a passive student role and teacher-centric transmission of knowledge. In contrast, modern learning tools, such as gamified applications, introduce interactive and engaging elements. The purpose of this study is to identify user-centric learning approaches through a comprehensive survey of graduating students, assessing their readiness for exams, learning styles, and preferences. The research explores issues such as financial burdens on parents for preparatory courses and copyright concerns with external educational materials. In summary, the learning application should prioritise sustained knowledge retention, motivation, and stress reduction, offering an alternative to external preparatory courses. Conclusions underscore the importance of fostering an engaging learning environment, incorporating teacher-like elements, and aligning with user expectations. As digital technology positively impacts the learning experience, understanding user preferences is crucial in designing educational apps that cater to learners' needs. The study provides insights for developing a gamified learning application that not only prepares students for exams but also enhances long-term knowledge acquisition and engagement.

20 January 2013 in Automatika
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NPNikola Pavković
Nikola Pavković
TSTibor Skala
Tibor Skala
VVValentin Vidić
Valentin Vidić
The paper presents an innovative and simple way of creating computer clustering and obtaining HPC clusters using computers in the classroom, Ethernet facilities and open source software. Automatic enlarge of a computer cluster is a cost-effective way to increase available computing power. This is achieved by forming a computer cluster from the computers in the classroom. The main aim of this paper is to present a solution that will use existing resources in the computer classroom, for applying complex computer services/jobs under the Linux operating system. The execution of these services/jobs programs is performed at the time when the computing resources are not in used in learning under the Windows operating system. A real-life example of applying computers in dual-boot Windows/Linux work mode along with the developed software application support is presented in a teaching environment. The implementation also includes logistics and support for automatic computer clustering and for service/ job programs execution. The primary goal is to use existing resources for useful applications in education in the image programming, simulations and volume rendering.