Rain Eric Haamer

Dr. Rain Eric Haamer


Research Focus & Metrics

Academic Career Length

9Years (2018-Present)

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

Representative Publications

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16 October 2019 in Information
Verified
Journal Article
Open access
PDF file
Dorota KaminskaDorota Kaminska
Dorota Kaminska
TSTomasz Sapiński
Tomasz Sapiński
Slawomir Jan WiakSlawomir Jan Wiak
Slawomir Jan Wiak
TTToomas Tikk
Toomas Tikk
RHRain Eric Haamer
Rain Eric Haamer
Gholamreza AnbarjafariGholamreza Anbarjafari
Gholamreza Anbarjafari
In the education process, students face problems with understanding due to the complexity, necessity of abstract thinking and concepts. More and more educational centres around the world have started to introduce powerful new technology-based tools that help meet the needs of the diverse student population. Over the last several years, virtual reality (VR) has moved from being the purview of gaming to professional development. It plays an important role in teaching process, providing an interesting and engaging way of acquiring information. What follows is an overview of the big trend, opportunities and concerns associated with VR in education. We present new opportunities in VR and put together the most interesting, recent virtual reality applications used in education in relation to several education areas such as general, engineering and health-related education. Additionally, this survey contributes by presenting methods for creating scenarios and different approaches for testing and validation. Lastly, we conclude and discuss future directions of VR and its potential to improve the learning experience.

21 August 2023 in Electronics
Verified
Journal Article
Open access
PDF file
Dorota KaminskaDorota Kaminska
Dorota Kaminska
Grzegorz ZwolinskiGrzegorz Zwolinski
Grzegorz Zwolinski
ALAnna Barbara Laska-Leśniewicz
Anna Barbara Laska-Leśniewicz
Rui RaposoRui Raposo
Rui Raposo
Mário Rodrigues Martins VairinhosMário Rodrigues Martins Vairinhos
Mário Rodrigues Martins Vairinhos
Gholamreza AnbarjafariGholamreza Anbarjafari
Gholamreza Anbarjafari
The educational landscape is an environment prone to change due to the volatile and ever-changing nature of the digital society in which we all live. Although the world moves at different speeds and any generalization is bound to have some exceptions, there is evidence from research conducted in different places and contexts that educational methods are becoming increasingly digitized and driven by technological innovation. Among the technological trends fueled in many cases by the COVID-19 pandemic and the need to stay at home but online, augmented reality solutions received an additional boost as a valid and versatile educational technology worth exploring and eventually integrating into several teaching methods already in use. Although the technology still faces problems related to affordability, accessibility, and the technical skills required of users, some ongoing projects have already provided evidence that using augmented reality solutions as teaching and learning tools can improve teacher and student learning outcomes by increasing engagement and interactivity. The same issues arose when personal computers, tablets, and smartphones were first discussed as valuable tools for education and have now found their way into most classrooms. This paper reviews some of the key concepts related to augmented reality, as well as some current trends, benefits, and concerns related to its integration into educational contexts in areas such as life sciences, engineering, and health. The work conducted and presented in this paper provides an interesting insight into a technology that has given rise to global phenomena such as Pokémon Go, and continues to improve in terms of portability, usability, and overall user experience. Throughout the paper and in the conclusion section, we discuss the relevance of using the best features of augmented reality and how they can contribute to positive educational outcomes.

22 January 2022 in Electronics
Verified
Journal Article
Open access
PDF file
Grzegorz ZwolinskiGrzegorz Zwolinski
Grzegorz Zwolinski
Dorota KaminskaDorota Kaminska
Dorota Kaminska
ALAnna Barbara Laska-Leśniewicz
Anna Barbara Laska-Leśniewicz
RHRain Eric Haamer
Rain Eric Haamer
Mário Rodrigues Martins VairinhosMário Rodrigues Martins Vairinhos
Mário Rodrigues Martins Vairinhos
Pedro ReisinhoPedro Reisinho
Pedro Reisinho
This paper presents and concludes the ATOMIC project, which was to create an XR-based educational environment that enables students to meet the challenges of a natural business environment such as planning and organizing, staffing and control, problem solving, critical thinking, creativity, and teamwork. Four different approaches were taken utilizing different XR technologies (projector-based AR, mobile-based AR, HMD AR, and HMD VR), and their efficacy and educational value were juxtaposed. A universal 34-question usability questionnaire was proposed that can be applied in future XR usability studies. Four versions of the application were tested among 20 students to identify the advantages and disadvantages of each approach in an educational context.

1 May 2018
Verified
Conference Paper
Open access
RHRain Eric Haamer
Rain Eric Haamer
KKKaustubh Kulkarni
Kaustubh Kulkarni
NINasrin Imanpour
Nasrin Imanpour
MHMohammad A. Haque
Mohammad A. Haque
EAEgils Avots
Egils Avots
GAGolamreza Anbarjafari
Golamreza Anbarjafari
Facial dynamics can be considered as unique signatures for discrimination between people. These have started to become important topic since many devices have the possibility of unlocking using face recognition or verification. In this work, we evaluate the efficacy of the transition frames of video in emotion as compared to the peak emotion frames for identification. For experiments with transition frames we extract features from each frame of the video from a fine-tuned VGG-Face Convolutional Neural Network (CNN) and geometric features from facial landmark points. To model the temporal context of the transition frames we train a Long-Short Term Memory (LSTM) on the geometric and the CNN features. Furthermore, we employ two fusion strategies: first, an early fusion, in which the geometric and the CNN features are stacked and fed to the LSTM. Second, a late fusion, in which the prediction of the LSTMs, trained independently on the two features, are stacked and used with a Support Vector Machine (SVM). Experimental results show that the late fusion strategy gives the best results and the transition frames give better identification results as compared to the peak emotion frames.

1 August 2023 in Medycyna Pracy
Verified
Journal Article
Open access
Grzegorz ZwolinskiGrzegorz Zwolinski
Grzegorz Zwolinski
Dorota KaminskaDorota Kaminska
Dorota Kaminska
RHRain Eric Haamer
Rain Eric Haamer
LCLuis Filipe Coelho
Luis Filipe Coelho
GAGholamreza Anbarjafari
Gholamreza Anbarjafari
The lack of empathy towards disability is a significant societal issue that hampers inclusivity and understanding. Many struggle to comprehend the daily challenges and experiences faced by people with disabilities, leading to ignorance, prejudice, and exclusion. However, empathy plays a pivotal...

23 June 2023 in Preprints.org
Verified
Preprint
Open access
PDF file
Dorota KaminskaDorota Kaminska
Dorota Kaminska
Grzegorz ZwolinskiGrzegorz Zwolinski
Grzegorz Zwolinski
ALAnna Barbara Laska-Leśniewicz
Anna Barbara Laska-Leśniewicz
Rui RaposoRui Raposo
Rui Raposo
Mário Rodrigues Martins VairinhosMário Rodrigues Martins Vairinhos
Mário Rodrigues Martins Vairinhos
Gholamreza AnbarjafariGholamreza Anbarjafari
Gholamreza Anbarjafari
The education landscape is an environment prone to change due to the volatile and ever-changing nature of the digital society in which we all live. Although the world moves at a different pace and any generalization is bound to have several exceptions, there is evidence from research conducted in different places and contexts that educational methods are becoming increasingly digitized and driven by technological innovation. Among technological trends fuelled in many cases by the COVID-19 pandemic and the need to stay at home but online, augmented reality solutions received an additional push as a valid and versatile educational technology worth exploring and eventually integrating into several teaching methods already in use. Although the technology still faces problems related to its affordability, accessibility, and the technical skills required of users, some ongoing projects have already provided evidence that using augmented reality solutions as teaching and learning tools can improve teachers’ and students’ learning outcomes by increasing their engagement and interactivity. The same issues arose when personal computers, tablets, and smartphones were first discussed as valuable tools for education and have now found their way into most classrooms. This paper reviews some of the key concepts related to augmented reality, as well as some current trends, benefits, and concerns related to its inclusion in educational contexts in areas such as life sciences, engineering, and health. The work carried out and presented in this paper provides an interesting insight into a technology that has led to global phenomena, such as Pokémon Go, and is constantly improving in terms of portability, usability, and overall user experience. Throughout the paper and in the conclusions section, we discuss the relevance of using the best features of augmented reality and how they can contribute to positive educational outcomes.