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EN
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.
EN
In this paper the authors focus on the crucial change of thinking about what computer really is, and then attempt to determine the essential elements of new games designed specifically for mobile computers. The authors characterize this type of entertainment, which enables them to outline potential scenarios for the development of this technological sphere and its impact on contemporary cultural life.
EN
The article presents the results of a quantitative-qualitative study that examined the experiences of children and early childhood education teachers with multi-layered interactive materials in which augmented reality technology was implemented. The article also addresses issues related to support (MIEM) for selected cognitive processes of early childhood education students. The research was conducted within the framework of the Ministry of Education and Science's program titled: Pupil circles create innovation. The study involved 1153 early childhood education students between the ages of 7 and 10, as well as their teachers, who constituted a group of 41 early childhood education teachers. A triangulation of research methods was used in the study. For the group of students, a diagnostic survey method was used, for which a survey questionnaire was developed on the Kahoot platform and an in-depth interview using an interview questionnaire. For the group of teachers, a diagnostic survey method was used, for which a survey questionnaire was developed. The survey was implemented using the Computer Assisted Personal Interview technique on the Google Forms platform. On the basis of the conducted research, conclusions were developed in terms of the main objective of the research, which was: preliminary identification of the potential for using MIEM in the context of cognitive processes in early childhood education. The results of the research indicate that early childhood education students received the introduced innovation into the teaching process to a very positive degree. First of all, MIEM resulted in high motivation for learning. The result of which was a significant number of memorized messages contained in MIEM. It should also be added that this fact can have an impact on students' memory and perceptiveness. It can also be tentatively concluded that MIEM can have an impact on cognitive processes in particular on thinking and imagination. This conclusion follows directly from the type of technology that allows generating things previously difficult to visualize. In addition, the experiences of teachers who participated in the study indicate that MIEMs provide new opportunities for experimentation and interactive learning. According to the teachers, MIEMs make it possible to support the teaching and learning of nature, mathematics, as well as other subjects. Early childhood education teachers enthusiastically welcomed the use of AR, as well as seeing this technology as a solution to the problems of implementing the principle of viewability in early childhood education.
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Wirtualna semantyka miasta

88%
EN
In the era of information revolution we are communicating via the web. Reflections, thoughts and information are transmitted by building up the language of augmented reality. In communication networks, while leading a chat, we are also influenced by advertisements. It is a kind of multiple contact with the network of friends, strangers, journalists and advertising agents. Symbols and patterns transmitted by tradition are given their virtual dimension, their universal archetypes adjust their character to the present. The Modern Man, a network user, tries to use the new tool – the computer – more efficiently. The Internet network is often compared to the extension of the human neural system. The computer as a medium of art was used to create an additional space - the virtual reality. It showed how interesting spaces can be created by combining art and technology. The combination of the human specificity of contact, language, and new technology creates tremendous opportunities and threats. Transhumanism is a possibility in which we would seek a symbiosis between the man and technology, so as not to create a conflict between the biological body and its electronic contact networks. The semantics of the city, despite of its changing nature, may have human-specific qualities, but its media expression may allow for incomparably richer network of contacts.
EN
The fourth industrial revolution is transforming crime and fight against it, causing fundamental consequences for research in the field of criminal law. Under the conditions of the second decade of the 21st century, the terms ‘Internet’, ‘information and telecommunications network’, ‘electronic network’, ‘communications facility’, ‘mobile communications’ are no longer an IT specialist dictionary, in the meantime they affect the doctrine of criminal repression and integrate into a scientific turnover of specialists in the field of criminal law and criminology. Transformation of crime has caused serious gaps, both in the theory of criminal law and in criminal procedural and criminal executive law inextricably bound with it. The emergence and exponential development of the Internet, electronic communications, control and tracking systems and many other technical achievements create for researchers three types of problems that need to be discussed and resolved. First, the problem of national sovereignty in criminal matters (the operation of criminal law in space) and jurisdiction, which are in contradiction in the boundless cyberspace. Secondly, the prognostic problem, which urges not only to forecast the influence of modern technologies on substantive criminal law, criminal procedure, execution of criminal punishment, but also to anticipate the general impact of technology on Russian society and the way of life of its members. Thirdly, the problem of expenses resulting from the introduction of high-tech crime prevention measures, the cost of which is constantly growing. The interdependence of these problems should form the basis of criminal law research in the era of augmented reality under the conditions of exponential growth of cyber threats directed at citizens, businesses and governments
EN
The aim of the presented study is to identify the attitudes of future teachers (in pre-service teacher education) toward Augmented Reality (AR) applications. The innovation experience was carried out in the academic year 2016/17. For the collection of data, the Augmented Reality Applications Attitude Scale (ARAAS), by Küçük, Yilmaz, Baydaş & Göktaş (2014), was adapted to the Spanish context. It is a Likert scale grouped into three dimensions that determine the attitudes of future teachers toward the use of AR applications in education, which are Relevance, Satisfaction and Reliability. In order to analyse data, the statistical software SPSS 23.0 was used. The Bartlett test of sphericity and the Kaiser-Meyer-Olkin (KMO) test for sampling adequacy were also conducted. Results of the study led to the following conclusions: the students developed a favourable attitude in their role as future teachers toward the use of AR applications as learning tools, which have also provided deep learning.
7
75%
PL
Potencjał edukacyjny technologii poszerzonej rzeczywistości wynika z jej możliwości pre-zentacyjnych. Zastosowanie poszerzonej rzeczywistości może stanowić efektywny środek dydak-tyczny, który uzupełni lub w pewnym zakresie zastąpi wykorzystywaną bazę dydaktyczną nowo-czesnych szkół i uczelni wyższych.
EN
An educational potential of augmented reality results from its visualization abilities. The augmented reality application can be effective mean of teaching. The augmented reality technolo-gy can add up to or, in some extent, even replace the didactic assets at modern schools and univer-sities.
Tourism
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2013
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vol. 23
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issue 1
27-36
EN
The turn of the 20th and 21st c. was marked by the development of experience economy, in which the basic commodities are not specific products, but the customers’ emotions, impressions and experiences. Tourism has always been a particular “holiday experience industry”. In recent years, however, the importance of the conscious creation of emotional tourism products has become even greater; we may observe continuous efforts to multiply and intensify tourism experience. The key activities to achieve this goal include transforming tourism infrastructure into unique tourism attractions, enlarging traditional services/service packages by elements providing additional emotions and satisfaction, using modern technologies in order to add virtual entities to real tourism space (augmented reality), as well as to conveniently record tourism experience and share it with the public
EN
The aim of the article is an attempt to analyze the use of Augmented Reality in educational applications over the last few years. The first part is devoted to defining the concept more precisely, because AR may seem ambiguous. The second part of the article introduces selected educational applications of AR in different subjects or teaching/learning, e.g. in science/mathematics, natural science or in language learning. Research projects for applications in various teaching solutions will also be referenced. The third and final part contains a brief review of AR literature in recent years.
PL
Zaprezentowano podstawowe informacje z zakresu technologii poszerzonej rzeczywistości. Przedstawiono wybrane przykłady jej zastosowania w różnych obszarach życia człowieka. Wskazano obszary działalności inżynierskiej oraz kształcenia wspomagane technologią AR.
EN
In the paper basic information regarding the augmented reality has been presented. Some examples of their application in different aspects human life has been described. Some fields of engineering and education supported by AR technology has been specified as well.
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75%
Turyzm
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2013
|
vol. 23
|
issue 1
27-35
EN
The turn of the 20th and 21st c. was marked by the development of experience economy, in which the basic commodities are not specific products, but the customers’ emotions, impressions and experiences. Tourism has always been a particular “holiday experience industry”. In recent years, however, the importance of the conscious creation of emotional tourism products has become even greater; we may observe continuous efforts to multiply and intensify tourism experience. The key activities to achieve this goal include transforming tourism infrastructure into unique tourism attractions, enlarging traditional services/service packages by elements providing additional emotions and satisfaction, using modern technologies in order to add virtual entities to real tourism space (augmented reality), as well as to conveniently record tourism experience and share it with the public.
EN
The article presents possibilities arising from the application of innovative and technologi-cal teaching aids, particularly augmented reality, into the process of improving vocational skills and competencies. The kinds of competencies and their characteristics are described, and the types of teaching aids, among which systems of augmented reality are located, are discussed. Moreover, the author gives an insight into the genesis and a short characteristic of augmented reality and presents original models for the application of augmented reality for conceptual, social and technical competence building.
PL
Wraz z rozwojem technologii powstają nowe media, które mają potencjał, aby wejść na stałe do naszego życia codziennego. Już pod koniec lat pięćdziesiątych XX wieku Morten Heilig opracował pierwszą maszynę do wyświetlania wirtualnej rzeczywistości. Mimo wieloletniego zapomnienia, VR została wskrzeszona poprzez łatwo dostępne smartfony o dużej mocy. Używając kartonowych gogli każdy z łatwością jest się w stanie przenieść w podróż w niedostępne wcześniej miejsca - nie tylko istniejące, ale i takie ze snów. Otwiera to nowe możliwości, gdyż użytkownik nie musi już słuchać interpretacji o wydarzeniu czy miejscu, a może je doświadczyć własnymi zmysłami. Z tego mogą skorzystać także architekci, wykorzystując wirtualną rzeczywistość, rozszerzoną rzeczywistość oraz rzeczywistość mieszaną nie tylko do przedstawienia swoich pomysłów i wizji, ale także do wspólnego zrozumienia i poprawiania doświadczeń poprzez możliwość natychmiastowych zmian i testów.
EN
As the technology develops, new media that has the potential to join us with our day to day life are created as well. Already at the end of the 1950s, Morten Heilig developed the first virtual reality display machine. Despite many years of oblivion, VR was resurrected by easily accessible high-performance smartphones. Using cardboard goggles, everyone is able to travel easily to previously unavailable places, not only existing ones but also those from dreams. This opens up new possibilities, as the user does not have to listen to the interpretation of the event or place anymore. He can experience it with his own senses. Architects should benefit from such a turn of events. Using virtual reality, augmented reality and mixed reality not only to present their ideas and visions but also to jointly understand and improve experiences through the possibility of immediate changes and tests.
EN
Ever since various technologies started to develop at such a rapid pace, people’s lives have been forced to adapt to a new reality. For over a decade now, people have spent significantly more time using digital devices. Following Jung (2005), interactivity is what most attracts people to digitality. As is commonly known, although digital devices seemingly give us an opportunity to keep in touch with friends all day long, they may produce feelings of loneliness. While smartphones and computers are already part of human life, a technology that has been developed in the past years and has found another use is Virtual Reality (VR). The possible junction of Diamandis (2020) and Marr (2020) ideas may lead to a change of the world as we know it. Although its impact is not yet fully present in our lives, the author believes it necessary to discuss the possibilities and dangers that may appear in the next few years, assuming the constant development of technology. VR technology is already present in specialized professions such as aviation (Lele 2011), the armed forces and medicine (Müller-Wittig 2011). Moreover, while VR has found interest in other industries, it is not always effective, as without special training the user might experience a kind of information overload (Yen et al. 2012). Nevertheless, not only training can be conducted, as VR also finds interest in the educational sector and might be used in virtual lessons (Du 2014). The article strives to presents a new look at the issue of VR’s and AR’s possible influence on media society. In this article, the advantages and disadvantages of Virtual Reality and Augmented Reality are gathered, analyzed, and then assessed. The author believes that this paper constitutes an attempt at highlighting the most important issues from an interdisciplinary perspective, linking a scientific perspective with a humanities-based viewpoint.
EN
In the art of the 20th century, space became the basic material. Today, digital media and VR and AR technologies are used to cross the visual and space barriers, but always at the expense of experiencing reality. The spatial turn in culture results from the post-avant-garde ideas of art that cuts itself off from ancient art. Using the example of the fresco by Andrea del Pozzo from the Sant’Ignazio church in Rome, we will show analogies between baroque illusionist painting and digital visual media. It turns out that contemporary art arrives at the space issues that have been practiced in architecture and art since antiquity. The space created by painting illusion as a total work of art exhibits many features of contemporary art and the phenomena of VR and AR such as intermediality, immersion, interactivity. Spatial turn arguments can be used to enhance the potential of classic painting language in architecture.
EN
The subject of this article is virtual property with a focus on virtual objects in computer games, simulations, and virtual and augmented reality. Virtual property is a term that has been appearing in the legal literature for approximately twenty years, and the literature is still relatively ambiguous and its meaning uncertain. However, since the first occurrence of this concept, society has not only not changed, but has even more transferred to the digital environment. From the ownership of tangible media, we moved to accessing various databases full of music, films, or books. Virtual objects are of similar importance, whether in computer games or in augmented and virtual reality. The question therefore arises as to whether (especially civil) law should not evolve and start to reflect this phenomenon. The article analyzes the existing literature on virtual property and then reflects on it. The aim of the article is to identify the crucial issues and reflect the current approach and open a wider debate on the legal regulation of virtual objects. The author considers the absence of an analysis of the technical aspects of virtual objects and excessive adherence to the topic of property rights instead of a general debate over the legal nature of virtual objects as such to be the main problem.
CS
Předmětem článku je virtuální vlastnictví se zaměřením na virtuální předměty v počítačových hrách, simulacích a virtuální a rozšířené realitě. Virtuální vlastnictví je pojem, který se již zhruba dvacet let objevuje v právní literatuře. Jeho uchopení je ovšem stále poměrně nestálé a jeho význam nejistý. Od prvního výskytu tohoto pojmu se ovšem společnost nejenom nezměnila, ale stále více se pohybuje v digitálním prostředí. Od vlastnictví hmotných nosičů se stále více posouvá k pouhému přístupu do různých databází plných hudby, filmů či knih. Obdobný význam nesou i virtuální předměty, ať už v počítačových hrách, či v rozšířené a virtuální realitě. Otevírá se tedy otázka, zdali by (zejména občanské) právo nemělo projít revolucí a začít reflektovat tento fenomén. Článek analyzuje dosavadní literaturu spojenou s virtuálním vlastnictvím a následně ji reflektuje. Cílem článku je identifikace sporných otázek, kritika dosavadního přístupu a otevření širší debaty týkající se právní úpravy virtuálních předmětů. Za hlavní problém autorka považuje absenci analýzy technických aspektů virtuálních předmětů a přílišné lpění na tématu vlastnictví namísto obecné debaty nad právní povahou virtuálních předmětů jako takových.
PL
Powszechne zastosowanie technologii poszerzonej rzeczywistości wynikać może z jej dużych możliwości prezentacyjnych i elastyczności aplikacyjnej. Jednak bezsporne walory i zalety posze-rzonej rzeczywistości nie mogą przesłonić istniejących lub potencjalnych problemów i zagrożeń.
EN
An everyday application of augmented reality technology can be resulted its presentation abili-ties and elastic of application. However unquestionable benefits and advantages of augmented reality couldn’t be able to eclipse existing or potential problems and threats.
PL
Artykuł podejmuje problematykę prezentowania projektów architektonicznych w celu umożliwienia poddania osądowi zewnętrznej formy budynków w szerokim kręgu interesariuszy. Narzędziami stosowanymi w dotychczasowej praktyce były trójwymiarowe makiety, a od czasu upowszechnienia się technologii informatycznych również dwuwymiarowe wizualizacje. Autorzy uważają, że istnieje narzędzie mające zalety wcześniej wymienionych i pozbawione ich wad. Jest nim rzeczywistość rozszerzona. W pracy przybliżono jej pojęcie oraz zaprezentowano przegląd dostępnych metod wizualizowania obiektów w środowisku rzeczywistości rozszerzonej. Wskazano typowe przykłady rozbieżności pomiędzy wyglądem zrealizowanego obiektu a jego prezentacją w fazie projektowania, których można by uniknąć, wykorzystując technologię BIM jako narzędzie projektowe, a rzeczywistość rozszerzoną jako medium transmitujące informację wizualną. Zwrócono uwagę na możliwości partycypacji społecznej w kształtowaniu form architektonicznych budynków, która mogłaby przyjmować formę bierną lub czynną.
EN
The article discusses the issue of presenting architectural designs in order to allow the external form of buildings to be judged by a wide range of stakeholders. The three-dimensional mock-ups, and since the dissemination of information technologies, also two-dimensional visualizations, have been the tools used in the hitherto practice. The authors believe that there is a tool that has the advantages of both previously mentioned and does not have their disadvantages. It is augmented reality. The article presents its concept and an overview of available methods of visualizing objects in the augmented reality environment. Typical examples of discrepancies between the appearance of the completed object and its presentation in the design phase, which could be avoided using BIM technology as a design tool, and augmented reality as a medium transmitting visual information, have been indicated. Attention was paid to the possibility of social participation in shaping the architectural forms of buildings, which could take the form of passive or active participation.
PL
W artykule przedstawiono wyniki badań skuteczności oprogramowania wykorzystującego roz-szerzoną rzeczywistość, które prowadzone były w ramach warsztatów interaktywnych. Analizo-wane zagadnienia pokazuję wartość, jaką stanowi wykorzystywanie nowoczesnych technologii w edukacji.
EN
Article presents the results of software testing using extended reality, which were conducted in interactive workshops. The analyzed issues show the value of using modern technologies in education.
PL
Artykuł jest refleksją przedstawiającą z perspektywy kulturoznawczej kondycję współczesnego człowieka, żyjącego w otoczeniu przepełnionym wielofunkcyjnymi gadżetami. Podejmuję próbę scharakteryzowania nowych wspólnot, które dzięki wykorzystywaniu urządzeń elektronicznych praktykują oryginalne typy twórczości w sieci; zjawisk wynikających z rozpowszechnionej medialnej kultury uczestnictwa. Opisując współczesny świat i kulturę, należy wziąć pod lupę nie tylko mnogość produktów, ale także samych twórców. Nowy nurt studiów nad kulturą materialną zajmuje się nie tylko tym, jak człowiek kształtuje rzeczy, ale również tym, w jaki sposób jest przez nie kształtowany. W tekście pojawiają się określenia cechujące m
EN
The article is full reflection of cultural studies, showing the condition of modern man who lives in a world filled of multi-functional gadgets. The aim of paper is to characterize the new communities which through technological devices can practice the original types of creative writing on the internet (twitterature, literature 2.0). This phenomenon results from the participatory culture. Describing the modern world and culture we should take a closer look at creators of tangible goods. A new trend of studies of material culture focused not only on that how humans affect things, but also with how humans being shaped by them. The text provides many references which characterize the inhabitants of the modern world, among them: digital natives, generation Y and generation copy – paste
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