Slawomir Konrad Tadeja

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20ranked-venue papers
5as first author
20since 2021 · last 2026
0000-0003-0455-4062ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 10 · 4 first-author · 10 since 2021Artificial intelligence and machine learning · 9 · 1 first-author · 9 since 2021Systems, architecture and hardware · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 GASP: Gaussian Splatting for physics-based simulations
Piotr Borycki, Weronika Smolak-Dyzewska, Joanna Waczynska, Marcin Mazur, Slawomir Konrad Tadeja, Przemyslaw Spurek
Comput. Vis. Image Underst.5
2026 Assisting visual search task with augmented reality: an exploratory study in an industrial workshop
Mikolaj Lysakowski, Kamil Zywanowski, Adam Banaszczyk, Michal R. Nowicki, Piotr Skrzypczynski, Thomas Bohné, Slawomir Konrad Tadeja
Multim. Tools Appl.7
2026 Assessing the Readiness of Augmented Reality for Industrial Assembly: A Deployment Study Comparing Immersive and Non-Immersive Solutions
abstract
Integrating augmented reality (AR) into industrial assembly processes has great potential, yet most studies use simplified lab tasks and rarely benchmark AR against commercial systems, limiting their industrial relevance. To address this gap, we present a comparative study of immersive AR and non-immersive touchscreen-based assembly support systems on a manufacturing shop floor, with 16 participants assembling two industry-grade assets of different complexity. The results reveal that while AR's immersive capabilities excelled in spatial guidance for complex tasks, the simplicity and reliability of the touchscreen interface proved more effective for simple assemblies. We derive three design implications for deployment practice.
Xinyi Tu 0001, Benedikt Hartmann, Per Ola Kristensson, John Liu, Thomas Bohné, Slawomir Konrad Tadeja
IEEE Trans. Vis. Comput. Graph.6
2025 MiraGe: Editable 2D Images using Gaussian Splatting
abstract
Implicit Neural Representations (INRs) approximate discrete data through continuous functions and are commonly used for encoding 2D images. Traditional image-based INRs employ neural networks to map pixel coordinates to RGB values, capturing shapes, colors, and textures within the network’s weights. Recently, GaussianImage has been proposed as an alternative, using Gaussian functions instead of neural networks to achieve comparable quality and compression. Such a solution obtains a quality and compression ratio similar to classical INR models but does not allow image modification. In contrast, our work introduces a novel method, MiraGe, which uses mirror reflections to perceive 2D images in 3D space and employs flat-controlled Gaussians for precise 2D image editing. Our approach improves the rendering quality and allows realistic image modifications, including human-inspired perception of photos in the 3D world. Thanks to modeling images in 3D space, we obtain the illusion of 3D-based modification in 2D images. We also show that our Gaussian representation can be easily combined with a physics engine to produce physics-based modification of 2D images. Consequently, MiraGe allows for better quality than the standard approach and natural modification of 2D images.
Joanna Waczynska, Tomasz Szczepanik, Piotr Borycki, Slawomir Konrad Tadeja, Thomas Bohné, Przemyslaw Spurek
ICML4
2025 Visual Cues in Exergame-like Feedback for Fitting Passive Upper Limbs Exoskeleton: Systematic Review, Usability and Users' Preferences
abstract
A key problem in the adoption of exoskeletons in industry is that workers are incorrectly fitting the device, leading to discomfort and suboptimal functioning of the exoskeleton. Although biomechanical modeling and design optimization strategies have tried to resolve this issue, we propose a user-centric, real-time fitting aid to guide and control the correct fitting process, which has not been achieved in practice. Inspired by previous work that uses exergame-like feedback to instruct a user, we compared augmented reality (AR)-based visual cues to guide the accurate fitting of a passive upper limb exoskeleton. We selected visual cues through a systematic literature review and evaluated their efficacy and usability for different aspects of exoskeleton fitting in a study with sixteen participants. The study outcome suggests a statistically significant preference for a semi-transparent overlay instead of a more abstract arrow-based method. Moreover, the results indicate high usability and satisfaction with our approach, improved user acceptance, and potentially enhanced fitting accuracy. These findings advance understanding of the viability of exergame-like real-time guidance as a means to increase exoskeleton acceptance and adoption in industrial settings.
Max Middendorf, Christine Saeedi-Givi, Lea M. Daling, Anas Abdelrazeq, Robert H. Schmitt, Thomas Bohné, Slawomir Konrad Tadeja
SMC7
2025 Exploring user reception of speech-controlled virtual reality environment for voice and public speaking training
Patryk Bartyzel, Magdalena Igras-Cybulska, Daniela Hekiert, Magdalena Majdak, Grzegorz Lukawski, Thomas Bohné, Slawomir Konrad Tadeja
Comput. Graph.7
2025 Design and development of asymmetric VR environment supporting collaborative interaction of physicians and patients with MRI data
Magdalena Igras-Cybulska, Artur Cybulski, John Liu, Maryla Kuczynska, Agnieszka Dopierala, Radoslaw Niewiadomski, Daria Hemmerling, Isam Leebe, Gabriela Zapolska, Slawomir Konrad Tadeja
Comput. Graph.10
2025 Gaussian Splatting with NeRF-based color and opacity
Dawid Malarz, Weronika Smolak-Dyzewska, Jacek Tabor, Slawomir Konrad Tadeja, Przemyslaw Spurek
Comput. Vis. Image Underst.4
2025 Hypernetwork approach to rapid NeRF adaptation
Pawel Batorski, Dawid Malarz, Marcin Przewiezlikowski, Marcin Mazur, Slawomir Konrad Tadeja, Przemyslaw Spurek
Knowl. Based Syst.5
2025 Decision support for augmented reality-based assistance systems deployment in industrial settings
abstract
The successful deployment of augmented reality (AR) in the industry for on-the-job guidance depends heavily on factors such as the availability of required expertise, existing digital content and other deployment-related criteria such as a task's error-proneness or complexity. Particularly in idiosyncratic manufacturing situations involving customised products and diverse complex and non-complex products and its variants, the applicability and attractiveness of AR as a worker assistance system is often unclear and difficult to gauge for decision-makers. To address this gap, we developed a decision support tool to help prepare customised deployment strategies for AR-based assistance systems utilising manual assembly as the main example. Consequently, we report results from an interview study with sixteen domain experts. Furthermore, when analysing captured expert knowledge, we found significant differences in criteria weighting based on task complexity and other factors, such as the effort required to obtain data.
Lukas Bock, Thomas Bohné, Slawomir Konrad Tadeja
Multim. Tools Appl.3
2024 Using Augmented Reality in Human-Robot Assembly: A Comparative Study of Eye-Gaze and Hand-Ray Pointing Methods
abstract
Collaborative robots (cobots) are a promising technology for frontline workers in industry. They can support tasks that cannot be fully automated but are repetitive, fatiguing, boring, or dangerous for humans. Although cobots are explicitly designed to work with humans, they remain primarily non-intuitive and difficult to collaborate with. Thus, there is a need for new interaction approaches to facilitate efficient human-robot collaboration. Recently, we could see emerging examples of using augmented reality (AR) to assist a worker in collaborative task execution with a cobot. However, for such an approach to provide truly efficient support for the seamless bimanual task execution, we need to first investigate interaction methods offered by an AR interface. To that end, we performed a study with sixteen participants to compare eye-gaze and hand-ray pointing methods for part selection in collaborative, manual assembly tasks. The results of our study show that both techniques provide similar perceived usability, with the eye-gaze selection leading to significantly shorter completion times.
Slawomir Konrad Tadeja, Tianye Zhou, Matteo Capponi, Krzysztof Walas, Thomas Bohné, Fulvio Forni
IROS1
2024 D-MiSo: Editing Dynamic 3D Scenes using Multi-Gaussians Soup
abstract
Over the past years, we have observed an abundance of approaches for modeling dynamic 3D scenes using Gaussian Splatting (GS). These solutions use GS to represent the scene's structure and the neural network to model dynamics. Such approaches allow fast rendering and extracting each element of such a dynamic scene. However, modifying such objects over time is challenging. SC-GS (Sparse Controlled Gaussian Splatting) enhanced with Deformed Control Points partially solves this issue. However, this approach necessitates selecting elements that need to be kept fixed, as well as centroids that should be adjusted throughout editing. Moreover, this task poses additional difficulties regarding the re-productivity of such editing. To address this, we propose Dynamic Multi-Gaussian Soup (D-MiSo), which allows us to model the mesh-inspired representation of dynamic GS. Additionally, we propose a strategy of linking parameterized Gaussian splats, forming a Triangle Soup with the estimated mesh. Consequently, we can separately construct new trajectories for the 3D objects composing the scene. Thus, we can make the scene's dynamic editable over time or while maintaining partial dynamics.
Joanna Waczynska, Piotr Borycki, Joanna Kaleta, Slawomir Konrad Tadeja, Przemyslaw Spurek
NeurIPS4
2024 Immersive presentations of real-world medical equipment through interactive VR environment populated with the high-fidelity 3D model of mobile MRI unit
abstract
The primary goal behind the system presented in this paper is to investigate the efficacy of using virtual reality (VR) for showcasing sizable medical equipment. Specifically, we focused on a mobile magnetic resonance imaging (MRI) scanner mounted on a truck trailer. The latter is integral to the mobile MRI setup and must be presented as part of the immersive experience. Therefore, we not only have to depict the medical apparatus but also provide the means of understanding its surroundings. This is especially important to radiologists and other medical personnel to ascertain if a given mobile medical facility fulfills their needs and wants. Furthermore, despite such MRI devices being designed for mobility, their long-distance transportation can be time-consuming, troublesome and expensive. Therefore, we can observe the need for showcasing such mobile MRI units without additional cost and burden related to transportation. To achieve this, we designed an immersive environment in which the users can interact with the real-life scale 3D model of a mobile MRI. In addition, we also verified the usability and expressiveness of our system using established heuristical approaches.
Slawomir Konrad Tadeja, Thomas Bohné, Kacper Godula, Artur Cybulski, Magdalena Wozniak
Comput. Graph.1
2024 Should I Evaluate My Augmented Reality System in an Industrial Environment? Investigating the Effects of Classroom and Shop Floor Settings on Guided Assembly
abstract
Numerous prior studies have investigated real-time assembly instructions using Augmented Reality (AR). However, most such experiments were conducted in laboratory settings with simplistic assembly tasks, failing to represent real-world industrial conditions. To ascertain to what extent results obtained in a laboratory environment may differ from studies in actual industrial environments, we carried out a user study with 32 manufacturing apprentices. We compared assembly task execution results in two settings, a classroom and an industrial workshop environment. To facilitate the experiments, we developed AR-guided manual assembly systems for simple and more complex assets. Our findings reveal a significantly improved task performance in the industrial workshop, reflected in faster task completion times, fewer errors, and subjectively perceived higher flow. This contradicted participants' subjective ratings, as they expected to perform better in the classroom environment. Our results suggest that the actual manufacturing environment is critical in evaluating AR systems for real-world industrial applications.
Vicky Zhang, Alexander Albers, Christine Saeedi-Givi, Per Ola Kristensson, Thomas Bohné, Slawomir Konrad Tadeja
IEEE Trans. Vis. Comput. Graph.6
2023 Exploring the repair process of a 3D printer using augmented reality-based guidance
abstract
In recent years, additive manufacturing (AM) techniques have transcended their typical rapid prototyping role and become viable methods to directly manufacture end products in a highly versatile manner. Due to its low cost and relative ease of use, fused deposition modeling (FDM) has become the most universally applied AM technology. Nonetheless, skilled operators are often still required to perform maintenance, diagnostic, and repair tasks. Such operators need to be adequately trained. Here, Augmented reality (AR) technology could be used to automate this training and help to promptly provide new operators with the necessary skills to perform specific tasks as required. However, the most effective approach to designing such AR-based assistance systems has not yet been fully explored. Consequently, we address this need by reporting on how to design such guiding systems using well-known design engineering methodologies. We then further assess the applicability of our approach through a user study with domain experts. In addition, we complete our assessment with heuristical verification of system expressiveness to reason about the influence of cognitively important components of the AR interface on the operators.
Slawomir Konrad Tadeja, Luca O. Solari Bozzi, Kerr D. G. Samson, Sebastian W. Pattinson, Thomas Bohné
Comput. Graph.1
2023 HyperColor: A HyperNetwork Approach for Synthesizing Autocolored 3-D Models for Game Scenes Population
abstract
Designing a 3-D game scene is a tedious task that often requires a substantial amount of work. Typically, this task involves the synthesis and coloring of 3-D models within the scene. To lessen this workload, we can apply machine learning to automate some aspects of the game scene development. Earlier research has already tackled automated generation of the game scene background with machine learning. However, model autocoloring remains an underexplored problem. The automatic coloring of a 3-D model is a challenging task, especially when dealing with the digital representation of a colorful, multipart object. In such a case, we have to “understand” the object's composition and coloring scheme of each part. Moreover, existing single-stage methods have their caveats. We address these limitations by proposing a two-stage training approach to synthesize autocolored 3-D models. In the first stage, we obtain a 3-D point cloud representing a 3-D object, while in the second stage, we assign colors to points within such a cloud. Next, we generate a 3-D mesh in which the surfaces are colored based on the interpolation of colored points representing vertices of a given mesh triangle. This approach allows us to develop a smooth coloring scheme.
Ivan Kostiuk, Przemyslaw Stachura, Slawomir Konrad Tadeja, Tomasz Trzcinski, Przemyslaw Spurek
IEEE Trans. Games3
2022 Using ConvNet for Classification Task in Parallel Coordinates Visualization of Topologically Arranged Attribute Values
abstract
In this work, we assess the classification capability of visualized multidimensional data used in the decision- making process. We want to investigate if classification carried out over a graphical representation of the tabular data allows for statistically greater efficiency than the dummy classifier method. To achieve this, we have used a convolutional neural network (ConvNet) as the base classifier. As an input into this model, we used data presented in the form of 2D curves resulting from the Parallel Coordinates Plot (PCP) visualization. Our initial results show that the topological arrangement of attributes, i.e., the shape formed by the PCP curves of individual data items, can serve as an effective classifier. Tests performed on three different real-world datasets from the UCI Machine Learning Repository confirmed that classification efficiency is significantly higher than in the case of dummy classification. The new method provides an interesting approach to the classificatio
Piotr Artiemjew, Slawomir Konrad Tadeja
ICAART (3)2
2022 HyperPocket: Generative Point Cloud Completion
abstract
Scanning real-life scenes with modern registration devices typically give incomplete point cloud representations, mostly due to the limitations of the scanning process and 3D occlusions. Therefore, completing such partial representations remains a fundamental challenge of many computer vision applications. Most of the existing approaches aim to solve this problem by learning to reconstruct individual 3D objects in a synthetic setup of an uncluttered environment, which is far from a real-life scenario. In this work, we reformulate the problem of point cloud completion into an objects hallucination task. Thus, we introduce a novel autoencoder-based architecture called HyperPocket that disentangles latent representations and, as a result, enables the generation of multiple variants of the completed 3D point clouds. Furthermore, we split point cloud processing into two disjoint data streams and leverage a hypernetwork paradigm to fill the spaces, dubbed pockets, that are left by the missing object parts. As a result, the generated point clouds are smooth, plausible, and geometrically consistent with the scene. Moreover, our method offers competitive performances to the other state-of-the-art models, enabling a plethora of novel applications.
Przemyslaw Spurek, Artur Kasymov, Marcin Mazur, Diana Janik, Slawomir Konrad Tadeja, Lukasz Struski, Jacek Tabor, Tomasz Trzcinski
IROS5
2021 Supporting Iterative Virtual Reality Analytics Design and Evaluation by Systematic Generation of Surrogate Clustered Datasets
abstract
Virtual Reality (VR) is a promising technology platform for immersive visual analytics. However, the design space of VR analytics interface design is vast and difficult to explore using traditional A/B comparisons in formal or informal controlled experiments— a fundamental part of an iterative design process. A key factor that complicates such comparisons is the dataset. Exposing participants to the same dataset in all conditions introduces an unavoidable learning effect. On the other hand, using different datasets for all experimental conditions introduces the dataset itself as an uncontrolled variable, which reduces internal validity to an unacceptable degree. In this paper, we propose to rectify this problem by introducing a generative process for synthesizing clustered datasets for VR analytics experiments. This process generates datasets that are distinct while simultaneously allowing systematic comparisons in experiments. A key advantage is that these datasets can then be used in iterative design processes. In a two-part experiment, we show the validity of the generative process and demonstrate how new insights in VR-based visual analytics can be gained using synthetic datasets.
Slawomir Konrad Tadeja, Patrick Langdon, Per Ola Kristensson
ISMAR1
2021 Exploring gestural input for engineering surveys of real-life structures in virtual reality using photogrammetric 3D models
abstract
Abstract Photogrammetry is a promising set of methods for generating photorealistic 3D models of physical objects and structures. Such methods may rely solely on camera-captured photographs or include additional sensor data. Digital twins are digital replicas of physical objects and structures. Photogrammetry is an opportune approach for generating 3D models for the purpose of preparing digital twins. At a sufficiently high level of quality, digital twins provide effective archival representations of physical objects and structures and become effective substitutes for engineering inspections and surveying. While photogrammetric techniques are well-established, insights about effective methods for interacting with such models in virtual reality remain underexplored. We report the results of a qualitative engineering case study in which we asked six domain experts to carry out engineering measurement tasks in an immersive environment using bimanual gestural input coupled with gaze-tracking. The qualitative case study revealed that gaze-supported bimanual interaction of photogrammetric 3D models is a promising modality for domain experts. It allows the experts to efficiently manipulate and measure elements of the 3D model. To better allow designers to support this modality, we report design implications distilled from the feedback from the domain experts.
Slawomir Konrad Tadeja, Yupu Lu, Maciej Rydlewicz, Wojciech Rydlewicz, Tomasz Bubas, Per Ola Kristensson
Multim. Tools Appl.1