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Wyświetlanie 1-3 z 3
Tytuł:
Why not VR architecture?
Dlaczego nie wirtualna architektura?
Autorzy:
Śliwecki, Bartosz
Powiązania:
https://bibliotekanauki.pl/articles/398225.pdf
Data publikacji:
2019
Wydawca:
Politechnika Białostocka. Oficyna Wydawnicza Politechniki Białostockiej
Tematy:
imersja
projektowanie architektoniczne
wirtualna architektura
wirtualna rzeczywistość
immersion
architectural design
virtual architecture
Virtual Reality
Opis:
This article is an overlay of key aspects of virtual architecture and the VR world. Through the use of the entertainment market, virtual architecture gains a completely new area of expertise and the ability to shine in new realms. By comparing existing limitations and advantages of real world architecture and virtual architecture, the author notes the possible direction of evolution that architects may face as a result of new design thinking in the VR world.
Artykuł przedstawia przełożenie kluczowych aspektów wirtualnej architektury oraz świata VR. Wykorzystując rynek mediów rozrywkowych, wirtualna architektura zyskuje całkowicie nowe pole do popisu oraz nowy zakres specjalizacji projektanta. Porównując obecne ograniczenia i przewagi projektowania architektonicznego oraz projektowania wirtualnej architektury, autor przedstawia możliwości technologicznego rozwoju sposobu projektowania architektonicznego jako wynik nieograniczonej inwencji w świecie VR.
Źródło:
Architecturae et Artibus; 2019, 11, 1; 40-52
2080-9638
Pojawia się w:
Architecturae et Artibus
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Virtual reality architectural spaces and the shift of populace in online social vr platforms in 2020
Autorzy:
Śliwecki, Bartosz
Powiązania:
https://bibliotekanauki.pl/articles/2040736.pdf
Data publikacji:
2021
Wydawca:
Politechnika Białostocka. Oficyna Wydawnicza Politechniki Białostockiej
Tematy:
human 2.0
digital living space
virtual perception
online social platforms
virtual reality architecture
Opis:
Virtual reality and the digital architectural representations of buildings that exist in the cyber realm are gathering more and more users as their platforms develop spaces better suited for the virtual human. Design of sites and interiors is being carried out by both experienced creators and those completely lacking skill in spatial creativity. Research was conducted during the course of two record gathering sessions lasting two weeks each, one at the beginning of February in the year 2020, the other at the end of the year in the last two weeks of the month of November 2020. Information was gathered about the population status of the most visited worlds at those times, as well as their specificity in architectural design traits. Comparison of the data showed that humans who attend online social gatherings and interactions in virtual reality worlds shifted their favor from median traits to those representing more high-end quality at the end of the year. Demographics show a rise in the amount of users aged between 6-10, and 21-35, in comparison to that of the beginning of 2020 where the dominant age group was between 16 and 21 years old. The global lockdown due to the pandemic attracted people from the home office generation who preferred architectural spaces of higher quality, larger and more complex floor plans, and spatial representations of high-rise residential, nightlife and fictional spaces for virtual human to human socializing and interaction.
Źródło:
Architecturae et Artibus; 2021, 13, 4; 1--12
2080-9638
Pojawia się w:
Architecturae et Artibus
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The concept of applying gamification in biomedical engineering
Autorzy:
Pauk, Jolanta
Śliwecki, Bartosz
Hościło, Bogdan
Sobolewski, Andrzej
Garcia-Zapirain Soto, Begoña
Romańczuk-Ruszuk, Eliza
Dzięcioł-Anikiej, Zofia
Powiązania:
https://bibliotekanauki.pl/chapters/2204388.pdf
Data publikacji:
2022
Wydawca:
Politechnika Białostocka. Oficyna Wydawnicza Politechniki Białostockiej
Tematy:
biomedical engineering
gamification
remote education
Opis:
Traditional academic education is not sufficient in adult education and not adequate for teaching either technical skills or medical skills. In recent years, especially in times of the Covid-19 pandemic, the research and teaching staff have experienced problems related to the lack of interest and decreased motivation, concentration disorders, and the deterioration of the quality of communication and interpersonal relationships in students. The aim of the study is to develop a new concept on the use of gamification in biomedical engineering aimed at improving the quality of academic teaching. The main slogan of the proposed game is Orthopedic engineering and pathology, which is part of an educational module called Introduction to biomedical engineering. The presented approach is supported by an online educational platform including gaming resources available to create an innovative biomedical engineering itinerary. The result of these works leads to the creation of a multi-layered system of interactive means of teaching, which include the use of 3D games designed in the form of escape rooms, and augmented and virtual reality tools for the display and interaction with surgical instruments. In addition, a foreseeable map of interconnected topics will be made available to students as a direct and deliberate practice of increasing awareness of the possible directions of development, as well as to let students plan out their own route in order to achieve similar and expected results. Further development of the teaching tools is planned for the upcoming year, as the implementation of the mentioned tools will be done with selected students from each university.
Źródło:
Advances in biomedical engineering; 143–151
9788367185400
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-3 z 3

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