Around the Bloc: Four Dead in Slovenian Massive Pile-Up
At least four people died and more than 50 are injured in Slovenia after thick fog causes several collisions on the highway.
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At least four people died and more than 50 are injured in Slovenia after thick fog causes several collisions on the highway.
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Now in the hundreds, the elves try to turn the tide in the comment sections of the country's websites.
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Former Soviet republic rewards family of its 6 millionth citizen with cash, new home.
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The article problematises the concept of game studies, showing, based on the example of film studies, that disciplines focusing on a selected area of media practices play an important role in legitimizing their object of study. Later, however, the discipline’s narrow profile becomes a burden, and is especially troublesome in today’s era of media convergence. Historical research offers a recipe for solving problems resulting from artificial limiting a field of research, as well as for critically reflecting on an industry that is one of the pillars of today’s entertainment industry, If free of nostalgia, both historical games and the history of gaming research provide many examples to support the reflexivity of game studies researchers.
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Modern video games display posthumanist contexts on a great many levels. The article is an attempt to map these contexts, ranging from games’ storylines, posthumanist aspects of artificial intelligence in games’ scripts and their transhumanist interfaces, to the formation in video games of entirely new and original social relations between players and characters.
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The text proposes an interpretation of the well-known video game series "Tomb Raider", which – apart from the most popular context, that is, gender analysis of the central character – places it in the context of the New Adventure Cinema, television in the 1990s, and older platform games that preceded it. Reference to this threefold background is used to indicate how technical limitations and the specificity of the poetics of video games lead to a privileging of grotesque parody as the primary means of expression of this form of narrative, especially in the context of the strong links between games and cinema, for which the first game in the analyzed series represented a breakthrough.
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The article examines a phenomenon popular in the years 1987–1998: the point-and-click adventure game, and in particular, their interface and SCUMM scripting language. The classic model for creating syntactic commands to interact with the world is read here as an element in determining the “expression” of these games and interpreted from the perspective of Bruno Latour’s flat ontology, incorporating a correction to his position introduced by Graham Harman. In this approach – representative of philosophy directed towards objects (OOO) – the games discussed offer a metaphysical model of reality based on the autonomy of subjects and the mechanism of vicarious causation.
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The article is an attempt to read the game "The Last Door" in relation to the works of the American writer Edgar Allan Poe. The author of the text tries not only to identify specific intertextual references, but also to answer questions about their function. The literary allusions that can be found in "The Last Door" differ significantly in terms of the degree of their concealment – and thus demand from the player varying degrees of reading competence. Besides indicating the function of intertextual relationships, the analysis also enables us to explore the mechanisms used to build a mood of terror, and the relevance today of the techniques developed by Poe in the first half of the nineteenth century.
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This presentation is aimed at briefly underlining the most important developments in informatics, following the introduction of the new informational techniques and technologies.Our presentation began by enumerating the programming languages used over time, by presenting the computers industry and computers generations. We have focused on numerous technical aspects, such as hardware structure; however the basis was represented by the way how information and computer net-works are organized. At said point, an analysis was made of the Intranet and Internet, with a particular focus on the evolution of the Internet and its advantages and disadvantages. The Internet has represented and continues to represent a great challenge for its users, whereas as beneficial its advantages might be, the more dangerous it can become its use by some users in less controlled environments.
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E-learning 2.0 is a consequence of evolving into Web 2.0. Therefore we can say that Web 2.0 : is defined as the “read-write” web which provides all the services and applications to allow individuals to co-create content, collaborate and share it with others that supports user-generated content, that is content created by “users”, rather than specialist authors or publishers using a variety of affordable technologies like blogs, podcasts and wikis. E-learning 2.0 is about creating and sharing information and knowledge with others and is about using blogs, wikis, social bookmarking and social networks within an educational or training context to support a new collaborative approach to learning.
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In programming problem solving activities, sometimes, students need feedback to progress in the course, being positively affected by the received feedback. This paper presents an overview of the state of the art and practice of the feedback approaches on introductory programming. To this end, we have carried out a systematic literature mapping to understand and discuss the main approaches for providing and evaluating feedback used in the learning of novice programmers in the problem-solving activity. Thus, according to a formal protocol, an automatic search was performed for papers from 2016 to 2021. As a result, 39 studies were selected for the final analysis. As a result, we propose three different categorizations: the main approaches to providing feedback, the main methods used in the evaluation and the main aspects and effects of the evaluated feedback.
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The dynamics of changes taking place in the modern world is caused by many factors. On the one hand, we are dealing with enormous technical and technological progress, which is caused by automation and robotization in the context of the 4th industrial revolution (Industry 4.0), and on the other hand, the rapid development of interpersonal and corporate communication in the era of a knowledge-based society that uses various sources of information from the connectivism. In addition, macroeconomic factors and the energy transformation caused by ecological factors, which in Europe has adopted the name of the European Green Deal, come to the fore. The period of dynamic economic development of the world after 2000 directly generated the need for a new look at the directions of development of entire societies on a global scale. These trends have been supported by new information and communication technologies (ICT), as well as the increasingly common use of virtual reality (VR), augmented reality (AR) and elements of artificial intelligence (AI) and the Internet of Things (IoT).
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As one of the 21st-century competencies, mathematical communication ability must be achieved through interactions created between teachers and students, and among students. Discussion groups are an alternative that generates interaction between students. Currently, not many teachers design discussion groups based on communication networks. This study aims to describe the results of Social Networking Analysis in independent mathematics learning through group discussions using graph representation. This network analysis is a complete communication network analysis with a quantitative descriptive method using UCINET Ver.6. This study uses five aspects to analyze the data, namely: (1) eigenvector centrality, (2) degree centrality, (3) closeness centrality, (4) betweenness centrality, and (5) network density. The subjects of this study were 32 students at a junior high school in Yogyakarta, Indonesia, who were selected based on suggestions from the mathematics teacher.The data in this study were collected using questionnaires, observation, and interviews. Hence, the validity and reliability of each one has been examined. According to the study, 43.8% of students' independent arithmetic learning falls into the medium category. It implies that students frequently decide on study sessions with discussion partners and take the initiative to identify and arrange the answers. Based on the data, four groups were created, each with eight pupils. This study is anticipated to serve as a benchmark for other investigations into the efficacy of discussion groups created in conformity with 21st-century skills.
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The last several decades can certainly be recognized by increasingly frequent and innovative approaches in the interpretation and use of cultural heritage in the context of cultural and creative industries, i.e. creative economy. At the same time, accelerated technological development and the wide availability of devices such as mobile phones and tablets, along with the growing production and use of VR glasses and headsets, which very easily move us from physical to virtual reality, have led to a more frequent presentation of heritage using new media. Thus, such initiatives could be recognized as a special branch of creative industries that responds to the needs of new generations of digital natives and increasingly present transmedia communication. The application of modern augmented (AR) and virtual (VR) reality technologies in the presentation of cultural heritage contributes not only to the preservation of heritage, but also to the strengthening of the tourism offer, and increases the accessibility and visibility of many sites. The aim of this paper is to examine the potential for the interpretation and presentation of Serbian heritage in mixed reality spaces through a brief overview of the previous application of the above technologies in the cultural heritage sector and an analysis of selected examples. Special emphasis is placed on the study of the Holograd XR (mixed reality) platform for creating virtual spatial narratives and new forms of communication at the border between the physical and digital world.
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The paper is focused on identifying Czech Internet user typology by lifestyle orientation. The descriptive statistics together with exploratory and confirmatory factor analysis are used for identifying the user groups. Five independent segments of users were identified. The results are useful for Internet service providers that are trying to maximize the match of dynamically generated content with the demanded one.
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A major challenge that all law-enforcement and intelligence-gathering organizations are facing is to accurately and efficiently analyze the growing volumes of crime data. In many fields, video surveillance can be used for that purpose. Video surveillance systems are now commonly used at various places like banks, hotels, schools, supermarkets. These systems are applicable for real-time monitoring or post checking. Current video surveillance systems have lower intelligence and it need people to monitor them. Today, video surveillance systems are used for traffic cameras, too. Traffic cameras are an innovative and extremely functional application of video surveillance technology. Whether they are recording traffic patterns for the future study and observation or monitoring traffic and issuing tickets for moving violations, traffic cameras are an explosively popular form of video surveillance. One way to find traffic patterns or to prevent traffic accidents and provide better road security is to use data mining techniques. With data mining, stream from many traffic cameras can be processed in real time. Property like this could provide some intelligence upgrade within systems, so they could make decision on their own without the need of people to monitor them. In this paper the authors described the data mining techniques for stream processing, pattern and abnormality detection in traffic surveillance systems. Each video recording and the use of recorded video on the court must be covered by legal regulations. The authors investigated and extracted the appropriate articles from concrete Laws of Republic Serbia, covering this kind of problems.
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Intelligence has come to play a pivotal role in the affairs of states and non-state actors in the 21st century. It not only determines the outcome of conflict when it breaks out but also provides critical edge and foresight in military planning and engagements. However, the effective utilization and deployment of intelligence in any strategic environment may be hampered by the lack of a holistic and generally accepted definition of it. The search for a robust definition has not also been helped by the differing views on what should constitute the basic elements of it. To overcome these challenges, this work argues for and provides a holistic definition of intelligence. It uses both qualitative and quantitative methodologies to provide a more robust and holistic definition of intelligence. The work concludes that any acceptable definition of intelligence must contain five key elements: process, data, actionable information, political group and security.
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The vast majority of Poles have modern smartphones or smartwatches. These devices are equipped with a number of sensors that can provide a lot of information interesting from a biomedical point of view. According to the concept of Marc Lalond, the most important factor affecting human health is their lifestyle. The purpose of this article is to present widely available and easy-to-use mobile tools that can be utilised to monitor health and the level of physical activity. Dedicated applications tracking physical activity, diet and the calorie intake, sleep patterns or helping to control or stop using stimulants should be an important element of health promotion. The authors postulate the deliberate use of devices owned by majority of the society to improve habits, the general condition of the body and their self-awareness.
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The term ‘ideology’ is used to refer to various political worldviews and frameworks. As a new social movement and modern ‘ideology of the survival of all living creatures’, ecologism focuses on the relationship between ‘the human being and the natural environment’. Research literature made it possible to formulate the hypothesis of the protection of human beings in the information environment of the life ecosystem. The aim of this work is to prove this hypothesis, to find con- tent disseminating the idea of infoecologism and to describe the elements of the infoecological consciousness. This article is based on reports presenting the results of research on using digital information as well as publications on the influence of the information environment on individuals. An attempt is made to use these works to answer the question about the beliefs and convictions as well as recommendations concerning the functioning of modern human beings in the information environment treated as an element of the life ecosystem. The formation of the infoecological con- sciousness is described in the conclusion.
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