Marek Milosz

Prof. Dr. Marek Milosz

Department of Computer Science, Lublin University of Technology, Lublin, Lubelskie, Poland
orcid

Research Focus & Metrics

Academic Career Length

31Years (1996-Present)

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

Representative Publications

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4 January 2022 in Heritage Science
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Maria Skublewska-PaszkowskaMaria Skublewska-Paszkowska
Maria Skublewska-Paszkowska
Marek MiloszMarek Milosz
Marek Milosz
PPPaweł Powroźnik
Paweł Powroźnik
EŁEdyta Łukasik
Edyta Łukasik
Conservation of cultural heritage is nowadays a very important aspect of our lives. Thanks to such legacy we gain knowledge about our ancestors, methods of production and ways of their life. The rapid development of 3D technology allows for more and more faithful reflection of this area of life. The rich cultural heritage, both tangible and intangible, can be preserved for future generations due to the use of advanced 3d technologies. They provide the means of documenting, recovering and presenting items of cultural heritage. Not only buildings or monuments are taken into account. An important aspect of our culture is intangible cultural heritage (ICH), including acting, crafting or storytelling, passed down from generation to generation. Due to the rapid development of civilisation and the migration of people, this type of culture is often forgotten. That is why the preservation of ICH is an important element of today world. The main aim of this study, on the basis of the gathered papers, is to identify: (1) the general state of use of 3D digital technologies in ICH; (2) the topics and themes discussed; (3) the technologies used in the study; (4) locations of research centres conducting such studies; and (5) the types of research carried out. The methodology consists of the following main steps: defining study questions, searching query development, selection of publications in Scopus, Web of Knowledge and IEEE Xplore, finally the study execution and the analysis of the obtained results. The results show that for ICH the most often used technologies are: 3D visualisation, 3D modelling, Augmented Reality, Virtual Reality and motion capture systems.

7 November 2025 in Sustainability
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ANAizhan Nazyrova
Aizhan Nazyrova
Marek MiloszMarek Milosz
Marek Milosz
GBGulmira Bekmanova
Gulmira Bekmanova
AOAssel Omarbekova
Assel Omarbekova
GAGaukhar Aimicheva
Gaukhar Aimicheva
YKYenglik Kadyr
Yenglik Kadyr
In this article, digital transformation is examined as a key driver of structural and pedagogical change in higher education. This process is shown to expand access to learning, increase flexibility, support personalized educational trajectories, and enhance data-driven decision-making. At the same time, the effectiveness of digital transformation depends on institutional readiness, the quality of technological infrastructure, and the professional competencies of teaching staff. This research of this study is to assess the influence of digital transformation on the quality of higher education. This research employs a mixed-methods approach. Quantitative data from surveys of 4971 students and 483 instructors were analyzed using descriptive statistics, analysis of variance ANOVA, and multivariable regression, while qualitative focus group findings were examined through thematic analysis. The results indicate generally positive attitudes toward digitalization. The respondents emphasized flexibility and improved conditions for independent learning as key advantages of digital environments. However, this study also identifies several challenges, including infrastructural inequality, limited digital skills, and insufficient pedagogical adaptation. The article concludes that successful digital transformation requires a comprehensive strategic vision and sustained institutional support. For universities, strengthening digital competencies, modernizing infrastructure, and implementing management models focused on continuous improvement are essential conditions for ensuring sustainable development and enhancing the quality of education.

15 June 2021 in Heritage Science
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Jerzy MontusiewiczJerzy Montusiewicz
Jerzy Montusiewicz
Marek MiloszMarek Milosz
Marek Milosz
JKJacek Kęsik
Jacek Kęsik
Kamil ŻyłaKamil Żyła
Kamil Żyła
Historical costumes are part of cultural heritage. Unlike architectural monuments, they are very fragile, which exacerbates the problems of their protection and popularisation. A big help in this can be the digitisation of their appearance, preferably using modern techniques of three-dimensional representation (3D). The article presents the results of the search for examples and methodologies of implementing 3D scanning of exhibited historical clothes as well as the attendant problems. From a review of scientific literature it turns out that so far practically no one in the world has made any methodical attempts at scanning historical clothes using structured-light 3D scanners (SLS) and developing an appropriate methodology. The vast majority of methods for creating 3D models of clothes used photogrammetry and 3D modelling software. Therefore, an innovative approach was proposed to the problem of creating 3D models of exhibited historical clothes through their digitalisation by means of a 3D scanner using structural light technology. A proposal for the methodology of this process and concrete examples of its implementation and results are presented. The problems related to the scanning of 3D historical clothes are also described, as well as a proposal how to solve them or minimise their impact. The implementation of the methodology is presented on the example of scanning elements of the Emir of Bukhara's costume (Uzbekistan) from the end of the nineteenth century, consisting of the gown, turban and shoes. Moreover, the way of using 3D models and information technologies to popularise cultural heritage in the space of digital resources is also discussed.

6 December 2021 in Applied Sciences
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Maria Skublewska-PaszkowskaMaria Skublewska-Paszkowska
Maria Skublewska-Paszkowska
PPPaweł Powroźnik
Paweł Powroźnik
JSJakub Smołka
Jakub Smołka
Marek MiloszMarek Milosz
Marek Milosz
EŁEdyta Łukasik
Edyta Łukasik
EMElzbieta Milosz
Elzbieta Milosz
Traditional dance is one of the key elements of Intangible Culture Heritage (ICH). Many scientific papers concern analysis of dance sequences, classification and recognition of movements, making ICH data public, creating and visualising 3D models or software solutions for learning folklore dances. These works make it possible to preserve this disappearing art. The aim of this article is to propose a methodology for scanning folklore dances. The methodology was developed on the basis of capturing 3D data via an optical motion capture system with a full body Plug-in Gait model that allows for kinematic and kinetic analysis of motion sequences. An additional element of this research was the development of a hand model with which it is possible to precisely analyse the fingers, which play a significant role in many dances. The present methodology was verified on the basis of the Lazgi dance, included in the UNESCO ICH list. The obtained results of movement biomechanics for the dance sequence and the angles of the fingers indicate that it is universal and can be applied to dances that involve the upper and lower body parts, including hand movements.

1 April 2020
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Conference Paper
Closed access
Marek MiloszMarek Milosz
Marek Milosz
EMElzbieta Milosz
Elzbieta Milosz
Gamification, as a method of increasing the involvement of people, is used more and more widely in various areas, including in education processes. Many scientific studies prove the benefits of using gamification in the teaching process. The purpose of this paper is a preliminary literature review (PLR) to determinate the state of the art of gamification in Engineering Education (EE). The results of the present study answer the following research questions: RQ1: Is the use of gamification in EE increasing? RQ2: In which of the subdisciplines of engineering is gamification used most often in EE? RQ3: What are the most commonly used elements and techniques of gamification in the context of EE? The PLR was carried out to find in the existing literature the primary studies that relate to the use of gamification in EE. For this purpose, the IEEE Xplore database was used. As a result of the literature review, 48 papers were selected and subjected to detailed analysis. They were published in the years between 2012 and 2019. The research results indicate a continuous increase in the use of gamification in EE (RQ1) and answer the next research questions (RQ2 and RQ3). Some additional remarks from completed studies were also included in the paper.

13 July 2023 in Sensors
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NANurzada Amangeldy
Nurzada Amangeldy
AUAru Ukenova
Aru Ukenova
GBGulmira Bekmanova
Gulmira Bekmanova
BRBibigul Razakhova
Bibigul Razakhova
Marek MiloszMarek Milosz
Marek Milosz
SKSaule Kudubayeva
Saule Kudubayeva
This article is devoted to solving the problem of converting sign language into a consistent text with intonation markup for subsequent voice synthesis of sign phrases by speech with intonation. The paper proposes an improved method of continuous recognition of sign language, the results of which are transmitted to a natural language processor based on analyzers of morphology, syntax, and semantics of the Kazakh language, including morphological inflection and the construction of an intonation model of simple sentences. This approach has significant practical and social significance, as it can lead to the development of technologies that will help people with disabilities to communicate and improve their quality of life. As a result of the cross-validation of the model, we obtained an average test accuracy of 0.97 and an average val_accuracy of 0.90 for model evaluation. We also identified 20 sentence structures of the Kazakh language with their intonational model.