bluuebunny/crossref_metadata_2025 huggingface dataset:
DEVELOPING VIRTUAL AND COLLABORATIVE LEARNING SKILLS FOR TACKLING EARLY SCHOOL LEAVING
Authors: Colibaba Stefan , Cleminte Andreea , Gheorghiu Irina
Published: February 2023

Today's reality testifies to the fact that teachers are still lacking appropriate skills and competences, and consequently of motivation, in understanding and dealing with students at risk of early school leaving. Often, teachers are not able to identify well in advance the manifestation of the risk factors leading to dropping out, not to mention the initiatives for effective intervention. The focus of the paper is on how the Stay@School project (Multilateral Transfer of Innovation) tries to provide a working solution to the needs of the teachers outlined above by setting up a VLE in order to provide them with skills for identifying students at risk of early school leaving and for preventing and combating the problem. The project training program focuses first on how to identify students at risk, and then on the strategies used to address the problem: communication techniques - offering practical ideas on how to prepare and carry out an effective conversation with young people and their parents as well as on the actions to be taken; teaching methodologies - based on effective teaching strategies that foster the active involvement of all students in productive educational pathways. The strategies proposed include active teaching and learning, collaborative learning, peer education and the effective application of creativity to education; evaluation of educational processes - teachers need to be acquainted with the modern meaning of evaluation, evaluation types and forms, evaluation models, techniques and tools in order to become able to use them effectively in their school classes to achieve, among other educational objectives, the prevention of early school leaving; and finally, external resources and support for teachers and students - introduction to authentic scenarios for reflection, an exploration of a variety of teacher responses to students in danger of leaving school early, an exploration of the level of risk of particular students, a description of the range of support available to help with the problem and the examination of the different types of support.
MYSTORY - SPEAK THEIR LANGUAGE!
Authors: Colibaba Anca cristina , Petrescu Lucia , Colibaba Lucia cintia
Published: February 2023

There has been a tremendous emphasis placed on the difference between teaching and learning foreign languages. Many of us teachers have been made aware of this. Some have even managed to take it in and make it work. But does it all come to a happy ending if we simply focus on learning as opposed to teaching? Are our students better at using foreign languages if we do this? Or is there something more that actually triggers successful foreign language learning and prior contextualized usage.
Integrated in our daily life, language has become a much more complex tool than the one being studied in the classroom. There are a number of other aspects and dimensions it connects to in order to become functional. Just like going to the mall is not about visiting the building itself but about buying, socializing, sharing and getting informed, the same dynamics act in the case of foreign languages. Grammar, vocabulary and pronunciation are but the mere structure which provides us with the "can" component. Even though this is a must have it is nonetheless meaningless without the "what" part. "What can I do with that foreign language now that I can use it?"
The MyStory project is the WHAT to foreign languages and more. It shows that teaching and learning can be equally important and efficient as long as students have the WHAT in view. MyStory enriches learning not by contextualizing it but by turning life experience into a self-discovery journey. MyStory is about people and the language of their life, the one language we should all look more into to be able to put our foreign language knowledge to good use.
METHOD AND COMPUTER-ASSISTED PROGRAM FOR FORECASTING PRELUCRABILITY YARNS IN THE WEAVING
Authors: Ioan Cioara , Cioara Lucica
Published: February 2023

Weaving process efficiency is influenced by several factors including a significant proportion have characteristics of processed yarns. In the current period, the acquisition of new weaving machines are very expensive investment, it is necessary to predict processing yarns for decisions rejecting inappropriate lots of yarns to be done before placing on technological flow. In this way it creates the premises forecasting difficulties in the production process (efficiency, quality indicators) as well as proper scheduling timely completion of orders various beneficiaries.
This paper presents a method of forecasting foundation and processing of warp and weft threads on unconventional projectile weaving machines. Prelucrability is appreciated on physical and mechanical properties of the yarns purchased, properties that are included in bulletins or quality standards and product standards. It aims at estimating the number of breaks of warp threads and the number of weft yarn breaks in the weaving of a meter of fabric. The number of breaks is significantly influenced by deficiencies of quality yarns, the yarns tensioning system on the weaving machine and the variation of tensile strength / tensile yarns (coefficient of variation). Method exposed in the paper is focused on mathematical modeling of specific phenomena and the weaving process using a suitable computer program, computer-based simulation that allows multiple threads specified characteristics and provides scientifically elements weaving technology forecasting their prelucrability. Elements provided by computer-aided design software allows analysis, interpretation and proper adoption of the optimal solution for a given situation so that decision rejecting inappropriate lots of yarns to be done before placing on technological flow.
SOFTWARE SOLUTION TO ASSESS MORPHOLOGICAL BODY THROUGH 3D SCANNING RESULTS
Authors: Sabina Olaru , Filipescu Emilia , Filipescu Elena , Claudia Niculescu , Salistean Adrian
Published: February 2023

In the activity of clothing realization in industrial system and based on user specific sizes (customized clothing), it is very important for the pattern designer to operate with a maximum amount of information about potential users' body shape. At the stage of establishing the necessary database, it is necessary that the pattern designer to assess swiftly and accurately the morphological features of the customer in order to design patterns in terms of efficiency, high quality and accuracy. Current performance of CAD systems have specialized modules such as MTM module in Gemini Pattern Editor program, allowing the development of clothing based on individual sizes of the customers, through the adaptation of algorithms structure for calculating the construction segments to concrete form of the body surface of different users. CAD systems performances are joined by 3D scanning technology development that results in storing a large number of anthropometric sizes used in improving current technology of constructive designing for clothing. In this context, it explains the permanent concern of specialists in the field of constructive designing of clothing to improve the entire process, from initial database creation to its operation so that the outcome of this process will ensure recipients with clothing products correlated with morphological features of users. This paper aims to develop a software solution center on a relatively small number of anthropometric sizes taken on any subject, to allow the pattern designer to evaluate objectively and in a very short time: body type (standard dimensions) and morphological features: posture, size and conformation to any subject "i". In order to develop the mathematical model, it was necessary to establish a database that assesses the morphological features of the automated test subjects.
EDUCATIONAL SOFTWARE FOR WOVEN FABRICS DESIGN
Authors: Cioara Lucica , Cioara Ioan
Published: February 2023

The software proposed in this paper presents an educational teaching method of the woven fabrics with simple structure.
The program is modular designed with increasing difficulty while the complexity of the approached subject increases. The program respects the principles of the educational methology and the information is presented gradual so that good knowledge assimilation is possible.
It is based on the teaching method used by the professors from this branch and follows the steps of the learning process..
The software is useful to all who attend "The structure of woven fabrics" subject, both in high schools and universities.
Each modul is repesentatif for the educational program levels (high schools or universities)
The successive modules are designed taking into account the classification of the weave for the simple woven fabrics.
When designing the program three main directions have been followed:
- establishment of the educational methodology (the teaching and testing methods);
- analysis and systematization of the structural and appearance characteristics that define the woven fabrics for fundamental weaves, derivative weaves and combined weaves;
- establishment of the elements that will be used in testing the knowledge and also the testing steps.
From the educational point of view are respected the specific steps of learning and testing the knowledge. So, the program can be used in LEARNING and respectively TESTING variant. The user have to choose one of these options at the beginning of the work session.
The applicant has to introduce himself the needed structure characteristics for a certain weave.
The program allows the individual study and individual estimate of knowledge.
MEASURING THE E-LEARNING AND DISTANCE LEARNING SYSTEMS PERFORMANCE
Authors: Andronie Maria
Published: February 2023

The concepts of distance learning and e-learning are closely related but have different meanings. If the concept of distance learning, in theory, does not imply the use of advanced technologies, implying only the fact that the student does not regularly attend to traditional courses in a classroom in the presence of the teacher, in practice, in the activities carried on by modern education institutions distance learning is more and more based on electronic technologies for learning, also called e- learning.
On the other hand, e-learning technologies are not exclusively used as a support for distance learning, some e-learning tools being designed to be used in traditional class rooms where the teacher assists the students.
As a response to the concerns regarding the quality of the learning systems mentioned above, the measuring of their performances in relation to the performances of the computer and communication systems on which they are based is an important step towards their improvement.
Different technical parameters of the computers on which e-learning and distance learning platforms are hosted or accessed can influence their overall performance and possibly the efficiency of transmitting the knowledge to the students that use such platforms.
Technical problems related to the computers on which e-learning platforms are hosted or accessed can be related to the hardware or software components of the system, most of the time their cause being failure or the fact that the resources requirements for the system being exceeded.
In this context, the paper aims to present, in a systematic way, the influence of the technological equipment characteristics and performance on the results of learning for students who use specialized learning platforms.
AN ONLINE CLOUD BASED MOBILE ENABLED 3D HUMAN BODY E-LEARNING SOLUTION
Authors: Butean Alex , Moldoveanu Alin , Egner Alexandru , Morar Anca , Ovreiu Elena
Published: February 2023

Medicine is a very important aspect of our lives, but also a science that requires a lot of time, patience and resources of many kinds. The amount of information held inside of a human body is huge, and that information must be taken out from books and atlases, understood and applied by students and doctors. From a technical point of view, an important aspect of medicine is the 3D model of the human body. Such a model is a very complex one, and requires many resources. In our days it's not hard to realize that even with personal computer resources, but if we look into the near future we see that mobile devices are dominating the world of technology and are becomming an important part of the learning process. Running a full 3D human body directly from a smartphone or tablet, for students learning, hospital practice or even for direct guidance into medical procedures is a problem because of the limitations, both software and hardware. In this paper is suggested a system that allows full 3D human body model to be available directly on a mobile device. Using last-minute 3D rendering technologies, this study shows that benefiting from cloud computing modern expansion and processing power, it is possible to use the mobile device only as a display and the power of cloud as a source from unlimited resources for processing, storage and video rendering. This kind of system involves a single model available for everyone and has a great capability that if the model is updated, everyone can get those updates in real time, that means that if a doctor from a part of a world is adding a scenario or a description for a small part of the model, or a new version of an existing piece(heart, lungs, etc), in no more than few minutes a student from the other side of the world can see on his own model those changes. A 3D human body model is itself a challenging research topic and in this paper is shown that such a model can update in real time and be available on smart modern mobile devices with no more than with a few screen touches.
STUDENTS EXAMINATION THROUGH MOBILE DEVICES: M-EVALUATION
Authors: Zamfiroiu Alin
Published: February 2023

Education regardless of the embodiment, if a high school education, college or as a training course or workshop is always followed by an evaluation of the persons who attended these courses. Evaluation is the process of determination if a person has acquired the new knowledge. Possible modes of evaluation are presented for students and graduates in the classic evaluation and via mobile devices.
Whatever the manner of the examination, the teacher should meet with students for the college or in another location. Following the examination by the teacher to assess students' theses and then meet with students and provision of results.
In this paper is presented the development of applications for mobile learning environment. The development of the application is the client-server and communication between the mobile device and the central server is through SOAP web services. This provides a great dynamism for examining how students in that the questions can be changed without having to intervention in the application but only in the central server.
Students examination is done through multiple choice questions and assessment is in place, students receive immediate result of having completed the exam, and the teacher does not have to interact with the application when the student exam. The exam may be held at any time no matter the hour of day or night, the service is available 24/7.
The examination of students save in logs all actions performed by users for a further investigation or a later analysis. This analysis is presented and advices for improving the M-Evaluation of students are provided.
ELEARNING SOLUTION TO SUSTAIN THE DECISION MAKING PROCESS FOR PROVISIONING OPTIMIZED TELEMEDICINE SERVICES
Authors: Sarbu Danielaanca
Published: February 2023

As eLearning is more and more employed nowadays as an alternative to traditional learning scenarios, a multitude of eLearning solutions and providers have emerged on the market. Moreover, this domain has advanced to such lengths that most organizations possess already a standard suite of such applications. This paper introduces an eLearning solution that is focused on exposing specialized and personalized content describing the usage of telemedicine services across widely spread geographical areas. This eLearning solution mainly consists of interactive dashboards that present in a simple, intuitive and highly visual manner the results of some complex CDR (Call Detail Records) analyses. Therefore, the system is fed by an analytical platform, whose architectural design will be further described in this paper together with an argumentation why the proposed data modelling approach and techniques are optimal and are ready to respond to the pursued areas of interest. Overall, the aim of the eLearning solution is to help decision makers to better perceive their business from a global and analytical point of view and to understand behaviours in terms of telemedicine usage trends. This paper focuses on a line of research that has not been yet pursued, but that could impact the optimization of telemedicine services offering. In a nutshell, exposing the analysis of terabytes of CDRs through specific data-mining techniques in a clear and simplified manner supports learning about business facts and trends. Moreover, the assimilation of this type of knowledge is vital in enabling informed decisions about the optimization of provisioning telemedicine services in conformity with their actual usage. In addition, we envision an analogy to traditional Learning Analytics tools centred on personalized data visualization.
EDUCATIONAL RESOURCES AS WEB GAME FRAMEWORKS FOR PRIMARY AND MIDDLE SCHOOL STUDENTS
Authors: Chirila Ciprianbogdan
Published: February 2023

The massive open online course is a development in distance education. The existing online courses for primary and middle school students are based on several classic open educational resources like images, sounds, animations, but they could also be based on competence achieving web games. Writing web games for each discipline competence is a hard task, achievable only by programmers. Using frameworks we can offer teachers and other content editors the possibility of creating their own web games for the students. In this sense we designed and implemented two frameworks. One framework is based on a configurable dialog between two players. The dialog can be configured with mathematical expressions based on formulas, fields for questions with expected answers, loops for repetition in case of wrong answers, mark giving algorithms. The second framework is based on a configurable board and dice. The board has to be designed as an image with several ordered cells. On each cell we can configure events like: showing simple messages, asking questions, reading surprises. All events can be configured with actions like: moving backward of forward on the table stepping a certain number of cells, rolling the dice again. Both frameworks are using the HTML5 web technology and a simple communication server side logic. Dialog based games are suitable to disciplines which are have mathematical formulas like arithmetic, physics, chemistry. The board games are suitable to disciplines where concepts must be learned and actions must be performed. Thus, the games implemented with these frameworks represent a more attractive way to perform distance education for primary and middle school students.
LINTRANSFORMERS
Authors: Grosu Corina , Grosu Marta
Published: February 2023

Confronting students with the recognition of Linear Algebra notions in everyday life is the main e-learning goal of "LinTransformers" video game, which we present in this paper. A strange tower, a solitary robo-hero and a desert planet are the premises of the game. The hero's journey towards discovering the way to achieve human status (in both body and spirit) is the main goal of the character and the player's to be achieved mission. The robot's quest leads him across various chambers and floors corresponding to the route inside the mysterious tower, and involving the player's progress through the different levels of the game.
The main characteristic of the game are conceptual understanding and alternative enhancing methodologies. Notions like linear operators and their eigenvectors turn into key concepts for survival and progress within the game strategy. Opening doors, avoiding traps, and collecting items is just a pretext for mastering rotations, translations and scaling transformations in the Linear Algebra notations. Guessing is not a valid strategy, since slightly different linear operators imply strong changes in the progress of the game. Wrong answers are punished within the game's story (lost items or even death). Nevertheless, there is no manifest intention in teaching Mathematics through the game, its main goal being rather to attract students towards a deeper comprehension of the concepts taught in the standard academic course.
From a technical point of view, the elements of the game are designed in Autodesk 3DS Max and Unity 3D Engine, meeting all the demands of a captivating and interesting third person game.
CASE STUDY: THE "GENERAL MANAGEMENT II" BUSINESS SIMULATION GAME IN CLASSROOM
Authors: Mustata Ioan cristian
Published: February 2023

The paper is based on the 7 years of experience of the author with the "General Management II" Business Simulation Game from Topsim. The aim of the paper is to reveal the benefits and potentials of the "General Management II" Business Simulation Game and the experiences and results of working together with the master-students while using it. "General Management II" enables the participating teams to simulate real management decisions, based on a technical product within 6 to 8 game periods. The research design is consistent with the requirements of the case study method and fits excellent for the proposed exploratory aims. The paper describes the experiences of the author with the business simulation game and also analyses the results and potentials of the simulation game from the users point of view based on a qualitative survey with graduates who successfully experienced it. A special focus of the survey is the identification of those key competencies which could be developed using "General Management II", as well as the role of the professors in this specific context. The exploratory survey from December 2013 to February 2014 ensures that the information is up-to-date. The survey uses classical survey instruments for collecting data. The data analysis is using the Microsoft Excel enhanced Analysis Toolpak launched with the 2010 version. Both univariate and bivariate analysis of the researched variables contribute to identify and display the benefits and lacks of the business simulation, from the professors and the graduates point of view, as well as possible correlations and differences between variables corresponding to key elements of the research project. The paper is finalized with the most important conclusions of the case study.
AN INTELLIGENT TUTORING SYSTEM FOR TUTORING THE COMPUTERS PROGRAMMING AND C LANGUAGE DISCIPLINE
Authors: Dobre Iuliana
Published: February 2023

Currently, in the context in which the activities from all domains are in a closed interdependence with the instructional activity and in which the courses can't be anymore carried out exclusively in the traditional ways, the use of the computer has become an essential and mandatory requirement for all levels of education and for all parties involved. This stage of the educational process evolution has been named the age of the Computer Assisted Instruction. Since this age started, many companies, researchers, specialists and teachers have involved themselves in the design, development and implementation of new systems, software, tools, methods and methodologies capable to answer to the highest standards applicable in education of all grades and also, capable, to offer a very friendly environment for instruction satisfying in the same time the effectiveness requirements. One of the goals followed and also, achieved, was the use of the Computer Assisted Instruction within the Intelligent Tutoring Systems (ITS).
This paper is presenting an ITS developed by the author and designed using Natural Language Processing technologies, a system which is capable to assist the students who are looking to achieve and understand elements and aspects related to the Computers Programming and C language discipline. Also, in the article are described and exemplified the functionalities of the system proposed and are presented the steps that a student has to follow from the very beginning (enrolling stage) up to the end of the instruction (visualization of performances achieved). Moreover, in this paper are briefly reviewed the facilities offered by the system to the instructor in terms of the students evolution visualization, assistance and follow up during the instructional process.
DIFFERENT APPROACHES FOR SOLVING OPTIMIZATION PROBLEMS USING INTERACTIVE E-LEARNING TOOLS
Authors: Florea Adrian , Gellert Arpad
Published: February 2023

Solving optimization problems, regardless of the scope, involves knowledge of mathematical apparatus based on the techniques and methods that are not always simple (differential calculus, operational research, etc.) and concepts of artificial intelligence, machine learning, evolutionary computing, graph theory. These problems are NP-complete and very often the optimization process targets more than one objective, at least two, and they can have an antagonist behavior. As an example, we can consider a simple car design: two objectives - cost (production cost or fuel consumption) that should be minimized and performance (speed limit or reliability) which are to be maximized. Or, if we talk about a microprocessor design the multi-criteria analysis must targets: high performance, small integration area, small energy consumption having also constraints about thermal dissipation.
Given the above, becomes more difficult to teach optimization methods, to communicate new concepts and skills in an informative and formative manner, and in the same time to be attractive for students. Thus, developing effective e-learning tools targeting evolutionary algorithms in order to solve optimization problems is a continuous challenge. Moreover, technology applied to education became a key issue in nowadays knowledge society and education represents an essential element for knowledge improvement and economy growth.
In this work we try to tackle the above challenges by developing the ETTOP tool (E-learning Tool for Teaching Optimization Problems) in order to gain a better understanding and familiarity of the students with new advanced learning methods and tools in the Evolutionary Computing domains, and especially in the optimization methods field. The main aim of our work consists in highlighting of different approaches for solving mono and multi-objective optimization problems using interactive e-learning tools (non-Pareto techniques, Pareto techniques and techniques based on swarm behavior).
Although our software tool is designed and developed as an Application Programming Interface (API) that allows each user to select an existing problem or define a new one, to customize the solution algorithm based on problem specific constraints that the users can construct themselves or take over from sets of predetermined functions and rules, in this stage we present only three case studies that we implemented.
RESHAPING THE KANTIAN PEACE THROUGH NEURAL NETWORKS AND COPENHAGEN SECURITY MODEL
Authors: Grigoras Razvan , Mustata Adimarinel
Published: February 2023

When studying the military leaders' behavior, we observe that the problem of prediction transformed their work in a Sisyphus one. The lack of knowing the future, especially in the field of states' behavior, represents a major problem for the military decision makers. In this article one will not use the prediction methods to generate possible futures, but will use it in order to analyze if the predictions methods are still a living concept. We asked whether the use of these methods could be a solution with encouraging results in developing military leaders competencies. In order to validate this hypothesis one tried to bind the decision types with neural networks and with military leaders behavior, thus creating a holist course consisting of variables united by a fitting problem. These elements could indicate one through a scientific approach if the prediction methods are really important for nowadays society. One used some methods which are widely spread in the international academic community in order to obtain the leaders decisions. Of course, it was shown that the behavior of the military leaders is connected with the approval of some prediction methods. We argue that the state of security is described by some patterns. These patterns could indicate us, through a scientific approach, if the insecurity is inherent. The paper mainly refers to Tangredi, Kahn and Schwartz analysis from this field. It tries to emphasize the importance of the scenarios and neural networks in security. Finally, the paper tried to emphasize the importance of prediction in the field of security.
EXCEL SPREADSHEETS - DIDACTIC INTERACTIVE TOOLS IN THE EXPLORATION OF CERTAIN PROPERTIES OF THE ELECTROMAGNETIC FIELD
Authors: Grigore Ionel , Barna Emil stefan
Published: February 2023

This paper presents an instrument made up of Excel spreadsheets used to study the relativistic transformation of the electromagnetic field. Knowing the electric and magnetic components of an electromagnetic field in an inertial reference frame, we can determine the components of the same electromagnetic field in another inertial reference frame. Two sets of input data are utilized. The former is made up of the components of the electric and magnetic field in the reference frame considered to be fixed. The latter is made up of the components of the velocity of the reference frame considered to be mobile in relation to the fixed reference frame. The results are expressed both numerically and graphically through charts in the main spreadsheet. The charts comparatively present the components of the electric, respectively magnetic, field in the two reference frames. The instrument can contribute to the fixation and consolidation of students' knowledge regarding the structure of the electromagnetic field. Thus it is verified that the orthogonality property of the electric and magnetic field vectors is one invariantly relativistic. Moreover, it is verified that we cannot transform a purely electric field in a purely magnetic one and the other way around through any Lorentz transformation. Exploring the facilities of spreadsheets, we can elaborate with them new instruments to help us in the teaching and learning of fundamental concepts of Physics. The presented instrument represents a good example of rendering, in an interactive way, certain aspects of the connection between Electromagnetism and the Special Theory of Relativity. With its help, a series of particular cases can be analyzed so that students gain a new learning experience and be motivated in the study of Physics.
USING COMPETENCY ASSESSMENT TOOL (CAT) FOR ANALYZING THE FEEDBACK PROCESS IN HIGHER EDUCATION.
Authors: Ion Georgeta , Cano Elena , Fernandez ferrer Maite
Published: February 2023

Although there is much literature on the use of blogs as a teaching-learning activity (Churchill, 2011), there is less literature on blogs as a student assessment tool. The feedback relates to assessment and highlights its usefulness both for those who receive and those who offer it, specifically providing students with collaborative skills to assess from a critical perspective the work of others (Nicol & MacFarlane - Dick, 2006; Boud & Molloy, 2013).
The present study aims to analyze an innovation in the teaching-learning process and assessment, through the use of a platform (developed in-house), called the Competency Assessment Tool -CAT, which allows the tracking of student blogs with the aim of improving self-reflective processes and providing feedback.
This paper, first of all, presents the innovative experience based on the CAT platform, implemented in four universities in Catalonia and in six different subjects. Secondly, the results of the research carried out in the same context will be presented with the aim of analyzing this experience and hence, propose future improvements.
The innovative experience presented here forms part of the research project: "Educational assessment of competencies using blogs" (REDICE Project 2012-1802-01, funded by the University of Barcelona), which was carried out during the 2012-13 academic course in various university subjects in several Catalonian universities.
A mixed methodology was implemented for the evaluation of the experience (quantitative and qualitative). Accordingly, the following methods and tools were used for data collection: a) Analysis of the feedback provided by tutors; b) Student questionnaires and c) Tutor questionnaires.
This experience has highlighted the need to promote the collaborative learning dimension through the use of the tool (CAT). Students have valued in a very positive way not only the comments received by peers about their own work, but also the possibility to access what peers wrote in their blogs. They value the possibility to know what others are doing and to be valued by peers, which undoubtedly offers a collaborative learning scenario that reinforces the value of a shared learning process and a built-in learning community.
SOFTWARE APLICATION FOR OFFICERS IN CHARGE OF A NAVIGATIONAL WATCH
Authors: Lupu Sergiu , Toma Alecu , Katona Cosmin , Pocora Andrei
Published: February 2023

Maritime transport is the main pillar of the global economy given that approximately 90% of all raw and processed products worldwide is made through it. The development of worldwide commerce led to the increase of maritime traffic with direct implications to the increasing risk of naval accidents with catastrophic consequences.
The main cause of naval accidents remains the human factor, which is present in 80 - 90% of the cases. The key factor in obtaining performance is the human.
Nowadays, a special role is given to counteracting the human errors in order to dimish the effects of naval accidents by introducing specialized software onboard vessels.
Informatics has long passed the border concerning restricted categories of specialities. This has become a part of our daily life, an element that allows us to organize our activities better, thus increasing efficiency, productivity and providing fast solutions for routine activities. As a result, people have more spare time that can be devoted to other activities.
The software ,,Officer of watch" (OOW), presented in this paper is addressed to the officers in charge of a navigational watch from the merchant vessels or navy ships and helps them in fulfilling the functional attributions on board. Also, this software can be used by military students from the specialization Navigation, Hydrography and Navigation Equipment and students from the specialization Navigation, Maritime and River Transport for solving various problems of navigation (dead reckoning and coastal, astronomical and great circle navigation).
This software comes to replace a series of nautical documents and publications currently used by the deck officer of the watch in order to fulfill its functional attributions. The result can be seen as an immediate increase in labor efficiency by reducind the time needed to solve coastal, terestrial, astronomical and great circle navigation problems.
ARGUMENTATION FOR A SOCIAL INSTRUCTION MODEL FROM THE PERSPECTIVE OF SOCIAL INNOVATION
Authors: Marin Dramnescu
Published: February 2023

The model of social instruction (MSI) based on social learning approaches instruction in terms of mutual and continuous interaction between the cognitive, behavioral and environmental determinants. From this perspective MSI becomes a psychosocial foundation for an education with an inclination towards self-education. The model of social instruction aims to optimize the behavior of the educated from the perspective of social efficiency, seen as a potential pedagogic resource. The potentiality of the educated to influence their own behavior in the most general sense describes a pedagogic process of self-training - self-development pertaining to the concept of mutual determinism, initiated and promoted by Albert Bandura. From the perspective of the social learning at the level of the basic structure of the general didactics model, the professional model generated, maintained, promoted and imposed by the teacher becomes achievable. At the level of the general professional conduct, by the professional model provided by the teacher, the students are provided with the possibility of extracting some specific subsequences referring to the general professional attitude, the impact of competences on attaining some immediate personal goals, ways of persuading, of transmitting messages, of reasoning, of energizing and actively and motivationally engaging. The student is the beneficiary of the correlation, which contributes to the formation and development of his/her social abilities and personality in view of social integration. The student integrates elements of the teacher's professional model, by observational learning, which is determined by the social side of the relationship between the student and the teacher. From this perspective, in the experiential learning the cognitive and non-cognitive behavioural model proposed by the teacher becomes extremely important.
PERSONALITY DETECTION IN INTERACTIVE VIDEO
Authors: Petan Sorin , Vasiu Radu , Mocofan Muguras
Published: February 2023

Kreber's 1998 study shows that an individual's personality plays a major role in the educational process, and directly determines a student's predisposition to engage in a self-directed learning process. This is particularly the case with distance education, where motivation is a key factor.
With the newly emerging field of interactive video in education, personality traits can be determined by various approaches. Filling out a personality form might be an unattractive method of profiling students. But with the case of interactive video, requiring by definition a voluntary user interaction, this information can be obtained by aligning interaction patterns to personality traits, using established psychological classification models. A key advantage is the non-intrusiveness of the process.
We first define what interactive video is and briefly present what interactions are possible with the video content. We offer a quick example of interactive video in education. Based on the way users interact with a i-video material, we outline 5 types of interactive actions: General interest, Interface Interaction, Content Interaction, Social Interaction and Contributive Interaction.
Further, we use these 5 categories of interaction to classify various types of users into psychological categories, using several personality models. A binary model first proposed by Carl Jung of extrovert/introvert is first discussed. We then discuss a four-category model of Guardian/Artisan/Idealist/Rational proposed by Keirsey in 1998, extendable to a 16-category model where each of the four primary personality traits are each further dissected in four subcategories. For each of the personality models used, we create a matrix of scores for all 5 types of interactions, using these interactions with the interactive video content to progressively determine a student's personality.
This automatic profiling model is tested on several subjects. To verify accuracy of the automatic profiling model, the participants are then asked to complete forms for personality tests, their scores being compared to. Results are discussed and conclusions are drawn, highlighting the benefits of using automatic profiling mechanisms in interactive video learning applications.
ONLINE PLATFORM FOR EMBEDDED DEVICES
Authors: Radovici Alexandru , Culic Ioana
Published: February 2023

In the last years hardware technology has encountered a great boost due to the embedded devices that have been released on the market. Boards like Raspberry Pi and BeagleBone Black enabled students to explore the hardware area and to develop new electronic devices. However, these boards are not accessible to beginners and hobbyists as connecting them to a computer and debugging them is quite difficult. People lack an intuitive interface, which works without any additional setting up required.
This paper describes a solution to the issues mentioned above under the form of a platform that allows programming embedded devices through the Internet, called Wyliodrin. The platform allows remote control and monitor of the boards. The only setup need to using our platform is to connect the embedded device to the Internet and to login into Wyliodrin's website. Afterwards, the user has access to an IDE, whose features include collaborative coding, virtual instrumentation and data storage. All these features make the whole process of building an electronic device, such as a remote controlled car or a line-follower robot, much easier and engaging as it is visual and interactive. Moreover, Wyliodrin offers Cloud storage, that makes data more accessible. The result of using such a platform will bring a huge development to hardware technology and a rise in the number of people who are designing electronic devices. Students who use the platform find is easier to get accustomed to the technology they are using, without the troubles of setting up the environment.
ADVANCED USE OF THE E-RESOURCES IN THE RESEARCH ACTIVITIES REGARDING TO MISSILE INTEGRATED SYSTEMS DEVELOPMENT
Authors: Radulescu Marius , Sandru Vasile
Published: February 2023

Today the computer is the main tool in the general research activity, in the field of missile development especially. Usually, an Internet and an Intranet networks were set for work, assuring access of the researcher to the public and company proprietary information, between the more handling are the e-resources, respectively the electronic-support available data.
The huge volume of such data imposes a great discipline level for searching, selecting, processing and preparing it for use in different research activity stages, because exist the danger to spent too much time for this activities, diminishing the efficiency of the genuine researches.
For many reasons the e-resources available at the moment cannot directly used in work, for elaboration of the design solutions, structure checking, receipts of some components, and others.
One of the powerful research e-instrument is represented by the dedicated computer programs, generally containing proprietary information of the companies, which are built and agreed to solve some specific design, structure or receipt problems.
To be useful, a computer program dedicated to a specific research parameter must incorporates a practically experience looking to assures the convergence between the calculus results ant the real measurements offered by the standard testing procedures.
In the modern research programs belonging to the missile development field the use of the e-resources, either public or proprietary represents an important asset of the engaged research teams. All the effort as preparing time and also as IT infrastructure made for reach this objective will be strong rewarded by the quality of results.
RELATIONS BETWEEN FAMILIARITY WITH TOUCH INTERFACES AND SENSORIMOTOR SKILLS IN PRESCHOOLERS
Authors: Schipor Maria doina , Cramariuc Gabriel , Pentiuc Stefan gheorghe , Clipa Otilia
Published: February 2023

Nowadays, ubiquitous technologies - devices surrounding us - claim a new, natural and intuitive interaction paradigm. This challenge becomes more emphases when it is about so-called "generation of digital learners" because their particular need to experience technology as an integrated component of their usual development scenario. However, despite of worries activated by possible negative effects of its irrational utilization, the computer is an accepted educational tool. In this context, one of the most recent and promising (from educational point of view) computer-like devices are touch screens. Without any doubt, these nowadays tools have known an unprecedented spreading among children and there are few researches who have investigate the developmental impact. For example, there are few documented (if any) answers for fundamental questions such as: What are the educational advantages of these devices? Do these "pros" outcome the drawbacks? What is the impact of touch interfaces on children's development and how can we measure it? Could this impact be controlled in order to enrich learning experiences and to endorse psychological development? In this paper we focus on highlighting the relations between the extent of using touch interfaces and the level of sensorimotor skills in preschoolers (N=90). A quasi-experimental design was conducted in order to test our hypothesis. The independent variables (i.e. familiarity with touch interfaces, motor skills observed by parents) were investigated with a questionnaire applied to the children's parents. The dependent variables (i.e. the rhythmic and sequential movements and the visuomotor precision) were measured through neuropsychological assessment using the Fingertip Tapping and Visuomotor Precision (subtests from NEPSY Developmental Neuropsychological Assessment). The obtained results have shown significant relations between the above mentioned variables. These outcomes encourage us to continue our research for both evaluation and improving children's sensorimotor skills through touch interfaces.
3D-ENHANCED ELEARNING FOR THE MEDICAL SECTOR
Authors: Stehling Hendrik , Schafer Michael
Published: February 2023

The dissemination of 3D-enabled devices like 3D displays in entertainment environments, smart mobile devices or head mounted systems like Google Glass or Oculus Rift is rapidly growing.
Regarding learning scenarios the use of 3D-enhanced applications is rare.
As the perception of depth in a three-dimensional model is often necessary to understand the principles of operations there is a sufficient potential for the medical sector to evaluate 3d enhanced courses. In our study we evaluated the complexity and effort one needs to create and integrate 3D-models in learning management systems and the learning outcome.
This paper describes our approach to use 3D interactive tooth-models for teaching orthodontists in the context of measures to correct tooth positions. Therefore several chronological 3d models and morphing animations were used to explain the measures and their impact.
To create 3d models different methods where tested. Some methods like laser scanning are very accurate but are unable to produce textures, others are photorealistic, but the 3d mesh is imprecise. Further more there are big differences in scanning time and the ability of scanning shiny surfaces.
In our case especially the use of orthophotographic methods with mobile devices and cloud services to build models was successful.

This case study presents a best practice solution for the creation and implementation of these models in an eLearning course, which was integrated in the LMS moodle to study the potential of this approach.
Some effort of future work is still necessary in order to enhance and transfer this concept to other scenarios and to evaluate the outcome of 3D-enhanced learning courses.