Corneliu Octavian TURCU

Prof. Dr. Corneliu Octavian TURCU

orcid

Research Focus & Metrics

Academic Career Length

5Years (2022-Present)

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

Representative Publications

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19 February 2024 in JMIR Serious Games
Verified
Journal Article
Open access
MTMarian Vlăduţ Toma
Marian Vlăduţ Toma
CTCristina Elena Turcu
Cristina Elena Turcu
CTCorneliu Octavian TURCU
Corneliu Octavian TURCU
SVSorin Vlad
Sorin Vlad
DTDoru Eugen Tiliute
Doru Eugen Tiliute
PPPaul Pascu
Paul Pascu
Background: The increasing prevalence of autism spectrum disorder (ASD) has driven research interest on the therapy of individuals with autism, especially children, as early diagnosis and appropriate treatment can lead to improvement in the condition. With the widespread availability of virtual reality, augmented reality (AR), and mixed reality technologies to the public and the increasing popularity of mobile devices, the interest in the use of applications and technologies to provide support for the therapy of children with autism is growing. Objective: This study aims to describe the literature on the potential of virtual reality, AR, and mixed reality technologies in the context of therapy for children with ASD. We propose to investigate and analyze the temporal distribution of relevant papers, identify the target audience for studies related to extended reality apps in ASD therapy, examine the technologies used in the development of these apps, assess the skills targeted for improvement in primary studies, explore the purposes of the proposed solutions, and summarize the results obtained from their application. Methods: For the systematic literature review, 6 research questions were defined in the first phase, after which 5 international databases (Web of Science, Scopus, ScienceDirect, IEEE Xplore Digital Library, and ACM Digital Library) were searched using specific search strings. Results were centralized, filtered, and processed applying eligibility criteria and using the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines. The results were refined using a technical and IT-oriented approach. The quality criteria assessed whether the research addressed ASDs, focused on children’s therapy, involved targeted technologies, deployed solutions on mobile devices, and produced results relevant to our study. Results: In the first step, 179 publications were identified in Zotero reference manager software (Corporation for Digital Scholarship). After excluding articles that did not meet the eligibility or quality assessment criteria, 28 publications were finalized. The analysis revealed an increase in publications related to apps for children with autism starting in 2015 and peaking in 2019. Most studies (22/28, 79%) focused on mobile AR solutions for Android devices, which were developed using the Unity 3D platform and the Vuforia engine. Although 68% (19/28) of these apps were tested with children, 32% (9/28) were tested exclusively by developers. More than half (15/28, 54%) of the studies used interviews as an evaluation method, yielding mostly favorable although preliminary results, indicating the need for more extensive testing. Conclusions: The findings reported in the studies highlight the fact that these technologies are appropriate for the therapy of children with ASD. Several studies showed a distinct trend toward the use of AR technology as an educational tool for people with ASD. This trend entails multidisciplinary cooperation and an integrated research approach, with an emphasis on comprehensive empirical evaluations and technology ethics.

30 December 2022 in Applied Sciences
Verified
Journal Article
Open access
PDF file
SLSergiu Lupaiescu
Sergiu Lupaiescu
Petru Vasile CioatăPetru Vasile Cioată
Petru Vasile Cioată
CTCristina Elena Turcu
Cristina Elena Turcu
OGOvidiu Gherman
Ovidiu Gherman
CTCorneliu Octavian TURCU
Corneliu Octavian TURCU
GPGabriela Paslaru
Gabriela Paslaru
Decentralized databases have gained popularity in the last few years in different areas, such as: traceability, supply chains or finance. Leveraging this type of emerging technology will improve knowledge sharing, as well as the transparency and traceability of the data for digital systems. In a similar way, the characteristics are advertised by the centralized ledger technologies, which are manufactured by large cloud service providers such as Amazon. The present study analyzes the performance of two ledger technologies: BigchainDB (i.e., the decentralized blockchain database) and Amazon QLDB (i.e., the centralized ledger database with transparent and immutable characteristics). For the purposes of comparison, we have integrated these technologies into our traceability platform, which is called the Smart Tracking Platform (STP), and performed a series of experiments enabling us to acquire data for different metrics, such as CPU or memory usage for both the reading and writing operations. The findings of the present study show that QLDB has an overall better performance compared to BigchainDB, based on the metrics that have been considered. From the perspective of database ledger implementation, Amazon QLDB proved to be an integrated solution, easier to use, while BigchainDB comprises a more complex system to be implemented and developed, but is more flexible. Although both systems are almost ready to use solutions for local environments, when it comes to configuration and setting up the communication between nodes within a production environment, BigchainDB adds a layer of complexity from a DevOps perspective, while Amazon QLDB completely overcomes it. Depending on the area considered and the identified needs, both BigchainDB and Amazon QLDB can be considered as suitable solutions for a ledger database.


1 December 2022
Verified
Conference Paper
Open access
PDF file
AEAndrei Enachi
Andrei Enachi
CTCorneliu Octavian TURCU
Corneliu Octavian TURCU
CGCulea George
Culea George
Ioan Viorel BanuIoan Viorel Banu
Ioan Viorel Banu
DADragos-Alexandru Andrioaia
Dragos-Alexandru Andrioaia
SPSorin Eugen Popa
Sorin Eugen Popa
The goal of this paper's research is to develop learning methods that promote the automatic analysis and interpretation of human and mime-gestural movement from various perspectives and using various data sources images, video, depth, mocap data, audio, and inertial sensors, for example. Deep neural models are used as well as supervised classification and semi-supervised feature learning modeling temporal dependencies, and their effectiveness in a set of tasks that are fundamental, such as detection, classification, and parameter estimation, is demonstrated as well as user verification. A method for identifying and classifying human actions and gestures based on utilizing multi-dimensional and multi-modal deep learning from visual signals (for example, live stream, depth, and motion - based data). A training strategy that uses, first, individual modalities must be carefully initialized, followed by gradual fusion (called ModDrop) to learn correlations between modalities while preserving the uniqueness of each modality specific representation. In addition, the suggested ModDrop training approach assures that the classifier detect has weak inputs for one or maybe more channels, enabling these to make valid predictions from any amount of data points accessible modalities. In this paper, inertial sensors (such as accelerometers and gyroscopes) embedded in mobile devices collect data are also used.

18 March 2026 in Applied Sciences
Verified
Journal Article
Open access
PDF file
AEAndrei Enachi
Andrei Enachi
CTCorneliu Octavian TURCU
Corneliu Octavian TURCU
CGCulea George
Culea George
DADragos-Alexandru Andrioaia
Dragos-Alexandru Andrioaia
UAUngureanu Andrei-Gabriel
Ungureanu Andrei-Gabriel
SBSghera Bogdan-Constantin
Sghera Bogdan-Constantin
Two-handed dynamic gesture recognition represents a fundamental component of sign language interpretation involving the modeling of temporal dependencies and inter-hand coordination. In this task, a major challenge is modeling asymmetric motion patterns, as well as bidirectional and long-range temporal dependencies. Most existing frameworks rely on early fusion strategies that merge joints, keypoints or landmarks from both hands in early processing stages, primarily to reduce model complexity and enforce a unified representation. In this work, a novel dual-stream BiLSTM–Transformer model architecture is proposed for two-handed dynamic sign language recognition, where parallel encoders process the trajectories of each hand independently. To capture spatial and temporal dependencies for each hand, an attention-based cross-hand fusion mechanism is employed, with hand landmarks extracted by the MediaPipe Hands framework as a preprocessing step to enable real-time CPU-based inference. Experimental evaluation conducted on custom Romanian Sign Language dynamic gesture datasets indicates that the proposed dual-stream-based system outperforms single-handed baselines, achieving improvements in high recognition accuracy for asymmetric gestures and consistent performance gains for synchronized two-handed gestures. The proposed architecture represents an efficient and lightweight solution suitable for real-time sign language recognition and interpretation.

18 April 2026 in Information
Verified
Journal Article
Open access
PDF file
Petru-Iulian GrigorePetru-Iulian Grigore
Petru-Iulian Grigore
CTCorneliu Octavian TURCU
Corneliu Octavian TURCU
AZAndrei Zaharia
Andrei Zaharia
VNValentin Nedeff
Valentin Nedeff
Virtual reality (VR) is increasingly used as an interactive instructional medium in engineering education, yet evidence on practical implementation and student-reported experience remains limited. This study examined students’ perceived experience and usability across VR and traditional instruction within a crossover design in a UV-C water disinfection lesson. Using a mixed 2 × 2 crossover design, 52 undergraduate engineering students completed both a VR lesson (Meta Quest 3; Unreal Engine 5.4) and a content-aligned traditional session delivered with slides and a physical UV disinfection stand. After each session, participants reported perceived flow (short Flow Index) and engagement (adapted User Engagement Scale); the System Usability Scale (SUS) was completed after the VR session only. A brief knowledge quiz and open-ended feedback were also collected and used descriptively. Students reported higher perceived flow and engagement in the VR condition than in the traditional condition, and VR usability was generally rated acceptable-to-excellent, with higher SUS scores observed in the VR-first sequence than in the traditional-first sequence. Qualitative feedback emphasized clarity and interactivity, and most participants expressed a preference for a blended approach. Overall, the results support the practical feasibility and positive user acceptance of the VR lesson in this instructional context. The findings also suggest that perceived usability may be associated with instructional sequence, although this pattern should be interpreted cautiously within the perception-based scope of the study.