Florica Moldoveanu
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Florica Moldoveanu has a total of 68 co-authors. Here are the top co-authors by number of shared publications:
- Alin Moldoveanu
National University of Science and Technology Politehnica Bucharest
34 shared publications - Anca Morar
National University of Science and Technology Politehnica Bucharest
13 shared publications - Victor Asavei
National University of Science and Technology Politehnica Bucharest
12 shared publications - Oana Mitruț
National University of Science and Technology Politehnica Bucharest
10 shared publications - Livia Petrescu
University of Bucharest
7 shared publications - Gabriela Moise
Faculty of Letters and Sciences, Petroleum-Gas University of Ploiesti, 100680 Ploiesti, Romania
6 shared publications
Latest Publications
- 16 June 2026
- Published by Taylor & Francis in Interactive Learning Environments
- p. 1-26
Actionable quantification of fear of public speaking for VR-based treatment and training
- 16 June 2026
- Published by Taylor & Francis in Interactive Learning Environments
- p. 1-26
Actionable quantification of fear of public speaking for VR-based treatment and training
- Open Access
- 19 October 2024
- Published by Springer Nature in Artificial Intelligence Review
- Vol. 57 (12) , 1-53
Clarity in complexity: how aggregating explanations resolves the disagreement problem
- 19 October 2024
- Published by Springer Nature in Artificial Intelligence Review
- Vol. 57 (12) , 1-53
Open AccessClarity in complexity: how aggregating explanations resolves the disagreement problem
- 30 August 2024
- Published by Springer Nature
- p. 49-57
Cloud Anchors-Based Localization in a Navigation System for Visually Impaired People
- 30 August 2024
- Published by Springer Nature
- p. 49-57
Cloud Anchors-Based Localization in a Navigation System for Visually Impaired People
- Open Access
- 8 July 2024
- Published by MDPI AG in Information
- Vol. 15 (7) , 396
Virtual Journeys, Real Engagement: Analyzing User Experience on a Virtual Travel Social Platform
A sustainable smart tourism ecosystem relies on building digital networks that link tourists to destinations. This study explores the potential of web and immersive technologies, specifically the Virtual Romania (VRRO) platform, in enhancing sustainable tourism by redirecting tourist traffic to lesser-known destinations and boosting user engagement through interactive experiences. Our research examines how virtual tourism platforms (VTPs), which include web-based and immersive technologies, support sustainable tourism, complement physical visits, influence user engagement, and foster community building through social features and user-generated content (UGC). An empirical analysis of the VRRO platform reveals high user engagement levels, attributed to its intuitive design and interactive features, regardless of the users’ technological familiarity. Our findings also highlight the necessity for ongoing enhancements to maintain user satisfaction. In conclusion, VRRO demonstrates how accessible and innovative technologies in tourism can modernize travel experiences and contribute to the evolution of the broader tourism ecosystem by supporting sustainable practices and fostering community engagement.
- 8 July 2024
- Published by MDPI AG in Information
- Vol. 15 (7) , 396
Open AccessVirtual Journeys, Real Engagement: Analyzing User Experience on a Virtual Travel Social Platform
A sustainable smart tourism ecosystem relies on building digital networks that link tourists to destinations. This study explores the potential of web and immersive technologies, specifically the Virtual Romania (VRRO) platform, in enhancing sustainable tourism by redirecting tourist traffic to lesser-known destinations and boosting user engagement through interactive experiences. Our research examines how virtual tourism platforms (VTPs), which include web-based and immersive technologies, support sustainable tourism, complement physical visits, influence user engagement, and foster community building through social features and user-generated content (UGC). An empirical analysis of the VRRO platform reveals high user engagement levels, attributed to its intuitive design and interactive features, regardless of the users’ technological familiarity. Our findings also highlight the necessity for ongoing enhancements to maintain user satisfaction. In conclusion, VRRO demonstrates how accessible and innovative technologies in tourism can modernize travel experiences and contribute to the evolution of the broader tourism ecosystem by supporting sustainable practices and fostering community engagement.
- Open Access
- 23 May 2024
- Published by MDPI AG in Electronics
- Vol. 13 (11) , 2042
Overcoming Fear and Improving Public Speaking Skills through Adaptive VR Training
This paper examines the effectiveness of virtual reality (VR) in training public speaking skills. The fear of public speaking (FPS) is a common problem that can have a significant impact on an individual’s professional and personal life. Traditional therapies for public speaking anxiety have been shown to be effective, but there is growing interest in the use of VR as an alternative or supplement to these therapies. This study aims to investigate the VR medium in improving public speaking skills and to explore the potential mechanisms underlying this effect. A framework was developed with the aim to investigate the possibility of improving public speaking skills through VR. Key features of this framework include the ability to adjust the audience size and alter the dimensions of the room. Additionally, it allows for the modification of initial audience behaviors. One of the innovative aspects is the inclusion of an evolving attention span in the virtual audience, adding a dynamic element to the VR experience. The framework excels in tracking various metrics in real time and has the audience react dynamically based on them. These metrics include movement and voice parameters. The system is designed to present this data as immediate feedback to the user, but also as a summary after a presentation has concluded. After an extensive two-phased testing, the results are discussed. These findings suggest that VR can be an effective means for improving public speaking skills and potentially helping in alleviating fear of public speaking.
- 23 May 2024
- Published by MDPI AG in Electronics
- Vol. 13 (11) , 2042
Open AccessOvercoming Fear and Improving Public Speaking Skills through Adaptive VR Training
This paper examines the effectiveness of virtual reality (VR) in training public speaking skills. The fear of public speaking (FPS) is a common problem that can have a significant impact on an individual’s professional and personal life. Traditional therapies for public speaking anxiety have been shown to be effective, but there is growing interest in the use of VR as an alternative or supplement to these therapies. This study aims to investigate the VR medium in improving public speaking skills and to explore the potential mechanisms underlying this effect. A framework was developed with the aim to investigate the possibility of improving public speaking skills through VR. Key features of this framework include the ability to adjust the audience size and alter the dimensions of the room. Additionally, it allows for the modification of initial audience behaviors. One of the innovative aspects is the inclusion of an evolving attention span in the virtual audience, adding a dynamic element to the VR experience. The framework excels in tracking various metrics in real time and has the audience react dynamically based on them. These metrics include movement and voice parameters. The system is designed to present this data as immediate feedback to the user, but also as a summary after a presentation has concluded. After an extensive two-phased testing, the results are discussed. These findings suggest that VR can be an effective means for improving public speaking skills and potentially helping in alleviating fear of public speaking.
- Open Access
- 30 December 2023
- Published by Beirut Arab University in BAU Journal - Science and Technology
- Vol. 5 (1) , 2
HUMAN GENDER CLASSIFICATION USING KINECT SENSOR: A REVIEW
Human Gender Classification using Kinect sensor aims to classifying people’s gender based on their outward appearance. Application areas of Kinect sensor technology includes security, marketing, healthcare, and gaming. However, because of the changes in pose, attire, and illumination, gender determination with the Kinect sensor is not a trivial task. It is based on a variety of characteristics, including biological, social network, face, and body aspects. In recent years, gender classification that utilizes the Kinect sensor became a popular and essential way for accurate gender classification. A variety of methods and approaches, like machine learning, convolutional neural networks, sport vector machine (SVM), etc., have been used for gender classification using a Kinect sensor. This paper presents the state of the art for gender classification, with a focus on the features, databases, procedures, and algorithms used in it. A review of recent studies on this subject using the Kinect sensor and other technologies is provided, together with information on the variables that affect the classification's accuracy. In addition, several publicly accessible databases or datasets are used by researchers to classify people by gender are covered. Finlay, this overview offers insightful information about the potential future avenues for research on Kinect-based human gender classification.
- 30 December 2023
- Published by Beirut Arab University in BAU Journal - Science and Technology
- Vol. 5 (1) , 2
Open AccessHUMAN GENDER CLASSIFICATION USING KINECT SENSOR: A REVIEW
Human Gender Classification using Kinect sensor aims to classifying people’s gender based on their outward appearance. Application areas of Kinect sensor technology includes security, marketing, healthcare, and gaming. However, because of the changes in pose, attire, and illumination, gender determination with the Kinect sensor is not a trivial task. It is based on a variety of characteristics, including biological, social network, face, and body aspects. In recent years, gender classification that utilizes the Kinect sensor became a popular and essential way for accurate gender classification. A variety of methods and approaches, like machine learning, convolutional neural networks, sport vector machine (SVM), etc., have been used for gender classification using a Kinect sensor. This paper presents the state of the art for gender classification, with a focus on the features, databases, procedures, and algorithms used in it. A review of recent studies on this subject using the Kinect sensor and other technologies is provided, together with information on the variables that affect the classification's accuracy. In addition, several publicly accessible databases or datasets are used by researchers to classify people by gender are covered. Finlay, this overview offers insightful information about the potential future avenues for research on Kinect-based human gender classification.
- Open Access
- 27 November 2023
- Published by MDPI AG in Preprints.org
Virtual Journeys, Real Engagement: Analyzing User Experience in a Virtual Traveling Social Platform
A sustainable smart tourism ecosystem relies on building digital networks that link tourists to destinations. This study explores how web and immersive technologies, such as the VRRO platform, can improve tourism by offering interactive experiences to augment traditional travel. The study underscores the role of VRRO's design in enhancing user interaction and engagement, thereby encouraging the generation of user content and the development of a virtual tour network. An empirical analysis investigates user engagement, revealing that the platform is accessible to users regardless of their technological familiarity. It suggests a high likelihood of sustained use and recommendations. In conclusion, VRRO demonstrates how accessible and innovative technologies in tourism modernize travel experiences and significantly contribute to the evolution of the broader tourism ecosystem.
- 27 November 2023
- Published by MDPI AG in Preprints.org
Open AccessVirtual Journeys, Real Engagement: Analyzing User Experience in a Virtual Traveling Social Platform
A sustainable smart tourism ecosystem relies on building digital networks that link tourists to destinations. This study explores how web and immersive technologies, such as the VRRO platform, can improve tourism by offering interactive experiences to augment traditional travel. The study underscores the role of VRRO's design in enhancing user interaction and engagement, thereby encouraging the generation of user content and the development of a virtual tour network. An empirical analysis investigates user engagement, revealing that the platform is accessible to users regardless of their technological familiarity. It suggests a high likelihood of sustained use and recommendations. In conclusion, VRRO demonstrates how accessible and innovative technologies in tourism modernize travel experiences and significantly contribute to the evolution of the broader tourism ecosystem.
- Open Access
- 16 September 2023
- Published by MDPI AG in Applied Sciences
- Vol. 13 (18) , 10365
Immersive Phobia Therapy through Adaptive Virtual Reality and Biofeedback
Phobias are a type of anxiety disorder characterized by severe fear of objects and situations. In recent years, virtual reality exposure therapy has emerged as a safer and more convenient method of treating phobias, with the same rate of success as classical therapy, the in vivo exposure to stimuli. Following extensive research concerning the available technologies and after studying the state of the art in the field, we developed the PhoVR (Phobia therapy through Virtual Reality) system during a 2-year long project that involved the participation of a technical university, a biology faculty, and an industry partner specialized in designing 3D applications. Our final prototype incorporates scenarios for acrophobia, claustrophobia, and fear of public speaking therapy, in which the user is required to perform gamified tasks and navigate virtual reality environments with biophysical data acquisition (electrodermal activity and heart rate), automatic anxiety level classification, biofeedback integrated into the scenes’ elements, the dynamic adaptation of the virtual environments, and relaxation techniques made available at any moment. The control panel is an application dedicated to psychotherapists for managing patients’ profiles and therapy sessions. The feedback obtained in a qualitative survey with subjects and psychotherapists who evaluated the prototype validated the system and provided suggestions for refinement.
- 16 September 2023
- Published by MDPI AG in Applied Sciences
- Vol. 13 (18) , 10365
Open AccessImmersive Phobia Therapy through Adaptive Virtual Reality and Biofeedback
Phobias are a type of anxiety disorder characterized by severe fear of objects and situations. In recent years, virtual reality exposure therapy has emerged as a safer and more convenient method of treating phobias, with the same rate of success as classical therapy, the in vivo exposure to stimuli. Following extensive research concerning the available technologies and after studying the state of the art in the field, we developed the PhoVR (Phobia therapy through Virtual Reality) system during a 2-year long project that involved the participation of a technical university, a biology faculty, and an industry partner specialized in designing 3D applications. Our final prototype incorporates scenarios for acrophobia, claustrophobia, and fear of public speaking therapy, in which the user is required to perform gamified tasks and navigate virtual reality environments with biophysical data acquisition (electrodermal activity and heart rate), automatic anxiety level classification, biofeedback integrated into the scenes’ elements, the dynamic adaptation of the virtual environments, and relaxation techniques made available at any moment. The control panel is an application dedicated to psychotherapists for managing patients’ profiles and therapy sessions. The feedback obtained in a qualitative survey with subjects and psychotherapists who evaluated the prototype validated the system and provided suggestions for refinement.
- Open Access
- 2 June 2023
- Published by MDPI AG in Applied Sciences
- Vol. 13 (11) , 6769
Flying a Quadcopter—An Audio Entertainment and Training Game for the Visually Impaired
With the increase in the number of sensory substitution devices, the engineering community is confronted with a new challenge: ensuring user training in safe virtual environments before using these devices in real-life situations. We developed a game that uses an original sonification model, which, although not specific to a certain substitution device, can be an effective means of training for orientation in space based on audio stimuli. Thus, the game is not only a means of entertainment for visually impaired (VI) people but also one of training for the use of assistive devices. The game design and audio design are original contributions by the authors. The sonification model, which is crucial for a game dedicated to visually impaired people, is described in detail, both at the user and the implementation level. For better immersion, special sound design techniques have been used, such as ambisonic recordings and impulse response (IR) recordings. The game has been improved gradually, especially the sonification model, based on users’ feedback.
- 2 June 2023
- Published by MDPI AG in Applied Sciences
- Vol. 13 (11) , 6769
Open AccessFlying a Quadcopter—An Audio Entertainment and Training Game for the Visually Impaired
With the increase in the number of sensory substitution devices, the engineering community is confronted with a new challenge: ensuring user training in safe virtual environments before using these devices in real-life situations. We developed a game that uses an original sonification model, which, although not specific to a certain substitution device, can be an effective means of training for orientation in space based on audio stimuli. Thus, the game is not only a means of entertainment for visually impaired (VI) people but also one of training for the use of assistive devices. The game design and audio design are original contributions by the authors. The sonification model, which is crucial for a game dedicated to visually impaired people, is described in detail, both at the user and the implementation level. For better immersion, special sound design techniques have been used, such as ambisonic recordings and impulse response (IR) recordings. The game has been improved gradually, especially the sonification model, based on users’ feedback.
- 2 May 2023
- Published by Taylor & Francis in Interactive Learning Environments
- Vol. 32 (9) , 4831-4856
DigiMathArt: a game-based approach to learning Mathematics and Programming
Almost all educational systems still rely on traditional teaching methods: children must absorb huge uncorrelated amounts of information from various disciplines, multidisciplinary aspects are not developed, the fun factor is missing in most of the classes. Many children sometimes do not fully understand the presented theoretical concepts and their applicability in real life, so they lose interest and end up learning in a mechanical way. DigiMathArt is a teaching method designed to present Mathematics, Programming, and 3D modelling concepts in a multidisciplinary approach, in an attractive manner, combining theory and practice in a game-like 3D virtual environment. Its main principles are task-divided project-based approach, practicality, pre-theoretical learning, multidisciplinarity, 3D visualization. The method was used to build an ample content of lessons and exercises, covering a large part of the subjects corresponding to K-12 education, and its strength was proven through a pilot involving 100 children. Their positive feedback highlights the attractiveness of the method and its ability to teach theoretical concepts through practice.
- 2 May 2023
- Published by Taylor & Francis in Interactive Learning Environments
- Vol. 32 (9) , 4831-4856
DigiMathArt: a game-based approach to learning Mathematics and Programming
Almost all educational systems still rely on traditional teaching methods: children must absorb huge uncorrelated amounts of information from various disciplines, multidisciplinary aspects are not developed, the fun factor is missing in most of the classes. Many children sometimes do not fully understand the presented theoretical concepts and their applicability in real life, so they lose interest and end up learning in a mechanical way. DigiMathArt is a teaching method designed to present Mathematics, Programming, and 3D modelling concepts in a multidisciplinary approach, in an attractive manner, combining theory and practice in a game-like 3D virtual environment. Its main principles are task-divided project-based approach, practicality, pre-theoretical learning, multidisciplinarity, 3D visualization. The method was used to build an ample content of lessons and exercises, covering a large part of the subjects corresponding to K-12 education, and its strength was proven through a pilot involving 100 children. Their positive feedback highlights the attractiveness of the method and its ability to teach theoretical concepts through practice.