Ionut Petre

Dr. Ionut Petre

orcid

Research Focus & Metrics

Academic Career Length

13Years (2014-Present)

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

Representative Publications

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31 January 2025 in Applied Sciences
Verified
Journal Article
Open access
PDF file
MBMonica Barbu
Monica Barbu
Iordache Dragos DanielIordache Dragos Daniel
Iordache Dragos Daniel
IPIonut Petre
Ionut Petre
DBDragos Catalin Barbu
Dragos Catalin Barbu
LBLidia Bajenaru
Lidia Bajenaru
This study presents a novel approach to inclusive education by integrating augmented reality (XR) and generative artificial intelligence (AI) technologies into an immersive and adaptive learning platform designed for students with special educational needs. Building upon existing solutions, the approach uniquely combines XR and generative AI to facilitate personalized, accessible, and interactive learning experiences tailored to individual requirements. The framework incorporates an intuitive Unity XR-based interface alongside a generative AI module to enable near real-time customization of content and interactions. Additionally, the study examines related generative AI initiatives that promote inclusion through enhanced communication tools, educational support, and customizable assistive technologies. The motivation for this study arises from the pressing need to address the limitations of traditional educational methods, which often fail to meet the diverse needs of learners with special educational requirements. The integration of XR and generative AI offers transformative potential by creating adaptive, immersive, and inclusive learning environments. This approach ensures real-time adaptability to individual progress and accessibility, addressing critical barriers such as static content and lack of inclusivity in existing systems. The research outlines a pathway toward more inclusive and equitable education, significantly enhancing opportunities for learners with diverse needs and contributing to broader social integration and equity in education.

3 July 2019 in Studies in Informatics and Control
Verified
Journal Article
Closed access
IPIonut Petre
Ionut Petre
RBRadu Boncea
Radu Boncea
Radulescu Constanta ZoieRadulescu Constanta Zoie
Radulescu Constanta Zoie
AZAlin Zamfiroiu
Alin Zamfiroiu
ISIonut Sandu
Ionut Sandu

30 December 2014 in Informatica Economica
Verified
Journal Article
Open access
RZRazvan Daniel Zota
Razvan Daniel Zota
IPIonut Petre
Ionut Petre

1 April 2021 in Studies in Informatics and Control
Verified
Journal Article
Closed access
Radulescu Constanta ZoieRadulescu Constanta Zoie
Radulescu Constanta Zoie
MRMarius Radulescu
Marius Radulescu
RBRadu Boncea
Radu Boncea
IPIonut Petre
Ionut Petre
ISIonut-Eugen Sandu
Ionut-Eugen Sandu
MDMihail Dumitrache
Mihail Dumitrache

27 September 2024 in Revista Română de Informatică şi Automatică
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Journal Article
Open access
ANAndrei-Alexandru Nedelcu
Andrei-Alexandru Nedelcu
IPIonut Petre
Ionut Petre

29 April 2026 in Future Internet
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Journal Article
Open access
PDF file
IPIonut Petre
Ionut Petre
ECElla Magdalena Ciuperca
Ella Magdalena Ciuperca
IMION ALEXANDRU ALEXANDRU MARINESCU
ION ALEXANDRU ALEXANDRU MARINESCU
Iordache Dragos DanielIordache Dragos Daniel
Iordache Dragos Daniel
AZAlin Zamfiroiu
Alin Zamfiroiu
The growing integration of immersive technologies into education is opening new possibilities for teaching and learning, while also raising concerns about the reliability and potential distortion of knowledge in artificial intelligence-mediated environments. Understanding how users perceive and accept artificial intelligence-generated content in immersive learning systems is therefore essential. This study explores the factors that influence user acceptance of artificial intelligence-driven virtual reality educational applications and explains it through a multidimensional framework that extends the Technology Acceptance Model, the Theory of Reasoned Action, and the Theory of Planned Behavior—a new ED-SCALE model. We innovated the previous models by adding an ergonomic dimension, often overlooked in virtual reality-based education. To test the model, we developed an artificial intelligence-driven virtual reality educational escape room designed to simulate adaptive and interactive learning experiences. Data were collected from 213 participants using a questionnaire measuring subjective norms, perceived behavioral control, attitudes toward artificial intelligence-mediated instruction, perceived informational efficacy, and ergonomic quality. The findings show that ergonomic quality, intuitive interfaces, physical comfort, and social influence play an important role in shaping user trust and long-term adoption intentions. The results suggest that the success of artificial intelligence-driven immersive learning systems depends not only on technological performance but also on user experience and social context, confirming our first hypothesis regarding new variables that are conditional for virtual technology acceptance.