Marián Matys

Dr. Marián Matys

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Research Focus & Metrics

Academic Career Length

6Years (2021-Present)

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

Representative Publications

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4 August 2022 in Sustainability
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Journal Article
Open access
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Martin KrajčovičMartin Krajčovič
Martin Krajčovič
Gabriela GabajováGabriela Gabajová
Gabriela Gabajová
MMMarián Matys
Marián Matys
Beáta FurmannováBeáta Furmannová
Beáta Furmannová
LDLuboslav Dulina
Luboslav Dulina
Maximizing knowledge transfer is one of the main factors of modern education. It is important to raise the probability that students can successfully apply acquired knowledge into practice. This article deals with virtual reality (VR) as an alternative method to provide students with a more immersive approach to semester assignments and their completion. In addition to information on paper, they are provided with an immersive virtual environment that interactively visualizes problems. To test this approach, a case study took place at the Department of Industrial Engineering, Faculty of Mechanical Engineering at the University of Žilina. Students were given a standard assignment for workplace analysis and optimization. However, in addition to papers containing all the necessary information about the workplace and its processes (a drilling workplace), the students could also put on a VR headset and walk through a virtual copy of the assigned workplace. Instead of relying on a 2D layout and a few photos, the students observed every detail of the workplace from any angle. Moreover, the immersive virtual workplace was interactive, and the students could interact with machine tools and replicate the real manufacturing process. With this new addition, the students completed the assignment and then filled out a short questionnaire questioning their satisfaction with the chosen approach. With positive feedback, the implementation of VR into the teaching process could further motivate students and make the transfer of knowledge into their future jobs easier.

15 July 2021 in Sustainability
Verified
Journal Article
Open access
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Martin KrajčovičMartin Krajčovič
Martin Krajčovič
Gabriela GabajováGabriela Gabajová
Gabriela Gabajová
MMMarián Matys
Marián Matys
Patrik GrznárPatrik Grznár
Patrik Grznár
LDLuboslav Dulina
Luboslav Dulina
RKRobert Robert Kohar
Robert Robert Kohar
The article deals with the design of virtual reality (VR) interactive training as a teaching method and its effect on knowledge transfer and retention of students. The first part presents the methodology of the VR interactive training design. The second part utilizes the created interactive training for a case study to evaluate its effect on the teaching process and to examine the potential of VR interactive training as a sustainable teaching method. The study took place at the Department of Industrial Engineering, Faculty of Mechanical Engineering, University of Žilina. Volunteers were divided into two groups. The first group used VR interactive training as a teaching method, while the second group used the conventional method. Both groups then underwent tests. The main goal was to evaluate the effect of the VR interactive training on the teaching process in comparison to the conventional method while trying to identify the key elements of the VR interactive training design and its influence on knowledge transfer and retention in a sustainable learning environment. At the start of the case study, four hypotheses were formed, questioning the effect of interactive training on knowledge transfer and retention in the long and short term, and its overall influence on the teaching process. Obtained data were then used to evaluate these hypotheses.

1 April 2021 in Electronics
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Journal Article
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Martin KrajčovičMartin Krajčovič
Martin Krajčovič
Gabriela GabajováGabriela Gabajová
Gabriela Gabajová
Beáta FurmannováBeáta Furmannová
Beáta Furmannová
VVVladimír Vavrík
Vladimír Vavrík
MGMartin Gašo
Martin Gašo
MMMarián Matys
Marián Matys
(1) At present, it is important to bring the latest technologies from industrial practice into the teaching process of educational institutions, including universities. The presented case study addresses the application of educational games in virtual reality to the teaching process in a university environment. (2) The study took place at the Department of Industrial Engineering of the University of Žilina in Žilina and consisted of two phases. In the first phase, students’ satisfaction with current teaching methods was examined. The second phase focused on an educational game in virtual reality, which introduced a non-traditional approach for teaching lean management, namely the tool 5S. (3) This game was designed by the study authors and created in the Godot game engine. The educational game was provided to students during class. After completing the game, participants were asked to fill out a questionnaire. The aim was to enable students to express their opinion on the educational game and to identify the main benefits of this approach in the teaching process. (4) In the study’s final phase, based on the acquired knowledge, the authors examined the benefits and disadvantages of virtual reality educational games for the teaching process of industrial engineering tools.

10 April 2024 in Electronics
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Journal Article
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Martin KrajčovičMartin Krajčovič
Martin Krajčovič
MMMarián Matys
Marián Matys
Gabriela GabajováGabriela Gabajová
Gabriela Gabajová
DKDávid Komačka
Dávid Komačka
Virtual reality is a technology with many possible uses and ways to improve various processes, including the presentation of results. This paper deals with the utilization of virtual reality as a tool for assignment presentation. During the classes of manufacturing and assembly systems design, the conventional form of presentation was replaced with immersive virtual reality, where the students would present their work while wearing the virtual reality headset and walking around the 3D model of their design. The main goal was to test whether this approach had a positive impact on the students’ motivation and engagement in the presentation creation and presenting itself. To test this approach, a small case study took place at the Department of Industrial Engineering, Faculty of Mechanical Engineering at the University of Žilina. In conclusion, the overall responses to this experiment were positive; the majority of the students felt more comfortable while presenting and more motivated to put more effort into their preparation. Wearing a virtual reality headset caused the students not to have to directly face the audience, giving them more confidence while presenting. Additionally, the novelty of the virtual reality technology made the students more engaged in showing their work. There is a plan to integrate the virtual reality presentation as the stable part of this assignment.

1 March 2021 in INTED Proceedings
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Conference Paper
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MMMarián Matys
Marián Matys
Martin KrajčovičMartin Krajčovič
Martin Krajčovič
Gabriela GabajováGabriela Gabajová
Gabriela Gabajová
Beáta FurmannováBeáta Furmannová
Beáta Furmannová
Bubenik PeterBubenik Peter
Bubenik Peter
Information about the paper titled "INTEGRATION OF VIRTUAL REALITY INTO TEACHING PROCESS FOR DESIGN OF MANUFACTURING SYSTEMS" at IATED Digital Library

1 January 2024 in Technológ
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Journal Article
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UŽUniversity of Žilina
University of Žilina
LDLuboslav Dulina
Luboslav Dulina
JZJán Zuzik
Ján Zuzik
Vladimira BinasovaVladimira Binasova
Vladimira Binasova
Beáta FurmannováBeáta Furmannová
Beáta Furmannová
MMMarián Matys
Marián Matys
Extended Reality (XR) technologies, encompassing Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), are rapidly transforming various industries, offering innovative solutions for training, design, and collaboration. However, the integration of XR into work environments introduces new ergonomic challenges that must be addressed to ensure user safety, comfort, and performance. This article explores the role of ergonomics in XR, emphasizing the importance of physical, cognitive, and organizational ergonomics. It highlights the need for well-designed XR devices to minimize physical strain, the optimization of cognitive load to avoid mental fatigue, and the adaptation of organizational workflows to enhance collaboration in virtual spaces. Additionally, the article discusses the emerging issue of simulator sickness and its impact on XR applications. By increasing awareness of these ergonomic considerations, this work aims to contribute to the development of safer and more effective XR environments, ultimately enhancing user experience and productivity.