Abdallah Al-Hamad

Dr. Abdallah Al-Hamad

Doctoral School of Informatics, University of Debrecen, Debrecen, Hajdú-Bihar, Hungary
orcid

Research Focus & Metrics

Academic Career Length

4Years (2023-Present)

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

Representative Publications

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26 October 2023
Verified
Conference Paper
Closed access
AAAbdallah Al-Hamad
Abdallah Al-Hamad
AGAttila Gilányi
Attila Gilányi
FAFaris Al-Fayyadh
Faris Al-Fayyadh
Virtual reality (VR) is an innovative technology that has been applied in a variety of disciplines, including healthcare, engineering, gaming, psychology and education. This research explores the usability and effectiveness of VR in physical education. The research intends to use new features in training. and look into the effects of VR applications in physical education. by utilizing artificial intelligence motion capture tools, such as Rokoko Studio. This study conducted a detailed questionnaire-based survey with high school students participating in VR classes. The survey assessed their attitudes toward and ex-periences with VR in physical education. The results showed moderate agreement with the mean score of 4.28 on attitude towards VR application. VR is well-accepted as a tool for training instruction, offering advantages in motivation and engagement. Participants reported a desire to use VR again due to its user-friendliness and interesting nature. The combination of avatars and video in a virtual environment has been shown to enhance the learning process, despite some limitations.

2 June 2025 in Cognition, Technology & Work
Verified
Journal Article
Open access
PDF file
AAAbdallah Al-Hamad
Abdallah Al-Hamad
MWMohammad Wedyan
Mohammad Wedyan
AGAttila Gilányi
Attila Gilányi
This study investigates how virtual reality (VR) can transform safety training, risk management, and auditing techniques in warehouse environments, using a mixed-methods approach to deliver practical guidance for industry and VR developers. The analysis applies four phases. The first phase involves observational studies to identify current safety practices, risk management strategies, and audit techniques. Semi-structured interviews with 15 safety experts for empathy mapping and the Delphi Technique with 10 experts to populate the 9-Window framework, assessing training needs and VR integration. The third phase utilizes critical thinking (CT) questions to analyze VR features, and the fourth phase applies the Analytic Hierarchy Process (AHP) to rank VR feature priorities based on their impact and feasibility. Observation findings indicate significant gaps in current safety practices and safety training. Semi-structured interviews and CT discussions demonstrate that VR training significantly enhances safety skills and auditing capabilities and fosters proactive risk management. Immersive VR allows trainees to utilize VR features, such as simulation of misplaced items, risk identification, voice instructions, interaction, and navigation, which were emphasized as crucial components. Furthermore, AHP results show that simulation realism and immersive interaction are the most critical factors for effective VR safety training. Overall, the study highlights VR training as a valuable tool for designers and users in enhancing warehouse safety management, auditing skills, and risk management practices. However, limitations include the need for broader risk scenario training in VR. Future research should quantify training effectiveness and compare it with conventional methods.

26 October 2023
Verified
Conference Paper
Closed access
FAFaris Al-Fayyadh
Faris Al-Fayyadh
AGAttila Gilányi
Attila Gilányi
AAAbdallah Al-Hamad
Abdallah Al-Hamad
In this study, we have investigated the Virtual Reality (VR) Technology Acceptance Model (TAM) for dance education to examine the teacher and experts perspective atti-tudes toward using VR technology that enables interactive and immersive experiences for students. This technology provides users with a three-dimensional virtual environment, allowing for tracking and monitoring of training instructions. The research aim to evaluate a three-dimensional environment with an avatar driven by Motion Capture (MoCap) data from actual dance and video. The content of the VR application has two parts, each containing six dances for skilled trainees, and then we specified a different avatar for each part, to give the real impression of the dancer. The key element of the evaluation of 20 teacher’ and experts' views and opinions of the four key components of the virtual reality application: course content, course design, interface and media content, and practical requirements with The participants expressed overall satisfaction. The result shows the result out of 5 of TAM for the course content (4.14), course design (4.26), interface and media content (4.02), and practical requirements (3.96). Through analysis of the data with a positive rating course content, indicating it's accurate, suitable for learners, and effective. Where we utilized video and a 3D avatar simultaneously to fill the gap in the video comments, making it easier for the user to have a complete view. Regarding the interface and media content, participants praised the user friendliness and educational value of the VR application, assessing both to be remarkable. The study derived insights into the potential, constraints, and applications of MoCap in visualizing dance. The findings indicate that MoCap holds great promise as an educational tool in dance, particularly when visualizations exhibit a high level of details.

17 July 2025 in Decision Analytics Journal
Verified
Journal Article
Open access
AAAbdallah Al-Hamad
Abdallah Al-Hamad
AGAttila Gilányi
Attila Gilányi

1 March 2025 in Security Journal
Verified
Journal Article
Closed access
PDF file
MWMohammad Wedyan
Mohammad Wedyan
Ryan AlturkiRyan Alturki
Ryan Alturki
AAAbdallah Al-Hamad
Abdallah Al-Hamad
RMRAMI MALKAWI
RAMI MALKAWI
AGAttila Gilanyi
Attila Gilanyi