bluuebunny/crossref_metadata_2025 huggingface dataset:
ACADEMIKA- ONLINE LEARNING PLATFORM
Authors: Goldbach Dumitru , Cetina Iuliana , Manea Natalia
Published: February 2023

Worldwide, online learning has reached a significant degree of development. Unfortunately, in Romania this modern way of training is at the beginning, despite the fact that we have a top IT industry, high internet speed and a significant percentage of internet users. In the last few years, several steps have been taken to develop online learning by creating several more important platforms, including www.academika.ro. Even if it is not very used, the platform can compete with any global platform due to its potential and architecture. The mission of the online learning platform Academika is to bring together teachers, students, trainers, experts, self-governments and other categories of beneficiaries in a virtual space where everyone involved can win. The main sections for the user are: profile, diplomas, groups, learning, teaching, messages and wallet. Courses are structured into categories, namely: Academics; Business; Design; Development; Health & Fitness; IT & Software; Language; Lifestyle; Marketing; Music; Office productivity; Personal development; Photography. Some of the courses are offered free of charge, others are paid or certain discounts. Courses are for both beginners and advanced learners, namely: rookie, beginner, intermediate, advanced, elite. The courses are in Romanian, English and Spanish, with the possibility of adding other languages. The big advantage of the Academika platform is that the team of programmers has also built an online learning platform, being one of the most successful platforms in the world. This helps to avoid some functionality issues. As a development strategy, all the universities in the country will be approached, where platform presentations will be realized and collaboration protocols will be concluded. Teachers will be able to offer a modern way of teaching, posting their courses or books. It is very interesting that the platform offers the possibility of interaction between the teacher and the student in real time through live streaming. After loading the platform with materials, the platform will be promoted among both students and other users.
DEVELOPMENT OF AN AUTHORING TOOL FOR CREATING AND EVALUATING AN INTERACTIVE E-TEXTBOOK
Authors: Ibryamova Elitsa , Arsov Silyan
Published: February 2023

Nowadays, students are used to work with devices such as tablets and smartphones whose touchscreens enable motion graphics and interactivity. Therefore, they expect teachers to respond to their needs and provide them learning material that will be able to grab their attention as presenting the information by a wide variety of means. Interactive electronic textbooks (e-textbooks) are not a simple and ordinary version of text that is presented in electronic format. They can be enhanced with audio-visual materials and the result of combining interactivity with textbooks is very effective and productive. E-textbooks are a tool that assists effectively both teaching and learning methods. Combining several teaching methods in one product will engage students in the learning process and help them to comprehend abstract concepts more efficiently. The purpose of this paper is to present the design of a complete authoring tool for creating and evaluating interactive e-textbooks that will facilitate educators in publishing electronic learning (e-learning) materials and getting feedback. The tool combines different learning methodologies and instructional design. The program system consists of three modules that are interconnected and implement two cycles. The first cycle refers to the instructor and executes the following actions step by step: create -> write a storyline-> write scenarios -> publish-> get learners' feedback ->edit if necessary. The second one refers to the learner: read-> view-> comprehend-> practice by doing-> test knowledge. The aim is to attract students' attention, to involve them to the learning process and help them to finish exercises successfully. The tool can be used for particular purposes by target groups and serves for communication between teachers and students.
STUDENTS' PERCEPTIONS TOWARDS BLENDED LEARNING IN TEACHING AND LEARNING ECONOMICS
Authors: Paduraru Monica elisabeta , Orzan Gheorghe , Tita Raluca florentina
Published: February 2023

Blended learning or mixed learning is a concept that refers to the blending of traditional (physical) learning methods and new learning methods based on e-learning (e-learning, m-learning). In recent years blended learning has gained considerable popularity in training and education and in higher education especially. In this era of technology, where electronic resources are accessible at all times, blended learning has an impact on both the teacher and the student. The teacher works better with the student, while the student becomes more interested in the discipline they are studying, using a number of methods and means that make learning more efficient and easier. The Internet allows the student to be in touch with the teacher, which has both advantages and disadvantages. An advantage is that learning can take place at any time and in any place, and the student has an integrated learning experience, while lack of face-to-face meetings with the teacher may be a disadvantage from the absence of direct guidance. The objective of this paper is to determine students' perceptions towards blended learning approach (which combines the traditional classroom learning, course-ware and web-based learning) in teaching and learning Economics. It also aims to identify the learning methods which students find attractive, useful and effective. In the study were involved undergraduate students enrolled in The Bucharest University of Economic Studies. A questionnaire was given to evaluate their perception towards blended learning and learning methods. From the findings, conclusion has been drawn regarding the investigated subject and recommendations have been made.
ADAPTIVE ORGANIZATIONAL AND TRAINING METHODS IN THE FIELD OF NEW TECHNOLOGIES FOR THE ENERGY SECTOR
Authors: Pavel Gabriel lazaro
Published: February 2023

Energy sector in Romania has a complex structure. Its complexity derives from the diversity of resources used to produce electricity and heat. In the same time this sector suffers for old power producing units and, accordingly, it is served by people with limited capabilities for adaptation to new technologies and, sometimes lacks new, younger employees. This has an important impact on employment and societal level. University Politehnica of Bucharest under SOREL project had the opportunity to offer training for almost 2000 employees in the energy sector on different topics. This project gave people the chance to be trained in new fields enabling them to access jobs different from the ones most of them had their whole life. As teaching and training method it was used a flexible scheme (both classical and with the help of new technologies), based on individual qualities. The general objective of the project is to increase the adaptability of the employees in the energy sector and to promote flexible ways of work - organization within the operators in the sector. In the long term, the project improves the organization of the operators in the energy sector because it offers organizational alternatives and develops the skills of the managers in the sector in order to apply innovative, efficient and flexible forms of work - organization. The project also increases the efficiency of operators in the energy sector and improves pollution control mechanisms by developing knowledge and skills for human resources and by empowering employees to their role in pollution control.
THE COMFOR-SA VIRTUAL LEARNING CENTRE BECOMES A SPECIAL HUB FOR GAINING NEW MODERN STANDARDS FOR THE IT-ARMY E-LEARNING PROGRAMMES
Authors: Spinello Enrico , Marchisio Marina , Rabellino Sergio , Torbidone Gianluca
Published: February 2023

The Education and Training Command and School of Applied Military Studies of Turin (COMFOR-SA) - Virtual Learning Centre (VLC) owing to a solid and round experience in e-learning, and because of being a support and distance learning developer and provider for university and military courses, has received the task of organizing an ambitious program and serving as special hub for all new contents and e-learning courses for IT-Army education and training programmes. The VLC continues the strong cooperation established with University of Turin (UniTO) in the specific field of e-learning in direct support to courses. In addition, a new broad concept has recently been developed that aims at having a dedicated Portal for Self-Paced Courses combined with a Portal of Knowledge in a unique environment. In a Lifelong Learning perspective the potential target audience is composed of all categories, such as Officers, NCOs and Volunteers. Users can find, via internet or Intranet and by using all kind of devices, the right course and contents whenever and wherever required or needed. The model is specifically designed to offer a full spectrum and integrated e-learning service where all providers (teachers, instructors and Subject Matter Experts) are involved (crowdsourcing) with a Knowledge Management and Teaching procedure. It is also enriched by a User's E-portfolio where all progress can be stored and articles and paperwork can be uploaded. In this new concept a strategic role is played by teachers and support personnel and for this reason the first MOODLE Military Online Course (Mil-OC) for teachers was organized nationwide. They were trained in how to use different tools and plug-ins. More courses will be organized in the next future in order to increase the number of teachers involved in the program and to improve their e-learning knowledge and skills. This new comprehensive idea of providing E-learning is the pillar of all future projects and helps to reach another goal: developing digital skills among military personnel. The COMFOR-SA has invested a lot of effort and, thanks to the cooperation with the UniTO, is now ready to take the lead in Military E-Education.
E-LEARNING AS A TOOL FOR DEVELOPMENT OF COMPETENCIES OF STAFF IN CORPORATE EDUCATIONAL ENVIRONMENT
Authors: Tonkonog Victoriya , Ananchenkova Polina
Published: February 2023

Nowadays, majority of dynamically developing companies try to reduce costs related to staff maintaining its efficiency. One of ways to optimize the performance is to increase competence and professionalism of employees. To do this, it is possible to outsource new competent employees or to train own personnel. Today, at labour market there is a deficiency of competent specialists, so companies are forced to apply internal training more often, systematically and rationally. However, traditional classroom methods of staff training and development are not always acceptable; they do not allow to arrange for cost effective, simultaneous and equal training in geographically spread companies, ensure formation and strengthening competences at the right moment without need to wait for budget and respective classroom training, to create single information space for training team thereafter. These tasks can be solved by remote learning. The article gives results of author's study reflecting trends in Russian corporate e-learning. Massive and rapid transition of companies to remote training of employees is observed at the Russian HR-space in past few years. More and more companies are coming to the conclusion that investment in personnel development benefits the Company as a whole. Improving quality of client service, new high quality level of management, internal procedures are only part of probable advantages. Lately there has been a tendency to provide sophisticated technological products coupled with training, i.e., e-learning can become a qualitative complement of complex software products or services. Based on expert assessments there was determined that main tendencies in development of corporate systems of employees remote training are as follows: - development of educational programs for new generation of employees (taking into account social & psychological characteristics of millenials - Generation Y); - adaptation of educational programs for mobile devices: allowing for possibility to learn on any device, to access LMS even outside corporate network, content in a convenient form, offline access, including testing with saving results; - integration of corporate applications with external shared programmes; - development of programmes in micro-learning format; - introduction of socialized education, or its elements; - gaming; - integration of educational and career trajectories of particular employee; - developing skills and culture of self-learning.
LEARNING MATH BY INTERACTIVE VISUAL MODELLING
Authors: Draganoiu Roxana , Moldoveanu Alin , Braescu Adriana , Mocanu Maria alexandra , Moldoveanu Florica
Published: February 2023

One of the modern modeling methods, implemented in several advanced CAD systems, is parameterized modeling. While these systems support powerful parametric modeling, they are rather oriented toward production and less towards education, even if the related mathematical concepts are somehow difficult for most users. Thus, they are hardly usable in the learning of related mathematical concepts, programming, and general STEM education. In this paper we describe our parameterized modeling method, intuitive and easier to use, based on repetitive function composition and interactive variation of their parameters. The method is particularly adequate for learning mathematics by visually perceiving the effect of functions composition and parameters variation. Our method shares some common aspects with parametrized modeling tools from existing CAD systems, such as: enables modifying the parametric equations of graphical primitives, applies function composition and interactive modifying parameters. In addition to these basic aspects, our method has distinctive characteristics, such as: a specific formalism and implementation, oriented towards understanding the shapes and how they are affected, and can be evolved iteratively through functions’ composition; large set of basic, intuitive functions, with clearly observable explanations and visual effects; variations to the simple, classical functional composition, such as translational composition; because the modeling method is based on a repetitive mechanism, it can lead to the modeling of fractal-like shapes, but they are different from those obtained with classic fractal models. Our modeling system acts as a powerful tool for deeply understanding mathematical functions and their composition through interactive visualization, for a wide range of users, with various backgrounds and levels of mathematical training. In addition, by visualizing the source code which uses the mathematical model for graphical rendering, the system can naturally be used as a tool for learning programing. Because learning is visual and interactive, it’s engaging, immersive and attractive. Furthermore, as more brain areas are simultaneously involved and stimulated, it leads to the development of intelligence and the accelerated learning of mathematics, a process which we are in the process of evaluating through EEG measurements and analysis.
WEB BASED 3D ENVIRONMENT FOR LEARNING AND MEASURING TURNING TOOLS
Authors: Kozov Vasil , Ivanova Galina , Ivanov Aleksandar
Published: February 2023

The report contains a description of educational 3D visualization techniques and their use in training mechanical engineering students. After the recognition of the benefits of presenting the information in 3D environment, a web tool using 3D models has been created for the students to use. A step by step methodology for education in web has been created, which in turn led to the use of a wide variety of intertwined methods to present the information to the students, such as video, picture gallery, 3D image virtual laboratory exercise, and text. In order to be able to go through an experience closer to the real-life experiment and exercise, the students need to interact with all kinds of tools that they can come across while taking the course in "Cutting tools". The learning tool features the following steps, based on the methodology for education in the web: Step 1: Theoretical lecture notes, introduction in what will be measured and how; Step 2: Learning through multimedia - photo gallery and video gallery; Step 3: 3D object gallery, containing the tools which will be used; Step 4: Theoretical test, to check on the basic knowledge gained so far; Step 5: Assessment of the test results, if the threshold of correct answers is passed, they are allowed to continue to the actual practical exercise, if not - they go back to Step 1; Step 6: Using the virtual cutting tools according to predefined methodology for virtual measuring in a virtual laboratory environment; Step 7: Generating a report, which contains the results of the measurement. The proposed highly interactive tool for self-learning in measuring the constructive and geometrical parameters of the cutting knives increases the level of understanding students gain. The interactive 3D virtual models enable students to have free and safe experience very close to the practical one at any time and from any location. The 3D objects can be ‘handled’ in much the same way their real counterpart can. This leads to the brain of the student recognizing the object as such – a real object, that can be manipulated not only a photo or a schematic in a book. This in turn helps the brain recognize the three dimensional existence and memorize it better. Each step of the methodology builds up and enhances the assimilation of the information by the young people. Guiding students with such a tool helps bridge the gap between knowledge and practical experience. Combination of methods and hybrid approach to finding solution of similar problems may very well be the future of educating the digital generation.
THE INTEGRATION OF THE ARDUINO PLATFORM IN THE PHYSICS LESSONS
Authors: Oprea Marin
Published: February 2023

The results of the research that we performed in Physics education demonstrated that the integration of the Arduino platform in the Physics lessons was an important step in the improvement of the teaching and learning process. The variety of the sensors which can be used with this platform (acceleration, temperature, light, sound, magnetic field sensors etc.) enabled us to perform numerous and interesting experiments in the field of Mechanics, Thermodynamics, Electromagnetism and Optics. In this study we describe the way we performed a series of Arduino-based didactic experiments, such as: the determination of the gravitational acceleration, the measurement of the oscillation period of a pendulum, the study of the charging and discharging of an electric capacitor, the temperature monitoring using a thermistor, the drawing of the characteristic of a photoresistor etc. In order to perform experiments for determining the gravitational acceleration and for measuring the oscillation period of a pendulum, we built up an infrared (IR) barrier using an IR LED as emitter and a IR photoresistor as receiver. The IR barrier was periodically intersected by the suspension wire of the pendulum, its oscillation period being calculated with a high degree of accuracy. Moreover, the free fall of a small rectangular ladder having transparent and opaque areas at equally spaced distances enabled the fairly accurate measurement of the time intervals when the IR beam was obstructed. This way the determination of the gravitational acceleration could be performed with a good level of precision. For the qualitative and quantitative study of the physical processes associated with the charging and discharging of an electrolytic capacitor, we used a simple electric circuit which enabled us to acquire the necessary data for a graphical representation of the charging-discharging cycle of the device. In order to monitor the values of the temperature with a thermistor, we used a voltage divider which could read the variation of the values in the electrical voltage generated at the connecting terminals of the thermistor, according to the variation of the temperature of the physical environment. A similar electric circuit was used for the study of the electrical resistance variation of a photoresistor with the light intensity. These experiments are perfectly in line with the modern and efficient approach to Physics education. This aspect was demonstrated by the rapid processes of data acquisition and processing, coupled with the interpretation of the obtained results. The students involved in the experiments constantly proved to have enthusiasm and curiosity, thereby improving their cognitive capacities and skills in the interdisciplinary area of STEM.
ARDUINO-BASED PROJECTS IN PHYSICS EDUCATION
Authors: Oprea Marin
Published: February 2023

One of the most attractive and efficient ways of learning Physics consists in project-based learning. The development of applied Physics projects using the Arduino platform implies the correlation of interdisciplinary information from Physics-related domains: Mathematics, Informatics, Electronics and Technology. In this study we intend to illustrate two interesting didactic projects. The first one emphasizes the electromagnetic force and provides a practical model of applying it: the stabilised levitation of a ferromagnetic object using an infrared barrier. The second one highlights the functioning of the optical sensors and their use for creating a musical instrument without chords: the laser harp. In order to develop the first project we constructed an electromagnet capable of generating an attraction force sufficiently powerful to make a ferromagnetic object suspended in the air levitate. The main practical problem consisted in stabilising the position of the object, so that a dynamic equilibrium between the electromagnetic force and the gravity force could be reached. This was solved with the help of an infrared barrier capable of stabilising the small oscillations of the body by continuously modifying the intensity level of the current through the electromagnet and implicitly of its attraction force. The second project was performed in two versions. During the first one we used lasers in the red domain of the visible spectrum, which were placed on a rectangular frame whose beams fell exactly on the optical sensors. In the second version the lasers were replaced by tiny flashlights having a wide range emission in the visible spectrum. The two types of projects fully confirmed didactic their importance. The students grasped a better understanding of the physical phenomena described in their school projects and approached the study of Sciences in an integrated way, while amplifying their teamwork capacity, practical skills, imagination and creativity.
EXPLANATION-BASED AUTOMATED ASSESSMENT OF OPEN ENDED LEARNER RESPONSES
Authors: Rus Vasile
Published: February 2023

Open ended assessment items require students to freely articulate their thinking as opposed to, for instance, multiple choice questions. Such free generation of answers by students enables what we may call true assessment because these answers offer a direct view of learners’ mental models. Nevertheless, assessing open ended learner responses is extremely challenging, e.g., if done manually by experts it becomes prohibitively expensive to scale up to millions of learners. To address this scalability challenge, automated methods to assess students' free responses are being explored. To this end, we present a novel solution to automatically assess open ended learner responses based on recent advances in computational linguistics and optimization algorithms. Our proposed solution accounts for linguistic phenomena such as anaphora resolution and negation in order to reach a deeper level of semantic interpretation of student answers. This is a key advantage compared to previous methods that focus primarily on distributional semantic representations of texts. Furthermore, our method provides both a holistic score as well as a detailed explanation of the score by performing a concept-level analysis of student responses. We present results obtained with the proposed method on a dataset that is widely used to evaluate automated methods for assessing open ended learner responses. The results indicate that our method is extremely competitive or surpasses the performance of previously proposed methods. Furthermore, by being able to pick on concepts students have yet to articulate, it enables the development of more personalized and dynamic generation of feedback in intelligent tutoring systems.
VIRTUALIZED VIDEO CONFERENCING FOR ELEARNING
Authors: Suciu George , Anwar Muneeb , Pasat Adrian
Published: February 2023

Video conferencing has been commercially available since the video technology has become accessible on a variety of equipment, from room-based to handheld devices. The technology has also reached the point where it is viewed as a necessity and not just a nicety. The ubiquity and accessibility of video conferencing technology can save time and money across the spectrum of business processes, especially when comes to call centers. We propose a solution that can develop the communication with callers and provide a large impact on customer retention. One of the major issues regarding customer satisfaction when interacting with call centers or other types of customer support services is related to the resolution efficiency (solving the customer inquiry during the first contact), this is highly dependent with the communication solutions between the call centers department. But one thing is keeping videoconferencing from becoming a more standard form of communication: the technical difficulties that all videoconferences occasionally experience. The frustrations of video conferencing, though usually brief and irregular, may at first seem to outweigh the benefits. Connectivity problems can keep this from happening and are thus one of the most frustrating technical problems experienced by video conferences. The aim of this paper is to experiment a multimedia customer interaction platform and test the performance of a virtualized web conferencing solution focusing on the occurrence of technical difficulties associated with smooth transmissions that could result from software, hardware or network failure.
A USER-CENTERED SOFTWARE SYSTEM FOR ADMISSION OPTIMIZATION AND EDUCATION PROCESS MANAGEMENT FOR PH. D. STUDENTS
Authors: Zlatarov Pavel , Ivanova Galina , Baeva Desislava , Ibryamova Elitsa
Published: February 2023

The paper presents an information system aiming to optimize and streamline the process of Ph.D. students' admission and education, which significantly differs from the process of admitting undergraduate and graduate students. Designing user-centered software applications has been an ongoing trend for the past few years. Such application focus heavily on software usability and relies on well-defined goals that users need to achieve with the application's help. Often, agile methods are applied during development, as usage of traditional methods may lead to not being able to quickly respond to dynamic changes in the user's needs or requirements. As one of the basic forms of self-education and an important lifelong learning step, quality Ph. D. student education requires modern and innovative ways to manage the process. A user-centered software system puts the Ph. D. student, its main user, and other related users, such as scientific advisors in focus, greatly simplifying the process of the Ph. D. application, admission and education. Moreover, information and communication technology solutions have proven to lead to improvements in the quality of the education process itself and to its management. Usage of such solutions usually leads to an improvement in education quality, quality standards and educational institution competiveness among others. Ph. D. students are admitted in virtually every accredited higher education institution in Bulgaria. Thus, the presented software system can be used in any Bulgarian university in which Ph.D. students are educated. The paper also outlines the process and some ideas for its optimization. The system has been deployed in one of the Bulgarian universities and has been used since early 2017, during the 2017 admission of Ph. D. students, at first as a pilot to test the system with real data and in a real environment, subsequently receiving a positive response from all potential users. The creation and refinement of a web-based system allows not only for process automation in the field of document storage and student services, but also contributes to a higher quality of service of the Ph. D. students. The contribution includes providing of accurate information needed for evaluation, improvement of the administrative task planning and workflows, and providing more sources of feedback. The quick report generation allows the analysis and statistical processing, which is periodically required by reports at the university or at national levels. This inevitably leads to a rise in satisfaction of everyone involved in the process, from Ph.D. students to administrative staff members.
A BIG DATA ANALYTICS TOOL FOR SOCIAL LEARNING MANAGEMENT SYSTEMS
Authors: Dascalu Maria iuliana , Tesila Bianca , Bodea Constantanicoleta , Mustata Cristian , Gheorghiu Alexandru , Radu Ioan cosmin
Published: February 2023

Recent technologies are an opportunity for creating advanced data analytics tools for various domains. There are diverse methods based on smart technologies for implementing and supporting data analytics in educational environments, e.g. descriptive methods (reports), diagnostic methods (automated analysis), predictive and prescriptive methods (recommendations, alerts). The educational data come from online surveys, biometric sources, but, mostly, from activities in learning management systems (LMS). The current paper presents a new learning analytics instrument - LeProVE - uCluster for Moodle LMS, which creates virtual profiles of the students and aggregates those profiles into clusters which are further used by teachers to optimize the teaching process. The tool is suitable for today's social and cultural values, as the students' performances (reflected in grades, completed assignments) are not analysed only based on a standard a priori settled by the teacher, but considering the colleagues' performances and social interactions as well. Thus, the teacher can use the results obtained by using LeProVE - uCluster to adjust the homework/exams difficulty to the class context and can recommend further useful resources to individual students and clusters of students. The technologies and methods which are used to implement our instrument are modern: Scala, Spark - a general engine for big data processing, Angular JS, data mining algorithms (K-Means) and Big Data Sampling algorithms. To validate the functionality of the proposed tool, we used 2167 anonymised students' profiles which were imported from a Moodle data set freely available for research purposes. Possible interpretations of data and directions to be followed by teachers to improve their teaching skills are also offered.
EXPLOITING MULTIMODAL INTERFACES IN ELEARNING SYSTEMS
Authors: Awada Imadalex , Mocanu Irina , Florea Adina magda
Published: February 2023

Nowadays, eLearning becomes an important way to transfer knowledge to learners. Thus, the number of eLearning content (eLearning websites, digital books, tutorials) has increased significantly during the last decade. However, the majority of the available eLearning solutions interact with the user through the traditional Human Computer Interface, using mainly, texts and graphics to communicate the information which overload the visual channel of the user. Therefore, the communicated information may be missed, as well as the focus and interest of the user can decrease in time. Multimodal interactions turn the communication between the user and the machine in a more natural way using different channels that humans usually use to communicate between them. Integrating a Multimodal Interface to any eLearning module will make the delivery of the information easier and more efficient. It will also ensure the delivery of the communicated information and improves the users’ focus and interests during the sessions. This paper investigates the use and effects of a multimodal interface in an eLearning module, part of a complex system, that helps users to optimize the benefits of the system and assists them in case of any problem. The investigation involves two different types of interfaces. The first type is a textual interface based on text and graphics, with the traditional input modalities. The second type is based on multimodal metaphors and integrates three input modalities: speech, gesture and touch, beside the traditional ones; and two output modalities: visual and phonetic. We propose a testing platform for comparing the two types of interfaces, that will track different aspects in the user-machine interactions: the testing platform will track the number of the interactions in each session, the emotional status of the user, the time needed by the user to accomplish a task, the task difficulty and the obtained results of each session… All these results will be enhanced with information collected through a questionnaire that will be filled by the user after each session. In order to ensure a thorough understanding in the eLearning module, all the collected data will be used to create a user profile in order to customize the interface using user’s preferences and needs, which will optimize the experience of the user and increase the quality of life.
DESIGN AND DEVELOPMENT OF A SERIOUS GAME FOR TREATING ACROPHOBIA
Authors: Balan Oana , Taerel Raresmihai , Moldoveanu Alin , Asavei Victor , Morar Anca , Dascalu Mariaiuliana , Nedelcu Mircea
Published: February 2023

The purpose of the SAFE-VR (System for Ameliorating Phobias based on Exposure to Virtual Reality) project is to design and implement a feasible system for treating phobias based on gradual exposure in the Virtual Reality (VR), accompanied by physiological signals monitoring (pulse, electrodermal activity and electroencephalogram (EEG) data), real-time visual feedback and automatic adaptation of the virtual environment (visual stimuli rendered via a Head Mounted Display (HMD) device and 3D audio stimuli) based on the biophysical data recorded from the user. SAFE-VR represents a substantial evolution compared to the actual systems for treating phobias and an economical approach with high perspectives, as it can be used both in the presence of a therapist under clinical surveillance and independently, for home training, on the computer and on Android devices. Exposure to Virtual Reality has the following advantages: immersion, greater diversity of environments, visual and auditory stimuli that are easily controllable by the therapist, safer environment, accessibility and flexibility in adapting the virtual world to the user's needs and preferences. Monitoring the physiological signals will add the advantages of behavioural-cognitive therapy, by assuming user's reactions and controlling them. In this way, the patient can understand his attitude towards the object that produces fear and work on dealing with it. The user is required to play a game with quests and tasks of various difficulties. For this, we have designed two realistic scenes rendered through a Head Mounted Display (a HTC Vive device) - a mountain landscape with cliffs, highlands and slopes during summer and winter time. This paper presents the development and design of the game and the structure of scenes.
IMPROVING PHYSICAL ACTIVITY THROUGH EXERGAMES
Authors: Mocanu Irina , Caciula Raluca , Gherman Lorena
Published: February 2023

An important factor that positively influences people's health is regular exercise. Because of their repetitiveness, however, they can be considered boring, a fact that is discouraging for some practitioners. Serious games have been introduced as a solution to the problem of physical inactivity that is said to be partly caused by traditional video games and have become increasingly popular due to the emergence of consoles such as Nintendo Wii, Xbox One or Playstation that use gesture interaction interfaces. In this new method, traditional games are combined with user-generated moves that help achieve the goals of the game. This paper explores the use of computer games for both improving physical mobility of user and promoting a healthy life style. We describe two different type of exergames developed especially for elderly people. These games aim to motivate users to make exercise at home and does not require medical knowledge. The users will have to make a series of movements in front of a sensor, which will influence the action that an avatar will do in the scene where the game takes place. The first one is composed by two avatars: the avatar of a trainer and the user avatar. The user must reproduce the trainer movements. The user movements are mapped on his avatar and the user can see how he is performing the exercises. The second type of exergame places the user into a scene where he can make different actions, eg. running, picking objects. These actions are made based on the users' movements. In both cases users' movements are captured using the Kinect one sensor. Type of movements are selected based on user profile: age, preferences and medical condition. We evaluate both type of exergames on users of different ages and different medical conditions. In both cases the exergames aim to encourage people to lead an active lifestyle, combining the amusement and the pleasure to play with the benefits of performing specific physical exercises.
CASE STUDY: E-LEARNING INSTRUMENTS TO IMPROVE GERMAN LANGUAGE COMPETENCES
Authors: Mustata Cristian , Pantu Ileana , Ghenghea Voichita alexandra , Soare Ioanlaurian , Loefflerenescu Petra
Published: February 2023

The development of language competences is not always easy, especially in the case of German, which is perceived as much more difficult to master compared to English, because of its long combined words and its complicated grammar with many exceptions. The desire to learn German can be at a peak because of the increased attractiveness on the labour market of jobs needing a German language competence. But this desire is sometimes severely diminished by the vast amount of knowledge and know-how regarding vocabulary and grammar brought to the learner by traditional instruments. While these instruments have a certain value and must not be discarded, e-learning instruments can offer additional support to secure that vast amount of knowledge, while also increase the ability to use it, as well as the motivation to undertake the hard task of mastering German. The paper uses the case study method and it is describing the experience of the authors in combining traditional and e-learning instruments in order to teach German in and beyond the University Politehnica of Bucharest. The different examples described in the case study show how such instruments were implemented, what were their strengths and their weaknesses and how they may contribute to improve German competence for the learners, thus improving the quality of their life, by giving them better chances on the German speaking side of the Romanian and European labour market. The conclusions of the paper point out the main findings as well as the potential for future work in this field.
"ROMANIA 100 - I CHOOSE ROMANIA" VIRTUAL REALITY PROJECT
Authors: Pavaloiu Ionel bujorel , Cretoiu Paulandrei , Vasilateanu Andrei , Goga Maria
Published: February 2023

The project "Romania 100 - I choose Romania" developed by Radio Romania aims to cultivate the love of the country, the pride of being Romanian while promoting the highest human values recognized internationally. During the last years there were presented the most beautiful places in Romania (2014), the most valuable Romanians in science and culture (2015), the most famous athletes or sports teams from Romania (2016) and the most beautiful Romanian songs performed by great national artists (2017). The radio-documentary series were broadcast on-air an all the regional radio network stations and also posted online on the project's website, YouTube channel and Facebook page. In 2018, when 100 years from the Great Union are celebrated, the campaign will present 100 defining events in history that made the nowadays Romania possible. To celebrate this, the organizers intend to create 12 memorial parks in important Romanian cities. They will enclose "Union Forum" places, guarded by 20 symbols, 10 on each side of the alley or placed on the circumference for the round forums. For a multitude of reasons, including the appeal to a younger audience, there will be set a Virtual Reality (VR) commemoration themed park, where to present all these fascinating stories. All the moments will be accessible as interactive multimedia items/symbols in the digital realm, extending the existence of the physical ones. In this paper we debate the importance of adapting information exposition, specifically the one regarding the culture, to the new digital environments available today. There are fears that globalization and new media will wear down the national culture and cultural heritage. We will analyze these aspects and we will show that Internet and VR can be not just spaces of social manifestation, but also of cultural presence, adding new dimensions to the Romanian cultural landscape. A better integration within the national identity improves the sense of well-being and the quality of existence for the Romanian citizens. The information gathered will serve to better understand how the facts are best perceived and learned by users in the virtual environments and how to improve this technology-enhanced learning technique.
VIRTUAL REALITY TRAINING SYSTEM FOR IMPROVING INTERVIEW PERFORMANCE
Authors: Stanica Iulia  cristina , Dascalu Mariaiuliana , Moldoveanu Alin , Moldoveanu Florica
Published: February 2023

Technology has been evolving radically over the last 25 years, creating consequently a wide range of IT related jobs, including software development, networking or database administration. Unfortunately, software engineers have to overcome many difficulties in order to perform well at their interviews and obtain their dream job. Having a great CV and knowledge is not enough, as both hard and soft skills must be proven at the interview. In order to achieve good interview performance, training becomes essential, especially for people who show signs of insecurity, introversion or lack of social contact. Job interview training should always be based on practice, not on theory, but even in this case, the existing methods of simulating an interview can have their drawbacks. Our paper proposes an innovative training system based on virtual reality (VR), meant to improve the interview performance of software engineers. By combining two emerging technologies, chatterbots and virtual reality, our system can reproduce in a precise manner the situation of an actual interview. Based on their chosen enterprise, the users will find themselves in different interview rooms (simulated through 3D environments) and will have to interact with different avatars, representing the interviewers. Both technical competencies and soft skills can be practiced in the system, as the chatterbot is trained to give relevant questions and to react accordingly to the user’s answers. Besides the real-time feedback, an evaluation module is also present in order to help the user assess the results of their performance. The system has a high degree of modularisation, thus easily allowing the integration of a text-to-speech module for visually impaired people.
ON IMPROVING STUDENTS' PERFORMANCE THROUGH COMBINED STATISTICS AND DATA MINING ANALYSIS
Authors: Duluta Andreistefan , Mocanu Stefan , Saru Daniela
Published: February 2023

The learning process is (or should be) periodically monitored and evaluated in order to improve its results and efficiency. Unfortunately, most of the times, only the students' results are taken into consideration when making various reports, statistics or recommendations. However, it is obvious that, besides the instant or a period based student's performance, there are other external factors that affect in an objective manner the overall performance. Traditional investigation methods are based almost exclusively on statistical instruments and are not capable to reveal all aspects that lead to more or less good results for the students. For this reason, the authors aim to make a combined analysis based both on statistics and Data Mining instruments. While the approach based solely on statistics methods offers undeniable numerical results, the Data Mining approach comes with possible explanations for the plain figures. Used together, these tools are capable to offer not only a relevant track of students' performance but can also provide recommendations for improving the results. Various elements are taken into consideration increasing the objectivity of the analysis and offering a new perspective that allows searching and identifying the existence of relations between some not so obvious parameters such as student's load, scholar timetable, sequence of courses. The study is based on traditional statistics methods and Data Mining techniques in an attempt to validate teaching methods, on one hand, and to identify the aspects that may be improved, on the other. The relevance of the study is high since more than 2000 records distributed over a period of 8 years were used. Independent evaluations from practical activities (laboratory, tests, individual projects) and final exams cross-validated the overall results. The statistical approach is represented by time series and histograms which reveal numerical results for the students' performance over the entire period. The results are presented in ways that represent the start of Data Mining analysis which was performed afterwards. The Data Mining section outlines the most important aspects, such as: data preprocessing, implementation of various models and methods, results analysis. The overall approach is capable to identify some causes for non-optimal performance of the students and also to make some recommendations for improving it.