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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

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