Journal articles on the topic 'Augmented reality – Social aspects'

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1

Stevens, Renée. "Social Augmented Reality." Frameless 1, no. 1 (December 15, 2019): 45–46. http://dx.doi.org/10.14448/frameless.01.012.

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My creative research looks at how Augmented Reality (AR) can help overcome Learning Disabilities. This focus has directed me to develop a number of ideas and concepts that seek to understand how the addition of information in an augmented view could help tackle some of the challenges different Learning Disabilities present while, at the same time, appealing to a larger audience. This concept was the foundation for creating the immersive mobile application tagAR™, which adds a digital name tag into your augmented view, replacing the traditional “Hello, my name is” sticker version. It allows you to see the names of people around you hovering above their heads at all times. Currently, the app is reliant on the user holding up a mobile device to use the camera so that the application can add the name tags to the view on your screen. As mainstream technology continues to advance, this app will work for wearable devices, eliminating the need to hold up your phone, which is a bit socially awkward. The target audience of the app is those who have trouble remembering people’s names, those who will benefit from having a visual of the names of people around them and for those who want to network and meet new people at social and educational events such as conferences or workshops. Through the design and development of this app, I have been exploring how the social aspect can be extended beyond just the name display and user search features to include a customizable tags that can be searchable, so users can connect, find people with similar interests, share contact information as well as connect with others on multiple social media platforms. I will discuss the research, design and developmental processes that influenced the concept and functionality of this social app using AR.
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Falomo Bernarduzzi, Lidia, Ester Maria Bernardi, Alberto Ferrari, Maria Carla Garbarino, and Andrea Vai. "Augmented Reality Application for Handheld Devices." Science & Education 30, no. 3 (March 18, 2021): 755–73. http://dx.doi.org/10.1007/s11191-021-00197-z.

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AbstractThe Pavia University History Museum, which houses historic items mainly connected to the physics and medicine fields, has focused in the past years on new ways to involve its public and to attract new audiences. Among different approaches, digital technologies have proven important to both external and internal communication. Lately, an Augmented Reality application has been made available to visitors, offering in one tool multimedia material of a historical-scientific nature: stories, 3D animations, images and user-generated video storytelling (developed mainly by University students, one of our least present demographics before the App, and younger students, who typically participate in the annual co-creative project). The App was designed to be as non-intrusive and discreet as possible, to preserve the historic ambiance of the museum, to unite social and educational aspects, to register user behaviour and to make the museum experience more vibrant and active and therefore captivating.
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Franco, Mara, and Luis Mota. "Reopening for Business Post-COVID-19: Augmented Reality as a Strategy for Attracting Visitors to a Tourist Destination." European Journal of Tourism, Hospitality and Recreation 11, no. 1 (December 1, 2021): 54–65. http://dx.doi.org/10.2478/ejthr-2021-0006.

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Abstract Critical thoughts about tourist destinations overcoming and mitigating impacts from COVID-19 lie in the opportunities created by the pandemic. In this paper, an innovative way to attract tourists to Madeira Island and specifically for the Caminho Real (CR) is proposed, assisted by augmented reality. There are important considerations for developing software suitable for mobile devices such as smartphones and tablets; values and benefits for sustainable tourism development and for being an educational experience respecting social distancing; and services included in the augmented reality application. Therefore, some propositions are presented to evaluate the possibility of augmented reality as a secure opportunity to show historical, cultural, and ethnographic aspects when visiting a tourist destination, while respecting social-distancing constraints.
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Kolesnichenko, Milana, and Olga Burova. "Social aspects of innovation management in digital sector." SHS Web of Conferences 116 (2021): 00045. http://dx.doi.org/10.1051/shsconf/202111600045.

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Innovation management in the digital sector requires taking into account the institutional, socio-structural and socio-cultural context. The article discusses the thesis about unevenness of digitalization in different spheres of society and for different social groups. The actual implementation and use of innovations in everyday life depends not only on development of infrastructure and digital literacy, but also on emerging social norms, including associated with peculiarities of culture of society, belonging to the “artificial” or “natural” type. Artificial intelligence and digital innovations affect the field of health, human corporeality, bioethics, biosociality, etc. There are new sociological approaches which make it possible to study the management of innovations, for example, atypical sociology, augmented reality, concept of posthumanism, etc. An information policy is needed that allows representatives of social groups to perceive innovations more adequately.
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Dagan, Ella, Ana María Cárdenas Gasca, Ava Robinson, Anwar Noriega, Yu Jiang Tham, Rajan Vaish, and Andrés Monroy-Hernández. "Project IRL: Playful Co-Located Interactions with Mobile Augmented Reality." Proceedings of the ACM on Human-Computer Interaction 6, CSCW1 (March 30, 2022): 1–27. http://dx.doi.org/10.1145/3512909.

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We present Project IRL (In Real Life), a suite of five mobile apps we created to explore novel ways of supporting in-person social interactions with augmented reality. In recent years, the tone of public discourse surrounding digital technology has become increasingly critical, and technology's influence on the way people relate to each other has been blamed for making people feel "alone together," diverting their attention from truly engaging with one another when they interact in person. Motivated by this challenge, we focus on an under-explored design space: playful co-located interactions. We evaluated the apps through a deployment study that involved interviews and participant observations with 101 people. We synthesized the results into a series of design guidelines that focus on four themes: (1) device arrangement (e.g., are people sharing one phone, or does each person have their own?), (2) enablers (e.g., should the activity focus on an object, body part, or pet?), (3) affordances of modifying reality (i.e., features of the technology that enhance its potential to encourage various aspects of social interaction), and (4) co-located play (i.e., using technology to make in-person play engaging and inviting). We conclude by presenting our design guidelines for future work on embodied social AR.
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Legman, Ioan –. David, and Manuela Rozalia Gabor. "Augmented Reality technology - a sustainable element for Industry 4.0." Acta Marisiensis. Seria Oeconomica 14, no. 2 (February 1, 2020): 9–18. http://dx.doi.org/10.2478/amso-2020-0008.

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Abstract Augmented Reality (AR) is a current, sustainable, efficient, and promising tool that will make an essential contribution to the development of the Industry 4.0 revolution. AR technology fully and effectively responds to the current extended digital age, in the last year and in the field of education, of learning at all levels. The applicability of AR technology is varied and complex: retail interior design, health, industry, logistics, etc. This paper show the applicability of AR technology in the learning process, from the perspective of the Industry 4.0 concept, highlighting the sustainable and efficient aspects on the economic performance and not only of the companies. The main conclusion of this research is that the use of modern digital technology (AR and VR) in learning in various fields, including education, must be based on the principles of ROI (Return on Investments) and SROI (Social Return on Investments).
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Neo, Han Foon, Chuan Chin Teo, and Quan Fong Yeo. "Augmented reality emotion recognition for autism spectrum disorder children." F1000Research 10 (November 30, 2021): 1217. http://dx.doi.org/10.12688/f1000research.73522.1.

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Autism spectrum disorder (ASD) is a lifelong neurodevelopmental disorder that affects brain development. The prevalence of ASD is one in 68 children. Low social motivation is the main cause in developing social communication skills deficiency. As a result, it is becoming difficult for them to express themselves, to be able to manage social interactions, and they lack the ability to comfort others and even share their own feelings. This study aimed to design a mobile application based on augmented reality (AR) focusing on social interactions and communication aspect for children with ASD. The scope is in emotion recognition, which makes use of emotional icons to help them improve their social skills, more specifically on helping them to recognize various emotions. The emotions are represented by emojis inspired by Dr. Paul Ekman who has created the basic six emotions, namely happiness, sadness, disgust, fear, surprise, and angry. Additional emotions such as confound face, winking with tongue, cold sweat, blowing kiss, flushed, sleepy, disappointed, and winking are included. AR is able to gage the children’s attention when they view the animated emojis. The application enables the children with ASD to be more willing in recognizing different emotional expressions and improve their social skills by expressing their own feelings. The scope of the study is limited to emotion recognition. It is developed based on literature reviews without guidance of any certified ASD specialist. AR is an interactive technology that places digital information in our physical world in real time, providing precise registration in all three dimensions. Existing literature proved that the traditional face-to-face teaching methods have failed to increase the interest and ability of ASD children because the teacher has full control in the classroom. This study adds value to the existing works to incorporate AR as additional intervention in treating ASD children.
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de Souza e Silva, Adriana. "Pokémon Go as an HRG: Mobility, sociability, and surveillance in hybrid spaces." Mobile Media & Communication 5, no. 1 (November 28, 2016): 20–23. http://dx.doi.org/10.1177/2050157916676232.

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In July 2016, Niantic Labs released the hybrid/augmented reality game Pokémon Go. Due to the game’s sudden enormous success, many mobile phone users all over the world could experience for the first time playing a hybrid reality game. Hybrid reality games, however, are not new. For at least 15 years, researchers and artists experiment with the affordances of location-based mobile technology to create playful experiences that take place across physical and digital (i.e., hybrid) spaces. Blast Theory’s Can You See Me Now?, developed in 2001, is one of the first examples. Yet for a long time, these games remained in the domain of art and research, and had therefore a very limited player community. Previous research has identified three design characteristics of hybrid reality games: mobility, sociability, and spatiality; and three main aspects to analyze these games: the connection between play and ordinary life, the relevance of the play community, and surveillance. With hybrid reality games’ commercialization and popularity, some of the issues that have been at the core of these games for over a decade will remain the same, while other aspects will change. This paper uses Pokémon Go as an example of a hybrid/augmented reality game to explore the main social and spatial issues that arise when these games become mainstream, including mobility, sociability, spatiality, and surveillance.
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Börsting, Ingo, Markus Heikamp, Marc Hesenius, Wilhelm Koop, and Volker Gruhn. "Software Engineering for Augmented Reality - A Research Agenda." Proceedings of the ACM on Human-Computer Interaction 6, EICS (June 14, 2022): 1–34. http://dx.doi.org/10.1145/3532205.

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Augmented reality changes the way we perceive reality and how we interact with computers. However, we argue that to create augmented reality solutions, we need to rethink the way we develop software. In this paper, we review the state of the art in software engineering for augmented reality applications, derive open questions, and define a research agenda. For this purpose, we consider different engineering phases and evaluate conventional techniques regarding their applicability for AR development. In requirements engineering, we found the integration of AR experts and the associated collaboration between actors to be of key aspect in the development process. Additionally, requirements about the physical world must be considered, which in turn has a huge impact on UI design. The relevance of the physical environment is not yet sufficiently addressed in applicable techniques, which also applies to current implementation frameworks and tools, complicating the AR development process. When evaluating AR software iterations, we found interaction testing and test automation to have great potential, although they have not yet been sufficiently researched. Our paper contributes to AR research by revealing current core challenges within the AR development process and formulating explicit research questions that should be considered by future research.
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Aluri, Ajay. "Mobile augmented reality (MAR) game as a travel guide: insights from Pokémon GO." Journal of Hospitality and Tourism Technology 8, no. 1 (March 13, 2017): 55–72. http://dx.doi.org/10.1108/jhtt-12-2016-0087.

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Purpose The purpose of this study is to examine the aspects of the Pokémon GO game that influenced travelers to use the app, and to pinpoint aspects of the mobile augmented reality (MAR) game that can memorably engage with them like a travel guide and influence individual traveler experience during and after usage. This current study specifically focused on examining the behavioral intentions to use the MAR app as a travel guide in the future. Design/methodology/approach Descriptive methods were used, with a target population for this study consisting of smartphone users who had downloaded Pokémon GO and had played the game. An exponential non-discriminative sample, snowball sampling method, was chosen by selecting a group of respondents who have played the game and using those to help identify other respondents in the target population who have played the game. A 15-item survey instrument drawing from industry insights and academic literature was created for the purpose of the study. Findings The number of downloads, length of usage and frequency of game play declined between the months of July and September. However, a 71 per cent majority of surveyed respondents still had the app on their smartphone at the time of the study. The Pokémon GO app offered all four realms of experiences – educational, entertainment, esthetic and escapist – and enhanced the overall user experience. This study revealed that a majority (77 per cent) of the respondents would be interested in using Pokémon GO as a travel guide. Furthermore, a majority (73 per cent) of respondents stated that they would be interested in using an MAR game as a travel guide in the future. Research limitations/implications For all its interaction with the real world, Pokémon GO is still just an early version of an MAR app, and does not offer a fully immersive and interactive AR experience. The study used snowball sampling due to its exploratory and may not be able to guarantee the representative nature of the sample. Concerning the research method used, such methods were necessary for a review of an existing MAR app as a travel guide to further fill some gaps in literature. Practical implications This study bridged the gap between theory and practice by offering key insights specifically into customers’ intentions to use the Pokémon GO game or other customized MAR game as a travel guide in the hospitality and tourism industry. Pokémon GO and similar MAR games could potentially change the way destinations are marketed in the tourism industry. This current study pinpointed five exploitable qualities of MAR technology and how hospitality and tourism businesses can use them to tap into this new global and social phenomenon. Social implications Pokémon GO and similar MAR games bring people together. In fact, unlike social media, where users are spending significant amounts of time just browsing without posting or interacting with others, MAR games create face-to-face interactions. MAR games enhance real-life social interaction, which might signify a social media trend back toward real world networking and meeting with friends. Originality/value Since the early 2000s, several qualitative and a few quantitative studies have been done to explore (MAR) applications as a travel guide; however, none of them have reviewed a MAR game app that can be offered as a travel guide. That makes this a pioneer study, investigating an existing MAR app that was not created with this use in mind and examining the intentions to use it as a travel guide.
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Mohanty, Priyakrushna, Azizul Hassan, and Erdogan Ekis. "Augmented reality for relaunching tourism post-COVID-19: socially distant, virtually connected." Worldwide Hospitality and Tourism Themes 12, no. 6 (December 2, 2020): 753–60. http://dx.doi.org/10.1108/whatt-07-2020-0073.

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Purpose This paper aims to understand the various facets of augmented reality (AR) and to explore its prospects for supporting the relaunch of the tourism sector post-COVID-19 in accordance with the guidelines set out by WHO and UNWTO. Design/methodology/approach This study falls into the category of exploratory research. It is based on a systematic review of secondary data. Thematic content analysis has been adopted to trace out the various ways in which AR can be an aid in overcoming challenges in the relaunch of tourism after the pandemic. Findings It was found that norms such as social distancing and lower mobility are going to be followed even after the COVID-19. Therefore, there will be a great demand for mobile and Web-based AR to not only ensure tourist safety but also to create unique, accessible, personalized, context-specific, deep and memorable experiences. Practical implications Apart from its academic contribution to the existing body of knowledge, this work can assist various tourism DMOs and policymakers to devise futuristic policies for AR-driven tourism management and development. Originality/value The COVID-19 pandemic is unprecedented and never seen before. In this context, this study establishes its novelty by exclusively focusing on the aspects of AR that can support the relaunch of tourism post-pandemic.
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Saracchini, Rafael, Carlos Catalina-Ortega, and Luca Bordoni. "A mobile augmented reality assistive technology for the elderly." Comunicar 23, no. 45 (July 1, 2015): 65–74. http://dx.doi.org/10.3916/c45-2015-07.

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Modern technology offers many facilities, but elderly people are often unable to enjoy them fully because they feel discouraged or intimidated by modern devices, and hus become progressively isolated in a society where Internet communication and ICT knowledge are essential. In this paper we present a study performed during the Nacodeal Project, which aims to offer a technological solution that may improve elderly people's every day autonomy and life quality through the integration of ICTs. In order to achieve this goal, state-of-art Augmented Reality technology was developed along with carefully designed Internet services and interfaces for mobile devices. Such technology only requires the infrastructure which already exists in most residences and health-care centres. We present the design of a prototypical system consisting of a tablet and a wearable AR system, and the evaluation of its impact on the social interaction of its users as well its acceptance and usability. This evaluation was performed, through focus groups and individual pilot tests, on 48 participants that included elderly people, caregivers and experts. Their feedback leads us to the conclusion that there are significant benefits to be gained and much interest among the elderly in assistive AR-based ICTs, particularly in relation to the communication and autonomy that they may provide. Las posibilidades que ofrecen las tecnologías son muchas, sin embargo, las personas mayores son a menudo incapaces de disfrutar de ellas plenamente, sintiéndose desanimadas o intimidadas por estos nuevos dispositivos. Esto les lleva a un progresivo aislamiento en una sociedad donde es esencial conocer las distintas formas de comunicación a través de Internet y las TIC. En este trabajo presentamos un estudio realizado durante el proyecto Nacodeal, cuyo objetivo es ofrecer una solución tecnológica para proporcionar autonomía y una mejor calidad de vida para las personas mayores durante sus actividades diarias mediante la integración de las TIC. Para lograr este objetivo se ha desarrollado tecnología puntera en realidad aumentada (RA), así como servicios de Internet e interfaces para dispositivos móviles especialmente diseñados para personas mayores. Estas tecnologías emplean la infraestructura presente en la mayoría de casas y centros de cuidados de mayores. Presentamos un prototipo de sistema compuesto por una tableta y un dispositivo de RA portátil, así como el análisis del impacto social en la interacción con usuarios y la valoración de la aceptación y usabilidad. Esta evaluación se llevó a cabo a través de grupos focales y pruebas piloto individuales con 48 participantes: ancianos, cuidadores y expertos. Sus comentarios concluyen que existen fuertes beneficios e intereses por parte de las personas mayores en las TIC asistenciales basadas en RA, especialmente en los aspectos relacionados con la comunicación y autonomía.
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Hanefarezan Asbulah, Lily, Muhammad Afiq Hilmi Mhd Deris, Nur Afiqah Athirah Mohd Rushdi, and Musab Sahrim. "KNOWLEDGE READINESS TO USE AUGMENTED REALITY IN TEACHING ARABIC AMONG PRIMARY SCHOOL TEACHERS IN MALAYSIA." International Journal of Advanced Research 10, no. 09 (September 30, 2022): 528–35. http://dx.doi.org/10.21474/ijar01/15386.

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In this booming era of the Industrial Revolution 4.0, the issue of teachers willingness to use information technology in teaching Arabic is often debated. The emergence of new technologies, such as augmented reality technology applied in the education system, has had a positive effect on teaching. However, there is still a lack of research in the context of teaching a foreign language. Therefore, this study discusses the readiness of teachers from the aspect of their knowledge towards the use of augmented reality technology in teaching Arabic in primary schools. In addition, this study uses a quantitative study in the form of a survey method involving a total of 36 Arabic language teachers who were used as respondents in this study. The use of a set of questionnaires as a research instrument is the basis for data collection to identify their level of knowledge readiness. The data from this study were processed using the Statistical Package for the Social Science version 26 (SPSS). The results of the study show that the level of readiness of teachers from the aspect of knowledge towards the use of augmented reality technology in the teaching of Arabic in Malaysia is at a moderate level. Therefore, it is hoped that this study will be used as a guide and benefit those responsible for ensuring that the process of teaching and learning Arabic based on augmented reality technology can be implemented in a meaningful way, thereby improving the performance of students in mastering the Arabic language.
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Han, Dai-In Danny, Sílvia Gabriela Abreu e Silva, Kay Schröder, Frans Melissen, and Mata Haggis-Burridge. "Designing Immersive Sustainable Food Experiences in Augmented Reality: A Consumer Participatory Co-Creation Approach." Foods 11, no. 22 (November 15, 2022): 3646. http://dx.doi.org/10.3390/foods11223646.

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In light of the current debate on the impact of our current food system on climate change and related mitigation strategies, addressing the acceptance of sustainability aspects within consumer behavioral issues is of vital importance. However, the field remains mute on how those strategies can be designed and employed effectively to stimulate sustainable food consumption behavior. Immersive narrative design is a promising approach to engaging consumers in this context. Within this study, we shed light on how to create immersive, impactful, interactive narratives in augmented reality (AR) together with consumers. We propose a novel approach to how those stories can be planned, utilizing participatory design methods. Within a step-wise process, we develop the storyboard together with consumers. In the next step, we evaluate multiple approaches with AR application developers on how this storyline can be enhanced in AR considering the perspective of various stakeholders like developers, behavioral scientists, and consumers. Finally, we propose a conceptual framework for how immersive narratives can be designed and validated in a collaborative, multidimensional approach for impactful AR narrative content designs to stimulate sustainable food behavior for consumers.
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Herskovitz, Jaylin, Yi Fei Cheng, Anhong Guo, Alanson P. Sample, and Michael Nebeling. "XSpace: an augmented reality toolkit for enabling spatially-aware distributed collaboration." Proceedings of the ACM on Human-Computer Interaction 6, ISS (November 14, 2022): 277–302. http://dx.doi.org/10.1145/3567721.

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Augmented Reality (AR) has the potential to leverage environmental information to better facilitate distributed collaboration, however, such applications are difficult to develop. We present XSpace, a toolkit for creating spatially-aware AR applications for distributed collaboration. Based on a review of existing applications and developer tools, we design XSpace to support three methods for creating shared virtual spaces, each emphasizing a different aspect: shared objects, user perspectives, and environmental meshes. XSpace implements these methods in a developer toolkit, and also provides a set of complimentary visual authoring tools to allow developers to preview a variety of configurations for a shared virtual space. We present five example applications to illustrate that XSpace can support the development of a rich set of collaborative AR experiences that are difficult to produce with current solutions. Through XSpace, we discuss implications for future application design, including user space customization and privacy and safety concerns when sharing users' environments.
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Lytvynova, Svitlana, and Nataliia Soroko. "GYMNASIUM STUDENTS READINESS TO THE AUGMENTED REALITY USING IN THE EDUCATIONAL PROCESS." Scientific Bulletin of Uzhhorod University. Series: «Pedagogy. Social Work», no. 1(50) (May 31, 2022): 158–64. http://dx.doi.org/10.24144/2524-0609.2022.50.158-164.

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The large-scale pandemic caused by Covid-19, forced long vacations due to the unstable situation in the country raised one of the global problems of education − quality educational content. Modern digital technologies allow to create such educational content that will allow students to build their learning trajectory and achieve better educational results. Gymnasium teachers have found that it is easier for students to reproduce and memorize learning material taught using AR technology. Therefore, researchers raise the issue of students' willingness to use AR in school subjects. Systematic and comparative analysis were used to achieve the goal of the study; surveying students about their attitude to AR and willingness to use this technology, interpretation of research results. To determine the readiness of students to use AR facilities, three schools were selected, a total of 98 students in grades 7-9 took part in the survey. It was found that one of the main factors influencing the use of AR-technology is the availability of tools for reproducing augmented reality in students, namely mobile devices: smartphone or tablet. It turned out that 99% of students have mobile phones and 23% have tablets. It was found that 9% of students know what AR technology is, 68% − heard about it, 18% − had the opportunity to use for learning or entertainment. It was found that students are ready to use this technology in various lessons − in the priority of physics, biology, geography. According to students, the location of AR-objects should be in atlases − 40%, contour maps − 36%, textbooks − 64%, workbooks − 29% and sheets − 29%, on individual cards − 46%. It is determined that 79% of high school students want to learn using new technologies, and 66% − positive about such an innovation. Analyzing the obtained data, we came to the conclusion that high school students are ready to use augmented reality for learning. Important aspects for achieving efficiency remain: installing software on mobile devices, students' basic skills in using AR, navigating and searching for AR (availability of a list), integrating AR into the content of learning. Questions about students, who do not have mobile devices and need social support in purchasing equipment and organizing their education remain open.
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Bidarra, José, Meagan Rothschild, Kurt Squire, and Mauro Figueiredo. "The AIDLET Model." International Journal of Web-Based Learning and Teaching Technologies 8, no. 4 (October 2013): 50–71. http://dx.doi.org/10.4018/ijwltt.2013100104.

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Smartphones and other mobile devices like the iPhone, Android, Kindle Fire, and iPad have boosted educators' interest in using mobile media for education. Applications from games to augmented reality are thriving in research settings, and in some cases schools and universities, but relatively little is known about how such devices may be used for effective learning. This article discusses the selection and potential use of electronic games, simulations and augmented reality in mobile learning supported by an operational model called AIDLET. After analyzing the different approaches to the use of digital technology and games in education, and discussing their benefits and shortcomings, a framework was developed to facilitate the selection, repurposing, design and implementation of games, simulations and augmented reality, with focus on the practical aspects of the processes used in mobile learning. It is apparent that these devices for learning are valued by students and teachers alike, and that they may be used as personalized devices for amplifying learning, specifically through amplifying access to information, social networks, and ability to participate in the world. Furthermore, whereas traditional learning is based on knowledge memorization and the completion of carefully graded assignments, today, games, simulations and virtual environments turn out to be safe platforms for trial and error experimentation, i.e. learning by doing or playing. In this context, the AIDLET model was set out and verified against a taxonomy representing the main categories and genres of games, and the article concludes with implications for how teachers, instructional designers and technologists might best capitalize on the affordances of mobile devices when designing for blended learning and e-learning courses.
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Kurniawan, Bayu, Rajendra Prasad Shrestha, I. Komang Astina, Nur Hadi, Listyo Yudha Irawan, Elya Kurniawati, and Agung Wiradimadja. "Developing a Virtual Nature Laboratory of Faculty Social Science (LAV-FIS) to Assists Field-Based Learning during Pandemic: A Need Analysis Review." International Journal of Interactive Mobile Technologies (iJIM) 16, no. 07 (April 5, 2022): 22–37. http://dx.doi.org/10.3991/ijim.v16i07.28481.

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The Covid-19 outbreak has affected several aspects of field-based learning. The best way to ensure the survival and safety of everyone involved in field-based learning is to adapt and integrate technology. In response to this problem, numerous innovations in learning technology that lead to the virtualization of the learning environment have begun to emerge. However, the various application products developed have fallen short of the expectations of students. As a result, in order to design the optimal virtual application for use in field-based learning, a needs analysis must be done. This study offers an understanding of student needs for virtual field-based learning applications. An online survey of 140 active university students was carried out to do so. The results showed that students require applications with sophisticated features that resemble the real world for the implementation of online field-based learning. They expect the incorporation of online meeting features, 360 Virtual Reality Panorama, access to learning videos, augmented reality, learning materials, chatbox, and multimedia into the software that will be developed.
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MJ, Akhildev, Albin Saj Chalissery, Maritta Stephen, and Deepa Devassy. "Fusion Reality." International Journal of Innovative Science and Research Technology 5, no. 6 (July 12, 2020): 1278–90. http://dx.doi.org/10.38124/ijisrt20jun1127.

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Fusion Reality is the next generation reality that will change the aspect of everything. We talk about a lot of reality technologies including augmented reality and virtual reality. But experiencing mixed reality is really expensive. This paper deals with fusion reality which aims to develop a software development kit that includes support for developing mixed reality applications within minutes. Our development kit is included in the official website of our fusion reality. Developers can download and install the Unity 3D software. After downloading the software developers can import the fusion reality kit package which is available at our website and can start to create theirs on mixed reality applications. The website contains the necessary files for developing fusion reality applications as well as integrated with an artificially intelligent chatbot which can be helpful in solving any doubts and queries the developers might have while developing the application. The chatbot is also available on telegram social media applications and developers can utilize the telegram application also to solve doubts and queries. Atoms, CoronaAR are android applications developed with a fusion reality kit of ours. Atoms deal with chemistry and aim to decrease the complexity of learning periodic table and other chemistry related things. CoronaAR also built with the latest technologies and tools associated with the fusion reality SDK and assets. Atoms are capable of augmenting the periodic table and elements with details of each particular element having its basic properties with isotopes, compounds and video displays to learn or experience periodic table like never before
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Kühne, Olaf, and Dennis Edler. "Georg Simmel Goes Virtual: From ‘Philosophy of Landscape’ to the Possibilities of Virtual Reality in Landscape Research." Societies 12, no. 5 (August 28, 2022): 122. http://dx.doi.org/10.3390/soc12050122.

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With his text “Philosophy of Landscape” (German original: “Philosophie der Landschaft”), the German sociologist and philosopher Georg Simmel laid a foundation for landscape research that is still significant today. In the text, he equates the creation and perception of landscape with the creation of a painting. In doing so, he provided an essential foundation for landscape research with a constructivist orientation. In order to be able to grasp the differentiated nature of landscape analytically and to apply it to Simmel’s understanding of landscape, we resort to the approach of the three landscapes, which was developed from Karl Popper’s theory of the three worlds. The pictorial metaphor of Simmel’s understanding of landscapes, however, had the effect of limiting landscape to the visual, and often to what he described as ‘natural’. It did not address the power-bound nature of landscape. These aspects, however, are of great importance in current discussions about landscape. Aspects of power, multisensuality, and the incorporation of non-natural elements gain additional currency through the creation of augmented and virtual landscapes. This concerns, on the one hand, the creation of these landscapes, on the other hand, their individual internal consciousness, as well as their social construction. These show, not least, the contingency of landscape construction. They offer possibilities for the investigation of landscape stereotypes, and how innovations can be fed into the social construction of landscape to engage other senses beyond the sense of sight. The aim of our paper is to use conceptual critique to reflect on the conceptual development of social and cultural studies in landscape research since Simmel and to present its potential for framing research on AR and VR landscapes.
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Makris, Dimitrios, and Maria Moira. "Augmented Entanglement of Narrative Chronotopes and Urban Territories." AM Journal of Art and Media Studies, no. 20 (October 15, 2019): 87. http://dx.doi.org/10.25038/am.v0i20.335.

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The complex conditions of urban places render it difficult to identify and perceive their multivariate aesthetic characters. The question examined herein is in which ways digital media like Augmented Reality (AR) can facilitate a more comprehensive aesthetic appreciation of a place by individuals, enhance their overall experience and allow them to recognize the aesthetic distinctiveness of places that may be phenomenologically dense with aesthetics, memory, meaning, legibility. The framework proposed is founded on the inherent power of novels as chronotopes of potential dialogical experiences and on four characteristic strategies of AR.Narrative chronotope singularities are fundamental sources for understanding the collective, cultural, historical, social and spatial practices, leading to an understanding of urban environments. So the first step is to extract narrative chronotope analysis content from a novel’s urban substance (buildings, roads, squares), characters, plot and sequence of events. The second step involves a three-dimensional re-creation of urban heritage components. Finally, the AR media is interwoven with the novels based on four strategies: reinforcement of aspects of real-world urban places by digitally overlaying the novel’s setting; recontextualization to achieve the semantic transformation of places as the novel’s significance and meanings are revealed; remembrance by facilitating the emergence of diverse identities and memories; and re-embodiment through achieving a deeper understanding and re-interconnectedness with the aesthetic aspects of urban places.Augmented narrative descriptions restore harmony between body-mind-environment and fiction while ensuring that different times, places and psychological situations coincide. The proposed novel-based digitally-mediated interaction could provide a shift that leads to the embodiment, enhancement and re-conceptualization of the diverse aesthetic dimensions of constructs such as ‘heritage monuments’, ‘local community’, ‘public place’, etc.Article received: April 2, 2019; Article accepted: July 6, 2019; Published online: October 15, 2019; Review articleHow to cite this article: Makris, Dimitris and Maria Moira. "Augmented Entanglement of Narrative Chronotopes and Urban Territories." AM Journal of Art and Media Studies 20 (2019): 87-96. doi: 10.25038/am.v0i20.335
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Azevedo, Sandro Tôrres de. "PUBLICIDADE, ENUNCIAÇÃO E REALIDADE AUMENTADA: desdobramentos da categoria de pessoa na era digital." Revista Observatório 2, no. 5 (December 25, 2016): 248. http://dx.doi.org/10.20873/uft.2447-4266.2016v2n5p248.

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Neste artigo, visamos refletir sobre uma ação publicitária que se utilizou da tecnologia de realidade aumentada, desenvolvida para a marca Linx, em março de 2011. Mobilizamos fundamentos da Semiótica Discursiva, especificamente sobre a questão da enunciação e a instalação da categoria de pessoa, articulando-os com conceitos afeitos à Comunicação Social, em especial a perspectivas utilizadas para compreensão dos fenômenos da cibercultura. Pretendemos, assim, identificar peculiaridades nas interações mediadas por dispositivos de realidade aumentada, considerando esse tipo de atividade comunicativa como aspecto absolutamente novo para os estudos do discurso publicitário. PALAVRAS-CHAVE: publicidade; semiótica; comunicação; cibercultura; realidade aumentada. ABSTRACT In this article, we aim to reflect on an advertising action that was used augmented reality technology developed for Linx brand in March 2011. We mobilized foundations of semiotics Discursive, specifically on the subject of enunciation and the installation of the category of person, articulating with concepts accustomed to the media, especially the perspectives used to understand the phenomenon of cyberculture. We intend, therefore, to identify peculiarities in interactions mediated by augmented reality devices, considering this type of communicative activity as absolutely new aspect to the studies of advertising discourse. KEYWORDS: advertising; semiotics; communication; cyberculture; augmented reality. RESUMEN En este artículo, pretendemos reflexionar sobre una acción de publicidad que utiliza tecnología de realidad aumentada, desarrollada para la marca Linx en marzo de 2011. Movilizamos a fundaciones de la semiótica discursiva, específicamente en el sujeto de enunciación y la instalación de la categoría de persona, articulando los conceptos aficionado a los medios de comunicación, en particular las perspectivas que se utilizan para la comprensión de los fenómenos de la cibercultura. Queremos así identificar particularidades de las interacciones mediadas por dispositivos de realidad aumentada, teniendo en cuenta ese tipo de actividad comunicativa como aspecto absolutamente nuevo para los estudios del discurso en la publicidad. PALABRAS CLAVE: publicidad; semiótica; comunicación; cibercultura; realidad aumentada.
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Kasianova, Nataliia, and Denys Miroshnykov. "Trends of Business Advertising Development in Social Networks." Modern Economics 26, no. 1 (June 20, 2021): 44–48. http://dx.doi.org/10.31521/modecon.v26(2021)-07.

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Abstract. Introduction. The article examines current trends in advertising campaigns on the Internet and social networks. Social networks are seen as a tool to influence the target audience and study its benefits, growth, development of companies and expanding market share. Studied the theory of the importance of social networks at the initial levels of small and medium business development, including in connection with the possibility of attracting the necessary financial resources and access to information of various kinds, and in the subsequent stages of development. An analysis of examples of companies whose growth has been largely due to the integration of development strategies through social networks. The medium- and long-term prospects for the development of the advertising industry with the mass introduction of virtual and augmented reality technologies and the expansion of 5G Internet networks were considered. Purpose. The purpose of the study is to substantiate the reasons for doing business on social networks, analysis of current trends in social networks, assessing the possibility of doing business and building marketing strategies through social networks. Results. The article describes the main trends of advertising on social networks, why is it worth to run advertising campaign on social networks, describes the social network as an advertising tool, how social networks will effectively interact with the target audience and gives examples of successful projects of large companies implemented in social networks. Were reviewed main directions of development and improvement of advertising methods in social networks, how it will happen, what is needed for this and why it is impossible to implement at this stage of development. Listed all the positive aspects that will help increase the efficiency of sales goods and services, as well as the negative aspects with the implementation of these ways. Conclusion. Development of virtual and augmented reality and also 5G techonologies: 1. Significantly increase the perception of advertising; 2. Allows you to process large amounts of information in a short time; 3. Solve the problem of oversaturation with advertising of various sources of information (billboards, newspapers, the Internet); 4. Advertising will become more relevant and timelier; 5. Advertising will become more relevant for the user, which will increase business revenue; 6. Advertising will be less intrusive, which will increase user loyalty to it. In the long run, the amount of data passively collected by technical devices around will increase, which will invariably affect the prospects for marketing development in general. With the expansion of Internet coverage around the world and the increasing availability of technical devices, the number of network users will increase, which will make it easier to interact with the intended target audience, change the ways of advertising and over time social networks will become its main location. Increasing the data collected will increase user loyalty and help make advertising less intrusive and more useful to each potential customer. Given advertising prices and audience reach, businesses will be more focused on developing brands on social media and marketing mostly online.
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de Oliveira Faria, Nayara, Dina Kandil, and Joseph L. Gabbard. "Augmented reality head-up displays effect on drivers’ spatial knowledge acquisition." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (November 2019): 1486–87. http://dx.doi.org/10.1177/1071181319631287.

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Background: Drivers gather most of the information they need to drive by looking at the world around them and at visual displays within the vehicle. Navigation systems automate the way drivers navigate. In using these systems, drivers offload both tactical (route following) and strategic aspects (route planning) of navigational tasks to the automated SatNav system, freeing up cognitive and attentional resources that can be used in other tasks (Burnett, 2009). Despite the potential benefits and opportunities that navigation systems provide, their use can also be problematic. For example, research suggests that drivers using SatNav do not develop as much environmental spatial knowledge as drivers using paper maps (Waters & Winter, 2011; Parush, Ahuvia, & Erev, 2007). With recent growth and advances of augmented reality (AR) head-up displays (HUDs), there are new opportunities to display navigation information directly within a driver’s forward field of view, allowing them to gather information needed to navigate without looking away from the road. While the technology is promising, the nuances of interface design and its impacts on drivers must be further understood before AR can be widely and safely incorporated into vehicles. Specifically, an impact that warrants investigation is the role of AR HUDS in spatial knowledge acquisition while driving. Acquiring high levels of spatial knowledge is crucial for navigation tasks because individuals who have greater levels of spatial knowledge acquisition are more capable of navigating based on their own internal knowledge (Bolton, Burnett, & Large, 2015). Moreover, the ability to develop an accurate and comprehensive cognitive map acts as a social function in which individuals are able to navigate for others, provide verbal directions and sketch direction maps (Hill, 1987). Given these points, the relationship between spatial knowledge acquisition and novel technologies such as AR HUDs in driving is a relevant topic for investigation. Objectives: This work explored whether providing conformal AR navigational cues improves spatial knowledge acquisition (as compared to traditional HUD visual cues) to assess the plausibility and justification for investment in generating larger FOV AR HUDs with potentially multiple focal planes. Methods: This study employed a 2x2 between-subjects design in which twenty-four participants were counterbalanced by gender. We used a fixed base, medium fidelity driving simulator for where participants drove while navigating with one of two possible HUD interface designs: a world-relative arrow post sign and a screen-relative traditional arrow. During the 10-15 minute drive, participants drove the route and were encouraged to verbally share feedback as they proceeded. After the drive, participants completed a NASA-TLX questionnaire to record their perceived workload. We measured spatial knowledge at two levels: landmark and route knowledge. Landmark knowledge was assessed using an iconic recognition task, while route knowledge was assessed using a scene ordering task. After completion of the study, individuals signed a post-trial consent form and were compensated $10 for their time. Results: NASA-TLX performance subscale ratings revealed that participants felt that they performed better during the world-relative condition but at a higher rate of perceived workload. However, in terms of perceived workload, results suggest there is no significant difference between interface design conditions. Landmark knowledge results suggest that the mean number of remembered scenes among both conditions is statistically similar, indicating participants using both interface designs remembered the same proportion of on-route scenes. Deviance analysis show that only maneuver direction had an influence on landmark knowledge testing performance. Route knowledge results suggest that the proportion of scenes on-route which were correctly sequenced by participants is similar under both conditions. Finally, participants exhibited poorer performance in the route knowledge task as compared to landmark knowledge task (independent of HUD interface design). Conclusions: This study described a driving simulator study which evaluated the head-up provision of two types of AR navigation interface designs. The world-relative condition placed an artificial post sign at the corner of an approaching intersection containing a real landmark. The screen-relative condition displayed turn directions using a screen-fixed traditional arrow located directly ahead of the participant on the right or left side on the HUD. Overall results of this initial study provide evidence that the use of both screen-relative and world-relative AR head-up display interfaces have similar impact on spatial knowledge acquisition and perceived workload while driving. These results contrast a common perspective in the AR community that conformal, world-relative graphics are inherently more effective. This study instead suggests that simple, screen-fixed designs may indeed be effective in certain contexts.
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Grandi, Fabio, Riccardo Karim Khamaisi, Margherita Peruzzini, Roberto Raffaeli, and Marcello Pellicciari. "A Reference Framework to Combine Model-Based Design and AR to Improve Social Sustainability." Sustainability 13, no. 4 (February 14, 2021): 2031. http://dx.doi.org/10.3390/su13042031.

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Product and process digitalization is pervading numerous areas in the industry to improve quality and reduce costs. In particular, digital models enable virtual simulations to predict product and process performances, as well as to generate digital contents to improve the general workflow. Digital models can also contain additional contents (e.g., model-based design (MBD)) to provide online and on-time information about process operations and management, as well as to support operator activities. The recent developments in augmented reality (AR) offer new specific interfaces to promote the great diffusion of digital contents into industrial processes, thanks to flexible and robust applications, as well as cost-effective devices. However, the impact of AR applications on sustainability is still poorly explored in research. In this direction, this paper proposed an innovative approach to exploit MBD and introduce AR interfaces in the industry to support human intensive processes. Indeed, in those processes, the human contribution is still crucial to guaranteeing the expected product quality (e.g., quality inspection). The paper also analyzed how this new concept can benefit sustainability and define a set of metrics to assess the positive impact on sustainability, focusing on social aspects.
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Gerasimova, Irina A. "Digital Technologies: Reality and Centaurs of Imagination." Voprosy Filosofii, no. 10 (2021): 65–76. http://dx.doi.org/10.21146/0042-8744-2021-10-65-76.

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The article combines historical, cultural and systematic approaches to the analysis of digital transformations of society and man. Digital technologies play a crucial role in the transformation of economy, politics and society at the new stage of technologization. Developments and strategic projects for the introduction of arti­ficial intelligence, robotics, augmented and hybrid realities are implemented not only in the areas of dangerous, labor-intensive and routine work (i.e. in military affairs, industry, financial and economic operations), but also in the intellectual and creative spheres. The global time of change requires a global-system analysis. The invention of high information technologies and the interest of big business in the one-sided technologization of society disrupted the balanced co-evolution of computer technology and society. The author offers a noo-eco-geosystem ap­proach to the analysis of the crisis of technogenic civilization and the search for ways out of it. The complex grid of coordinates of the analysis includes planetary-physical, geo-ecological, geopolitical, geo-economical, geo-social, national socio-cultural, ethical and anthropological dimensions. The noo-eco-geosystem ap­proach makes it possible to reveal the catastrophic risks of digital economy and society strategies. The author considers energy and information and communica­tion technologies as catalysts for the accelerated transformation of society and the individual. These catalysts allow us to identify both the negative and positive as­pects of the global processes of evolution, as well as the “positive in the nega­tive”. The system analysis of digital transformations of society and man assumes consideration of methodological aspects of opportunities and limitations of tech­nologies. The destructive and purifying character of the transformations of nature and society is considered as a self-organizing process of the formation of the global world order, the future picture of the world and the qualitative transforma­tions of the mind on the basis of the values of noospheric ethics and geosociality
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Murauer, Nela, and Nerina Pflanz. "A full shift field study to evaluate user- and process-oriented aspects of smart glasses in automotive order picking processes." Interaction Design and Architecture(s), no. 38 (September 10, 2018): 64–82. http://dx.doi.org/10.55612/s-5002-038-004.

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Traditional flow production is experiencing a dynamic change towards smart factories. In the context of Industry 4.0 new technologies for worker assistance can be implemented in assembly, logistics or maintenance. Using Augmented Reality (AR) in order picking processes can provide advantages like time and error reduction and subsequently cost decrease. But what is the impact on employees wearing smart glasses during a full shift? Conducting a field study on the shop floor of an automotive production plant with expert order pickers, we analyze health-oriented aspects as well as the task completion time and the error frequency for a full shift usage of smart glasses in order picking processes. We face challenges such as an interaction with the warehouse management system and a predetermined production rhythm to ensure reliable results for the 8-hour usage of smart glasses, which may point the way towards future digital manufacturing.
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Protsenko, Valentyna M., and Anastasiia V. Protsenko. "Digital Marketing in the Development of Pharmaceutical Companies: The Current Aspects and Perspectives." Business Inform 11, no. 538 (2022): 277–83. http://dx.doi.org/10.32983/2222-4459-2022-11-277-283.

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The article studies the modern aspects and prospects of using Digital marketing in the development of pharmaceutical companies. Digital marketing in the pharmaceutical industry has been found to help reach an expanded global customer base, providing multiple opportunities to enhance the promotion and sustainability of a pharmaceutical company. It was found that the practical tools of digital marketing are e-mail, electronic data detailing, augmented and virtual reality, the use of which reduces the costs of pharmaceutical companies. It was determined that due to modern conditions, pharmaceutical companies intensively use social network platforms for the promotion and branding of medicinal products. It was determined that such Digital marketing tactics as content marketing, search engine optimization, e-mail marketing, social media marketing, etc., are considered effective tools for the promotion of medicinal products. Digital marketing has been found to generate valuable information that has a significant impact on the pharmaceutical sector, so pharmaceutical companies build consumer satisfaction through phone applications and online networks, allowing the pharmaceutical company to increase sales and profits. It has been found that pharmaceutical companies are increasingly using social media as target customers increase public awareness of their drugs and services and seek more effective opportunities to engage with target audiences. It has been found that for pharmaceutical companies, the e-commerce platform is the foundation of their digital presence, and improving the customer-centric infrastructure with well-integrated systems will help ensure proper customer interaction. It has been determined that the benefits of social media and online marketing are particularly important for pharmaceutical companies, as they are crucial to ensure more effective digital marketing. It was established that following the results of January-June 2022, the pharmaceutical companies "Farmak", "Darnytsia" and "Acino" took the leading positions in terms of sales of medicinal products.
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Urwin, Jessica, and Catherine Flick. "AR games as a potential source of improved mental well being: Implications for self-help and individual support." Journal of Gaming & Virtual Worlds 11, no. 3 (October 1, 2019): 309–28. http://dx.doi.org/10.1386/jgvw.11.3.309_1.

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This article argues that augmented reality (AR) games such as Pokémon Go are beneficial in enhancing the mood and mental well being of players. Whilst developed purely for entertainment purposes, AR games can offer a number of social and emotional benefits. Within this article Pokémon Go is used as an example. Whilst benefits from playing such as increased physical activity have been found to be short lived, the combination of active participation, positive reinforcement and nostalgia that are central to Pokémon Go’s gameplay appear to have a longer impact upon mental well being. Using survey data, this research considers three key aspects of mood in relation to the experience of gameplay: activity, relationships and environment. This highlights the impact playing Pokémon Go has on mood, and shows broader implications for the use of AR games in self-help strategies and developing mental well being on an individual level.
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Amirulloh, M. F. N., and M. Mulqi. "Know More Metaverse as The Technology of The Future." International Journal of Research and Applied Technology 2, no. 1 (June 25, 2022): 174–77. http://dx.doi.org/10.34010/injuratech.v2i1.6915.

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Technology is a science that refers to aspects of the skills to create innovations, ranging from tools to methods aimed at processing to help solve various human problems. Technology has a great influence on the progress of science and technology. The impact of the Internet and social networks is that the number of Internet users is increasing every time. With the development of technology, Internet users no longer need to meet in person to communicate. Technology is one of the main factors affecting human civilization, each time there are various technological developments, this will affect people's habits when using the Internet. One of the technological achievements of the Internet is the Metaverse technology, Internet users can interact easily and quickly. and safe. It is predicted that the development of metaverse technology will be the future of the Internet. Metaverse itself is a combination of several elements of technology, including virtual reality, augmented reality, and video, where Internet users will live in a digital world in the near future. The Metaverse is an endless digital world that is interconnected and can be used by users to work, make sales transactions, build cities, watch shows and games. The Metaverse is the first step towards realizing the digital world of business in the future.
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Aghayev, Firudin, Gulara Mammadova, and Rena Melikova. "Trends and prospects for IT education in Industry 4.0." Problems of Information Society 13, no. 1 (January 25, 2022): 97–103. http://dx.doi.org/10.25045/jpis.v13.i1.12.

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The fourth industrial revolution (Industry 4.0) has brought about changes in various aspects of human life. One of them is the education system. The article explores the impact of Industry 4.0 on the field of education. In this regard, the main characteristics of Industry 4.0, driven by artificial intelligence and digital physical structures are explored using distributed computing, big data, portable devices, the Internet of Things (IoT), virtual reality (VR), augmented reality (AR), etc. Moreover, the article analyzes the main technologies of Education 4.0, which play an important role in supporting Industry 4.0 and have a significant impact on the change in IT education. The article shows the main engineering competencies of Industry 4.0 specialists to be knowledge, skills and abilities necessary to successfully complete production tasks. Future engineers need to improve their professional, social, methodological and personal competencies. They need an interdisciplinary understanding of systems, manufacturing processes, automation technology and information technology. The article uses methods of comparative analysis, generalization and systematic approach to the peculiarities of using Industry 4.0 technologies in the field of e-education. The results obtained are expected to be used by specialists, managers and teachers to improve the educational performance of IT specialists in higher education institutions.
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Manushri S K, Santhiya J, Roobasri A E, Keshav Shanmukhanathan E, and Sanjai V. "Metaverse - The Future of Virtual World." international journal of engineering technology and management sciences 6, no. 5 (September 28, 2022): 779–83. http://dx.doi.org/10.46647/ijetms.2022.v06i05.121.

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Since the popularization of the Internet in the 1990s, cyberspace has kept evolving. In addition to social networks, video conferencing, virtual 3D worlds (like VR Chat), augmented reality software (like Pokemon Go), and non-fungible token games, we have also developed other computer-mediated virtual environments (e.g., Upland). Such virtual environments, albeit non-perpetual and unconnected, have brought us various degrees of digital transformation. The term `Metaverse' has been coined to further facilitate digital transformation in every aspect of our physical lives. At the core of the metaverse stands the vision of an immersive Internet as a gigantic, unified, persistent and shared realm. While the metaverse may seem futuristic, catalyzed by emerging technologies such as Extended Reality, 5G and Artificial Intelligence, the digital `big bang' of our cyberspace is not far away. Technologies are the enablers that drive the transition from the current Internet to the metaverse. Enabling technologies that drive this transition rigorously are Extended Reality, User Interactivity (Human-Computer Interaction), Artificial Intelligence, Blockchain, Computer Vision, IoT and Robotics, Edge and Cloud computing and Future Mobile Networks. In terms of applications, the metaverse ecosystem allows human users to live and play within a self-sustaining, persistent, and shared realm. User-centric factors are Avatar, Content Creation, Virtual Economy, Social Acceptability, Security and Privacy and Trust and Accountability.
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Alauddin, Muhammad Syafiq, Ahmad Syukran Baharuddin, and Mohd Ifwat Mohd Ghazali. "The Modern and Digital Transformation of Oral Health Care: A Mini Review." Healthcare 9, no. 2 (January 25, 2021): 118. http://dx.doi.org/10.3390/healthcare9020118.

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Dentistry is a part of the field of medicine which is advocated in this digital revolution. The increasing trend in dentistry digitalization has led to the advancement in computer-derived data processing and manufacturing. This progress has been exponentially supported by the Internet of medical things (IoMT), big data and analytical algorithm, internet and communication technologies (ICT) including digital social media, augmented and virtual reality (AR and VR), and artificial intelligence (AI). The interplay between these sophisticated digital aspects has dramatically changed the healthcare and biomedical sectors, especially for dentistry. This myriad of applications of technologies will not only be able to streamline oral health care, facilitate workflow, increase oral health at a fraction of the current conventional cost, relieve dentist and dental auxiliary staff from routine and laborious tasks, but also ignite participatory in personalized oral health care. This narrative article review highlights recent dentistry digitalization encompassing technological advancement, limitations, challenges, and conceptual theoretical modern approaches in oral health prevention and care, particularly in ensuring the quality, efficiency, and strategic dental care in the modern era of dentistry.
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Andrunyk, Vasyl, and Tetiana Shestakevych. "Information Technology Support of Education of Students With Autism: Aspects of Virtual Assistant Modeling." Vìsnik Nacìonalʹnogo unìversitetu "Lʹvìvsʹka polìtehnìka". Serìâ Ìnformacìjnì sistemi ta merežì 9 (June 10, 2021): 122–30. http://dx.doi.org/10.23939/sisn2021.09.122.

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People with autism find that interacting with a computer or tablet is less stressful and more attractive than interacting with people. The analysis of information technologies developed both abroad and in Ukraine reveals the lack of systematic support for the education processes of people with autism. In this context, the development of personalized information technology support for the learning processes of such students is an urgent scientific and practical task. To achieve this goal it is necessary to explore the theoretical and methodological foundations of teaching people with autism and state the role of IT support of such education. Experts agree that the main areas of development of information technology to support the training of students with autism are the improvement of communication skills, improvement of social communication, and academic training. The method of personalization of virtual content of information technologies developed or adjusted to support education of students with autism should take into account the results psychological diagnostics of a student, his/her educational abilities and needs, and also such method might involve the participation of paraprofessionals and parents of a student. When developing such a method, it should be taken into account that some students might use non-verbal communication only, and an algorithm for evaluating the emotions of a student with autism should be developed. The most promising technologies which can be with an appropriate level of ease be adapted into the education of students with autism are augmented and virtual reality technologies. According to the developed method of personalization of virtual content of information technologies, different modeling and visualization software should be used.
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Manikowska, Ewa, Gil Pasternak, and Malin Thor Tureby. "Introduction." Culture Unbound 14, no. 2 (July 7, 2022): 1–10. http://dx.doi.org/10.3384/cu.4409.

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Digital technology rapidly permeated all aspects of human existence in the majority of the world during the early twenty-first century, concurrently reshaping social understanding of the present and interpretations of the past. Indeed, the process has reconditioned age-old social communication and expression practices, while opening up inventive spaces for information organisation, data preservation, as well as for the creation and distribution of knowledge, beliefs and cultural values. The commercialisation of the Internet in the 1990s, coupled with the simultaneous emergence of the World Wide Web, have played a particularly significant role in the development and popularisation of public digital cultures (Gere 2008: 207-224). However, relying as such on digital technology for their exposure, sustainability and expansion, digital cultures were not as conspicuous back then as they turned out to be, especially in the 2010s when social media platforms, augmented reality (AR), artificial intelligence (AI) and smart communication devices rose to prominence and became integrated across the otherwise discontinuous geographies dominated by technologically-advanced nations. Since then, it has hardly been possible not to be conscious of how digital cultures have re-energised well-established cultural memories and legacies, on the one hand, and perpetuated innovative cultural dispositions, on the other. In doing so, digital technology, and perhaps digital cultures more specifically, have adapted a set of recognised traditional identities to the social pressures and political demands of life in the twenty-first century. At the same time, they have given expression to otherwise marginalised, non-conformist, and even contentious identities.
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Kabanda, Gabriel, Colletor Tendeukai Chipfumbu, and Tinashe Chingoriwo. "A Cybersecurity Model for a Roblox-based Metaverse Architecture Framework." British Journal of Multidisciplinary and Advanced Studies 3, no. 2 (December 5, 2022): 105–41. http://dx.doi.org/10.37745/bjmas.2022.0048.

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The adoption of virtual reality (VR) and augmented reality (AR) headsets in futuristic and science fiction has made it possible for the Metaverse to exist as a single, universal, immersive virtual universe. By extending technology outside of our physical reality, the Metaverse alters the human experience. The four categories we use to categorize metaverse definitions are environment, interface, interaction, and social value. Currently, it is unclear what the metaverse's structure and elements are. A cybersecurity framework for these devices is necessary as the world grows more interconnected and immersive technologies are increasingly widely used in business, government, and consumer markets. Used was a literature review. The goal of the study is to create a cybersecurity model for a Roblox-based Metaverse architecture framework that can be applied to internationalization, the value chain of education, and the delivery of online and e-learning education. The research is conducted using the Interpretivist Paradigm, which is characterized by a subjectivist epistemology, a relativist ontology, a naturalist methodology, and a balanced axiology. Both the qualitative methodology and the quantitative methodology with an experimental research design were applied. A systematic literature review was conducted on the metaverse, AR and VR. By describing each aspect of the metaverse, we categorized definitions of the metaverse into four categories: environment, interface, interaction, and social value. The interface is based on the level of immersion and there are physical, immersive, and 3D interface options available. There are realistic, unreal, and blended environments in the metaverse. Social networking, teamwork, and persona discourse are the three categories used to describe interaction in the metaverse. A major advantage of 6G is that it facilitates instant communication in phones, computers, wearable devices, robotics, and more. The Cybersecurity model for a Roblox-based Metaverse architecture framework developed is a Bayesian Network, which is a directed acyclic graph that has an associated probability distribution function that can be used for multivariate analysis.
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Lee, Carman-Ka-Man, Lucas Lui, and Yung-Po Tsang. "Formulation and Prioritization of Sustainable New Product Design in Smart Glasses Development." Sustainability 13, no. 18 (September 15, 2021): 10323. http://dx.doi.org/10.3390/su131810323.

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Due to fierce competition in the global market, success in product innovation has always been challenging for most enterprises to be able to stand out in business values and product novelty. Typically, available technological features in the market are taken into consideration in the innovation process for differentiation from existing products. In order to enhance the likelihood of innovation success, project portfolio management (PPM) has recently been advocated to examine the supply chain performance of new product development (NPD) projects in terms of economic, social, and sustainable aspects. In this study, a two-stage methodology is proposed to formulate and select the most appropriate NPD project portfolio by means of multi-criteria decision-making (MCDM) approaches in probabilistic and group decision-making processes. In stage one, the available product features on the market are searched for and ranked to indicate a number of potential NPD projects. In stage two, such projects are evaluated by the sustainable supply chain operation reference (SustainableSCOR) model to select the most sustainable NPD project for product development. Moreover, a case study of developing augmented reality (AR) smart glasses is conducted to demonstrate the above methodology, with the result indicating that the functions of voice commands, 3D visualization, and phone calls should be focused on for the next generation of smart glasses.
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Zairis, Antonios, and George Zairis. "Digital Innovation: The Challenges of a Game-Changer." European Conference on Innovation and Entrepreneurship 17, no. 1 (September 7, 2022): 630–37. http://dx.doi.org/10.34190/ecie.17.1.774.

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A few years ago, marketing managers considered the Internet as another advertising channel and used it as a magazine advertisement, equipped with sound and motion. They placed banner ads and pop-ups to display advertisements on websites, but once again consumers identified them as distractions and found ways to ignore or avoid them. Nowadays, digital technology offers numerous ways for brands to engage with their customers and present new exciting challenges. It would not be an exaggeration to say that the marketing world is changing every day. But as the digital world is evolving, so is the balance shifting between consumers and marketing experts who try to adjust to this new era of consumer engagement. The purpose of the present paper is to address the question of how digital innovation is changing the marketing field. In a post-pandemic environment, terms like social media, artificial intelligence (AI), Internet of Things (IoT), Big Data, Cloud Computing, Blockchain, and cryptocurrencies, Augmented Reality marketing, and Virtual reality marketing are not just buzzwords but crucial aspects of digital marketing. Nonetheless, their integration into a business strategy is followed by the challenges accompanying them. The ever-changing nature and complexity of digital technology and other issues like privacy regulations and funding can be intimidating, especially for SMEs. In the field of entrepreneurship, their use can be viewed as a creative and innovative response to the evolving environment and an ability to recognize and exploit economic opportunities as many companies include the use of digital technology as the original idea. The theoretical framework of the aforementioned digital technologies and their use as marketing tools are analysed. This is followed by an insight into the digital transformation of Greek SMEs, the adoption of such technologies from start-up companies, and the opportunities they provide for the development of entrepreneurship.
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Shah, Ishwa, Chelsy Doshi, Mohil Patel, Sudeep Tanwar, Wei-Chiang Hong, and Ravi Sharma. "A Comprehensive Review of the Technological Solutions to Analyse the Effects of Pandemic Outbreak on Human Lives." Medicina 58, no. 2 (February 18, 2022): 311. http://dx.doi.org/10.3390/medicina58020311.

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A coronavirus outbreak caused by a novel virus known as SARS-CoV-2 originated towards the latter half of 2019. COVID-19’s abrupt emergence and unchecked global expansion highlight the inability of the current healthcare services to respond to public health emergencies promptly. This paper reviews the different aspects of human life comprehensively affected by COVID-19. It then discusses various tools and technologies from the leading domains and their integration into people’s lives to overcome issues resulting from pandemics. This paper further focuses on providing a detailed review of existing and probable Artificial Intelligence (AI), Internet of Things (IoT), Augmented Reality (AR), Virtual Reality (VR), and Blockchain-based solutions. The COVID-19 pandemic brings several challenges from the viewpoint of the nation’s healthcare, security, privacy, and economy. AI offers different predictive services and intelligent strategies for detecting coronavirus signs, promoting drug development, remote healthcare, classifying fake news detection, and security attacks. The incorporation of AI in the COVID-19 outbreak brings robust and reliable solutions to enhance the healthcare systems, increases user’s life expectancy, and boosts the nation’s economy. Furthermore, AR/VR helps in distance learning, factory automation, and setting up an environment of work from home. Blockchain helps in protecting consumer’s privacy, and securing the medical supply chain operations. IoT is helpful in remote patient monitoring, distant sanitising via drones, managing social distancing (using IoT cameras), and many more in combating the pandemic. This study covers an up-to-date analysis on the use of blockchain technology, AI, AR/VR, and IoT for combating COVID-19 pandemic considering various applications. These technologies provide new emerging initiatives and use cases to deal with the COVID-19 pandemic. Finally, we discuss challenges and potential research paths that will promote further research into future pandemic outbreaks.
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Kuzmenko, Andriy, and Anatoliy Kotsur. "Potential for Creating of Thematic 3D-content on the Basis of Historical and Museum Areas of the National Historical and Ethnographic Reserve «PereIaslav»." Ethnic History of European Nations, no. 66 (2022): 74–83. http://dx.doi.org/10.17721/2518-1270.2022.66.08.

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The purpose of the study is the development of certain areas, methods and techniques of historical digital 3D-reconstruction in the development line of a comprehensive strategy of the formation the thematically oriented virtual environment based on monuments and objects of the National Historical and Ethnographic Reserve «Pereiaslav» (hereinafter – NHER «Pereiaslav», Reserve). The specifics of creating thematic 3D-content with the objects of the Reserve in the context of adaptation of the museum sphere of Ukraine to the conditions of the fourth industrial revolution are revealed. On the example of separate historical and museum areas of NHER «Pereiaslav» it is described the main aspects and features of the development of digital spatial visualization of territories, archaeological and architectural monuments, exhibitions, museum objects, as well as reconstructions of historical events, political, social and cultural processes. Possibilities of popularization of historical and cultural heritage of Ukraine by introduction of these products on web resources of the Reserve and in applications of augmented reality. For the first time, the innovative potential of NHER «Pereiaslav» and historical areas of the city as a pilot platform during the development of theoretical, methodological and applied base for the implementation of the latest projects and formats of digitalization in the museum sphere. Taking into account the tendencies of integration of a wide range of museum and tourist products’ consumers with the cyberphysical environment, it has been developed a methodical basis for effective updating of knowledge on Ukrainian history and culture in this aspect. There are outlined the directions of engaging potential visitors of the Reserve to narrowly specialized research issues in the fields of ancient, medieval, modern and postmodern history, archeology, history of architecture and a number of auxiliary historical disciplines through the developed high-tech museum products. The complex of these measures is considered as a means of expanding the target audience of NHER «Pereiaslav» and increasing the tourist potential of the region. It is provided a number of problematic aspects and difficulties associated with the creation and implementation of these digital developments at different stages.
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Алексеева, Ольга Вячеславовна, Наталья Викторовна Александрова, and Татьяна Петровна Скворцова. "DEVELOPMENT OF EDUCATIONAL AND COGNITIVE COMPETENCE OF YOUNGER SCHOOLCHILDREN BY MEANS OF VIRTUAL REALITY." Pedagogical Review, no. 4(44) (August 1, 2022): 16–24. http://dx.doi.org/10.23951/2307-6127-2022-4-16-24.

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Рассматривается вопрос развивающего значения технологий виртуальной реальности, возможностей их применения на уровне начального общего образования. Представлены результаты изучения различных исследований, посвященных философским, психологическим и педагогическим аспектам человеческой активности в виртуальной реальности (virtual reality – VR). Доказывается важность и необходимость внедрения технологий виртуальной, дополненной и смешанной реальности для цифровой трансформации сферы образования. Предложена классификация средств виртуальной реальности, применяемых в образовании, на основе критериев погружения и присутствия. Классификация включает виды технологий виртуальной реальности, различающиеся по степени иммерсивности; видам образовательных задач; графическому пользовательскому интерфейсу; графическому представлению пользователей; возможности взаимодействия; особенностям представления объектов в виртуальной реальности. Приведены примеры реализации иммерсивного подхода в общем образовании: изучение влияния социальных конфигураций на визуальное внимание учащихся и учебный процесс в иммерсивном классе виртуальной реальности; влияния текстовых аннотаций в классе иммерсивной виртуальной реальности на способности припоминания учебной информации и т. п. Описаны достоинства применения VR в младших классах с целью развития учебно-познавательной компетентности школьников: наглядность, возможность визуализации сложных и недоступных для восприятия знаний, абстрактных понятий, вовлеченность и интерактивность, мультимодальность восприятия, совместимость с дистанционным обучением и возможность геймификации образовательного процесса. Выявлены позитивные представления педагогов-практиков по отношению к использованию средств VR. Педагоги готовы внедрять в образовательный процесс средства виртуальной реальности, однако наблюдается недостаточное количество качественных VR-продуктов, отвечающих тематическим запросам учителей-предметников. Разработаны задания для детей по четырем направлениям развития: когнитивному, операционно-деятельностному, рефлексивно-оценочному и ценностно-смысловому. The question of the developing value of virtual reality technologies, the possibilities of their application at the level of primary general education is considered. The results of studying various studies on the philosophical, psychological and pedagogical aspects of human activity in virtual reality (VR) are presented. The importance and necessity of introducing virtual, augmented and mixed reality technologies for the digital transformation of the education sector is proved. An attempt is made to classify the means of virtual reality used in education based on the criteria of immersion and presence. The classification distinguishes types of virtual reality technologies according to: the degree of immersiveness; types of educational tasks; graphical user interface; graphical representation of users; interaction opportunities; features of representation of objects in virtual reality; used educational tools and technical specifications. Examples of the implementation of the immersive approach in general education are given: studying the influence of social configurations on the visual attention of students and the learning process in an immersive virtual reality classroom; the influence of text annotations in the class of immersive virtual reality on the ability to recall educational information, etc. The advantages of using VR in education for the development of educational and cognitive competence in primary school age are described: visibility, the ability to visualize complex and inaccessible knowledge, abstract concepts, involvement and interactivity, multimodality of perception, compatibility with distance learning and the possibility of gamification of the educational process. Positive ideas of practicing teachers in relation to the use of VR tools are revealed. Teachers are ready to introduce virtual reality tools into the educational process, however, there is an insufficient number of high-quality VR products that meet the thematic needs of subject teachers. Tasks for children were developed in 4 areas of development: value-semantic, cognitive, operational-activity; reflective-evaluative.
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Dermott, McMeel. "Robots and AR: towards a platform economy for construction." Journal of Information Technology in Construction 24 (December 4, 2019): 527–39. http://dx.doi.org/10.36680/j.itcon.2019.029.

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Platform economies like Uber and AirBnB have emerged quickly to dominate and radically reconfiguring social, geographic and organisational structures of existing economic systems; putting markets into a state of contingency and flux. What is a platform economy for construction? This paper reports on research investigating the implementation and combination of new technology, made possible by through a ‘platform’ approach to disrupt design and making processes and offer insight into potential futures. This project explores automated robotic construction, automatic recognition of building components and Augmented Reality overlay of additional data. The paper reviews existing literature to explore similarities and differences between construction and other sectors being disrupted by platforms. The research methodology develops a digital software platform to investigate how much of the design, fabrication and assembly of a ‘digital igloo’ can be automated. The igloo itself is a simple structural form intended to showcase composite panels. Results reveal construction is organizationally strikingly similar to sectors currently being disrupted. They also show the surprising extent to which design, fabrication and assembly can be contained within a digital platform. The biggest challenge was perhaps to do with tolerance, specifically when and where there is a focus on precision. Conclusions suggest the complexity of construction is likely to prevent an immediate and complete shift to a platform economy. It is more likely in the short term that contained and discrete aspects of construction, such as transport or equipment, might be suited to adoption.
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Malik, Aqdas, Kari Hiekkanen, Zaheer Hussain, Juho Hamari, and Aditya Johri. "How players across gender and age experience Pokémon Go?" Universal Access in the Information Society 19, no. 4 (October 16, 2019): 799–812. http://dx.doi.org/10.1007/s10209-019-00694-7.

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Abstract The purpose of this study is to provide insights into player experiences and motivations in Pokémon Go, a relatively new phenomenon of location-based augmented reality games. With the increasing usage and adoption of various forms of digital games worldwide, investigating the motivations for playing games has become crucial not only for researchers but for game developers, designers, and policy makers. Using an online survey (N = 1190), the study explores the motivational, usage, and privacy concerns variations among age and gender groups of Pokémon Go players. Most of the players, who are likely to be casual gamers, are persuaded toward the game due to nostalgic association and word of mouth. Females play Pokémon Go to fulfill physical exploration and enjoyment gratifications. On the other hand, males seek to accomplish social interactivity, achievement, coolness, and nostalgia gratifications. Compared to females, males are more concerned about the privacy aspects associated with the game. With regard to age, younger players display strong connotation with most of the studied gratifications and the intensity drops significantly with an increase in age. With the increasing use of online and mobile games worldwide among all cohorts of society, the study sets the way for a deeper analysis of motivation factors with respect to age and gender. Understanding motivations for play can provide researchers with the analytic tools to gain insight into the preferences for and effects of game play for different kinds of users.
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Şeyihoğlu, Ayşegül, Ayça Kartal, Ahmet Tekbiyik, Gülşah Sezen Vekli, and Kader Birinci Konur. "THE DESIGN AND IMPLEMENTATION OF A TEACHER TRAINING PROGRAM FOR IMPROVING TEACHERS' DISASTER LITERACY: INTERDISCIPLINARY DISASTER EDUCATION PROGRAM (IDEP)." Problems of Education in the 21st Century 79, no. 5 (October 10, 2021): 781–803. http://dx.doi.org/10.33225/pec/21.79.781.

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The interdisciplinary aspect of natural disasters requires their correlation with more than one discipline and orientation for understanding and teaching the inevitable nature of disasters. This study aimed to design a teacher training program called the Interdisciplinary Disaster Education Program (IDEP) and reveal its effect on improving teachers' natural disaster literacy. Furthermore, teachers' opinions about program were examined. The mixed-method design was used in the study. The study participants consisted of 36 teachers (science, classroom, and social studies teachers) working on different subjects. Data were obtained using the Natural Disaster Literacy Scale and the survey for the IDEP. The data collected from the scale were analyzed using two-way mixed ANOVA. The qualitative data collected from the survey were subjected to content analysis. The results indicated that the IDEP statistically improved teachers' natural disaster literacy. Moreover, the survey results highlighted that different instructional activities (experiments, modeling, workshops, rock/soil analysis, coding, augmented reality, and STEM applications, etc.) related to natural disasters contributed to a lot of professional and personal knowledge of teachers, particularly disaster management. Keywords: disaster literacy, interdisciplinary education, mixed method, natural disaster, teacher training program
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Gavrilova, Yulia A. "THE PROBLEM OF MEANING OF LAW IN A DIGITAL SOCIETY." RUDN Journal of Law 24, no. 3 (December 15, 2020): 608–28. http://dx.doi.org/10.22363/2313-2337-2020-24-3-608-628.

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The article is devoted to the evolution of law in a digital society in a semantic approach. The rapid development of digital technologies is characterized by contradictory trends. The new technical and technological reality can be terminal for the development of society if people entrust themselves to a "digit" and will not reasonably and responsibly organize their social relations in terms of legal regulation. A more humane version is to consider digital models as a tool for solving social problems. In this way, law should acquire the quality of the main tool of such transformations and along with new functions; those functions are expert-analytical, forecasting, priority adaptation, standardization of technological control. The problem of meaning of law in a digital society can be attributed to most important problems. It covers a wide range of debatable issues: the relation-ship between the real and the virtual in law, consideration of artificial intelligence as a possible subject of law, distinction between truth and plausibility in law, se-miotic nature and methodology of cognizing the meaning of law in the world of signs, symbols, codes, etc. The purpose of the article is to formulate the author's view on the dynamics of the laws meaning in a digital society from the point of view of ontology, epistemology, methodology and applied aspect of knowledge. Research methods: formal legal, analysis, interpretation, forecasting, and modeling. The results of the study. In a digital society, law is being transformed into digital semiotic and augmented reality, with technology as an integral part of it. In these conditions, law, according to author, will preserve the regulatory and value potential for human society on condition that software machine codes are integrated into the human environment, and used to the benefit of a human being. There-fore, the traditional procedures of law-making, interpretation, concretization, application of law and dynamic meaning-making will remain relevant; by analogy with them, the software allowing to interact with the machine will be created and developed. The article arrives at the concludion that cognition of the meaning of law in a digital society rests in the search for the truth: law is a human reality and scientific and technological progress is evaluated in compliance with it.
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Thangavel, Gomathi, Mevludin Memedi, and Karin Hedström. "Customized Information and Communication Technology for Reducing Social Isolation and Loneliness Among Older Adults: Scoping Review." JMIR Mental Health 9, no. 3 (March 7, 2022): e34221. http://dx.doi.org/10.2196/34221.

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Background Advancements in science and various technologies have resulted in people having access to better health care, a good quality of life, and better economic situations, enabling humans to live longer than ever before. Research shows that the problems of loneliness and social isolation are common among older adults, affecting psychological and physical health. Information and communication technology (ICT) plays an important role in alleviating social isolation and loneliness. Objective The aim of this review is to explore ICT solutions for reducing social isolation or loneliness among older adults, the purpose of ICT solutions, and the evaluation focus of these solutions. This study particularly focuses on customized ICT solutions that either are designed from scratch or are modifications of existing off-the-shelf products that cater to the needs of older adults. Methods A scoping literature review was conducted. A search across 7 databases, including ScienceDirect, Association for Computing Machinery, PubMed, IEEE Xplore, PsycINFO, Scopus, and Web of Science, was performed, targeting ICT solutions for reducing and managing social isolation and loneliness among older adults. Articles published in English from 2010 to 2020 were extracted and analyzed. Results From the review of 39 articles, we identified 5 different purposes of customized ICT solutions focusing on reducing social isolation and loneliness. These were social communication, social participation, a sense of belonging, companionship, and feelings of being seen. The mapping of purposes of ICT solutions with problems found among older adults indicates that increasing social communication and social participation can help reduce social isolation problems, whereas fulfilling emotional relationships and feeling valued can reduce feelings of loneliness. In terms of customized ICT solution types, we found the following seven different categories: social network, messaging services, video chat, virtual spaces or classrooms with messaging capabilities, robotics, games, and content creation and management. Most of the included studies (30/39, 77%) evaluated the usability and acceptance aspects, and few studies (11/39, 28%) focused on loneliness or social isolation outcomes. Conclusions This review highlights the importance of discussing and managing social isolation and loneliness as different but related concepts and emphasizes the need for future research to use suitable outcome measures for evaluating ICT solutions based on the problem. Even though a wide range of customized ICT solutions have been developed, future studies need to explore the recent emerging technologies, such as the Internet of Things and augmented or virtual reality, to tackle social isolation and loneliness among older adults. Furthermore, future studies should consider evaluating social isolation or loneliness while developing customized ICT solutions to provide more robust data on the effectiveness of the solutions.
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Liaskovskyi, О. "THE INFLUENCE OF THE EUROPEAN COHESION STRATEGY ON SOME ASPECTS OF AESTHETICS OF THE URBAN ENVIRONMENT." Vìsnik Nacìonalʹnogo unìversitetu "Lʹvìvsʹka polìtehnìka". Serìâ Arhìtektura 4, no. 2 (December 22, 2022): 99–104. http://dx.doi.org/10.23939/sa2022.02.099.

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The article examines the issue of the influence of the European cohesion policy on approaches to the urban environment and assessing its quality. A number of parameters that determine various aspects of urban space transformation in the context of cohesion policy are analyzed. An assessment of the already existing experience of interpreting public areas is given, both from the point of view of functional efficiency and from the point of view of their aesthetic value. Some directions of the cohesion strategy which influence changes in the value perceptions of the urban space are outlined. The purpose of the article is to determine the likely impact of the European cohesion strategy on the transformation of ideas about the aesthetics of the urban environment. Three directions related to the impact of cohesion policy on the transformation of ideas about the urban environment aesthetics are outlined. They can be defined by: anti-segregation, joint action and topo-solidarity. The first of them is related to a positive reassessment of various forms of openness and interaction. Spaces of common presence, previously separated groups, become a key factor in the value determination of the urban fabric. Elements of virtual and augmented reality, as well as temporary and portable structures, media facades, etc., can be involved in their creation. Traditional means of spatial planning can be perceived as an undesirable rudiment of the urban environment. The second actualizes the concept of aesthetics as maximum variety in a minimum area, primarily pedestrian accessibility. Therefore, homogeneous “ensembles” characteristic of the 20th century are losing their value. The third is related to the creation of city-wide symbols that would reflect the nature of a new type of city-wide solidarity. They have an inclusive nature for positive perception by representatives of the entire multifaceted urban community. It was determined that the change of ideas about the aesthetics of the city under the influence of the cohesion strategy should be considered in conjunction with other phenomena of the transition from the industrial to the information society. The ensemble and rhythmicity of the general masses, the sectoral distribution of territories are gradually giving way to mosaicism and diversity as compositional and functional components. Expanding the category of choice within the pedestrian accessibility zone, freeing the space from barriers and exclusions of various types will be combined with the desire to create universal images – symbols of a new common for all residents of the city, regardless of ethno-confessional and social background.
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Charaf, Hassan. "Special Issue on CogInfoCom 2012." Journal of Advanced Computational Intelligence and Intelligent Informatics 18, no. 3 (May 20, 2014): 305. http://dx.doi.org/10.20965/jaciii.2014.p0305.

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Cognitive infocommunications (CogInfoCom) investigates connections between the cognitive sciences and different areas of infocommunications. CogInfoCom also focuses on engineering application fields integrating related scientific areas and results. Cognitive infocommunications systems involve hardware and software components that collect and store information and enable users to interact with this information. Besides communication security, considerations include the amount of stored information, which may be huge. This means that there is a need for algorithms and solutions that store and process data effectively. The CogInfoCom field presents a number of motivational challenges requiring active deep research, implementation, integration and measurement. This special issue focuses on the Cognitive Mobile Applications and Services track of the 3rd IEEE International Conference on Cognitive Infocommunications (CogInfoComf12). Mobile phones and tablets are now everyday tools that enable users to easily connect to the Internet, download social content, find interesting places, etc. Mobile technology has become one of the most important fields in the IT industry just as Web technology was 10-15 years ago. Mobile phones and tablets use sensors and interfaces like accelerometers, cameras, GPS, and thermometers that monitor and enable easier interaction with the real world. Agents hosted by mobile devices that learn from sensor-originated information also support individual applications and complex systems. This special issue focuses on the cognitive capabilities of mobile phones, the various agents that mobile devices host, and how they can be applied efficiently in applications and services including social aspects of mobile solutions. Papers from the conference cover mobile controlled environments, mobile-supported learning, augmented reality, energy efficiency and communication techniques. We thank the authors for submitting their papers to CogInfoCom as a venue for presenting their findings. We are also grateful to program committee members and reviewers for their efforts in making the conference and the special issue possible. We feel that these papers will provide readers with interesting and valuable results from the field of cognitive infocommunications.
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Giotis, Georgios, and Evangelia Papadionysiou. "The Role of Managerial and Technological Innovations in the Tourism Industry: A Review of the Empirical Literature." Sustainability 14, no. 9 (April 25, 2022): 5182. http://dx.doi.org/10.3390/su14095182.

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The constant changes typically present in the market along with intense competition force companies to be flexible and adaptable. Firms that operate in the tourism industry need to be well prepared and ready to face challenges that arise on different levels. Managerial and technological innovations can play a significant role in the profitability, sustainable development and longevity of a company. In this respect, this paper aims to analyze the role of innovation, as well as the key elements that affect the capability of a firm to manage innovation (as corporate strategy, organizational structure, management style, employee management, innovation process and knowledge management). To this end, it highlights the importance of the way that a firm is directed in order to enhance its performance and maintain its competitive advantage in the market. Some of the results show that the proper style of management, appropriate personnel and a pleasant working environment characterized by collaboration among employees and managers enhance the possibilities of a firm to increase innovation. Moreover, some managerial implications are also proposed to assist managers of firms in the tourist industry to create appropriate strategies. Since managers are positive and support innovation in all aspects of the firm, this may also enhance the use of technology, which will give tourism firms increased opportunity to enlarge their market share. In addition, our study accentuates the roles of ICT, social media, mobile phones and smartphones, websites, as well as multimedia, virtual and augmented reality, artificial intelligence, and several other technological advances in the tourism industry, which have helped to develop operations and transform the process of travelling to a much more pleasant and efficient experience. Within this framework of the essential role of managerial and technological innovations in tourism, our study aims to provide an extensive review of the empirical studies that have been conducted to investigate these issues.
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Giotis, Georgios, and Evangelia Papadionysiou. "The Role of Managerial and Technological Innovations in the Tourism Industry: A Review of the Empirical Literature." Sustainability 14, no. 9 (April 25, 2022): 5182. http://dx.doi.org/10.3390/su14095182.

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Abstract:
The constant changes typically present in the market along with intense competition force companies to be flexible and adaptable. Firms that operate in the tourism industry need to be well prepared and ready to face challenges that arise on different levels. Managerial and technological innovations can play a significant role in the profitability, sustainable development and longevity of a company. In this respect, this paper aims to analyze the role of innovation, as well as the key elements that affect the capability of a firm to manage innovation (as corporate strategy, organizational structure, management style, employee management, innovation process and knowledge management). To this end, it highlights the importance of the way that a firm is directed in order to enhance its performance and maintain its competitive advantage in the market. Some of the results show that the proper style of management, appropriate personnel and a pleasant working environment characterized by collaboration among employees and managers enhance the possibilities of a firm to increase innovation. Moreover, some managerial implications are also proposed to assist managers of firms in the tourist industry to create appropriate strategies. Since managers are positive and support innovation in all aspects of the firm, this may also enhance the use of technology, which will give tourism firms increased opportunity to enlarge their market share. In addition, our study accentuates the roles of ICT, social media, mobile phones and smartphones, websites, as well as multimedia, virtual and augmented reality, artificial intelligence, and several other technological advances in the tourism industry, which have helped to develop operations and transform the process of travelling to a much more pleasant and efficient experience. Within this framework of the essential role of managerial and technological innovations in tourism, our study aims to provide an extensive review of the empirical studies that have been conducted to investigate these issues.
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