Ildiko Horvath

57193133685

Publications - 13

Information Basis of Digital Twins: A Quantifiable Metric for Spatio-Temporal Expressivity

Publication Name: Acta Polytechnica Hungarica

Publication Date: 2023-01-01

Volume: 20

Issue: 6

Page Range: 151-171

Description:

This paper focuses on the concept of Digital Twins and the characterization of Digital Twins in terms of the spatio-temporal extent of the information based on which they operate. Following an in-depth literature review, we observe that even when Digital Twins (and variations of this concept) are qualified in terms of ‘levels of information integration’, strictly quantifiable metrics are rarely applied. To fill this gap, we propose the term ‘information basis’, which highlights the quantifiable extent of events occurring in space and time which have an influence on the functionality of the Digital Twin. Following a discussion on the implications of this term, we present an example Digital Twin and discuss how its different alternative implementations would fall on different points of the newly introduced information basis spectrum.

Open Access: Yes

DOI: 10.12700/APH.20.6.2023.6.9

The 4th dimension of personalization in VR

Publication Name: 2022 1st IEEE International Conference on Cognitive Aspects of Virtual Reality Cvr 2022

Publication Date: 2022-01-01

Volume: Unknown

Issue: Unknown

Page Range: 85-88

Description:

Nowadays, people find themselves under a high degree of information pressure, both in terms of the quantity and quality of information. This paper investigates how workflows can be extended in today's digital information deluge. In the scope of this study, we observe the behaviors and habits of generation Z and older (X, Y) generation students under information pressure. The study is based on empirical research, direct observations, and a questionnaire survey, focusing on information processing and time management. We conclude that preferred digital content and time management strategies differ across generations based on the test results. Furthermore, the speed of information processing negatively correlates with student age; and the frequency and quality of collaboration shows differences across user generations.

Open Access: Yes

DOI: 10.1109/CVR55417.2022.9967573

A Digital Twin Case Study Exhibiting Bi-Directional Communication and Control

Publication Name: 2022 IEEE 1st International Conference on Internet of Digital Reality Iod 2022

Publication Date: 2022-01-01

Volume: Unknown

Issue: Unknown

Page Range: 105-106

Description:

This paper focuses on the concept of Digital Twins and a Digital Twin based case study. The first part of the paper provides a discussion on digital twins and categorizations thereof, based on their role in specific applications, the directionality of communication in which they are involved, and levels of integration based on this communication. The second part of the paper outlines a case study of a digital twin with bi-directional communication based on a near-real-time standard protocol involing real interventions in a physical system. The system underlying the case study was developed at Széchenyi István University in Györ, Hungary.

Open Access: Yes

DOI: 10.1109/IoD55468.2022.9986956

An Analysis of Personalized Learning Opportunities in 3D VR

Publication Name: Frontiers in Computer Science

Publication Date: 2021-09-20

Volume: 3

Issue: Unknown

Page Range: Unknown

Description:

Due to its constantly developing technological background, VR and AR technology has been gaining increasing popularity not just in industry or business but in education as well. Research in the field of Cognitive Infocommunications (CogInfoCom) shows that using existing digital technologies, online collaboration and cooperation technologies in 3D VR supports cognitive processes, including the finding, processing, memorization and recalling of information. 3D VR environments are also capable of providing users with a much higher level of comprehension when it comes to sharing and interpreting digital workflows. The paper presents a study carried out with the participation of 90 students. The aim of this study is to investigate how the application of 3D VR platforms as personalized educational environments can also increase VR learning efficiency. Besides considering participants’ test performance, metrics such as results on visual, auditory and reading-based learning tests for information acquisition, as well as responses on Kolb’s learning styles questionnaires are taken into consideration. The participants’ learning styles, information acquisition habits were also observed, allowing us to create and offer a variety of learning pathways based on a variety of content types in the 3D VR environment. The students within the study were divided into two groups: a test group receiving personalized training in the MaxWhere 3D VR classroom, and a control group that studied in a general MaxWhere 3D VR space. This research applies both quantitative and qualitative methods to report findings. The goal was to create adaptive learning environments capable of deriving models of learners and providing personalized learning experiences. We studied the correlation between effectiveness of the tasks and Kolb’s learning styles. The study shows the major importance of choosing the optimal task type regarding each Kolb learning style and personalized learning environment. The MaxWhere 3D spaces show a high potential for personalizing VR education. The non-intrusive guiding capabilities of VR environments and of the educational content integrated in the 3D VR spaces were very successful, because the students were able to score 20 percent higher on the tests after studying in VR than after using traditional educational tools. Students also performed the same tasks with 8-10 percent faster response times.

Open Access: Yes

DOI: 10.3389/fcomp.2021.673826

Mathability of emc emission testing for mission crucial devices in gtem waveguide

Publication Name: Acta Polytechnica Hungarica

Publication Date: 2021-01-01

Volume: 18

Issue: 1

Page Range: 159-173

Description:

In connection with investigations related to mathability and to applications of computer-assisted methods for studying a validation of Electromagnetic Compatibility (EMC) tests is presented. This paper presents a validation of Electromagnetic Compatibility (EMC) tests performed in Gigahertz Transverse Electromagnetic (GTEM) cells as an alternative method to tests performed at Open Area Test Sites (OATS) or expensive anechoic chambers. The equipment selected for the inspection is widely used in electronic devices of crucial reliability expectations like medical measurements or electronic components for transport and industrial process control. This special engineering topic gives a good example of the wide applicability of mathability.

Open Access: Yes

DOI: 10.12700/APH.18.1.2021.1.10

Personalized learning opportunity in 3D VR

Publication Name: 11th IEEE International Conference on Cognitive Infocommunications Coginfocom 2020 Proceedings

Publication Date: 2020-09-23

Volume: Unknown

Issue: Unknown

Page Range: 425-430

Description:

Result of modern digital age, the concept of Personal Learning Environments (PLEs) are becoming more relevant in today's academic world. Personalization is needed to make a product or service or an educational environment more endearing to the target audience, and this is especially true for VR Learning. The paper examines the learning effectiveness connecting to the personalized learning content with the participation of 90 students. The personalized VR education was based on an examination of students' learning type and attribute. In the experiment, the same curricula is compared when executed using audio, visual or reading type of learning content. To determine the learning style of students, the Kolb's learning test were applied. Tests show that the users were able to complete the tests with at least 20% effectiveness, if the learning materials fits their learning type.

Open Access: Yes

DOI: 10.1109/CogInfoCom50765.2020.9237895

Design thinking for innovation in 3D VR over-voltage protection with memristor

Publication Name: 11th IEEE International Conference on Cognitive Infocommunications Coginfocom 2020 Proceedings

Publication Date: 2020-09-23

Volume: Unknown

Issue: Unknown

Page Range: 417-424

Description:

This paper shows an example of CogInfoCom as during analyses the operation of a memristor in a real 3D VR based teaching. This paper looks at the possibility of the application of a macroscopic memristor (MR), not yet available, combined with a spark gap for over-voltage protection purposes. During teaching the memristor as a disruptive technologies the lecturers and the students do a close cooperative work in the 3D VR space, using several mathematical softwares for analyzing of not yet avaliable memristor, so the humans and ICT are not separable on cognitive level. In this 3D VR education the cooperation of the intelligent systems with humans help to analyse, systemize the information and create new information. Memristors will possibly find applications in the field of electromagnetic compatibility, specifically in over-voltage protection, so it is timely to include it in the curriculum of electrical engineering education in BsC level. The examination of a physically non-existent memristor is made possible by 3D VR space and mathematical and infocommunication softwares. So, presenting another cost-effective opportunity for the educational applicability of VR.

Open Access: Yes

DOI: 10.1109/CogInfoCom50765.2020.9237879

Behaviors and Capabilities of Generation CE Students in 3D VR

Publication Name: 10th IEEE International Conference on Cognitive Infocommunications Coginfocom 2019 Proceedings

Publication Date: 2019-10-01

Volume: Unknown

Issue: Unknown

Page Range: 491-494

Description:

This study investigates the behaviors and habits shown by students of higher education while using MaxWhere's 3D VR spaces (www.maxwhere.com). Students participating in the study all belonged to the CE [2] generation or to slightly older (X and Y) generations. The study was based on a questionnaire survey and empirical research,-direct observations, with special focus on spatial awareness, collaboration, mobile applications, and cognitive processes-especially from the perspective of information processing. We paid attention to the techniques of perception of information, habits of information collection, selection, classification, and habits of applying and creating new information. Our study shows that those who study more than one smartboard content at the same time achieve better short-Term memorization and have better results in highlighting the essence of the topic at hand. Short and long-Term memorization are also influenced by the location of control questions relative to the theoretical content.

Open Access: Yes

DOI: 10.1109/CogInfoCom47531.2019.9089988

Maxwhere 3D capabilities contributing to the enhanced efficiency of the trello 2D management software

Publication Name: Acta Polytechnica Hungarica

Publication Date: 2019-01-01

Volume: 16

Issue: 6

Page Range: 55-71

Description:

This paper presents an experiment comparing the number of user operations and effectiveness of digital workflow in different cases. The main goal of this study is to systematically compare the effectiveness of Trello collaborative project management software in Windows 2D operating system and on the MaxWhere 3D VR platform. All comparisons are made based on a novel framework that focuses on both quantitative and qualitative assessments of user interactions required for the completion of digital projects within different computational environments. The results of the experiment, evaluated in terms of the proposed framework, point to the conclusion that when using Trello in conjunction with MaxWhere’s 3D VR spaces, users are able to accomplish the same digital workflows with 72% less elementary user operations, and with 80% less time spent on overview-related tasks. In the 3D experiment, the value of the Monitoring Density metric introduced in this paper increased almost 300-fold, from 125 to 3125. Based on these results, the paper concludes that the MaxWhere 3D VR platform offers project managers a number of ways to accomplish tasks that would otherwise require extremely complicated digital workflows in more traditional 2D environments.

Open Access: Yes

DOI: 10.12700/APH.16.6.2019.6.5

VR as a Medium of Communication: From Memory Palaces to Comprehensive Memory Management

Publication Name: 9th IEEE International Conference on Cognitive Infocommunications Coginfocom 2018 Proceedings

Publication Date: 2018-07-02

Volume: Unknown

Issue: Unknown

Page Range: 389-394

Description:

This paper investigates the unique potential of VR environments to serve as a comprehensive tool for communication and memory management. The paper uncovers intricate - and in some sense holistic - links between certain kinds of VR spaces and existing frameworks for the design and analysis of conceptual mappings, and shows how VR spaces can do more than just provide appealing visual experiences, by capturing the psychology of how new memories are formed. The paper provides multiple examples from the MaxWhere VR platform to support its main arguments, and concludes with a discussion on what these arguments, if accepted as correct, will mean for AI-enhanced CogInfoCom systems in the future.

Open Access: Yes

DOI: 10.1109/CogInfoCom.2018.8639896

Evolution of teaching roles and tasks in VR / AR-based education

Publication Name: 9th IEEE International Conference on Cognitive Infocommunications Coginfocom 2018 Proceedings

Publication Date: 2018-07-02

Volume: Unknown

Issue: Unknown

Page Range: 355-360

Description:

In recent years the strong potential behind VR and AR technologies in supporting education has become increasingly clear. From an educational perspective, an important benefit brought about by such technologies is that they lead to a teaching environment that is first and foremost learner centered. This encourages the application of innovative educational methods and introduces new modes of teaching into the learning experience. However, all of this makes it necessary for teachers to spend more time preparing for their classes, as well as growing acquainted with the latest technologies - in short, it is a process that requires improved digital literacy on the teachers' part.This paper presents an experiment contrasting traditional 2D interfaces and the MaxWhere 3D VR educational platform in order to shed light on how these technologies influence the effectiveness of various operations and workflows constituting teachers' tasks. In the experiment, the same workflow is compared when executed using e-mail attachments, a classical 2D e-learning platform and MaxWhere's 3D platform.The results of the experiment, evaluated in terms of a newly proposed (and clearly motivated) framework, point to the conclusion that when using MaxWhere instead of traditional 2D interfaces, teachers, lecturers and trainers are able to accomplish the same digital workflows with 37-64% less user operations, and up to 72% less machine operations. Based on these results, the paper concludes that MaxWhere as an educational platform offers users - not only students, but the lecturers, teachers and trainers too- a number of ways to accomplish tasks that would otherwise require extremely complicated digital workflows in more traditional 2D environments.

Open Access: Yes

DOI: 10.1109/CogInfoCom.2018.8639907

Factors contributing to the enhanced performance of the maxwhere 3D VR platform in the distribution of digital information

Publication Name: Acta Polytechnica Hungarica

Publication Date: 2018-01-01

Volume: 15

Issue: 3

Page Range: 149-173

Description:

The rapid evolution of information technology and of a new networked culture in the 21st Century has brought a new question to the forefront of scientific interest: the question of how new technologies influence the effectiveness with which humans are able to perform specific tasks. This paper presents an experiment contrasting traditional 2D interfaces and the MaxWhere 3D VR educational platform in order to shed light on how the effectiveness of various operations and workflows constituting the core of digital literacy has evolved in recent times. In order to draw specific conclusions, a new framework of concepts, qualitative and quantitative metrics and experimental procedures is proposed in the paper. The final goal of the proposed framework is to help evaluate the effectiveness of digital workflows. The results of the experiment, evaluated in terms of the proposed framework, point to the conclusion that when using MaxWhere instead of traditional 2D interfaces, users are able to accomplish the same digital workflows with 30% less user operations, and up to 80% less machine operations. Based on these results, the paper concludes that MaxWhere as an educational platform offers users a number of ways to accomplish tasks that would otherwise require extremely complicated digital workflows in more traditional 2D environments.

Open Access: Yes

DOI: 10.12700/APH.15.3.2018.3.9

MaxWhere VR-learning improves effectiveness over clasiccal tools of e-learning

Publication Name: Acta Polytechnica Hungarica

Publication Date: 2018-01-01

Volume: 15

Issue: 3

Page Range: 125-147

Description:

The paper investigates how workflows can be communicated and shared through linguistic descriptions, digital content and technological tools. We focus primarily on the content and digital tools of e-learning and VR learning. However, the results of the paper can be applied to collaborative workflows in general. The paper compares the effectiveness of three techniques, ranging from well-known to radically new: classical e-mail/ attachment based sharing, sharing through web interfaces (through a Moodle frontend), and sharing through a VR interface provided by a recently developed VR engine called MaxWhere. To this end, the paper introduces new methods and a new set of concepts for the purposes of benchmarking digital capabilities and user effectiveness within the domain of workflow sharing. The paper applies these concepts and methods to compare the use of the above listed technologies with the participation of 379 test subjects. Tests show that the users were able to complete the required workflow at least 50% faster in the MaxWhere 3D environment than in all other competing cases. The paper also proves that 3D environments are capable of providing users with a much higher level of comprehension when it comes to sharing and interpreting digital workflows.

Open Access: Yes

DOI: 10.12700/APH.15.3.2018.3.6