Jacek Lebiedź - Publications - Bridge of Knowledge

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Year 2018
Year 2021
  • 3D Scanning of Semitransparent Amber with and without Inclusions
    Publication

    - Year 2021

    This paper is concerned with making 3D scans of semitransparent ambers with and without inclusions. The paper presents results of using a variety of devices applied for this purpose. Equipment used in the experiments includes a 3D laser scanner, a structured light scanner, a stereo camera, a camera array and a tomograph. The main object used in the experiment was an amber with a fossil of a lizard. The paper shows possibilities...

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  • Eventual Convergence of the Reputation-Based Algorithm in IoT Sensor Networks
    Publication

    - SENSORS - Year 2021

    Uncertainty in dense heterogeneous IoT sensor networks can be decreased by applying reputation-inspired algorithms, such as the EWMA (Exponentially Weighted Moving Average) algorithm, which is widely used in social networks. Despite its popularity, the eventual convergence of this algorithm for the purpose of IoT networks has not been widely studied, and results of simulations are often taken in lieu of the more rigorous proof....

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  • Immersive Technologies that Aid Additive Manufacturing Processes in CBRN Defence Industry
    Publication
    • M. Gawlik-Kobylińska
    • P. Maciejewski
    • J. Lebiedź
    • A. Kravcov

    - International Journal on Information Technologies and Security - Year 2021

    Testing unique devices or their counterparts for CBRN (C-chemical, B-biological, R-radiological, N-nuclear) defense relies on additive manufacturing processes. Immersive technologies aid additive manufacturing. Their use not only helps understand the manufacturing processes, but also improves the design and quality of the products. This article aims to propose an approach to testing CBRN reconnaissance hand-held products developed...

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Year 2010
Year 2012
Year 2016
  • Applications of Immersive 3D Visualization Lab
    Publication

    The paper presents Immersive 3D Visualization Lab (at the Faculty of Electronics, Telecommunications and Informatics at Gdańsk University of Technology in Poland) and its applications prepared after its launch in December 2014. The main device of the lab is a virtual reality cubic cave with six screen-walls, where a person can navigate in virtual space using different controllers. The most sophisticated controller is a freely rotating...

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Year 2007
Year 2015
  • Człowiek zanurzony w rzeczywistości wirtualnej na przykładzie Laboratorium Zanurzonej Wizualizacji Przestrzennej
    Publication

    - Year 2015

    Artykuł opisuje Laboratorium Zanurzonej Wizualizacji Przestrzennej (LZWP), które umożliwia swobodną podróż w czasie i przestrzeni. Jego podstawowym wyposażeniem jest jaskinia rzeczywistości wirtualnej, czyli pomieszczenie o ścianach, suficie i podłodze stanowiących ekrany projekcyjne, wyświetlające generowane komputerowo obrazy 3D, tworzące spójny widok jednej sceny. Człowiek znajdujący się w takiej jaskini jest zatem zanurzony...

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Year 2013
  • Drugie Igrzyska Akademii ETI
    Publication

    W sobotę 2 lutego 2013 r. odbyły się drugie Igrzyska Akademii ETI zorganizowane przez Wydział Elektroniki, Telekomunikacji i Informatyki Politechniki Gdańskiej dla uczniów szkół ponadgimnazjalnych regionu. Celem Igrzysk było zwiększenie zainteresowania informatyką młodzieży szkół ponadgimanzjalnych i promocja studiów na Wydziale ETI PG. W tegorocznych Igrzyskach udział wzięli uczniowie z 7 szkół województwa pomorskiego.

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Year 2008
Year 2020
  • Factors Affecting the Effectiveness of Military Training in Virtual Reality Environment
    Publication
    • M. Gawlik-Kobylińska
    • P. Maciejewski
    • J. Lebiedź
    • A. Wysokińska-Senkus

    - Year 2020

    In this paper, we explored the factors influencing the effectiveness of military trainings performed in a virtual reality environment. The rationale for taking up the topic is the fact that such trainings are often conducted under specific operational procedures. These procedures may create rigorous frameworks for all elements of the learning environment, including the teacher’s performance. Therefore, to ensure the most conducive...

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Year 2022
  • Featured based CAVE software factory

    In the paper we convey the lessons learned along the path we have gone through several years since establishing a room-sized CAVE installation at our university, from craft manufacturing and ad-hoc software reuse of VR software products to the robust feature driven software product line (SPL) implementing the Product Line Engineering (PLE) factory paradigm. With that we can serve all our departments and other entities from the...

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  • Graphical interface adaption for children to explain astronomy proportions and distances
    Publication
    • K. García Martínez
    • J. Lebiedź
    • A. Iglesias Bustillo

    - Computer Science Research Notes - Year 2022

    Mobile Science Center is a Polish project that seeks to bring astronomy knowledge to wider social groups through various applications. In its development it is necessary to design a graphical interface that explains a concept that is difficult to assimilate such as spatial proportions and distances. This paper develops a framework to create graphical representations that explain this learning to the target audience of children....

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Year 2014
  • Image projection in Immersive 3D Visualization Laboratory

    In recent years, many centers in the world attempted to build a virtual reality laboratory. The main idea of such laboratory is to allow the user to “immerse” into and move in a computer-generated virtual world. In the paper, the underlying principles of the system of virtual reality (VR) are described. The selected implementations constructed by the research centers of the world are also presented. The cave automatic virtual environment...

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  • Innovative Solutions for Immersive 3D Visualization Laboratory
    Publication

    The paper presents results of the work concerning the technical specification of Immersive 3D Visualization Laboratory to be opened in late summer 2014 at the Faculty of Electronics, Telecommunications and Informatics at Gdańsk University of Technology in Poland. The person immersed in VR space will be placed in a transparent sphere with a diameter of over 10 feet, supported on rollers and equipped with a motion tracking system....

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