Dorota Kaminska

Dr. Dorota Kaminska

Institute of Mechatronics and Information Systems, Lodz University of Technology, 90-924 Lodz, Poland
orcid

Research Focus & Metrics

Academic Career Length

15Years (2012-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.

16 October 2018 in IEEE Transactions on Affective Computing
Verified
Journal Article
Closed access
FNFatemeh Noroozi
Fatemeh Noroozi
CCCiprian Adrian Corneanu
Ciprian Adrian Corneanu
Dorota KaminskaDorota Kaminska
Dorota Kaminska
TSTomasz Sapinski
Tomasz Sapinski
Sergio EscaleraSergio Escalera
Sergio Escalera
Gholamreza AnbarjafariGholamreza Anbarjafari
Gholamreza Anbarjafari
Automatic emotion recognition has become a trending research topic in the past decade. While works based on facial expressions or speech abound, recognising affect from body gestures remains a less explored topic. We present a new comprehensive survey hoping to boost research in the field. We first introduce emotional body gestures as a component of what is commonly known as "body language" and comment general aspects as gender differences and culture dependence. We then define a complete framework for automatic emotional body gesture recognition. We introduce person detection and comment static and dynamic body pose estimation methods both in RGB and 3D. We then comment the recent literature related to representation learning and emotion recognition from images of emotionally expressive gestures. We also discuss multi-modal approaches that combine speech or face with body gestures for improved emotion recognition. While pre-processing methodologies (e.g. human detection and pose estimation) are nowadays mature technologies fully developed for robust large scale analysis, we show that for emotion recognition the quantity of labelled data is scarce, there is no agreement on clearly defined output spaces and the representations are shallow and largely based on naive geometrical representations.

19 July 2018 in Machine Vision and Applications
Verified
Journal Article
Open access
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EAEgils Avots
Egils Avots
TSTomasz Sapiński
Tomasz Sapiński
MBMaie Bachmann
Maie Bachmann
Dorota KaminskaDorota Kaminska
Dorota Kaminska
People express emotions through different modalities. Utilization of both verbal and nonverbal communication channels allows to create a system in which the emotional state is expressed more clearly and therefore easier to understand. Expanding the focus to several expression forms can facilitate research on emotion recognition as well as human–machine interaction. This article presents analysis of audiovisual information to recognize human emotions. A cross-corpus evaluation is done using three different databases as the training set (SAVEE, eNTERFACE’05 and RML) and AFEW (database simulating real-world conditions) as a testing set. Emotional speech is represented by commonly known audio and spectral features as well as MFCC coefficients. The SVM algorithm has been used for classification. In case of facial expression, faces in key frames are found using Viola–Jones face recognition algorithm and facial image emotion classification done by CNN (AlexNet). Multimodal emotion recognition is based on decision-level fusion. The performance of emotion recognition algorithm is compared with the validation of human decision makers.

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.

10 February 2022 in Sensors
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
The need for objective data-driven usability testing of VR applications is becoming more tangible with the rapid development of numerous VR applications and their increased accessibility. Traditional methods of testing are too time and resource consuming and might provide results that are highly subjective. Thus, the aim of this article is to explore the possibility of automation of usability testing of VR applications by using objective features such as HMD built-in head and hands tracking, EEG sensor, video recording, and other measurable parameters in addition to automated analysis of subjective data provided in questionnaires. For this purpose, a simple VR application was created which comprised relatively easy tasks that did not generate stress for the users. Fourteen volunteers took part in the study and their signals were monitored to acquire objective automated data. At the same time the observer was taking notes of subjects’ behaviour, and their subjective opinions about the experience were recorded in a post-experiment questionnaire. The results acquired from signal monitoring and questionnaires were juxtaposed with observation and post-interview results to confirm the validity and efficacy of automated usability testing. The results were very promising, proving that automated usability testing of VR applications is potentially achievable.

9 February 2017 in International Journal of Speech Technology
Verified
Journal Article
Closed access
PDF file
FNFatemeh Noroozi
Fatemeh Noroozi
TSTomasz Sapiński
Tomasz Sapiński
Dorota KaminskaDorota Kaminska
Dorota Kaminska
Gholamreza AnbarjafariGholamreza Anbarjafari
Gholamreza Anbarjafari