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Tytuł:
Characterization of new business opportunities in virtual commerce
Autorzy:
Magdalena Hofman-Kohlmeyer, Magdalena Hofman-Kohlmeyer
Powiązania:
https://bibliotekanauki.pl/articles/1179456.pdf
Data publikacji:
2017
Wydawca:
Przedsiębiorstwo Wydawnictw Naukowych Darwin / Scientific Publishing House DARWIN
Tematy:
virtual business
virtual commerce
virtual environment
virtual world
Opis:
Last couple of years, the numbers of games based on virtual worlds significantly increased. At the same time, the economy inside these virtual worlds has also developed. Nowadays, virtual environments like Second Life or Entropia Universe give companies various business opportunities, especially in selling their virtual or real products (virtual commerce). This article is aimed to give an outlook on virtual world as a new marketplace and their business potential, specifically in virtual commerce. The final part constitutes some conclusion and suggestions for future research. In order to achieve the assumed goal the author represents a literature review.
Źródło:
World Scientific News; 2017, 78; 175-184
2392-2192
Pojawia się w:
World Scientific News
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
WALUTY WIRTUALNE – PROBLEM ZDEFINIOWANIA I KLASYFIKACJI NOWEGO ŚRODKA PŁATNICZEGO
Virtual currency – the problem of defining and classifying new means of payment
Autorzy:
Ryfa, Jakub
Powiązania:
https://bibliotekanauki.pl/articles/950824.pdf
Data publikacji:
2014
Wydawca:
Wydawnictwo Uniwersytetu Ekonomicznego we Wrocławiu
Tematy:
virtual money
virtual currency
Bitcoin
virtual economy
Opis:
In the discussions about modern economy in the past few years, more attention has been given to virtual currencies and their increasing importance due to the wider usage. Virtual money partly owes its origin to virtual worlds computer games, thanks to them gaining in popularity. Pointing out the independence and innovation of this solution contributes to the development of further, improved currency system, operating on a much larger scale. Despite their dynamic development in a few years, little attention has been given to the proper definition of a new kind of means of payment. The purpose of this article is to classify the virtual currency in relation to already existing forms of money, systematizing existing knowledge and to develop a more complete definition describing modern virtual money.
Źródło:
Financial Sciences. Nauki o Finansach; 2014, 2(19); 138-147
2080-5993
2449-9811
Pojawia się w:
Financial Sciences. Nauki o Finansach
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Virtual assembly with Delmia DPM
Autorzy:
Mičieta, B.
Kuric, T.
Powiązania:
https://bibliotekanauki.pl/articles/118197.pdf
Data publikacji:
2011
Wydawca:
Polskie Towarzystwo Promocji Wiedzy
Tematy:
virtual reality
virtual assembly
Opis:
Industrial assembly is nowadays subject to quick product changes, increasing numbers of variants and short planning spans of the customer. This can be achieved by using, presented in this paper, new methods and approaches like virtual reality and last but not least virtual verification of processes in assembly.
Źródło:
Applied Computer Science; 2011, 7, 2; 27-32
1895-3735
Pojawia się w:
Applied Computer Science
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Development of Virtual Museums in Poland
Autorzy:
Gutowski, Piotr
Powiązania:
https://bibliotekanauki.pl/articles/1391042.pdf
Data publikacji:
2019
Wydawca:
Wyższa Szkoła Bankowa w Poznaniu
Tematy:
e-services
virtual museums
virtual walk
virtual tours
Opis:
Technological determinism has initiated the revolution of society, laying the foundations of the civilization of knowledge. One of its key principles is the shift of the economic center of gravity to broadly defined services. In many areas, information and communication technology has replaced traditional tools with their digital equivalents. This can be observed, inter alia, at the interface between tourism and culture in the form of virtual museums. The article reviews and analyzes the level of development of selected virtual museums in Poland. Moreover, based in the results of the study and the proposed evaluation model, the author attempted to answer questions about the quality of museum e-services, their competitiveness in relation to traditional museums and, finally, the benefits of developing and maintaining such services.
Źródło:
Studia Periegetica; 2019, 27(3); 119-138
1897-9262
2658-1736
Pojawia się w:
Studia Periegetica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Wirtualny chór jako obszar badawczy współczesnej etnografii
Autorzy:
Wróblewska, Aleksandra
Powiązania:
https://bibliotekanauki.pl/articles/2095880.pdf
Data publikacji:
2020
Wydawca:
Poznańskie Towarzystwo Przyjaciół Nauk
Tematy:
virtual choir
online performance
virtual fieldwork
virtual ethnography
Opis:
As a result of rapid technological development, new forms of musical performance have emerged, connecting people from all over the world into large, virtual communities. Digital forms of communication have also created the need for adapting ethnographical research tools along with the specificity of new media and redefining traditional terms such as ‘field’ and ‘community’. The article presents selected issues of online ethnography referring to the phenomenon of virtual choirs. It also describes and classifies online musical initiatives, indicating perspectives for further studies.
Źródło:
Our Europe. Ethnography – Ethnology – Anthropology of Culture; 2020, 9; 39-44
2299-4645
Pojawia się w:
Our Europe. Ethnography – Ethnology – Anthropology of Culture
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Inflation in a virtual economy – a real or virtual threat?
Autorzy:
Maciejasz-Świątkiewicz, Marta
Musiał, Mateusz
Powiązania:
https://bibliotekanauki.pl/articles/950695.pdf
Data publikacji:
2014
Wydawca:
Wydawnictwo Uniwersytetu Ekonomicznego we Wrocławiu
Tematy:
inflation
virtual economy
virtual money
Opis:
The aim of the paper is an analysis of the way and circumstances under which inflation can occur in a virtual economy. It is also an attempt to answer the question whether, and in what way virtual inflation may be related to inflation in the real economy. The article is conceptual, because in the present state of statistical data the effects of virtual economies are not carried out, or are generated in a very small number, which makes it impossible to make reliable calculations.
Źródło:
Financial Sciences. Nauki o Finansach; 2014, 4(21); 42-51
2080-5993
2449-9811
Pojawia się w:
Financial Sciences. Nauki o Finansach
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
ROLA PAŃSTWA W ZRÓWNOWAŻONYM ROZWOJU SYSTEMU BANKOWEGO
Development of virtual currency schemes
Autorzy:
Mackiewicz, Piotr
Musiał, Marta
Powiązania:
https://bibliotekanauki.pl/articles/950888.pdf
Data publikacji:
2014
Wydawca:
Wydawnictwo Uniwersytetu Ekonomicznego we Wrocławiu
Tematy:
virtual money
virtual currency schemes
Bitcoin
Opis:
The whole world conducts a lively discussion about a new creation, namely virtual currency schemes. The questions arise: What differs them from currently known systems? Do those currencies posses any real value? and finally: Do they pose any threat to conventional and current monetary systems and world economy? The interest of European Central Bank and FED into them shows how important they are. The aim of this article is to present opportunities and threats coming from the development of virtual currency schemes. The article is composed of short history of currencies showing the creation of virtual currencies as well as discusses the classification of virtual currency schemes, which is important to analyze the development direction of these schemes, as well as its chances and threats.
Źródło:
Financial Sciences. Nauki o Finansach; 2014, 1(18); 132-141
2080-5993
2449-9811
Pojawia się w:
Financial Sciences. Nauki o Finansach
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Virtual Knowledge Sharing in Crowdsourcing: Measurement Dilemmas
Autorzy:
Lenart-Gansiniec, Regina
Powiązania:
https://bibliotekanauki.pl/articles/474986.pdf
Data publikacji:
2017
Wydawca:
Fundacja Upowszechniająca Wiedzę i Naukę Cognitione
Tematy:
virtual knowledge sharing
virtual community
measurement
Opis:
One relatively new area of contemporary science research on management is crowdsourcing and virtual knowledge sharing occurring within it. It is defined as the dissemination of knowledge by a virtual community, informing others, making it public, expecting that others will comment on this knowledge, expand and complete it. Such a sharing of knowledge is particularly important for co-creating, participating, or acquiring innovative ideas by an organization. However, despite its positive impact on the organization, it has not been the subject of comprehensive research so far. This article presents the existing output in the scope of the ways of measuring community knowledge sharing within crowdsourcing. In this elaboration, explanations as to why it is worth studying virtual knowledge sharing may be found.
Źródło:
Journal of Entrepreneurship, Management and Innovation; 2017, 13, 3; 95-124
2299-7075
2299-7326
Pojawia się w:
Journal of Entrepreneurship, Management and Innovation
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Problem of Existence of Virtual Objects from the Philosophical Perspective
Autorzy:
Mazurek, Mariusz
Powiązania:
https://bibliotekanauki.pl/articles/31234163.pdf
Data publikacji:
2022
Wydawca:
Polska Akademia Nauk. Instytut Filozofii i Socjologii PAN
Tematy:
ontology
virtual existence
virtual objects
artefacts
fictions
Opis:
I consider the problem of existence of virtual objects, mainly their mode of existence, while omitting the issue of the criteria of their existence. I present and analyze the concepts of modes (forms, kinds) of existence of virtual objects proposed in the literature of the subject, and then I demonstrate my own position on the issue. My position on the existence of virtual objects has certain points coinciding with the already postulated views, but at the same time it differs from them in some basic aspects. In my view virtual objects are “born” in human individual consciousness as the objects of specific creative states of the mind. So initially they are private objects belonging to the individual subjective sphere. However, their final and ready forms emerge in complex processes of objectifying and autonomizing the respective private conscious states and their objects. In these processes the private objects are transformed into objects intersubjectively accessible and existing in the collective cultural sphere. In both their forms, initial and final, virtual objects are non-material entities: first subjective, then objective. The ontic status of virtual objects is very similar to the status of intangible ideas and all the non-material objects created by the human mind. The main difference consists in that virtual objects are expressed by the use computers programmes, while other non-material objects created by human beings are expressed by use of words, pictures, literature and art works, etc.
Źródło:
Filozofia i Nauka; 2022, 10, zeszyt specjalny; 137-156
2300-4711
2545-1936
Pojawia się w:
Filozofia i Nauka
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Digital Twin based synchronised control and simulation of the industrial robotic cell using Virtual Reality
Autorzy:
Kuts, Vladimir
Otto, Tauno
Tähemaa, Toivo
Bondarenko, Yevhen
Powiązania:
https://bibliotekanauki.pl/articles/100089.pdf
Data publikacji:
2019
Wydawca:
Wrocławska Rada Federacji Stowarzyszeń Naukowo-Technicznych
Tematy:
digital twin
industrial robots
virtual factory
virtual reality
Opis:
During the years common understanding of the possibilities and perspectives of Virtual Reality (VR) usage has been changed. It is thought that VR is mainly used in entertainment purposes, but it is being used already for many years in different industries, and now with easier access to the hardware it became a helpful and accessible tool that could be used and developed in any field of human activities. In manufacturing, immersive technologies are mainly used nowadays for the visualisation of processes and products combining those visuals into the factory Digital Twin (DT) which is possible to view from the inside look. This feature is already being used in several manufacturing simulation tools, which enable to view onto industrial line / robotic cells via Virtual Reality glasses. However, the potential of using simulations with VR in manufacturing is not fully uncovered. The main aim of this, industrial robotics targeted research is to enable besides simulation also universal control algorithms through Virtual Reality experience, produced by game engine Unity3D, which can be easily modified for a wide range of industrial equipment. The primary outcome of this work is the development of the synchronisation model of real and virtual industrial robots and experimental testing the developed model in Virtual Reality and shop floor labs.
Źródło:
Journal of Machine Engineering; 2019, 19, 1; 128-145
1895-7595
2391-8071
Pojawia się w:
Journal of Machine Engineering
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Korzyści i zagrożenia wynikające z funkcjonowania wirtualnych zespołów projektowych
Benefits and threats resulting from the operation of virtual project teams
Autorzy:
Barnowska, B.
Saniuk, S.
Powiązania:
https://bibliotekanauki.pl/articles/108919.pdf
Data publikacji:
2017
Wydawca:
Uniwersytet Szczeciński. Wydawnictwo Naukowe Uniwersytetu Szczecińskiego
Tematy:
zespół wirtualny
wirtualny zespół projektowy
praca wirtualna
virtual management
virtual project team
virtual work
Opis:
Celem artykułu jest identyfikacja kluczowych problemów, zagrożeń oraz korzyści związanych z tworzeniem i funkcjonowaniem wirtualnych zespołów projektowych. Wyniki zaprezentowanych badań uzyskano na podstawie krytycznej analizy literatury, skategoryzowanego wywiadu oraz analizy dokumentacji przykładowego projektu realizowanego przez wirtualny zespół projektowy, powołany celem zbadania obciążenia pracą i opracowania standardów pracy dla wybranych grup zawodowych w organizacjach administracji publicznej. Ponadto, w artykule zaproponowano zestaw dobrych praktyk, które warto implementować, realizując projekty z wykorzystaniem wirtualnych zespołów projektowych.
The purpose of this article is to identify the key issues, threats, and benefits associated with the creation and operation of virtual teams. The results presented were obtained on the basis of a critical analysis of literature, categorized interview, documentation and analysis of the sample project of the virtual project team appointed to investigate the workload and to develop labor standards for selected professional groups in public administration organizations. In addition, the article proposes a set of good practices that might be implemented when projects are realized using virtual teams.
Źródło:
Studia Informatica Pomerania; 2017, 43, 1; 5-14
2451-0424
2300-410X
Pojawia się w:
Studia Informatica Pomerania
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Rapid prototyping of virtual production networks in SMEs
Autorzy:
Saniuk, S.
Saniuk, A.
Banaszak, Z.
Powiązania:
https://bibliotekanauki.pl/articles/118059.pdf
Data publikacji:
2009
Wydawca:
Polskie Towarzystwo Promocji Wiedzy
Tematy:
virtual production network
virtual organization
production capacity exchange platform
Opis:
Nowadays many companies, especially small and medium-sized enterprises (SMEs), specialize in a limited field of production. It requires forming virtual production networks of cooperating enterprises to manufacture better, faster and cheaper. Apart from that, some production orders cannot be realized, because there may not be a company of sufficient production potential. In this case the virtual production networks of cooperating companies can realize these production orders. These networks have larger production capacity and many different resources. Therefore it can realize many more production orders than only one of them. Such organization allows for executing high quality product. The maintenance costs of production capacity and used resources are not so high. The productivity is higher in all production systems in the network. The average costs of these systems are smaller and companies are more competitive.
Źródło:
Applied Computer Science; 2009, 5, 2; 58-67
1895-3735
Pojawia się w:
Applied Computer Science
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Netnografia, czyli etnografia wirtualna – nowa forma badań etnograficznych
Netnography, or virtual ethnography, as a new form of ethnographic research
Autorzy:
Jemielniak, Dariusz
Powiązania:
https://bibliotekanauki.pl/articles/468698.pdf
Data publikacji:
2013
Wydawca:
Polska Akademia Nauk. Instytut Filozofii i Socjologii PAN
Tematy:
netnography
virtual ethnography
anthropology of virtual communities
qualitative methods
Opis:
This article examines the method of virtual ethnography – or “netnography” – as used by scholars of organization and management studies. It describes the main problems organizational anthropologists may face when conducting research online. The issues discussed include cultural heterogeneity of virtual communities, the non-fundamental differences of virtual ethnography and ethnography, specifics of interactions, nativity, problems of observation, trouble with anthropological reflexivity, as well as the topics of trust and identity enactment.
Źródło:
Prakseologia; 2013, 154; 97-116
0079-4872
Pojawia się w:
Prakseologia
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
CNC milling machine precision analysis through numerical modelling
Autorzy:
Svetlík, J.
Demeč, P.
Kráľ, J.
Powiązania:
https://bibliotekanauki.pl/articles/102601.pdf
Data publikacji:
2017
Wydawca:
Stowarzyszenie Inżynierów i Techników Mechaników Polskich
Tematy:
accuracy of manufacturing machine
virtual prototyping
modal analysis
virtual model
Opis:
The motive behind the effort to make virtual prototyping more sophisticated is first of all cost reduction of manufacturing machine design, followed by reduction of lead time for development, prototyping and testing of the pre-manufacturing machine series. This article deals with the analysis of manufacturing precision of a 3-axial, numerically controlled milling machine. The methodology for precision analysis rests on a selected simplified numerical calculation model of a manufacturing machine on which virtual machining has been conducted. The mechanical inaccuracy itself is calculated by computer via the FEM analysis. The results are processed for visualization by the Excel software.
Źródło:
Advances in Science and Technology. Research Journal; 2017, 11, 2; 212-219
2299-8624
Pojawia się w:
Advances in Science and Technology. Research Journal
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Performance analysis of selected hypervisors (Virtual Machine Monitors - VMMs)
Autorzy:
Graniszewski, W.
Arciszewski, A.
Powiązania:
https://bibliotekanauki.pl/articles/227027.pdf
Data publikacji:
2016
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
virtualisation
virtual machines
benchmark
performance
hypervisor
virtual machine monitor
vmm
Opis:
Virtualization of operating systems and network infrastructure plays an important role in current IT projects. With the number of services running on different hardware resources it is easy to provide availability, security and efficiency using virtualizers. All virtualization vendors claim that their hypervisor (virtual machine monitor - VMM) is better than their competitors. In this paper we evaluate performance of different solutions: proprietary software products (Hyper-V, ESXi, OVM, VirtualBox), and open source (Xen). We are using standard benchmark tools to compare efficiency of main hardware components, i.e. CPU (nbench), NIC (netperf), storage (Filebench), memory (ramspeed). Results of each tests are presented.
Źródło:
International Journal of Electronics and Telecommunications; 2016, 62, 3; 231-236
2300-1933
Pojawia się w:
International Journal of Electronics and Telecommunications
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Turystyka kulturowa w cyberprzestrzeni. Przyczynek do tematyki
Cultural Tourism in Cyberspace. A Contribution to the Subject
Autorzy:
Smołucha, Danuta
Powiązania:
https://bibliotekanauki.pl/articles/37200468.pdf
Data publikacji:
2022
Wydawca:
Akademia Ignatianum w Krakowie
Tematy:
turystyka wirtualna
cyberprzestrzeń
wirtualny świat
Virtual Tourism
Cyberspace
Virtual World
Opis:
Zaawansowana technologia cyfrowa umożliwia dzisiaj człowiekowi zanurzanie się w symulujące realną rzeczywistość meandry wirtualnych światów. Użytkownicy internetu, bez wychodzenia z domu, mogą odwiedzać dowolnie wybrane obiekty turystyczne oraz repliki słynnych zabytków. Ten nowy sposób poznawania świata określa się mianem turystyki w cyberprzestrzeni. Choć daje ona dużą szansę na bliski kontakt z dziedzictwem kulturowym, to jednak zdarza się, że symulowany świat nie oddaje pełnej prawdy o rzeczywistości. Często przedstawiany on jest, świadomie lub nieświadomie, w krzywym zwierciadle. Wtedy zamiast zaspokajać intelektualne i estetyczne potrzeby użytkownika, wywołuje u niego dysonans poznawczy. Kwestia obecności obiektów dziedzictwa kulturowego w przestrzeni cyfrowej wymaga więc wnikliwych ocen i analiz.
Today, advanced digital technology allows people to immerse themselves in the meanders of virtual worlds simulating real reality. Internet users, without leaving home, can visit freely selected tourist facilities and replicas of famous monuments. This new way of exploring the world is called tourism in cyberspace. Although it gives a great chance for close contact with cultural heritage, it happens that the simulated world does not reflect the full truth about reality. He is often depicted in a crooked mirror. Then, instead of satisfying the intellectual and aesthetic needs of the user, it causes cognitive dissonance. The issue of the presence of cultural heritage objects in the digital space requires in-depth assessments and analyses.
Źródło:
Perspektywy Kultury; 2022, 39, 4; 411-416
2081-1446
2719-8014
Pojawia się w:
Perspektywy Kultury
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
What is Real in Virtual Reality?
Co jest rzeczywiste w rzeczywistości wirtualnej?
Autorzy:
Grabarczyk, Paweł
Powiązania:
https://bibliotekanauki.pl/articles/31233221.pdf
Data publikacji:
2024
Wydawca:
Katolicki Uniwersytet Lubelski Jana Pawła II. Towarzystwo Naukowe KUL
Tematy:
virtual reality
ontology
virtual realism
virtual fictionalism
magic circle
rzeczywistość wirtualna
ontologia
realizm wirtualny
fikcjonalizm wirtualny
magiczny krąg
Opis:
The paper discusses the thesis of virtual realism presented by David Chalmers in his paper “The Virtual and the Real” (2017). Here, I suggest an even stronger version of the claim that I call “virtual physicalism”. According to this view, virtual objects are not only real but physical as they are identical to the physical states of computers that run VR software. I suggest that virtual objects should have a similar ontological status to toys—they should be treated as models or simplifications of ordinary objects. Just like toys, virtual objects can sometimes be good enough to be used instead of their ordinary counterparts. In these cases, virtual objects start to be treated as instantiations of the same kind. In the last part of the paper, I use Johan Huizinga’s notion of a “magic circle” to suggest how different objects could be successfully “virtualized”, that is, moved into a digital realm while remaining objects of the same kind as their non-virtual counterparts. I suggest this will happen once virtual reality becomes permanent and causally connected with non-virtual reality. I finish the paper by looking at examples of natural kind objects and individuals, which seem to be the hardest cases for successful virtualization.
W artykule omawiam tezę realizmu wirtualnego przedstawioną przez Davida Chalmersa w artykule “The Virtual and the Real” (2017). Sugeruję przyjęcie jeszcze mocniejszej tezy, którą nazywam „fizykalizmem wirtualnym”. Zgodnie z tym drugim poglądem obiekty wirtualne są obiektami fizykalnym w dosłownym sensie — są identyczne z fizycznymi stanami komputera, który uruchamia daną rzeczywistość wirtualną. Argumentuję, że obiekty wirtualne powinny mieć podobny status ontologiczny co zabawki — powinny być traktowane jako modele albo uproszczenia obiektów zwykłych. Tak samo jak zabawki, obiekty wirtualne mogą niekiedy być wystarczająco dobre, aby można było ich używać zamiast ich fizycznych odpowiedników. W tych przypadkach obiekty wirtualne mogą zostać potraktowane jako egzemplarze tego samego typu co ich nie-wirtualne odpowiedniki. W ostatniej części artykułu wykorzystuję pojęcie „magicznego kręgu” Johana Huizingi. Twierdzę, że niektóre przedmioty mogą zostać z powodzeniem zwirtualizowane, czyli przeniesione do świata cyfrowego, pozostając przy tym obiektami tego samego typu. Sugeruję, że będzie tak, gdy wirtualna rzeczywistość stanie się stałą i przyczynowo powiązaną częścią rzeczywistości nie-wirtualnej. Na zakończenie artykułu rozważam obiekty należące do gatunków naturalnych oraz indywidua, które, jak się wydaje, najtrudniej jest poddać skutecznej wirtualizacji.
Źródło:
Roczniki Filozoficzne; 2024, 72, 1; 79-98
0035-7685
Pojawia się w:
Roczniki Filozoficzne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Visitors of online museums: analysis of the public of virtual exhibitions in Poland
Autorzy:
Manista, Gabriela
Powiązania:
https://bibliotekanauki.pl/articles/27786526.pdf
Data publikacji:
2022-10-28
Wydawca:
Krajowy Ośrodek Badań i Dokumentacji Zabytków
Tematy:
virtual exhibitions
virtual museum
museum digitizing
3D museum
hypermuseum
cybermuseum
Opis:
Virtual exhibitions have become a tool increasingly more frequently applied by Polish museums in order to reach a wider public. Using cyberdisplays as a digital product, not only do the institutions disseminate knowledge of their collection, but also reach new public. The potential and challenges entailed in designing e-museums have been a topic vivid in museology since the late 1990s. During the COVID-19 pandemic the discussion on tasks and purposes of digital displays was resumed. The paper presents the results of the CAWI research among visitors of digital museums; it also points to their motivation, while analysing the demand for such tools classifying individuals who use them into various categories.
Źródło:
Muzealnictwo; 2022, 63; 202-209
0464-1086
Pojawia się w:
Muzealnictwo
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Virtual Consumer versus Internet Creator, or Attitudes of Polish Teachers to Online Early School Education. Conclusions for Practice
Autorzy:
Majewska, Kamila
Powiązania:
https://bibliotekanauki.pl/articles/1967573.pdf
Data publikacji:
2019-09-30
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
early school education
virtual consumer
Internet creator
Information Technology
virtual space
Opis:
The aim of the present research was to assess the degree of preparation, methods of use, and the ability to create online educational resources by Polish teachers of early school education. The article presents the results of pilot studies carried out under the NP.-2550 grant, as well as the results of proper research conducted in 2017 in a group of 340 teachers. The selection of the research group was random. The collected data showed current trends, and made it possible to address the issue of a virtual consumer and an online creator from the perspective of a teacher.
Źródło:
The New Educational Review; 2019, 57; 210-222
1732-6729
Pojawia się w:
The New Educational Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Tool path definition in Virtual Machines world
Autorzy:
Wypysiński, R.
Powiązania:
https://bibliotekanauki.pl/articles/132140.pdf
Data publikacji:
2014
Wydawca:
Stowarzyszenie Inżynierów i Techników Mechaników Polskich
Tematy:
virtual machine
virtual machining
machine simulator
simulation process
simulation software
Eureka
Opis:
Virtual Machine (VM), called also machine simulator, is 3D computer model which is geometrically and functionally the same like real machine (CNC machine tool or robot). They are used mainly for different kind of syntax errors and collision detection in CNC programs. Whole simulation process is also called Virtual Machining. This kind of off-line programming require CAM software support to generate tool paths and transform them to machine commands. The most advanced virtual machining software gives more possibilities to influence machines behavior – it is not only simulation software. This article describe it based on Eureka virtual machining software.
Źródło:
Advanced Technologies in Mechanics; 2014, 1, no. 1 (1); 15-18
2392-0327
Pojawia się w:
Advanced Technologies in Mechanics
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Platformy informatyczne jako baza dla zintegrowanych programów symulacyjnych w procesach dydaktycznych
IT platform as a base technology for integrated advanced education and simulation processes
Autorzy:
Dyduch, Janusz
Dubiński, Jerzy
Powiązania:
https://bibliotekanauki.pl/articles/313275.pdf
Data publikacji:
2019
Wydawca:
Instytut Naukowo-Wydawniczy "SPATIUM"
Tematy:
platformy informatyczne
dydaktyka
programy symulacyjne
IT platforms
virtual reality
virtual education
Opis:
W artykule omówiony został temat wykorzystania technologii platform informatycznych do działań dydaktycznych w zakresie zintegrowanych programów symulacyjnych.
Technology of IT PLATFORM is one of the best IT technologies dedicated for education and simulation processes. IT PLATFORMS allowed for technical and analytic simulations.This is modern and very advance IT instrument for technicians, engineers and managers. IT PLATFORMS work in VIRTUAL ERALITY 3D space giving us new opportunities for education processes. IT PLTAFORMS it is futures technology for managers, engineers, technicians and administrators.
Źródło:
Autobusy : technika, eksploatacja, systemy transportowe; 2019, 20, 12; 112-115
1509-5878
2450-7725
Pojawia się w:
Autobusy : technika, eksploatacja, systemy transportowe
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Social area of the internet in the context of values and personal safety threats in cyberspace
Autorzy:
Joanna, Grubicka,
Powiązania:
https://bibliotekanauki.pl/articles/890447.pdf
Data publikacji:
2020-10-12
Wydawca:
Akademia Pedagogiki Specjalnej im. Marii Grzegorzewskiej. Wydawnictwo APS
Tematy:
virtual reality
cyberspace
virtual communities
digital freedom
personal security in cyberspace
Opis:
The subject of the article directly fits into the process of broadly understood security. The author indicates the opportunities and threats in the social space of the Internet of human functioning. The aim of the article is to analyze the basic human threats while experiencing freedom and trust in the virtual space. The author poses the question: Should the Internet be a space of unlimited freedom? Freedom seems to be not only an immanent but also a constitutive feature of the virtual space in which the Internet functions. It should be emphasized that the issues are discussed from very different perspectives and in processes as well as social relations. The article consists of three parts. In the first one the author presented the issues of cyberspace development, whose specific features favor the development of the virtual community. Next, she defined the most important areas concerning the culture of freedom and the consent of human education as a way of promoting its independence in the social space of the Internet. The last part of the publication contains the most important theses regarding threats related to human personal safety in cyberspace.
Źródło:
International Journal of Pedagogy, Innovation and New Technologies; 2020, 7(1); 16-30
2392-0092
Pojawia się w:
International Journal of Pedagogy, Innovation and New Technologies
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The usefulness of the virtual patient program in the nursing care of patients with anaphylactic shock – case report
Autorzy:
Więch, P.
Rozborska, P.
Bazaliński, D.
Sałacińska, I.
Januszewicz, P.
Powiązania:
https://bibliotekanauki.pl/articles/1918595.pdf
Data publikacji:
2018-06-21
Wydawca:
Uniwersytet Medyczny w Białymstoku
Tematy:
simulations
virtual patient’s program
virtual reality
anaphylactic shock
nursing care
Opis:
Anaphylactic shock is a life-threatening condition characterized by a severe and rapid course causing disorders in the digestive, cardiovascular and respiratory systems. The paper presents a virtual patient program. It allows to analyze each phase of the shock safely, which is often impossible in the real situation due to the fast and progressive course. Right actions and proper patterns of care by nursing staff will help to reduce the risk of death and increase the quality of care.
Źródło:
Progress in Health Sciences; 2018, 8(1); 219-224
2083-1617
Pojawia się w:
Progress in Health Sciences
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
RYNEK GIER WIRTUALNYCH MMO I JEGO WPŁYW NA BANK CENTRALNY
MMO virtual games market and its influence on Central Bank
Autorzy:
Dziwok, Ewa
Powiązania:
https://bibliotekanauki.pl/articles/950812.pdf
Data publikacji:
2014
Wydawca:
Wydawnictwo Uniwersytetu Ekonomicznego we Wrocławiu
Tematy:
virtual worlds
online games
Opis:
An easy access into Internet makes virtual trade cheaper and more attractive. The world of virtual games (MMOG, MMO) based on items, characters and currencies has been widening since the beginning of XXI century. Selling virtual goods for real money is an important problem for fiscal and monetary authorities. The purpose of this paper is to improve understanding of the consumer behaviour in virtual words and point the difference between virtual and real worlds. The paper stresses the possibility of misunderstandings and heuristics for those who could implement their experience from virtual worlds into real life and points the didactic role of central banks.
Źródło:
Financial Sciences. Nauki o Finansach; 2014, 2(19); 113-121
2080-5993
2449-9811
Pojawia się w:
Financial Sciences. Nauki o Finansach
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Virtual Reality: A Breakthrough in Pain Management?
Autorzy:
Abiodun, Adesola O.
Adesina, Miracle A.
Powiązania:
https://bibliotekanauki.pl/articles/1076793.pdf
Data publikacji:
2019
Wydawca:
Przedsiębiorstwo Wydawnictw Naukowych Darwin / Scientific Publishing House DARWIN
Tematy:
Pain
breakthrough
virtual reality
Opis:
Virtual reality is a computer-generated scenario in which the user can interact in 3 dimensions so that the user feels that he or she is part of the scene. Pain is an unpleasant sensory and emotional experience associated with actual or potential tissue damage, or described in terms of such damage. Pain is often undertreated and this comes along with several consequences such as anger, depression, anxiety, workplace absenteeism, underemployment, unemployment and fear, among others. In the past decade, there has been need to find a safer way of controlling chronic pain without the necessary complication of opioid misuse. Virtual reality has been proved to be a safer adjunct for this. Several studies have reported that virtual reality is quite effective for pain management, with participants reporting significant relief of symptoms. The discovery of the use of virtual reality in the management of pain may prove to be a breakthrough in pain medicine, saving people from the complications of prolonged opioid use and opioid misuse. However, more research still has to be done to fully establish the mechanism of action and use of virtual reality in pain management, especially in the management of chronic pain. This would be a true breakthrough, allowing the full safety and effectiveness of virtual reality to be harnessed.
Źródło:
World News of Natural Sciences; 2019, 23; 24-33
2543-5426
Pojawia się w:
World News of Natural Sciences
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
11th National Methodological Conference of Media Experts “Virtual: Words, Societies, Identities”
Autorzy:
Sztyber, Marlena
Piórecka, Katarzyna
Powiązania:
https://bibliotekanauki.pl/articles/2164125.pdf
Data publikacji:
2021-06-21
Wydawca:
Polskie Towarzystwo Komunikacji Społecznej
Tematy:
methodological conference
virtual societies
Opis:
The Laboratory of Media Studies organised 11th edition of National Methodological Conference of Media Experts. 
Źródło:
Central European Journal of Communication; 2021, 14, 1(28); 176-179
1899-5101
Pojawia się w:
Central European Journal of Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Kwestionariusz Wirtualnej Integracji Społecznej (WIS) – konstrukcja i właściwości psychometryczne narzędzia mierzącego poczucie zintegrowania z innymi w przestrzeni internetu
Autorzy:
Klej, Agnieszka
Jurek, Paweł
Powiązania:
https://bibliotekanauki.pl/articles/1167851.pdf
Data publikacji:
2017
Wydawca:
Uniwersytet Kazimierza Wielkiego w Bydgoszczy
Tematy:
sense of virtual community
Opis:
Article focuses on the common phenomenon of involvement in the activities on the internet, such as participating in social networks. The measurement tool of a sense of virtual integration among internet users, is proposed. So-called, the VSI indicator (Virtual Social Integration) is defined as a need of affiliation that enhances in a virtual environment during online activities in social context. Presented studies show reliability and the validity of the measurement scale. The significances of internet users’ sense of social support, their number of online relationships and online activities’ diversity, are evidenced in relations with investigated VSI. Furthermore, there is no relation between VSI and internet addiction. Thus, it is identified as a beneficial social phenomenon that is a common practice of maintaining social bonds into virtual environment.
Źródło:
Polskie Forum Psychologiczne; 2017, XXII, 1; 139-158
1642-1043
Pojawia się w:
Polskie Forum Psychologiczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Degeneracja, cyborgizacja, ewolucja – przedstawienia transhumanistycznych utopii i dystopii w grach komputerowych
Degeneration, Cyborgization, Evolution – Presentations of Transhumanistic Utopias and Dystopias in Computer Games
Autorzy:
Gąska, Paweł
Powiązania:
https://bibliotekanauki.pl/articles/534810.pdf
Data publikacji:
2017
Wydawca:
Wydawnictwo Uniwersytetu Śląskiego
Tematy:
transhumanism
avatar
virtual world
Opis:
Visions created by enthusiasts and critics of transhumanism represent both utopian possibilities and dystopian consequences entailed by creation of new humans. Narratives representing various ways of human evolution appear in many kinds of media, the text, however, concentrates on computer games whose form is eminently interesting in this respect. In computer games, the player becomes a cyborg, to some extent, as he/ she controls activities of the virtual avatar being aware, at the same time, of his/ her own corporeality.The aim of the article is to trace two main ways in which the effects of the transhuman evolution into the post-human are represented in chosen games. On the one hand, the ultimate post-human becomes a biological entity degenerated into a condition which is worse than contemporary homo sapiens, and on the other hand, it becomes a technological entity turned into a being of superhuman abilities. The article explores their role and their form in both the structure of the game and the virtual world itself. The material of this study comes from games in which the player controls a single avatar: Bioshock series, Deus Ex series, System Shock 2 and Prototype.
Źródło:
Śląskie Studia Polonistyczne; 2017, 9, 1; 153-170
2084-0772
2353-0928
Pojawia się w:
Śląskie Studia Polonistyczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
„Usieciowione” miejsca pamięci, czyli jak symbole przeszłości stają się przestrzenią aktywności użytkowników sieci
Networked Memory’s Places or How the Symbols of the Past Are Becoming an Area of Network Users’ Activity
Autorzy:
Twardoch, Ewelina
Powiązania:
https://bibliotekanauki.pl/articles/636802.pdf
Data publikacji:
2012
Wydawca:
Uniwersytet Jagielloński. Wydawnictwo Uniwersytetu Jagiellońskiego
Tematy:
digitalization
new media
network
networked places of memory
virtual cemeteries
virtual museums
Opis:
The main aim of the study is to attempt an reinterpretation of the category of “lieux de mémoire” (Pierre Nora) in the context of digitalization process and the functions of the new media in the modern culture. The paper argues that symbolic and historical meaning of “lieux de mémoire” is changing today as a consequence of the strong development of the Internet. According to that fact the “places of memory” really often become a part of Internet, they are “networked”. The article focuses on the analysis of the selected examples of the “networked places of memory” (especially virtual cemeteries and virtual museums). The author discusses the differences between the classical “lieux de mémoire” and the networked ones and tries to show the main distinguishing marks of the new kind of the “places of memory”. The paper refers to the thesis of Andrzej Szpociński, Jan Assmann, Paul Connerton, Mizuko Ito and others.
Źródło:
Przegląd Kulturoznawczy; 2012, 2(12); 171-182
1895-975X
2084-3860
Pojawia się w:
Przegląd Kulturoznawczy
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Experiment with javascript on client and server side of the virtual laboratory and visualised in mixed reality using microsoft HoloLens
Autorzy:
Stark, E.
Kučera, E.
Bisták, P.
Haffner, O.
Powiązania:
https://bibliotekanauki.pl/articles/385108.pdf
Data publikacji:
2018
Wydawca:
Sieć Badawcza Łukasiewicz - Przemysłowy Instytut Automatyki i Pomiarów
Tematy:
virtual experiment
virtual laboratory
javascript
Unity engine
virtual reality
mixed reality
wirtualny eksperyment
wirtualne laboratorium
wirtualna rzeczywistość
mieszana rzeczywistość
Opis:
The paper demonstrates remote control of test experiment in the virtual laboratory. This is a common problem, but another way can always be used to solve it. The paper compares several existing virtual laboratories and their possible issues at present. To develop such a new solution JavaScript technology was used on both client and server side using Node.js runtime. The modern approach is a visualition of received data in mixed reality using Miicrosoft HoloLens or another compatible device with Windows Mixed Reality platform.
Źródło:
Journal of Automation Mobile Robotics and Intelligent Systems; 2018, 12, 1; 14-22
1897-8649
2080-2145
Pojawia się w:
Journal of Automation Mobile Robotics and Intelligent Systems
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Światy wirtualne 3D w edukacji akademickiej
3D Virtual Worlds in Academic Education
Autorzy:
TOPOL, Paweł
KOŁODZIEJCZAK, BARBARA
ROSZAK, MAGDALENA
DUTKIEWICZ, ALDONA
ZYCH, JAN
JANUSZEWSKI, MICHAŁ
BRĘBOROWICZ, ANDRZEJ
Powiązania:
https://bibliotekanauki.pl/articles/457571.pdf
Data publikacji:
2017
Wydawca:
Uniwersytet Rzeszowski
Tematy:
światy wirtualne
środowiska wirtualne 3D
Second Life
edukacja akademicka
wirtualne uczelnie
wirtualne konferencje
dyplomy wirtualnych uczelni Academia Electronica
virtual worlds
3D virtual environments
academic education
virtual universities
virtual conferences
diplomas of virtual universities
Academia Electronica
Opis:
W artykule Aspekty edukacyjne wirtualnych światów. Aplikacja Second Life uczestnicy spotkań SEA-Poznań omówili pokrótce funkcjonalność edukacyjną światów wirtualnych na przykładzie Second Life (SL) z perspektywy użytkownika, osoby potencjalnie zainteresowanej korzystaniem z zasobów tego świata w celach edukacyjnych lub poznawczych. Podano też przykłady polskie grup zainteresowań działających w SL, obszarów czy konkretnych miejsc w SL. Niniejszy artykuł jest poświęcony zagadnieniom związanym z edukacją akademicką oraz życiem akademickim, które toczy się w SL nieustannie od kilkunastu lat. Artykuł wprowadza do istoty światów wirtualnych, aby następnie przejść do zagadnień ze świata akademickiego w różnych jego aspektach. Mówimy zatem o innowacyjności wirtualnych placówek edukacyjnych, wydarzeniach akademickich, konferencjach naukowych i dydaktycznych odbywających się albo całkowicie wirtualnie w SL, albo hybrydowo. Został również uwzględniony akcent polski: krótko o popularyzacji wirtualnych uczelni w kraju oraz o dyplomach realizowanych w świece wirtualnym. Ostatnia część artykułu poświęcona jest krytycznej ocenie wirtualizacji edukacji.
The article is a continuation of the discussion initiated in the first part, Educational aspects of virtual worlds. The application of Second Life. Here, different aspects of academic education and academic research are discussed – also on the example of SL – which has its 13th anniversary this year. The article consists of a few parts. Part One explains the essence of virtual worlds as platforms for communication, education and research. Part Two discusses innovations in education provided in virtual campuses. Part Three presents selected academic events organized in SL, e.g. discussion groups and regular meetings of researchers and educators, as well as scientific conferences – both hybrid ones and performed entirely in SL. Part Four focuses on the popularization of virtual education and virtual campuses in Poland. Part Five is devoted to certificates and diplomas from virtual schools, as well as academic defenses performed in SL. Polish Academia Electronica is described shortly here, too. The last part presents a critical analysis of the virtualization of education. Here, both affordances and limitations of 3D virtual environments in education are mentioned.
Źródło:
Edukacja-Technika-Informatyka; 2017, 8, 1; 205-216
2080-9069
Pojawia się w:
Edukacja-Technika-Informatyka
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
In-World Marketing in Second Life
Autorzy:
Alföldiová, Alexandra
Trnka, Andrej
Powiązania:
https://bibliotekanauki.pl/articles/485147.pdf
Data publikacji:
2019
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
advertising
in-world
marketing
marketing tools
second life
virtual business
virtual world
Opis:
The aim of this exploratory study is to identify the main advertising tools used in-world the in the virtual world Second Life. The main categories of products and services available within the world were defined and divided: the advertising opportunities into free marketing tools, official tools and in-world marketing tools. Second Life creates a unique platform, which allows the creation of a virtual business with profits in real life. Advertising and in-world marketing offers them the option to promote virtual goods. The main marketing tools within the virtual environment are defined and elaborated with specific cases. The lack of literature related to Second Life is visible in the sources and the environment is still unexplored, therefore we used personal experience from our 11 year presence within the virtual environment and virtual business in Second Life.
Źródło:
Acta Ludologica; 2019, 2, 2; 58-71
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Možnosti využitia prostriedkov virtuálneho sveta vo vzdelávaní
Possibilities of utilization of the virtual environments in education
Autorzy:
PŠENÁKOVÁ, Ildiko
BAGANJ, Igor
Powiązania:
https://bibliotekanauki.pl/articles/456148.pdf
Data publikacji:
2016
Wydawca:
Uniwersytet Rzeszowski
Tematy:
virtuálna realita
virtuálne prostredie
vzdelávanie
matematika
virtual reality
virtual environments
education
math
Opis:
Článok sa zaoberá možnosťami využitia virtuálneho prostredia vo vzdelávaní.
The article deals with the possibilities of using virtual environments in education.
Źródło:
Edukacja-Technika-Informatyka; 2016, 7, 1; 212-218
2080-9069
Pojawia się w:
Edukacja-Technika-Informatyka
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Zastosowanie urządzeń haptycznych w wirtualnym i hybrydowym podejściu do projektowania
Application of haptic devices in virtual and hybrid design
Autorzy:
Buń, P.
Grajewski, D.
Górski, F.
Wichniarek, R.
Powiązania:
https://bibliotekanauki.pl/articles/269865.pdf
Data publikacji:
2013
Wydawca:
Wrocławska Rada Federacji Stowarzyszeń Naukowo-Technicznych
Tematy:
urządzenia haptyczne
wirtualna rzeczywistość
prototypowanie wirtualne
haptic devices
virtual reality
virtual prototyping
Opis:
Urządzenia haptyczne znalazły szerokie zastosowanie w inżynierii projektowania, między innymi dzięki zastosowaniu technologii rzeczywistości wirtualnej (ang. Virtual Reality VR). Wprowadzenie zróżnicowanych wrażeń dotykowych pogłębia realizm symulacji w środowisku wirtualnym. Artykuł omawia budowę i zasadę działania urządzeń haptycznych oraz podobieństwa i różnice między urządzeniami haptycznymi a robotami przemysłowymi. Przedstawiono klasyfikację i przegląd urządzeń haptycznych oraz przybliżono możliwość ich zastosowania w hybrydowym podejściu do procesu przygotowania wyrobu do produkcji.
Haptic devices have found a wide range of applications in design engineering, among other things thanks to application of Virtual Reality technology. Implementation of diversified tactile feedback makes virtual reality simulation more realistic. The paper describes construction and principles of operation of haptic devices and similarities and differences between them and typical industrial robots. Classification and review of haptic devices is presented. Possibilities of application of haptic devices in hybrid approach to product preparation for production were also described in the paper.
Źródło:
Inżynieria Maszyn; 2013, R. 18, z. 1; 18-29
1426-708X
Pojawia się w:
Inżynieria Maszyn
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
„Sala samobójców” jako obraz współczesnej młodzieży uwikłanej w wirtualnej rzeczywistości
The Film „Suicide Room” as the Image of Contemporary Youth Caught Up in Virtual Reality
Autorzy:
Kanclerz, Bożena
Powiązania:
https://bibliotekanauki.pl/articles/951788.pdf
Data publikacji:
2016
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
film and education
cyberbullying
addiction to the virtual world
virtual reality
youth
Opis:
The aim of this article is to analyze the contexts of teaching in the film „Suicide room”. At the outset they presented examples of the role of film in education. Subsequently was presented story of the film. An essential part of the article states while presenting the meanings of pedagogy we could see in the film. First of all, „Suicide Room” is a film whose story is firmly anchored in the contemporary world entangled in the net, with particular emphasis on two phenomena: cyberbullying and addiction to the virtual world. The film Suicide Room is also an interesting picture of the family. Also in the subjective reception, it is a film about loneliness and lost in the harsh reality of the modern world. This is an interesting picture being a prelude to multi-context discussion of the condition of individuals, families and generations living in the postmodern society.
Źródło:
Kultura-Społeczeństwo-Edukacja; 2016, 9, 1; 69-83
2300-0422
Pojawia się w:
Kultura-Społeczeństwo-Edukacja
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Przyszłe wirtualne dziedzictwo architektoniczne – wstępne rozpoznanie problemu
Future virtual architectural heritage – preliminary diagnosis
Autorzy:
Janowski, Tomasz
Powiązania:
https://bibliotekanauki.pl/chapters/2206356.pdf
Data publikacji:
2017
Wydawca:
Politechnika Wrocławska. Oficyna Wydawnicza Politechniki Wrocławskiej
Tematy:
architektura cyfrowa
architektura wirtualna
rzeczywistość wirtualna
digital architecture
virtual architecture
virtual reality
Opis:
Artykuł jest zarysem idei przyszłego dziedzictwa architektury wirtualnej, której analiza opiera się na jej podziale ze względu na cel, jakiemu ma służyć, a także uwzględnia metody jej kształtowania i poziom dokładności niezbędny do uzyskania oczekiwanego efektu końcowego. Ustanowienie typologii architektury wirtualnej może być w przyszłości kluczowe dla metod tworzenia architektury cyfrowej, a także może zdefiniować gałęzie dalszego jej rozwoju oraz jej cechy opiniotwórcze.
The article is an introduction to the idea of virtual architecture heritage based on the typology of virtual architecture formed due to its purpose, according to methods of creation and level of precision needed for its final effect. Establishing this typology might be crucial for future creation of digital and virtual architecture as well as determining branches of its future growth. By describing and discussing different forms of virtual architecture the author proposes a deeper understanding of the opinion-forming purpose of digital and virtual architecture which one day will become a cultural heritage of present times.
Źródło:
Dziedzictwo architektoniczne. Rekonstrukcje i badania obiektów zabytkowych; 221-229
9788374939805
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Attractiveness of job fairs for students as a platform for searching and exchange of information
Autorzy:
Budzanowska-Drzewiecka, Małgorzata
Proszowska, Anita
Powiązania:
https://bibliotekanauki.pl/articles/685087.pdf
Data publikacji:
2015
Wydawca:
Uniwersytet Jagielloński. Wydawnictwo Uniwersytetu Jagiellońskiego
Tematy:
young adults, job fairs, virtual fairs, virtual job fairs, job search, labour market
Opis:
Job fairs are one of the popular means used in communication between employers and potential employees in Poland. One of the groups, which the employer reaches through them are young adults entering the labour market, including students. The analysis of their behaviour constitutes the basis for preparation of the appropriate fair offer hence it is relevant to assess the attractiveness of job fairs and expectations towards them among this group of job seekers. The article presents the results of questionnaires conducted among 419 students of AGH University of Science and Technology in Kraków indicating their reasons for participating in (traditional and virtual) job fairs and the level of satisfaction with their participation. The results show a greater interest in traditional job fairs on the part of respondents. In addition, there is a diversity of expectations of job fairs among students of technical and managerial studies.
Źródło:
Jagiellonian Journal of Management; 2015, 1, 4
2450-114X
Pojawia się w:
Jagiellonian Journal of Management
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Środowisko akademickie w Second Life – grupy, kursy i programy akademickie
Academic environment in the Second Life – groups, courses and academic programs
Autorzy:
Topol, Paweł
Powiązania:
https://bibliotekanauki.pl/articles/426496.pdf
Data publikacji:
2013
Wydawca:
Szkoła Główna Handlowa w Warszawie
Tematy:
Second Life
academic activity
virtual worlds
thematic groups
academic cooperation tools
virtual environment
Opis:
The article presents the three-dimensional virtual world of the Second Life as a filed of academic activity. The educational sector in the Second Life is still powerful and active despite certain decrease of virtual worlds’ popularity as social and business environments in the recent years. The paper provides a description of member and thematic groups as the academic cooperation tools. It also discusses the workshops, certified courses and academic programs organized in the Second Life, whose aim is to educate the scientific and didactic staff working in virtual environment.
Źródło:
e-mentor. Czasopismo naukowe Szkoły Głównej Handlowej w Warszawie; 2013, 3 (50); 44-51
1731-6758
1731-7428
Pojawia się w:
e-mentor. Czasopismo naukowe Szkoły Głównej Handlowej w Warszawie
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Acceptation of the Developed Mobile Virtual Reality Visualisations of 3D Objects from the Area of the Silk Road
Autorzy:
Montusiewicz, Jerzy
Barszcz, Marcin
Skulimowski, Stanisław
Baran, Katarzyna
Kayumov, Rahim
Powiązania:
https://bibliotekanauki.pl/articles/2201780.pdf
Data publikacji:
2022
Wydawca:
Stowarzyszenie Inżynierów i Techników Mechaników Polskich
Tematy:
mobile application
virtual reality
VR
cultural heritage
Silk Road
generation Z
virtual museum
Opis:
The paper presents a process of testing a created virtual reality application for displaying the "Hujra", a room for students of the 17th century madrassa in the area of the Silk Road, together with interactive objects. The designed 3D objects had sufficiently small file sizes to be introduced into virtual reality, and the fully mobile application worked effectively using smartphones within the price group available to the average user. The application was presented to a group of students and researchers from Kyrgyzstan. In addition, objects not belonging to the Islamic culture were introduced into the students' room. Pilot tests confirmed the usefulness of the proposed solution of 3D modelling. Interviews with the participants of the experiment and the results of a survey showed that the virtual reality application was a very attractive form of presentation, especially for people belonging to Generation Z. The combination of the complexity of the project and its high availability via smartphones was considered a successful solution by those questioned.
Źródło:
Advances in Science and Technology. Research Journal; 2022, 16, 4; 211--222
2299-8624
Pojawia się w:
Advances in Science and Technology. Research Journal
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
VR – rozpoznawalność sprzętu w świetle wyników badań empirycznych
Recognition of Virtual Reality Headsets – Results of Empirical Research
Autorzy:
Nieradka, Piotr
Powiązania:
https://bibliotekanauki.pl/articles/526172.pdf
Data publikacji:
2017
Wydawca:
Uniwersytet Warszawski. Wydawnictwo Naukowe Wydziału Zarządzania
Tematy:
wirtualna rzeczywistość
rozpoznawalność
sprzęt do wirtualnej rzeczywistości
virtual reality
recognizability
virtual reality headsets
Opis:
Wirtualna rzeczywistość jest zjawiskiem, które staje się coraz ważniejsze w obecnej gospodarce. Dzieje się tak m.in. dzięki spadającym cenom, zoptymalizowanemu rozmiarowi sprzętu oraz zwiększonej dostępności urządzeń korzystających z tej technologii. Celem niniejszego artykułu jest charakterystyka wirtualnej rzeczywistości (VR) oraz przedstawienie wyników badań własnych autora dotyczących znajomości technologii VR i rozpoznawalności dostępnego na rynku sprzętu do wirtualnej rzeczywistości. Opracowanie rozpoczęto od syntetycznego przedstawienia koncepcji wirtualnej rzeczywistości, następnie przedstawiono największych producentów sprzętu wirtualnej rzeczywistości wraz ze stworzonymi przez nich najpopularniejszymi produktami. Artykuł zakończono prezentacją wyników badań własnych.
Virtual reality is a phenomenon that has become increasingly important in the current economy, thanks to: falling prices, optimized equipment size and increased availability of devices that use this technology. The aim of this article is to characterize virtual reality (VR) and to present the results of my research concerning VR technology and recognizability of virtual reality headsets which are available on the market. The study begins with a synthetic representation of the concept of virtual reality. Then it briefly describes the largest manufacturers of virtual reality equipment with their most popular solutions. The study is completed with the presentation of my own research results.
Źródło:
Problemy Zarządzania; 2017, 4/2017 (71); 71-82
1644-9584
Pojawia się w:
Problemy Zarządzania
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Crowdsourcing platforms as virtual organizations. Implications for contributors
Platformy crowdsourcingowe jako organizacje wirtualne. Implikacje dla kontrybutorów
Autorzy:
Szwajlik, Anna
Powiązania:
https://bibliotekanauki.pl/articles/30145403.pdf
Data publikacji:
2020
Wydawca:
Akademia Wojsk Lądowych imienia generała Tadeusza Kościuszki
Tematy:
crowdsourcing
virtual organization
organizacja wirtualna
Opis:
The article is a theoretical reflection on how crowdsourcing platforms work as virtual organizations, and on the resulting implications for contributors. The first part focuses on the idea of a virtual organization. The next part discusses the essence of crowdsourcing platforms as virtual organizations which extract distributed resources from a crowd of contributors. The last part of the article displays the consequences of the way the crowdsourcing platforms work and the development perspective for the contributors.
Artykuł ma charakter teoretycznych rozważań na temat sposobu działania platform crowdsourcingowych jako organizacji wirtualnych i wynikających z tego faktu implikacji dla kontrybutorów. W pierwszej części została przedstawiona idea organizacji wirtualnej. W kolejnej istoty działania platform crowdsourcingowych jako organizacji wirtualnych pozyskujących rozproszone zasoby z tłumu kontrybutorów. Ostatnia część artykułu dotyczy wykazania konsekwencji dla kontrybutorów ze sposobu działania platform crowdsourcingowych oraz perspektywa rozwoju.
Źródło:
Scientific Journal of the Military University of Land Forces; 2020, 52, 1(195); 200-208
2544-7122
2545-0719
Pojawia się w:
Scientific Journal of the Military University of Land Forces
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Influence of marker arrangement on positioning accuracy of objects in a virtual environment
Autorzy:
Górski, F.
Wichniarek, R.
Kuczko, W.
Zawadzki, P.
Buń, P.
Powiązania:
https://bibliotekanauki.pl/articles/102454.pdf
Data publikacji:
2015
Wydawca:
Stowarzyszenie Inżynierów i Techników Mechaników Polskich
Tematy:
marker arrangement
positioning
virtual environment
Opis:
The paper presents results of studies undertaken by the authors, aimed at determination of character of influence of marker arrangement on real-time measurement of position and orientation of an object, using an exemplary optical tracking system PST-55. Such a system can be used for interaction in immersive Virtual Reality applications. To ensure better immersion of a user in a virtual environment, it is necessary to directly translate its actions into 3D image presented by the VR application. It is possible, among other things, by the application of systems for tracking user’s movements. During the presented studies, an object with infrared-reflective markers deployed on its surface was placed in the center of a rotary table, then it was measured by the tracking system to determine the influence of the object angular position on the accuracy of determination of its position and orientation by the examined device. The measurements were performed for several different arrangements of markers, to formulate guidelines for their deployment on objects used for work in a virtual environment.
Źródło:
Advances in Science and Technology. Research Journal; 2015, 9, 28; 112-119
2299-8624
Pojawia się w:
Advances in Science and Technology. Research Journal
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Survey of Remotely Controlled Laboratories for Research and Education
Autorzy:
Chmielewski, T.
Zielińska, K.
Powiązania:
https://bibliotekanauki.pl/articles/118175.pdf
Data publikacji:
2017
Wydawca:
Polskie Towarzystwo Promocji Wiedzy
Tematy:
remote laboratory
iLab
virtual experiments
Opis:
This paper presents the recent advances in development and utilization of remote laboratories, which can be controlled without physical access to the equipment. Currently observed rapid in-crease of number of such systems is mostly owed to high-speed Internet expansion, as well as the continuous tendency to ensure the open access to modern knowledge. In this paper, various arranges of equipment in such testing rooms are ad-dressed in areas such as electrical engineering, electronics, mechanical engineering. A comprehensive survey of currently most popular remote laboratories worldwide is provided. The paper is concluded by the dis-cussion that presents the authors view point on how remote laboratories may evolve in the future.
Źródło:
Applied Computer Science; 2017, 13, 1; 85-96
1895-3735
Pojawia się w:
Applied Computer Science
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Panoramy wirtualne
Virtual panoramas
Autorzy:
Gliński, H.
Powiązania:
https://bibliotekanauki.pl/articles/118818.pdf
Data publikacji:
2001
Wydawca:
Polskie Towarzystwo Geometrii i Grafiki Inżynierskiej
Tematy:
panorama
zdjęcie wirtualne
virtual image
Opis:
The paper gives basic notions connected with virtual panoramas distributed by the Internet and their short characteristics. Their advantages have been presented as well as examples of their application given.
Źródło:
Journal Biuletyn of Polish Society for Geometry and Engineering Graphics; 2001, 11; 19-21
1644-9363
Pojawia się w:
Journal Biuletyn of Polish Society for Geometry and Engineering Graphics
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Robin Heart system moelling an training in virtual reality
Autorzy:
Nawrat, Z.
Koźlak, M.
Powiązania:
https://bibliotekanauki.pl/articles/384441.pdf
Data publikacji:
2007
Wydawca:
Sieć Badawcza Łukasiewicz - Przemysłowy Instytut Automatyki i Pomiarów
Tematy:
surgical robot
virtual reality
control
Opis:
Paper presents prototype surgical robot Robin Heart. It is computer-controlled and based on EON reality software. The structure control and motion possibilities of the robot are shown. Then its working in virtual reality environment is described. For less invasive surgery 3D issues are crucial.
Źródło:
Journal of Automation Mobile Robotics and Intelligent Systems; 2007, 1, 2; 62-66
1897-8649
2080-2145
Pojawia się w:
Journal of Automation Mobile Robotics and Intelligent Systems
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Zasoby internetu jako podręcznik akademicki - studium przypadku przedmiotu organizacja i zarządzanie informacją
Internet resources as an academic textbook - a case study of the course: Organization and management of information
Autorzy:
Osiński, Zbigniew
Powiązania:
https://bibliotekanauki.pl/articles/425978.pdf
Data publikacji:
2016
Wydawca:
Szkoła Główna Handlowa w Warszawie
Tematy:
Internet
academic textbook
virtual textbook
Opis:
The aim of this study was to investigate whether it is possible to create an online, distributed, multilayered and multimedia textbook for the subject Organization and management of information, consisting exclusively of online resources and tools. The research was based on a comprehensive exploration of the Internet, finding materials that meets the criteria of scientific correctness and suitability for the established concept of the textbook. The collection of valuable materials was separated from encyclopedias and syntheses, articles presenting the results of researches, recorded lectures, courses, practitioners' advices, examples of practical solutions and online tools. The thesis has been proved - in the case of mentioned subject, the Internet provides resources and tools that can be successfully use to create a virtual textbook based on the principles of constructivism and pedagogical connectivism.
Źródło:
e-mentor. Czasopismo naukowe Szkoły Głównej Handlowej w Warszawie; 2016, 3 (65); 35-45
1731-6758
1731-7428
Pojawia się w:
e-mentor. Czasopismo naukowe Szkoły Głównej Handlowej w Warszawie
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
THE ACTUAL USE OF THE VIRTUAL WORLD: A META-ANALYSIS OF RESEARCH ON VIRTUAL REALITY
Autorzy:
Natalia, Ambroży,
Jakub, Serafin,
Powiązania:
https://bibliotekanauki.pl/articles/891340.pdf
Data publikacji:
2018-08-14
Wydawca:
Wyższa Szkoła Bezpieczeństwa Publicznego i Indywidualnego Apeiron w Krakowie
Tematy:
virtual reality
security
innovative psychology
Opis:
Virtual reality is a rapidly evolving technology, which is successfully and increasingly present in various branches. The main purpose of this article is to tell whether the virtual reality is useful and functional in many areas of life. There were discussed such aspects as: phobia treatment, pain reduction, reducing the occurrence of post-traumatic stress, rehabilitation and medicine. Taking into account the listed examples of positive use of virtual reality it can be assumed that growth of this technology is both beneficial and necessary for society development.
Źródło:
Kultura Bezpieczeństwa. Nauka – Praktyka – Refleksje; 2016, 22; 46-60
2299-4033
Pojawia się w:
Kultura Bezpieczeństwa. Nauka – Praktyka – Refleksje
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Konsekwencje zdrowotne zastosowania technik wirtualnej rzeczywistości w edukacji
Autorzy:
Gałuszka, Anita
Bereska, Damian
Grzejszczak, Tomasz
Gałuszka, Adam
Powiązania:
https://bibliotekanauki.pl/articles/485774.pdf
Data publikacji:
2017
Wydawca:
Instytut Studiów Międzynarodowych i Edukacji Humanum
Tematy:
imulator,
virtual reality,
psychophysical disorders
Opis:
The use and application of virtual reality techniques has become a standard in both everyday life (entertainment and utility), in training and research. Increasing use of virtual reality, on the one hand, allows specific skills to be practiced, especially in areas with high risk of health impairment or even loss of life (eg. vehicle, machine, or surgeon training), in areas with a difficult access (eg. astronautics) or very expensive ones. On the other hand, observations and research reports indicate the presence of threats in selected spheres of trainees’ life such as interpersonal, cognitive or somatic ones. The aim of the article is to: 1) make and synthesize data showing negative consequences of using virtual techniques for the health of trainees based on the literature, and 2) present the research proposals on the effects of real and virtual world interaction in the human-human-machine sequences on psychophysical and psychosocial functioning using three groups of tools (SSQ - Simulator Sickness Questionnaire, psychological testing battery and eye-tracking).
Źródło:
Humanum. Międzynarodowe Studia Społeczno-Humanistyczne; 2017, 3(26); 235-245
1898-8431
Pojawia się w:
Humanum. Międzynarodowe Studia Społeczno-Humanistyczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Wirtualna Rzeczywistość (ang. Virtual Reality - VR) jako skuteczne narzędzie terapii fobii społecznej
Virtual Reality as an Effective Tool for Treating Social Phobia
Autorzy:
Kozłowska, Małgorzata
Powiązania:
https://bibliotekanauki.pl/articles/459734.pdf
Data publikacji:
2012
Wydawca:
Fundacja Pro Scientia Publica
Tematy:
Virtual Reality
Virtual Reality Therapy
Social Phobia Disorder
Specific Phobias
Cognitive-Behavioral Therapy
Opis:
Social Phobia is one of the most common disorders affecting 13% of the world’s population. Virtual Reality is a well-known and relatively often used tool of assessment and treatment of phobia in Western countries (especially in the UK, France and the USA), but less so in Poland. Hence, the main objective of the paper is to present the Virtual Reality Therapy as an efficient kind of treatment, which has many advantages. The author points out a wide array of possibilities connected with application of VR. Klinger’s and her colleagues’ Virtual Reality Theraphy serves as the example to explain this method.
Źródło:
Ogrody Nauk i Sztuk; 2012, 2
2084-1426
Pojawia się w:
Ogrody Nauk i Sztuk
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Virtual Acoustics
Autorzy:
Vorländer, M.
Powiązania:
https://bibliotekanauki.pl/articles/177524.pdf
Data publikacji:
2014
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
acoustic virtual reality
simulation
auralization
Opis:
Virtual Reality (VR) systems are used in engineering, architecture, design and in applications of biomedical research. The component of acoustics in such VR systems enables the creation of audio-visual stimuli for applications in room acoustics, building acoustics, automotive acoustics, environmental noise control, machinery noise control, and hearing research. The basis is an appropriate acoustic simulation and auralization technique together with signal processing tools. Auralization is based on time-domain modelling of the components of sound source characterization, sound propagation, and on spatial audio technology. Whether the virtual environment is considered sufficiently accurate or not, depends on many perceptual factors, and on the pre-conditioning and immersion of the user in the virtual environment. In this paper the processing steps for creation of Virtual Acoustic Environments and the achievable degree of realism are briefly reviewed. Applications are discussed in examples of room acoustics, archeological acoustics, aircraft noise, and audiology.
Źródło:
Archives of Acoustics; 2014, 39, 3; 307-318
0137-5075
Pojawia się w:
Archives of Acoustics
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Wirtualne zwiedzanie w opinii internautów w Polsce
Polish Internet users opinion about virtual tourism
Autorzy:
Stepaniuk, K.
Powiązania:
https://bibliotekanauki.pl/articles/399024.pdf
Data publikacji:
2011
Wydawca:
Politechnika Białostocka. Oficyna Wydawnicza Politechniki Białostockiej
Tematy:
wirtualne zwiedzanie
Internet
virtual tourism
Opis:
Virtual tourism could be an alternative way of interpretation and consumption of tourism space. The main aim of the current, pilot study was the presentation and analysis of the Polish Internet users' opinion about these phenomenon. The obtained results show that Polish web users know relatively little about virtual tourism. However most of them declared Internet usage in their tourist activity. The outcomes were analyzed and discussed.
Źródło:
Ekonomia i Zarządzanie; 2011, 3, 3; 75-80
2080-9646
Pojawia się w:
Ekonomia i Zarządzanie
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
A New 3D Sensor System by Using Virtual Camera Model and Stereo Vision for Mobile Robots
Autorzy:
Lee, H.
Kim, M. N.
Cho, H.
Powiązania:
https://bibliotekanauki.pl/articles/384962.pdf
Data publikacji:
2008
Wydawca:
Sieć Badawcza Łukasiewicz - Przemysłowy Instytut Automatyki i Pomiarów
Tematy:
virtual camera model
stereo vision
Opis:
So many researches have been conducted to develop 3D sensing method for mobile robots. Among them, the optical triangulation, a well-known method for 3D shape measurement, is also based on active vision sensing principle for mobile robot sensor system, so that the measurement result is robust to illumination noises from environments. Due to this advantage it has been popularly used. However, to obtain the 3D information of environment needs a special scanning process and scanning actuators need. To omit this scanning process multi-line projection methods have been widely researched. However, they suffer from an inherent limitation: The results of multi-line projection method commonly have measurement errors because of 2 -ambiguity caused by regularly repeated multiline laser pattern. In this paper, to overcome 2 -ambiguity effectively, we introduce a novel sensing method for a 3D sensing system using multi-line projection and stereo cameras, based on the virtual camera model and stereovision algorithm. To verify the efficiency and accuracy of the proposed method, a series of experimental tests is performed.
Źródło:
Journal of Automation Mobile Robotics and Intelligent Systems; 2008, 2, 4; 38-44
1897-8649
2080-2145
Pojawia się w:
Journal of Automation Mobile Robotics and Intelligent Systems
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Building virtual reality applications for engineering with knowledge-based approach
Autorzy:
Górski, F.
Powiązania:
https://bibliotekanauki.pl/articles/406768.pdf
Data publikacji:
2017
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
Virtual Reality
Knowledge Engineering
design
Opis:
The paper presents a novel methodology of building industrial Virtual Reality applications with use of a knowledge-based approach. Virtual Reality is becoming more and more widespread in engineering applications. However, most solutions are immediate and not flexible, especially in maintenance. Traditional way of programming VR applications makes all the knowledge about a product or a process hard-coded, effectively losing access to it from the outside of the programming software. Besides, making new solutions without any methodology whatsoever makes the process longer and less effective. The author proposes to use general rules of available Knowledge Engineering methodologies in order to make the process of building VR applications more effective and to ensure their flexibility and access to stored knowledge, even after an application is deployed. The presented methodology is supported with practical case studies.
Źródło:
Management and Production Engineering Review; 2017, 8, 4; 64-73
2080-8208
2082-1344
Pojawia się w:
Management and Production Engineering Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Cyberspace in the Perspective of Cognitive Pedagogy
Autorzy:
Siemieniecka, Dorota Anna
Siemieniecki, Bronisław Franciszek
Powiązania:
https://bibliotekanauki.pl/articles/1969045.pdf
Data publikacji:
2018-12-31
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
cognitive pedagogy
cyberspace
virtual reality
Opis:
The article discusses the problems of human functioning in cyberspace seen from the perspective of cognitive pedagogy. The focus was on the area of communication, information processing by people and problems related to the language of the media. The understanding of the concepts of cyberspace and virtual reality from the position of cognitive pedagogy has been defined. A number of phenomena have been presented, such as: multitasking, cognitive load, sequencing mechanism, compression and addiction.
Źródło:
The New Educational Review; 2018, 54; 157-167
1732-6729
Pojawia się w:
The New Educational Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
O metodach wirtualnych w paradygmacie obiektowym
Virtual methods in object paradigm
Autorzy:
Janusz, Robert
Powiązania:
https://bibliotekanauki.pl/articles/690636.pdf
Data publikacji:
2007
Wydawca:
Copernicus Center Press
Tematy:
object oriented programming
virtual methods
Opis:
The role of virtual methods in object oriented programming is presented. The object oriented approach is extended to the philosophical domain of rational thinking and virtual methods are used as a link between scientific and philosophical domains.
Źródło:
Zagadnienia Filozoficzne w Nauce; 2007, 41; 125-131
0867-8286
2451-0602
Pojawia się w:
Zagadnienia Filozoficzne w Nauce
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Metaverse technologies in product management, branding and communications: virtual and augmented reality, artificial intelligence, non-fungible tokens and brain-computer interface
Autorzy:
Kshetri, Nir
Powiązania:
https://bibliotekanauki.pl/articles/40426416.pdf
Data publikacji:
2023-12-15
Wydawca:
Akademia Leona Koźmińskiego w Warszawie
Tematy:
Augmented reality
Virtual reality
Metaverse
Opis:
Purpose – To examine the effects of the metaverse on firms’ marketing activities. Design/methodology/approach – A conceptual paper. Findings – It provides evidence of the growing importance of different value capture mechanisms in the metaverse. Originality/value – Among the first articles on this topic.
Źródło:
Central European Management Journal; 2023, 31, 4; 511-521
2658-0845
2658-2430
Pojawia się w:
Central European Management Journal
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Comparison of resource control systems in multi-layer virtual networks
Autorzy:
Dabiński, B.
Petrecki, D.
Świątek, P.
Powiązania:
https://bibliotekanauki.pl/articles/308736.pdf
Data publikacji:
2013
Wydawca:
Instytut Łączności - Państwowy Instytut Badawczy
Tematy:
Execution Management
MPLS
network virtualization performance
OpenFlow
parallel networks
virtual networks
virtual networks performance
Opis:
This paper describes the performance of various methods of QoS assurance for each connection in an environment composed of virtual networks and dedicate end-to-end connections inside them. The authors worked on the basis of research conducted with the use of the authorial network management system named Executed Management, which uses resources virtualization platforms VMware and Mininet for testing purposes. We briefly describe our system and techniques we used and some alternatives we tested and discarded because of their limitations. Functionality and performance of proposed solution to widespread implemented mechanisms as OpenFlow and MPLS are compared. Reasons for selecting well-known techniques to isolate networks and limit bandwidth on different levels of virtualization are considered. The purpose of this paper is to show out our studies and performance we achieved.
Źródło:
Journal of Telecommunications and Information Technology; 2013, 3; 38-47
1509-4553
1899-8852
Pojawia się w:
Journal of Telecommunications and Information Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
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:
Subjective Evaluation of Three Headphone-Based Virtual Sound Source Positioning Methods Including Differential Head-Related Transfer Function
Autorzy:
Storek, D.
Rund, F.
Marsalek, P.
Powiązania:
https://bibliotekanauki.pl/articles/176959.pdf
Data publikacji:
2016
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
virtual positioning
virtual reality
positioning method
positioning algorithm
head-related transfer function
amplitude panning
Opis:
This paper analyses the performance of Differential Head-Related Transfer Function (DHRTF), an alternative transfer function for headphone-based virtual sound source positioning within a horizontal plane. This experimental one-channel function is used to reduce processing and avoid timbre affection while preserving signal features important for sound localisation. The use of positioning algorithm employing the DHRTF is compared to two other common positioning methods: amplitude panning and HRTF processing. Results of theoretical comparison and quality assessment of the methods by subjective listening tests are presented. The tests focus on distinctive aspects of the positioning methods: spatial impression, timbre affection, and loudness fluctuations. The results show that the DHRTF positioning method is applicable with very promising performance; it avoids perceptible channel coloration that occurs within the HRTF method, and it delivers spatial impression more successfully than the simple amplitude panning method.
Źródło:
Archives of Acoustics; 2016, 41, 3; 437-447
0137-5075
Pojawia się w:
Archives of Acoustics
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Entrepreneurship in Virtual Economy: the Case of Currency One SA
Autorzy:
Badzińska, Ewa
Brzozowska-Woś, Magdalena
Powiązania:
https://bibliotekanauki.pl/articles/465606.pdf
Data publikacji:
2017-09-15
Wydawca:
Akademia Leona Koźmińskiego w Warszawie
Tematy:
e-entrepreneurship
e-business models
ICT (Information and Communication Technology)
virtual economy, virtual environment
Źródło:
Journal of Management and Business Administration. Central Europe; 2017, 3; 2-19
2450-7814
Pojawia się w:
Journal of Management and Business Administration. Central Europe
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Interaction management between social agents and human
Autorzy:
Moussaoui, A.
Pruski, A.
Cherki, B.
Powiązania:
https://bibliotekanauki.pl/articles/384988.pdf
Data publikacji:
2011
Wydawca:
Sieć Badawcza Łukasiewicz - Przemysłowy Instytut Automatyki i Pomiarów
Tematy:
multi-robot system
multi-agent system
social interaction
virtual reality
virtual reality exposure therapy
Opis:
In this paper we address the problem of managing social interactions between a human user and a set of social agents in structured environments. These agents have to regulate a measurable characteristic of the user. Our study focuses mainly therapeutic, caring for elderly people and assessment applications. The agent concept considered in this study is suitable for multi-robot systems (physical, service, mobile or not), but also to virtual agents (avatars) in a virtual reality (VR) application. The proposed approach has been adapted for an application of social phobia treatment using virtual reality. Thus, we conducted a case study to show the effectiveness of our contribution.
Źródło:
Journal of Automation Mobile Robotics and Intelligent Systems; 2011, 5, 1; 8-15
1897-8649
2080-2145
Pojawia się w:
Journal of Automation Mobile Robotics and Intelligent Systems
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
GRAFICZNY INTERFEJS UŻYTKOWNIKA I FUNKCJONALNOŚĆ WIRTUALNYCH WYCIECZEK NA WYBRANYCH PRZYKŁADACH
Autorzy:
Pilarska, Agnieszka
Tymczykowska, Paulina
Powiązania:
https://bibliotekanauki.pl/articles/943777.pdf
Data publikacji:
2018
Wydawca:
Poznańskie Towarzystwo Przyjaciół Nauk
Tematy:
virtual sightseeing
360° panorama
graphic user interface
technical evaluation of a site
virtual tour
Opis:
The aim of this paper is to characterize the graphical interface and functionality of virtual tour applications. The indirect aim is to provide initial technical assessment of selected virtual tours avaialable on Polish websites. In addition, the article presents the importance of the terms related to multimedia presentation of online tourist content. References have been made to concepts such as geoinformation society, geoinformation, geospatial data, interactive panoramas and tourism space. In the research, descriptive and comparative methods were used. The initial technical assessment was made by means of the Web Page Analyzer – 0.98 (http://www.websiteoptimization.com/services/analyze) from Website Optimization. Results Research into the interface, the functionality and technical assessment revealed that the selected virtual tour applications available online are very diverse. The differences exist both on the quantitative and the qualitative levels. The results have led to a conclusion that the Internet infrastructure, with special emphasis placed on the geo-information infrastructure, allows to develop and transfer tourist activity to the virtual world. The progressive functionality and ergonomics of the interfaces enable multimedia presentations in the form of virtual tours, including use of 360º panoramas, to reach an increasingly wide audience with diverse interests.
Źródło:
Badania Fizjograficzne Seria A - Geografia Fizyczna; 2018, 9(69); 151-164
2081-6014
Pojawia się w:
Badania Fizjograficzne Seria A - Geografia Fizyczna
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Ethnography of Virtual Phenomena and Processes on the Internet
Autorzy:
Juszczyk, Stanisław
Powiązania:
https://bibliotekanauki.pl/articles/2031693.pdf
Data publikacji:
2014-06-30
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
virtual ethnography
global network
communication process
social networks
distance learning
virtual support groups
cyberbullying
Opis:
The paper presents the ethnography of virtual phenomena and processes, conducted in the social, educational and cultural spheres of the Internet. It describes the most important features of the global network and shows all its aspects which are the subject of ethnographic studies at the Faculty of Pedagogy and Psychology of the University of Silesia in Katowice, i.e. the communication process and its semiotic character, the process of creating social networks, education supported by social media, virtual self-help groups for stigmatised people, and cyberbullying.
Źródło:
The New Educational Review; 2014, 36; 206-216
1732-6729
Pojawia się w:
The New Educational Review
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:
Academic Mobility of Students in the Conditions of Digitalisation of Higher Education
Autorzy:
Savitska, Victoriia
Livitska, Nataliia
Powiązania:
https://bibliotekanauki.pl/articles/16539046.pdf
Data publikacji:
2022-06-30
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
student exchange
virtual educational environment
international cooperation among higher education
institutions
virtual mobility
project preparation
Opis:
The article considers the issue of virtual international academic mobility as one of the priority areas of international activities of higher education institutions. It is substantiated that the intensive development of information and communication technologies (knowledge mobility) and informatisation of public life led to the spread and use of virtual educational environments and e-learning in higher education, which became the basis for the development of virtual academic mobility of students. The purpose of the study is to study the existing approaches and practices of academic mobility, including virtual, to determine the main benefits and opportunities for disseminating this experience at all levels of higher education in Ukraine. The research methodology consists of general theoretical and empirical research methods. A review of modern scientific literature, periodicals, and scientific and methodological sources on the problem of academic mobility and the digitalisation of higher education is made. Their analysis, structuring, interpretation and construction of logical conclusions are highlighted. The article considers the content of the main scientific approaches to the definition of “academic mobility”. The characteristic of academic mobility in the conditions of digitalisation of higher education is given. Varieties of academic mobility in modern conditions of digitalisation of higher education (physical, virtual, mixed) are considered. The subjects of virtual academic mobility (virtual student, virtual teacher, virtual university, virtual campus) are outlined. The main advantages and disadvantages of such virtual academic mobility of students are identified. The main methodological recommendations of European funds and associations are analysed, based on which the project preparation plan for any virtual mobility type is developed. It is proposed to carry out additional measures that ensure the quantitative growth of academic (virtual) mobility and improve its quality. The necessity of searching for new forms of remote exchanges, analysis of the experience of foreign associations and their adaptation according to the realities of the system of higher education in Ukraine is substantiated: the active involvement of the student’s audience in programmes of virtual cooperation; increasing the necessary competencies of the administrative and teaching staff of higher education institutions, which allow implementing such virtual projects using innovative information technology tools; preparation of the regulatory framework that enshrines the right to implement virtual academic mobility along with the full-time form and recognition of its results by recalculating educational loans.
Źródło:
Viae Educationis; 2022, 2; 32-37
2956-2856
Pojawia się w:
Viae Educationis
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Wirtualne laboratorium w nauczaniu podstaw psychologii behawioralnej
Autorzy:
Bręński, Szymon
Powiązania:
https://bibliotekanauki.pl/articles/1997541.pdf
Data publikacji:
2017-03-31
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
behavioral psychology
behavior analysis
classical conditioning
operant conditioning
virtual animal lab
Sniffy the Virtual Rat
Opis:
The description and explanation of human behavior in behavioral psychology is conducted according to nonhuman animal model. This field of science is based on primary learning processes such as classical and operant conditioning, which were discovered due to research on animals. Therefore, many U.S. colleges and universities use animal laboratory experiments in teaching undergraduate and graduate courses of psychology. Decreasing public support for research on live animals, more strict regulations in animal laws and high laboratory maintaining costs caused that alternative ways to demonstrate students the rights of learning and shaping behavior were looked for. Due to the expand of personal computers, programs and virtual models simulating live animals behavior were developed. The most popular one and currently most accessible is „Sniffy, the virtual rat”. The paper discusses the possibility of using the program in teaching. Moreover, the results of two surveys on using live versus virtual animals in didactics of behavioral psychology, carried out among students, are presented and discussed.
Źródło:
Kultura i Edukacja; 2017, 1(115); 199-216
1230-266X
Pojawia się w:
Kultura i Edukacja
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Searching and Reasoning with Distributed Resources in Computational Intelligence and Machine
Autorzy:
Wojtusiak, J
Chorowski, J
Pietrzykowski, J.
Zurada, J. M.
Powiązania:
https://bibliotekanauki.pl/articles/108650.pdf
Data publikacji:
2009
Wydawca:
Społeczna Akademia Nauk w Łodzi
Tematy:
virtual organization
resource
discovery
categorization
sharing
Opis:
Virtual organizations (VO) are geographically distributed groups of people sharing common goals and willingness to collaborate. One of the important roles of virtual organizations is to facilitate sharing resources related to the area of collaboration. This paper presents an approach to handling resources in Computational Intelligence and Machine Learning distributed over a large number of sites. Resources are first discovered in the internet, evaluated, and then shared among users. Reasoning and adaptation methods can then be applied to best fit resources into users’ needs without a long search process.
Źródło:
Journal of Applied Computer Science Methods; 2009, 1 No. 2; 5-19
1689-9636
Pojawia się w:
Journal of Applied Computer Science Methods
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Computer Software Tool for the Design of Optimal Thermal Cycles in the Continuous Annealing of DP Steels
Autorzy:
Górecki, G.
Madej, Ł.
Pietrzyk, M.
Powiązania:
https://bibliotekanauki.pl/articles/99406.pdf
Data publikacji:
2014
Wydawca:
Wrocławska Rada Federacji Stowarzyszeń Naukowo-Technicznych
Tematy:
DP steels
continuous annealing
virtual process
Opis:
The objective of the paper was development of the software tool, which can be used to design the best continuous annealing technology for DP steels in a fast and efficient way. The model of phase transformations during heating and cooling stages, which is the basis of this tool, is described briefly. Results of identification and validation of the model are presented, as well. Due to complex thermal cycles in the continuous annealing process and large number of the design variables, selection of the optimal technology is difficult. It is expected that the developed model will help to evaluate various technological variants and to compare them. To make this procedure more efficient, the user friendly software was developed. Basic principles and features of this tool are presented in the work. The main functionalities of the software compose simulation of phase transformations during thermal cycles and capability to apply simulations to design the best technological variant. Beyond this a data base, which stores material and technological information for all previously analysed cases, is included in the developed software. Graphical user interface is added to make the software easily accessible and user friendly.
Źródło:
Journal of Machine Engineering; 2014, 14, 1; 74-83
1895-7595
2391-8071
Pojawia się w:
Journal of Machine Engineering
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Zamieszkując wirtualne światy
Dwelling in Virtual Worlds
Autorzy:
Kłosiński, Michał
Powiązania:
https://bibliotekanauki.pl/articles/534753.pdf
Data publikacji:
2017
Wydawca:
Wydawnictwo Uniwersytetu Śląskiego
Tematy:
video games
virtual worlds
dwelling
presence
Opis:
The article explores the paradox of simultaneous coexistence in two worlds. It raises questions concerning Martin Heidegger’s notion of dwelling understood as constructing, building and managing both virtual and real spaces. The main thesis of the article is that it is impossible to reconcile the world of being with the virtual presence in the world of video games arising from human finitude: being toward death. The article also attempts at answering the question about the manner in which (in the framework of virtual dwelling) the narrative identity is constructed in games and about the role of imagination in media theatrics of game players’ activities. 
Źródło:
Śląskie Studia Polonistyczne; 2017, 9, 1; 69-88
2084-0772
2353-0928
Pojawia się w:
Śląskie Studia Polonistyczne
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Laboratorium wirtualne do badań geotechnicznych
The Geotechnical Virtual Laboratory
Autorzy:
Pawluś, D.
Powiązania:
https://bibliotekanauki.pl/articles/350669.pdf
Data publikacji:
2009
Wydawca:
Akademia Górniczo-Hutnicza im. Stanisława Staszica w Krakowie. Wydawnictwo AGH
Tematy:
wirtualne laboratorium
geotechnika
geotechnics
virtual laboratory
Opis:
W artykule ukazano nowe możliwości prowadzenia badań jakie dają laboratoria wirtualne. Systemy te umożliwiają zdalne wykonywanie pomiarów, prowadzenie obserwacji badań laboratoryjnych, zdalne udostępnianie zaawansowanej lub drogiej aparatury oraz wzajemną współpracę między ośrodkami badawczymi znajdującymi się w różnych miejscach na świecie. Następnie przedstawiono prace nad utworzeniem Geotechnicznego Laboratorium Wirtualnego (GLW) w Katedrze Geomechaniki Budownictwa i Geotechniki Akademii Górniczo-Hutniczej w Krakowie. Ma ono umożliwić pracownikom naukowym oraz studentom fizyczny dostęp do zasobów aparaturowych Katedry, programów obliczeniowych oraz bazy danych za pośrednictwem Internetu. GLW będzie funkcjonowało jako system realizujący zarówno zadania badawcze jak i dydaktyczne. W artykule opisano architekturę systemu, jego główne funkcje, realizowane zadania oraz zasoby sprzętowe i programowe wchodzące w jego skład.
This paper presents new opportunity to do research which is created by virtual laboratories. These systems allow to make measurements remotely, monitor, do laboratory research, access expensive or advanced equipment and help research centres to interact, without regard to their physical location. It describes work on the Geotechnical Virtual Laboratory in the Department of Geomechanics, Civil Engineering and Geotechnics at AGH-University of Science and Technology, Cracow. The system enables scientists and students to access department's apparatus, computational software and databases through Internet. It allows to do research and solve educational problems as well. This paper provides a brief overview of system's structure, its functions, activities, instruments and software within it.
Źródło:
Górnictwo i Geoinżynieria; 2009, 33, 3/1; 289-295
1732-6702
Pojawia się w:
Górnictwo i Geoinżynieria
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Virtual machines in education – CNC milling machine with sinumerik 840D control system
Autorzy:
Zagórski, I.
Barszcz, M.
Powiązania:
https://bibliotekanauki.pl/articles/102213.pdf
Data publikacji:
2014
Wydawca:
Stowarzyszenie Inżynierów i Techników Mechaników Polskich
Tematy:
visualisation
virtual machine
milling machine
CNC
Opis:
Machining process nowadays could not be conducted without its inseparable element: cutting edge and frequently numerically controlled milling machines. Milling and lathe machining centres comprise standard equipment in many companies of the machinery industry, e.g. automotive or aircraft. It is for that reason that tertiary education should account for this rising demand. This entails the introduction into the curricula the forms which enable visualisation of machining, milling process and virtual production as well as virtual machining centres simulation. Siemens Virtual Machine (Virtual Workshop) sets an example of such software, whose high functionality offers a range of learning experience, such as: learning the design of machine tools, their configuration, basic operation functions as well as basics of CNC.
Źródło:
Advances in Science and Technology. Research Journal; 2014, 8, 24; 32-37
2299-8624
Pojawia się w:
Advances in Science and Technology. Research Journal
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Computer supported techniques in product development reducting time of its introducing to market
Autorzy:
Jakubowski, J.
Powiązania:
https://bibliotekanauki.pl/articles/117685.pdf
Data publikacji:
2007
Wydawca:
Polskie Towarzystwo Promocji Wiedzy
Tematy:
virtual manufacturing
reverse engineering
CAx techniques
Opis:
The necessity for quick responding to changing market conditions forces manufacturers to seek new ways of designing and implementing production facilities. One method manufacturers are quickly adopting is process modeling and simulation, often referred to as virtual manufacturing (VR). Virtual manufacturing allows engineers to view a computer-simulated version of how the final machines or processes should operate. They can eliminate process design flaws in the early stages of development, giving significant savings. The paper describes two examples of complex approach to solve typical engineering problems using advanced CAx system.
Źródło:
Applied Computer Science; 2007, 3, 1; 39-54
1895-3735
Pojawia się w:
Applied Computer Science
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Metody integracji symulatorów wirtualnych z rozwiązaniami zwiększającymi immersję
Methods for integrating virtual simulators using tools to increase immersion
Autorzy:
Koszela, J.
Kukiełka, M.
Wantoch-Rekowski, R.
Powiązania:
https://bibliotekanauki.pl/articles/404023.pdf
Data publikacji:
2016
Wydawca:
Polskie Towarzystwo Symulacji Komputerowej
Tematy:
symulacja wirtualna
immersja
virtual simulation
immersion
Opis:
W artykule poruszone zostały kwestie związane z metodami oraz technikami integracji symulatorów wirtualnych z zestawem urządzeń zwiększających immersję – stopień zanurzenia użytkownika w świecie rzeczywistości wirtualnej. Przedstawiono też mechanizmy pozwalające na współpracę silników symulacyjnych z platformami ruchomymi o kilku stopniach swobody, urządzeniami i systemami zobrazowania, takimi jak Oculus Rift, ściany wideo oraz wizualizacja sferyczna. Omówiono problemy zarówno techniczne, tj. dynamikę i opóźnienia urządzeń, oraz te związane ze zdolnościami psychofizycznymi i fizjologicznymi – percepcją człowieka i jego sensorów.
Paper presents the methods for integrating virtual simulators using tools to increase immersion. It is possible to use virtual simulation to influencing the user's perception. Virtual reality (called VR) is called the image of a real or artificial, fictitious world with the representation of the rules in this world using information technology. There are many areas of application of virtual simulation such as: entertainment (games, films), science (VR technologies, research on its applications, simulators), education (training, exercises, simulators and simulators), military (cyber attacks, drones, virtual shooting ranges) and art (new trends and artistic trends).
Źródło:
Symulacja w Badaniach i Rozwoju; 2016, 7, 3-4; 113-120
2081-6154
Pojawia się w:
Symulacja w Badaniach i Rozwoju
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Multitone nonlinear coding
Autorzy:
Nowicki, A.
Wójcik, J.
Secomski, W.
Powiązania:
https://bibliotekanauki.pl/articles/331604.pdf
Data publikacji:
2008
Wydawca:
Polskie Towarzystwo Akustyczne
Tematy:
MNC method
virtual fields
acoustic source
Opis:
A new method that utilizes nonlinear properties of tissue (or another media) to improve ultrasound image resolution is presented. In our novel method the acoustic source is activated with two tones burst (2.2 and 4.4 MHz) with specially designed polarization of the individual tone burst. This new approach is called multi tone nonlinear coding MNC because the choice of polarization of the both tones (and their amplitudes) allowing optimization of the receiving properties depends on the nonlinear properties of tissue. The calculations were done for two tones bursts propagating in the tissue-like lossy medium with absorption of 7 Np/mźMHz. The concept of the Virtual Fields was introduced to explain abilities and properties of pulse inversion and MNC method and to compare both. Comparison of the spatial field distribution obtained using MNC and conventional harmonic imaging approach, in which the first harmonic is used to reconstruct the image are presented.
Źródło:
Hydroacoustics; 2008, 11; 289-298
1642-1817
Pojawia się w:
Hydroacoustics
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Designing advanced vehicle trainers using virtual simulation technology
Autorzy:
Wantoch-Rekowski, R.
Koszela, J.
Powiązania:
https://bibliotekanauki.pl/articles/241927.pdf
Data publikacji:
2015
Wydawca:
Instytut Techniczny Wojsk Lotniczych
Tematy:
virtual simulation
simulators
trainers
crew training
Opis:
The material presents issues related to using virtual simulator technology to design and implement various types of vehicle training stimulator-simulators. The needs were discussed for computer-assisted training using virtual simulation. Benefits of using virtual simulation technology were pointed out. The properties of a selected virtual simulation environment, as VBS3 [8] [13] is, were presented. Examples of three different vehicle-training simulators were presented: a medium-sized State Fire Service combat vehicle, and a railed as well as a wheeled LAV Rosomak armoured vehicle. Each of the trainers was built in order to carry out the training. The State Fire Service vehicle is used to study decision-making by the driver while driving to the place of action. The LAV Rosomak is used to train the use of weapons systems fitted in the vehicle by the commander as well as actions taken. The rail vehicle simulator is designed to train operators of these types of vehicles and to train for proper response to signals and situations within the area of the track. Examples of dedicated virtual objects were presented. At the end, exemplary training stimulator-simulators are presented using the technology of virtual simulators.
Źródło:
Journal of KONES; 2015, 22, 1; 265-272
1231-4005
2354-0133
Pojawia się w:
Journal of KONES
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
S.N.U.F.F.: człowiek w pułapce symulakrów (postmodernistyczna koncepcja Wiktora Pielewina)
S.N.U.F.F.: Man in the Trap of Simulacra (the Postmodern Concept by Victor Pelevin)
Autorzy:
Pańkowska, Ewa
Powiązania:
https://bibliotekanauki.pl/articles/444556.pdf
Data publikacji:
2019-12-01
Wydawca:
Uniwersytet Warmińsko-Mazurski w Olsztynie
Tematy:
simulacrum
illusion
virtual
media manipulation
snuff
Opis:
Victor Pelevin is one of the most prominent exponents of Russian literary postmodernism. His novel S.N.U.F.F. (2011) is analyzed in this paper. Pelevin’s novel is set in the future (but the book contains many allusions and references to contempo-rary reality). As the aftermath of the collapse of the old world (after apocalyptic events) the earth has been divided into two countries (two nations): Byzantion (Big Byz) with advanced technology (where 3D simulations have almost completely replaced real life) and Urkaine whose inhabitants are called Orks and who are technologically backward. To keep the people of Byzantion entertained, the news companies periodically start wars which are filmed by CINEWS INC. Pelevin focuses our attention on mass media manip-ulation methods and techniques. The writer demonstrates that television manipulates information and produces its “own” versions of events – its “own” version of the war. This self-creation of television (“hyperreality”) has no reference to what is authentic. The aim of this article is to present and discuss relations and connections between “real reality” and “hyperreality” (virtual reality), between real emotions and their simulacra, between a “real” man and a “sura” (a surrogate woman, a human-like doll).
Źródło:
Acta Neophilologica; 2019, XXI/2; 201-216
1509-1619
Pojawia się w:
Acta Neophilologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Control Based on Brain-Computer Interface Technology for Video-Gaming with Virtual Reality Techniques
Autorzy:
Paszkiel, S.
Powiązania:
https://bibliotekanauki.pl/articles/950992.pdf
Data publikacji:
2016
Wydawca:
Sieć Badawcza Łukasiewicz - Przemysłowy Instytut Automatyki i Pomiarów
Tematy:
neurogaming
brain computer-interfaces
virtual reality
Opis:
The paper describes possibilities of application of braincomputer interface technology in neurogaming. To that end number of experiments were conducted in the Laboratory of Neuroinformatics and Decision Systems of the Opole University of Technology using Emotiv EPOC+ NeuroHeadset. Moreover, the paper presents an aspect of possibility of using brain-computer interface (BCI) technology in combination with virtual reality for controlling avatars/object in videogames.
Źródło:
Journal of Automation Mobile Robotics and Intelligent Systems; 2016, 10, 4; 3-7
1897-8649
2080-2145
Pojawia się w:
Journal of Automation Mobile Robotics and Intelligent Systems
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Testing virtual prototype of a new product in two simulation environments
Autorzy:
Łukaszewicz, Krzysztof
Powiązania:
https://bibliotekanauki.pl/articles/407282.pdf
Data publikacji:
2019
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
CAD
FEA
dynamic simulation
virtual prototyping
Opis:
This paper is a case study conducted to present an approach to the process of designing new products using virtual prototyping. During the first stage of research a digital geometric model of the vehicle was created. Secondly it underwent a series of tests utilising the multibody system method in order to determine the forces and displacements in selected construction nodes of the vehicle during its movement on an uneven surface. In consequence the most dangerous case of loads was identified. The obtained results were used to conduct detailed strength testing of the bicycle frame and changes its geometry. For the purposes of this case study two FEA software environments (Inventor and SolidWorks) were used. It has been confirmed that using method allows to implement the process of creating a new product more effectively as well as to assess the influence of the conditions of its usage more efficiently. It was stated that using of different software environments increases the complexity of the technical process of production preparation but at the same time increases the certainty of prototype testing. The presented example of simulation calculations made for the bicycle can be considered as a useful method for calculating other prototypes with high complexity of construction due to its systematized character of chosen conditions and testing procedure. It allows to verify the correctness of construction, functionality and perform many analyses, which can contribute to the elimination of possible errors as early as at the construction stage.
Źródło:
Management and Production Engineering Review; 2019, 10, 3; 124--135
2080-8208
2082-1344
Pojawia się w:
Management and Production Engineering Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Towards job-shop scheduling with the use of virtual manufacturing cells
Autorzy:
Wojakowski, P.
Powiązania:
https://bibliotekanauki.pl/articles/409306.pdf
Data publikacji:
2014
Wydawca:
Politechnika Poznańska. Wydawnictwo Politechniki Poznańskiej
Tematy:
virtual manufacturing cell
job-shop scheduling
Opis:
The article presents the possibility to modify finding solutions when job-shop scheduling is conducted based on the idea of virtual cellular manufacturing. It is demonstrated that creation of virtual manufacturing cells for defined production orders and exploiting them in the process of job-shop scheduling allows to reduce makespan. In a virtual manufacturing cell, machines are dedicated to produce for selected production orders as in a regular manufacturing cell, but machines are not physically allocated in designated area. Virtual cell configurations are therefore temporary, and assignments are made to optimize the scheduling objective under changing demand conditions. In this research, an example of job-shop scheduling problem with embedded virtual cellular manufacturing is presented. The conditions of application of virtual manufacturing cells in terms of production flow modification are described.
Źródło:
Research in Logistics & Production; 2014, 4, 4; 331-339
2083-4942
2083-4950
Pojawia się w:
Research in Logistics & Production
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Camera navigation support in a virtual environment
Autorzy:
Wojciechowski, A.
Powiązania:
https://bibliotekanauki.pl/articles/201537.pdf
Data publikacji:
2013
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
virtual environment
camera navigation
potential field
Opis:
Artificial camera navigation is the most ubiquitous and principal interaction task within a virtual environment. Efficient and intuitive virtual scene navigation affects other tasks completion performance. Though many scientists have elaborated invaluable navigation techniques design guidelines, it is still, especially for novice users, the really challenging and demanding process. The user interface input hardware imprecision, interface operation cognitive burden put on users and deficiency of direct mapping between user physical movement and virtual camera navigation evoke discrepancy between user desired and actual camera position and orientation. The provided paper concentrates on the new potential field based camera navigation support method. Originally designed and exploited potential fields support not only collisions solving, but goal profiled attraction and camera manoeuvring as well. It works both in static and dynamic environments. It can be easily boosted by the GPU approach and eventually can be easily adapted for advanced or novice interface users for a miscellaneous navigation task completion.
Źródło:
Bulletin of the Polish Academy of Sciences. Technical Sciences; 2013, 61, 4; 871-884
0239-7528
Pojawia się w:
Bulletin of the Polish Academy of Sciences. Technical Sciences
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Przedmioty wirtualne – składnik naszego świata
Virtual entities – a part of our reality
Autorzy:
Polak, Paweł Jan
Powiązania:
https://bibliotekanauki.pl/articles/690520.pdf
Data publikacji:
2020
Wydawca:
Copernicus Center Press
Tematy:
virtual entities
philosophy of informatics
virtuality
Opis:
Review of book: Bondecka-Krzykowska I., Brzeziński K.M., Bulińska-Stangrecka H.,  et al., Przedmioty wirtualne, P. Stacewicz, B. Skowron (ed.), Oficyna Wydawnicza Politechniki Warszawskiej, Warszawa 2019, pp. 135.
Recenzja książki: Bondecka-Krzykowska I., Brzeziński K.M., Bulińska-Stangrecka H.,  i in., Przedmioty wirtualne, P. Stacewicz, B. Skowron (red.), Oficyna Wydawnicza Politechniki Warszawskiej, Warszawa 2019, ss. 135.
Źródło:
Zagadnienia Filozoficzne w Nauce; 2020, 68; 306-310
0867-8286
2451-0602
Pojawia się w:
Zagadnienia Filozoficzne w Nauce
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Post Modern Identity: “In Between” Real And Virtual
Autorzy:
Kasza, Joanna
Powiązania:
https://bibliotekanauki.pl/articles/1179310.pdf
Data publikacji:
2017
Wydawca:
Przedsiębiorstwo Wydawnictw Naukowych Darwin / Scientific Publishing House DARWIN
Tematy:
liminality
paradigm shift
post-modern identity
real virtuality
simulacra and simulation
virtual reality
‘virtual identity
Opis:
The article focus on the phenomena of the ‘radical change’ (transformation) brought by new ICT technologies, associated with the information and communication revolution, both on the level of the collective: bringing disruptive changes within economic, social and cultural sphere, and on the level of the individual, evoking fundamental, yet subtle, changes within our psyche impacting our identity (ies). The multiple scientific discourses, when analyzing the impact of new technologies, usually focus on changes in the economic, social or cultural sphere, defining them within the context of its semantic field (resulting different explanatory models built around different theoretical concepts, together with the accompanying different methodology). The main hypothesis of the ‘radical change’ (transformation) brought by new technologies, usually described in reference to new paradigm change, refers to constantly increasing impact (direct mediation) of ICT technologies in almost all spheres of our lives: social, economical and cultural, but hardly ever discuss the extremely subtle reconfiguration of our psychological space made under the influence of new technologies. As such the article focuses mainly the impact of new technologies upon the psyche and post-modern identity, trying to fully grasp and understand both the visible (direct) and the invisible (subtle) changes, from the perspective of psychological approach, with special reference to Jung’s analytical psychology. The core element (novelty) is the attempt to fully grasp (understand) the phenomena of moving (living) ‘in between’ real and virtual (identity/ environment), mainly from the point view (implications) of psychological as well as philosophical (ontological), not as in majority of cases ( discourses) from the technological, economical, sociological perspective. Cultural anthropology evokes the concept of liminality to denominate the boundaries between two different states : functioning within the existing normative (institutional) governance and stepping outside or aside of it, meaning suspension of the existing norms and standards (and break in or pause within the existing culture). The post-modern individual is somehow forced to move ‘in between’ and experience two different environments simultaneously - the physical environment, embedded in real space and time continuum, where we live at the very moment and digital environment created by new technologies (virtual and/or digital space). As such this continuous transition from reality to virtuality evokes the characteristics (attributes) of the liminal experience. Critical analysis of the defined phenomena implies the need of interdisciplinary approach based on the comparative methodology, both from the point view of theoretical discourses as well as more empirical approach, based mainly on the interdisciplinary approach of Jungian Analytical Psychology, as the outlined theme moves ‘in between’ new technologies, culture (as well as economy or social science) and psychology.
Źródło:
World Scientific News; 2017, 78; 41-57
2392-2192
Pojawia się w:
World Scientific News
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Intel Manycore Testing Lab - środowisko sprzętowo-programowe do dydaktyki tworzenia i testowania efektywności równoleglizacji oprogramowania
Intel Manycore Testing Lab - hardware and software environment focused on didactic of development and efficiency testing in software paralleling
Autorzy:
Świerczewski, Ł.
Powiązania:
https://bibliotekanauki.pl/articles/131919.pdf
Data publikacji:
2013
Wydawca:
Wrocławska Wyższa Szkoła Informatyki Stosowanej Horyzont
Tematy:
wirtualne labolatorium
wirtualny eksperyment
programowanie równoległe
Manycore Testing Lab
virtual labolatory
virtual experiments
parallel programming
Opis:
Współczesny proces dydaktyczny technik programowania często wymaga dostępu zarówno do nowoczesnego sprzętu, jak i oprogramowania. W szczególnej mierze odnosi się to do algorytmów równoległych, których odpowiednie właściwości w dużo większym stopniu można zaobserwować na wydajnych procesorach nowej generacji. Aby stworzyć międzynarodową społeczność akademicką związaną z tą specjalizacją firma Intel udostępniła wirtualne laboratorium testowe (Manycore Testing Lab - MTL). Artykuł przedstawia aspekt architektury oraz praktycznego zastosowania MTL w pracy wieloużytkowej i skupia się na empirycznym potwierdzeniu wzrostu wydajności uzyskanej dzięki programowaniu równoległemu i10-rdzeniowym procesorom Westmere-EX. Badaniom objęto cztery klasy algorytmów: czysto matematyczny dotyczący problemu Collatza, kryptograficzny 3DES, kwantowy algorytm Grovera oraz klasyczny algorytm genetyczny. Dla zastosowań edukacyjnych dostęp do laboratorium jest bezpłatny, a udostępniane platformy wspierają wszelkie zaawansowane technologie.
The modern didactic process of programming techniques often requires access to the modern hardware and software. In a particular part applies to parallel algorithms, where appropriate properties to a much greater extent can be seen in the new generation of high-performance processors. To create an international academic community associated with this specialization, Intel released a virtual test lab (Manycore Testing Lab - MTL). The paper presents the architectural aspect and the practical application of MTL at work reusable and focuses on empirical confirmation gains obtained through parallel programming and 10-core Westmere-EX processors. The study consisted of four classes of algorithms: for a purely mathematical problem Collatz, 3DES cryptography, quantum Grover algorithm and the classic genetic algorithm. For educational access to the laboratory is free and available to all platforms support advanced technologies.
Źródło:
Biuletyn Naukowy Wrocławskiej Wyższej Szkoły Informatyki Stosowanej. Informatyka; 2013, 3; 32-36
2082-9892
Pojawia się w:
Biuletyn Naukowy Wrocławskiej Wyższej Szkoły Informatyki Stosowanej. Informatyka
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Niewykorzystywany edukacyjny potencjał ICT
Unused educational potential of ICT
Autorzy:
Piecuch, Aleksander
Powiązania:
https://bibliotekanauki.pl/articles/446161.pdf
Data publikacji:
2019
Wydawca:
Uniwersytet Rzeszowski
Tematy:
media cyfrowe
cyfrowa biblioteka
wirtualne wycieczki
wirtualne wykłady
digital media
digital library
virtual tours
virtual lectures
Opis:
W opracowaniu poddano analizie wybrane zasoby sieciowe, z których część została przy-gotowana specjalnie do zastosowań edukacyjnych. Pozostałe omówione zasoby, chociaż nie zostały przygotowane z myślą o edukacji mogą z powodzeniem pełnić takie funkcje. Na tle istniejących sieciowych zasobów edukacyjnych pokazano stopień zainteresowania nimi nauczycieli i uczniów.
The study analyzed selected network resources, some of which were prepared specifically for educational applications. Other discussed resources, although not prepared for education, can successfully perform such functions. Against the background of existing network educational resources, the degree of interest of teachers and students was shown.
Źródło:
Dydaktyka informatyki; 2019, 14; 100-119
2083-3156
Pojawia się w:
Dydaktyka informatyki
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
New tool microscopy technique
Autorzy:
Rybka, S.
Powiązania:
https://bibliotekanauki.pl/articles/951236.pdf
Data publikacji:
2015
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
VS120 system
high speed scanning system
differential interference contrast microscopy
virtual microscopy
virtual slide system
Źródło:
BioTechnologia. Journal of Biotechnology Computational Biology and Bionanotechnology; 2015, 96, 1
0860-7796
Pojawia się w:
BioTechnologia. Journal of Biotechnology Computational Biology and Bionanotechnology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Benefits from the implementation of project tasks with the use of virtual team
Korzyści z realizacji zadań projektowych z wykorzystaniem zespołu wirtualnego
Autorzy:
Barnowska, B.
Kozaryn, M.
Powiązania:
https://bibliotekanauki.pl/articles/296326.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet Zielonogórski. Wydział Ekonomii i Zarządzania
Tematy:
virtual team
projects
project management
virtual project team
zespół wirtualny
projektowanie
zarządzanie projektami
wirtualny zespół projektowy
Opis:
The necessity of customer oriented approach, the ability of quick adapting to changing demand and the expectations of reducing project costs have recently resulted in a strong development of cooperation between various organizations implementing joint ventures. Projects-oriented organizations, creating virtual project teams, have become more and more popular. Dissemination of this organizational form has induced the authors to consider the real benefits achieved by enterprises using virtual project teams to implement projects. The purpose of the article was to try to calculate the benefits that companies can obtain when implementing projects, by replacing traditional project teams with virtual project teams (ceteris paribus). The presented research results show the possibility of achieving significant financial benefits due to the use of virtual project teams to carry out the projects implemented in many units with a large geographical dispersion.
Konieczność orientacji na klienta, umiejętność szybkiego dostosowania się do zmieniających się warunków popytowych oraz oczekiwania redukcji kosztów projektów, powodują w ostatnim okresie silny rozwój kooperacji różnych organizacji realizujących wspólne przedsięwzięcia. Coraz popularniejsze stały się organizacje zorientowane projektowo, które tworzą wirtualne zespoły projektowe. Rozpowszechnienie tej formy organizacyjnej skłoniło autorów do rozważań nad realnymi korzyściami osiąganymi przez przedsiębiorstwa wykorzystujące wirtualne zespoły projektowe do realizacji przedsięwzięć. Celem artykułu była próba kalkulacji osiąganych korzyści, jakie przedsiębiorstwa mogą uzyskać przy realizacji projektów, poprzez zastąpienie tradycyjnych zespołów projektowych przez wirtualne zespoły projektowe (ceteris paribus). Zaprezentowane wyniki badań wykazują możliwość osiągnięcia znacznych korzyści finansowych dzięki wykorzystaniu wirtualnych zespołów projektowych do realizacji przedsięwzięć realizowanych w wielu jednostkach o dużym rozproszeniu geograficznym.
Źródło:
Management; 2018, 22, 2; 204-216
1429-9321
2299-193X
Pojawia się w:
Management
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Academia Electronica – Vision, Experiment, Future
Autorzy:
Ostrowicki, Michał
Powiązania:
https://bibliotekanauki.pl/articles/2127701.pdf
Data publikacji:
2022
Wydawca:
Uniwersytet Szczeciński. Wydawnictwo Naukowe Uniwersytetu Szczecińskiego
Tematy:
virtual world
virtual community
reality
avatar
open university
świat wirtualny
wirtualna społeczność
realność
awatar
uniwersytet otwarty
Opis:
The paper shows the history of the Academia Electronica – a virtual department of the Jagiellonian University, which has been in operation since 2007 in Second Life 3D graphic environment. The contributor focused on the transformation it underwent and problems which have been addressed for 14 years. Three aspects of the analysis have been identified with the first one concerning the philosophy of virtuality, the second – teaching in the 3D graphic environment, and the third one revealing the social importance of an open university. This text is autobiographic, which means that it includes short memories on a number of events related to the development of the Academia Electronica as a university alongside the contributor’s personal reflections based on his long staying in the Second Life world.
Artykuł przedstawia historię Academia Electronica – wirtualnej części Uniwersytetu Jagiellońskiego, działającej od 2007 w Second Life. Zaprezentowano przemiany jakim Academia podlegała oraz zarysowano problematykę, która była poruszana w niej na przestrzeni 14 lat. Wyszczególniono trzy wątki analizy, z których pierwszy dotyczy filozofii rzeczywistości wirtualnej, drugi prowadzenia dydaktyki w środowisku graficznym 3d oraz trzeci, związany ze społecznym znaczeniem otwartego uniwersytetu. Tekst jest autobiograficzny, w tym znaczeniu zawiera krótkie wspomnienia dotyczące szeregu zdarzeń, tak związanych z rozwojem Academia Electronica jako uniwersytetu, jak również osobistych refleksji wynikających z długotrwałego przebywania w świecie Second Life.
Źródło:
Analiza i Egzystencja; 2022, 58; 111-124
1734-9923
2300-7621
Pojawia się w:
Analiza i Egzystencja
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Pitch Strength of Residual Sounds Estimated Through Chroma Recognition by Absolute-Pitch Possessors
Autorzy:
Rogowski, P.
Rakowski, A.
Powiązania:
https://bibliotekanauki.pl/articles/177930.pdf
Data publikacji:
2010
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
absolute pitch
residual sounds
virtual pitch
Opis:
Absolute pitch is a unique feature of the auditory memory which makes it possible for its possessors to recognize the musical name (chroma) of a tone. Six musicians with absolute pitch, selected from a group of 250 music students as best scoring in musical pitch-naming tests, identified the chroma of residue pitch produced by harmonic complex tones with several lower partials removed (residual sounds). The data show that the percentage of correct chroma recognitions decreases as the lowest physically existent harmonic in the spectrum is moved higher. According to our underlying hypothesis the percentage of correct chroma recognitions corresponds to the pitch strength of the investigated tones. The present results are compared with pitch strength values derived in an experiment reported by Houtsma and Smurzynski (1990) for tones same as those used in this study but investigated with the use of a different method which consisted in identification of musical intervals between two successive tones. For sounds comprising only harmonics of very high order the new method yields a very low pitch recognition level of about 20% while identification of musical intervals remains stable at a level of about 60%.
Źródło:
Archives of Acoustics; 2010, 35, 3; 331-347
0137-5075
Pojawia się w:
Archives of Acoustics
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
A Distributed Decision-Support System for Virtual Prototyping
Autorzy:
Tirpak, T. M.
Lach, L. E.
Xiao, W.
Lopez, J. M.
Powiązania:
https://bibliotekanauki.pl/articles/375959.pdf
Data publikacji:
2007
Wydawca:
Akademia Górniczo-Hutnicza im. Stanisława Staszica w Krakowie. Wydawnictwo AGH
Tematy:
Distributed Decision-Support
virtual prototyping
CAE
Opis:
Virtual Prototyping (VP) is a data-driven design process that promotes both knowledge reuse and innovation. High-profile applications in the automotive and aerospace industries have demonstrated its potential to significantly reduce prototype cycles, time to market, and total product cost. This paper addresses VP as a specialized application of Decision-Support Systems, and discusses common requirements for engineering design tools, as well as requirements specific to the design of electronic products, such as mobile phones. Motorola Labs' test bed for VP is introduced in terms of its open, agent-based architecture utilizing Java CORBA. One of the key principles of the VP System is the reuse of expert knowledge across multiple engineering domains. This is highlighted via several use cases, showing that the system can function not only as an Intranet-accessible repository of model services but also as an integral part of decision-making within the native CAD environment.
Źródło:
Decision Making in Manufacturing and Services; 2007, 1, 1-2; 137-152
1896-8325
2300-7087
Pojawia się w:
Decision Making in Manufacturing and Services
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Wyzwania zarządzania wiedzą w zespołach wirtualnych
Knowledge management in virtual teams
Autorzy:
Miroński, Jacek
Powiązania:
https://bibliotekanauki.pl/articles/426500.pdf
Data publikacji:
2014
Wydawca:
Szkoła Główna Handlowa w Warszawie
Tematy:
knowledge management
virtual teams
management process
Opis:
Issues on knowledge management and virtual teams are in the last years among relatively popular topics in management literature. They are discussed more or less independently of each other, although some researchers closely combine the two areas. Due to the growing importance of these phenomena, both in theory and in practice, this approach seems to be deeply justified and even necessary. This article aims to juxtapose the challenges of knowledge management and knowledge workers with those of virtual teams and puts forward solutions facing these challenges. The article summarizes the results of research on virtual teams and the characteristics of the knowledge management process, which allows for the presentation of recommendations regarding the knowledge sharing in virtual teams.
Źródło:
e-mentor. Czasopismo naukowe Szkoły Głównej Handlowej w Warszawie; 2014, 5 (57); 50-55
1731-6758
1731-7428
Pojawia się w:
e-mentor. Czasopismo naukowe Szkoły Głównej Handlowej w Warszawie
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Projekt wirtualnego, interaktywnego muzeum meteorytów z krakowskiego zbioru ING PAN
Project of the Virtual and Interactive Meteorites Museum of Cracovs ING PAN Collection
Autorzy:
Wrzak, Joanna
Manecki, Andrzej
Powiązania:
https://bibliotekanauki.pl/articles/1032796.pdf
Data publikacji:
2011
Wydawca:
Polskie Towarzystwo Meteorytowe
Tematy:
Virtual and Interactive Meteorites Museum
meteorites
Źródło:
Acta Societatis Metheoriticae Polonorum; 2011, 2; 171-174
2080-5497
Pojawia się w:
Acta Societatis Metheoriticae Polonorum
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
PROSPECTIVE TEACHERS’ EXPERIENCES IN USING SECOND LIFE FOR LEARNING AND TEACHING ENGLISH
Autorzy:
Mariusz, Kruk
Powiązania:
https://bibliotekanauki.pl/articles/955335.pdf
Data publikacji:
2017
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
Second Life
teacher training
virtual worlds
Opis:
The purpose of this study was to investigate prospective teachers’ experiences in utilizing Second Life for learning English, differentiating between personal use of the said virtual world for learning the English language and its potential use for teaching English in the future. The results showed that the students perceived the use of Second Life to be beneficial for communication in English and they regarded it as a great source of the target language vocabulary. They also found it useful in practicing writing skills and learning new words and phrases. The use of the said world allowed the students to point out some disadvantages. Among other things, they included the incorrect use of English by some Second Life users, problems with finding people to talk with and rude behavior. In addition, the study participants did not regard Second Life as useful in developing oral skills or grammar. Finally, the findings revealed the prospective teachers’ willingness to use Second Life for teaching speaking and writing skills as well as the target language vocabulary. A selection of the students’ proposals of language activities to be used in a virtual world is also offered.
Źródło:
Teaching English with Technology; 2017, 17, 1; 73-88
1642-1027
Pojawia się w:
Teaching English with Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Virtual reality as the indicator of the modern banking
Autorzy:
Kołodziej, Monika
Powiązania:
https://bibliotekanauki.pl/articles/949761.pdf
Data publikacji:
2017
Wydawca:
Wydawnictwo Uniwersytetu Ekonomicznego we Wrocławiu
Tematy:
virtual reality
banking
innovation
information technologies
Opis:
The dynamism of changes occurring in the social-economic space determines need for the systematic development, understood as seeking innovative solutions. Given that 46% of the world population uses the Internet and the 31% declares that they are active users of social media, no rationally formulated corporate strategy can omit the potential of computer technologies. One of the advanced solutions which are successively adapted in the sector of banking services is virtual reality. It seems that every industry from video games developers to healthcare is looking for innovative ways to integrate some sort of virtual reality platform into their day-to-day systems. The aim of the article is the presentation of the concept of virtual reality in the context of banking. The article proves the implementation of VR in banking generates competitive advantage. Additionally, it presents various aspects of applications, market trends and forecasts of the subsequent development of this phenomenon. Moreover, there is an attempt to answer a question, whether virtual reality improves the effectiveness of the banking activity
Źródło:
Financial Sciences. Nauki o Finansach; 2017, 2(31); 44-51
2080-5993
2449-9811
Pojawia się w:
Financial Sciences. Nauki o Finansach
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
AUGMENTED AND VIRTUAL REALITY IN THE LANGUAGE CLASSROOM: PRACTICAL IDEAS
Autorzy:
Bonner, Euan
Reinders, Hayo
Powiązania:
https://bibliotekanauki.pl/articles/940973.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
augmented reality
virtual reality
AR
VR
Opis:
This article aims to provide teachers with a practical introduction to the capabilities of augmented and virtual reality (AR/VR) in foreign language education. We first provide an overview of recent developments in this field and review some of the affordances of the technologies. This is followed by detailed outlines of a number of activities that teachers can use in any ESL classroom with access to smartphones or AR/VR capable devices. The article concludes with consideration of privacy concerns, and practical issues of classroom implementation.
Źródło:
Teaching English with Technology; 2018, 18, 3; 33-53
1642-1027
Pojawia się w:
Teaching English with Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Third Places in the Era of Virtual Communities
Autorzy:
Markiewicz, Ewa
Powiązania:
https://bibliotekanauki.pl/articles/1391055.pdf
Data publikacji:
2019
Wydawca:
Wyższa Szkoła Bankowa w Poznaniu
Tematy:
third place
virtual community
network society
Opis:
The purpose of the article is to analyse virtual communities in the context of Ray Oldenburg’s third place theory. The author argues that virtual third places are a response to the needs of virtual communities and their features are similar to Oldenburg’s third places. The first part of the article presents the basics of Oldenburg’s third place theory while the second one shows the characteristics of virtual communities: a review of definitions, their typology and features. The criteria of collectivity of virtual communities are also discussed in the context of Oldenburg’s third places features.
Źródło:
Studia Periegetica; 2019, 28(4); 9-21
1897-9262
2658-1736
Pojawia się w:
Studia Periegetica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Phonoholism as a Personal Safety Threat
Autorzy:
Zbroszczyk, Dorota
Grubicka, Joanna
Powiązania:
https://bibliotekanauki.pl/articles/1808011.pdf
Data publikacji:
2019-09-09
Wydawca:
Wyższa Szkoła Bezpieczeństwa Publicznego i Indywidualnego Apeiron w Krakowie
Tematy:
phonoholism
virtual reality
cyberspace
computer addiction
Opis:
Using modern devices and global access to information have become one of the most important areas of people’s lives, especially in case of young people who have been dealing with technology and new media since they were very young. It is hard to imagine life without new information communication technologies. Communicating, making friends, gaining information, entertainment, pursuing hobbies and interests – it all happens through these technologies. Is virtual reality becoming the space of creativity of the young or their escape from real tasks that they should face in everyday life? The paper presents research on the compulsive usage of mobile phones and gives a detailed characteristics of the phenomenon of phonoholism in Masovian voivodship. The underlying research objective is the analysis of the negative effects of the excessive immersion of the users in the Internet and the ubiquitous presence thereof in people’s lives, with a particular emphasis being put on the impact the Internet has on young people. Among others, the research results have displayed low perception of the harmfulness of addiction to a mobile phone among the investigated youth.
Źródło:
Security Dimensions; 2019, 29(29); 166-184
2353-7000
Pojawia się w:
Security Dimensions
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Computer database "NEVI" on endangerment by melanoma
Autorzy:
Hippe, Z. S.
Powiązania:
https://bibliotekanauki.pl/articles/1954504.pdf
Data publikacji:
1999
Wydawca:
Politechnika Gdańska
Tematy:
nevi pigmentosi
classification
virtual visualization
TDS
Opis:
A database containing statistically meaningful numbers of carefully verified cases of nevi pigmentosi (in four categories: benign nevus, blue nevus, suspicious nevus, and malignant melanoma) is described. Various experiments of controlled data mining were performed in order to gain insight into the interpretation of the TDS (total dermatoscopic score) coefficient, which is broadly used in the initial classification of endangerment by melanoma tumours.
Źródło:
TASK Quarterly. Scientific Bulletin of Academic Computer Centre in Gdansk; 1999, 3, 4; 483-488
1428-6394
Pojawia się w:
TASK Quarterly. Scientific Bulletin of Academic Computer Centre in Gdansk
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Community in a Virtual Classroom
Autorzy:
Kwiatkowska, Wioletta
Powiązania:
https://bibliotekanauki.pl/articles/2028756.pdf
Data publikacji:
2014-03-31
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
community
virtual classroom
blended-learning
education
Opis:
The main research objectives were presenting experiences of virtual classroom learners in the context of being part of a community or being indifferent towards it, as well as getting to know the value of the community in view of respondents, and the attitudes of respondents to the community. The research operated within the interpretive paradigm. The respondents were twenty six students of different majors at Nicolaus Copernicus University in Toruń. All the respondents emphasized the value of being part of a community; still, the opinions were diverse with regard to individual predispositions, skills and aptitudes of the learners. The obtained results are of great significance to the educational thought and practice and in relation to the growing importance of e-learning and its popularisation.
Źródło:
The New Educational Review; 2014, 35; 66-76
1732-6729
Pojawia się w:
The New Educational Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Ocena zmian wybranych wielkości stabilograficznych na skutek oddziaływania wirtualnej rzeczywistości
Evaluation of changes in selected stabilographic quantities resulting from influence of use of virtual reality
Autorzy:
Chmura, Marta
Wodarski, Piotr
Gruszka, Grzegorz
Jurkojć, Jacek
Powiązania:
https://bibliotekanauki.pl/articles/2201503.pdf
Data publikacji:
2020
Wydawca:
Politechnika Śląska. Katedra Biomechatroniki
Tematy:
stabilografia
wirtualna rzeczywistość
stabilography
virtual reality
Opis:
W niniejszej pracy dokonana została ocena zdolności utrzymywania równowagi w świecie rzeczywistym i wirtualnej rzeczywistości. Grupę badawczą stanowiło 9 zdrowych osób. Otrzymane wyniki umożliwiły analizę oraz określenie istotnych zmian wartości wybranych wielkości stabilograficznych dla wybranych par zbliżonych warunków w środowisku rzeczywistym i wirtualnym. Wykazano, że wyświetlanie wirtualnej scenerii działa destabilizująco w porównaniu do środowiska rzeczywistego, natomiast ciemna sceneria wywiera mniejszy efekt destabilizujący niż zamknięcie oczu.
This study assesses the ability to maintain balance in both the real world and virtual reality. Research group consisted of 9 healthy people, and obtained results made it possible to analyze and determine significant changes in values of selected stabilographic quantities for chosen pairs of similar conditions in real and virtual environments. It has been established that patients are less stable while immersed in virtual environment than they are while standing in real world without visual stimuli, but dark scenery has lower destabilising effect than standing with closed eyes.
Źródło:
Aktualne Problemy Biomechaniki; 2020, 20; 29--36
1898-763X
Pojawia się w:
Aktualne Problemy Biomechaniki
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Lower Pain Threshold While Seeing a Virtual Limb – Boundary Conditions for Visual Analgesia Effect
Autorzy:
Czub, Marcin
Piskorz, Joanna
Powiązania:
https://bibliotekanauki.pl/articles/2130029.pdf
Data publikacji:
2021
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
visual analgesia
virtual reality
pain threshold
Opis:
Background: Observing one’s own body has been shown to influence pain perception—a phenomenon called visual analgesia. The effect was originally obtained using a mirror reflection of one’s own hand and later replicated with prosthetic and virtual hands. Most studies show increased pain thresholds during visual analgesia, but the opposite effect can be obtained by inducing ownership illusion over a limb that looks wounded. We tested the hypothesis that a resilient-looking virtual limb would lead to an increased pain threshold. Methods: Eighty-eight students (Mage = 21.4, SDage = 2.98) participated in a within-group experimental design study (natural hand virtual reality [VR], marble hand VR, and non-VR control). In both VR conditions, a visuo-tactile synchronous stimulation was used to elicit the illusion of embodiment. Pressure pain stimulus was applied to the forearm. Dependent variables were: pressure pain threshold, pain intensity and self-reported embodiment. Results: There were significant differences between the control condition and the Natural Hand VR (V = 647, p < .0001), and between the control condition and the Marble Hand VR (V = 947.5, p < .005), but not between the Natural Hand and Marble Hand conditions (V = 1428.5, p = .62). Contrary to our predictions, pain threshold was higher in the control condition. Pain intensity differences were not significant. Conclusions: We obtained a significant effect in the opposite direction than predicted. Such results may mean that the visual analgesia effect is more context-dependent than previously thought. We discuss methodological differences between the paradigm used in this study and paradigms reported in the literature as a possible explanation.
Źródło:
Polish Psychological Bulletin; 2021, 52, 1; 76-82
0079-2993
Pojawia się w:
Polish Psychological Bulletin
Dostawca treści:
Biblioteka Nauki
Artykuł

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