Eric Smrkovsky

Future Research Scientist for NSF

Research

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Eric James Smrkovsky
  • Location: Oakhurst, California
  • School: California State University, Fresno
  • Company: Sierra Land Management
  • Organization: ClearSafe California
  • Interests: Fire Clearance, Brain Computer Interfaces, Artificial Intelligence

My research interests lie at the intersection of computer science, applied artificial intelligence, and community resilience. I am particularly focused on biometric security, deep learning, and brain–computer interface (BCI) technologies, as well as the ethical and practical challenges of deploying these systems in real-world contexts. I am drawn to projects that combine pattern recognition, machine learning, and signal processing—for example, advancing algorithms such as PCA, LDA, and convolutional neural networks to improve accuracy, efficiency, and interpretability. Beyond technical innovation, I am motivated by the societal applications of computing. I am especially interested in how computational tools and decision-support systems can be used to address large-scale public safety challenges, such as wildfire prevention and disaster management, while ensuring equity, privacy, and accessibility. This includes exploring how data-driven insights and cybersecurity frameworks can strengthen nonprofit initiatives, support vulnerable populations, and improve coordination between community organizations and private enterprises. Looking ahead, my goal is to pursue graduate-level research that bridges computer science and business administration, enabling me to develop both the technical depth and the strategic leadership skills necessary to guide innovative projects. I aim to contribute both to academic knowledge and to practical solutions that have a tangible, positive impact on communities.

Research Projects

Research Project One

Virtual reality (VR) technology can be used for multiple purposes, for simulating or enhancing real-life situations. VR-based interfaces can provide new operational advantages and reduce hardware requirements, i.e., weight, by offering various enhanced input modalities that otherwise could not be used in a physical cockpit. This study presents a comparative analysis of three input modalities for a virtual keyboard in a fully immersive VR environment. Each input modality has two steps: 1) pointing to the desired button, and 2) the selection of the item. We compare the hand laser pointer with trigger selection, the head laser pointer with trigger selection, and the head laser pointer with the dwell time selection (no need to use the hands). In addition, we propose new types of visual feedback: for all the input modalities, we display in the field of view of the user the last 5 letters. For the modality with the dwell time, we add a circular progress bar around the field of view of the user to provide a constant awareness of the possible button selection. The proposed virtual keyboard input modalities were assessed by 32 participants. The results support the conclusion that the hand pointer with the trigger control provides the best speed compared to other modalities.

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Research Project Two

First Journal Publication

A great challenge for brain-computer interface (BCI) systems is their deployment in clinical settings or at home, where a BCI system can be used with limited calibration sessions. BCI should be ideally self-trained and take advantage of unlabeled data. When performing a task, the EEG signals change over time, hence the recorded signals have non-stationary properties. It is necessary to provide machine-learning approaches that can deal with self-training and or use semi-supervised learning methods for signal classification. A key problem in graph-based semi-supervised learning is determining the characteristics of the affinity matrix that defines the relationships between examples, including the size of the neighborhood of each example. In this paper, we propose two approaches for building the affinity matrix using the distance between examples and the number of neighbors, with a limited number of hyper-parameters, making it easy to reuse. We also compare the Euclidean distance and Riemannian geometry distances to construct the affinity matrix. We assess the classification performance with motor imagery data with two classes from a publicly available dataset of 14 participants. The results show the interest of the proposed semi-supervised approaches with the use of distances to define the neighborhood using Riemannian geometry-based distances with an average accuracy of 73.75%.

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Research Project Three

The applications of virtual reality extend beyond en tertainment and video games. They can be used to re place real interfaces such as keyboards. Virtual keyboards can offer tree-menu capabilities and, more importantly, re duce the amount of necessary hardware. In this paper, we propose and compare the performance of two virtual keyboards in fully immersive virtual reality. This study is based on the NASA MINDS project where the goal was to create a cockpit in virtual reality. The interaction with but tons and switches can be achieved through natural controls (virtual hands with laser pointer) and/or a laser pointer from the head that would work in conjunction with a key press on a controller. The results show a significant dif ference between the two virtual keyboards (VK1: standard qwerty layout, VK2: tree-based menu layout), with VK1 taking less time per command ratio than VK2, but found no significant difference between the keyboards regarding workload and usability.

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Skills

Contact

Email: Ericsmrkovsky@gmail.com

Location: Oakhurst, California