28 research outputs found
Enhancing and Transforming Global Learning Communities with Augmented Reality
Augmented and virtual reality applications bring new insights to real world objects and scenarios. This paper shares research results of the TalkTech project, an ongoing study investigating the impact of learning about new technologies as members of global communities. This study shares results of a collaborative learning project about augmented and virtual reality and their applications in a variety of businesses and industries. In the TalkTech project, students from universities in the United States and Romania collaboratively work together to research the use of augmented and virtual reality in an assigned industry, create original augmented reality artifacts, and communicate and share their findings with their international partners. The authors evaluate the TalkTech project through the lens of the SAMR (Substitution, Augmentation, Modification, Redefinition) framework as a pedagogy to enhance student learning about augmented reality and improve students’ digital skills. The paper also discusses the SAMR framework as implemented in the TalkTech project and its application to creating learning projects to transform Information Systems education
Pre-Visions: Firts results of the EDEN Fellows survey on the futures of learning
Technology is pervasive and intertwined in many aspects of modern life and society. The digital revolution that is
sweeping the world has shown its potential in education during the Covid-19 pandemic. It is rapidly transforming
the way students learn, and as a result, technology is expected to improve the face of education by making it
more inclusive and accessible. In the framework of the EDEN Pre-Visions project, the EDEN fellows conducted a
prospective study on the future trends of open and digital education in Europe in the next decade. 40 EDEN
Fellows took part in an online survey launched in January 2023. In this paper, we present and analyse the first
results of this exercise, describing the views of the experts on six dimensions: the European context evolution
and socio-economic dynamics; EdTech research and development; EdTech practices; institutional digital
transformation; societal impacts and implications; policies and regulations.info:eu-repo/semantics/publishedVersio
Creating Educational Digital Artefacts Collaboratively in a Virtual Reality Environment
This paper discusses the use of virtual reality (VR) technologies in education and the collaborative creation of educational digital artifacts in a virtual reality environment. The paper presents a case study of students who collaborated creating digital artifacts in a VR environment. The artifacts were designed with the purpose of presenting the history of a local community. The study analyzed the interactions between learners, the effectiveness of the VR environment in facilitating collaboration, and the impact of the VR environment on learning outcomes. The study concludes that creating educational digital artifacts collaboratively in a virtual reality environment can lead to improved student engagement, motivation, and learning outcomes
Pre-Visions: First Results of the EDEN Fellows Survey on the Futures of Learning
Technology is pervasive and intertwined in many aspects of modern life and society. The digital revolution that is sweeping the world has shown its potential in education during the Covid-19 pandemic. It is rapidly transforming the way students learn, and as a result, technology is expected to improve the face of education by making it more inclusive and accessible. In the framework of the EDEN Pre-Visions project, the EDEN fellows conducted a prospective study on the future trends of open and digital education in Europe in the next decade. 40 EDEN Fellows took part in an online survey launched in January 2023. In this paper, we present and analyse the first results of this exercise, describing the views of the experts on six dimensions: the European context evolution and socio-economic dynamics; EdTech research and development; EdTech practices; institutional digital transformation; societal impacts and implications; policies and regulations
USING RATIO METHOD IN THE TOURISM INDUSTRY PERFORMANCE ANALYSIS
Ratios represent useful analysis instruments that synthetize a large volume of data in an easier to understand, interpret and compare form. At the same time, they show certain limits that have to be analyzed for each case. When comparing ratios from different periods, one has to take into account the circumstances in which the company performs its activity, as well as the effect of certain changes in the financial reporting, such as : change in the economic circumstances, the productive process, the different production lines or the geographical target markets
Virtual Reality Authoring Tools for Educators
Virtual reality technologies have been demonstrated to produce encouraging results in the educational process. However, adoption of virtual reality-based instruction among educators has yet to see significant numbers. One of the reasons is the technical difficulty in authoring custom-made VR experiences for students. In this paper, we propose criteria for choosing VR authoring tools that are appropriate for usage in education and apply them to such current platforms. We also present a case study of learning collaboration project that revolved around the usage of VR authoring tools. We conclude with some recommendations regarding additional features that would enhance the exploitation of current VR authoring tools in education
THE CASH CONVERSION CYCLE IN ROMANIAN COMPANIES
In this paper, we conducted a research on the equilibrium of cash operating cycle phases, between two moments:
cash inflow and cash outflow. The research methodology is based on system financial ratios of 20 companies listed on
Bucharest Stock Exchange in the energy industry. In this research paper it’s demonstrate how the cash conversion cash
ratios system conducts to the short term company’s equilibrium
Augmented and Virtual Reality for Public Space Art
Public space art, usually placed outside and accessible to all, is a proper target for the exploitation of transformative and immersive technologies such as augmented and virtual reality. In the recent years, artists and technology developers have collaborated to make physical art more expressivein the digital world, taking advantage of the democratisation of mixed reality devices and software.In this paper, we report on such development of the ArtTM application, an Android app for the publicspace art in Timisoara, Romania. We show the current state of the application and the innovative features that are currently in development. We present the envisioned roadmap to an augmented and virtual reality-enhanced experience and some initial thoughts on the actual implementation of them