Stanisław Kumor

My Scientific Papers

AI-Driven Video Avatar for Academic Support

Business Information Systems

Abstract

This paper presents the implementation and initial evaluation of an AI-powered interactive video avatar designed to enhance student consultations in a university course. As educational institutions explore new ways to provide accessible and flexible academic support, we investigate the potential of AI avatars in consultation scenarios. The implementation combines video synthesis with natural language processing to create an interactive professor avatar trained on content from actual lectures. We evaluated the system with students through structured tasks focused on technical knowledge delivery, explanation capabilities, interaction and context management, and handling ambiguous queries. The assessment covered both educational effectiveness in sustaining meaningful dialogue and technical performance - including audiovisual synchronization and animation quality. Results demonstrate the avatar’s effectiveness in conveying technical content and maintaining educational context during consultations. Technical performance was particularly strong in speech quality and audiovisual synchronization, demonstrating robustness even when addressing technical queries on multimedia topics. These findings highlight the potential of AI avatars to enhance student consultations in technical academic subjects.

Advancing STEM Education in Primary Schools with an Integrated System of 3D Games

Proceedings of the 28th International ACM Conference on 3D Web Technology

Abstract

This paper introduces a method to enhance STEM education in primary schools by integrating 3D educational games with traditional teaching tools. Our approach combines two fundamental aspects: technical, which incorporates multi-platform educational games of various genres, and social, fostering interactions between teachers, students, and software developers. This model encourages adaptive learning tailored to student needs and promotes continuous student engagement. By simplifying complex STEM concepts through gamification, our method holds promising potential to improve the quality and effectiveness of STEM education in primary schools.