bluuebunny/crossref_metadata_2025 huggingface dataset:
Afet yönetimi bağlamında havacılığın orman yangınlarıyla mücadeledeki rolü üzerine bir değerlendirme
Authors: Sunar Osman Nuri , Kurnaz Salim
Published: September 2022

Mitolojiden beri insanlığın büyük bir hayali, günümüzde en modern örneklerini gökyüzünde gördüğümüz, bir yüzyılı henüz yeni aşmış tarihi geçmişi ve artık günlük hayatta yaşantımızın doğal bir parçası olan uçmak ya da uçuş ve bunun sağlanması için yapılan tüm faaliyetlerin ortak ifadesi havacılık; bugün hayatın neredeyse her alanına etkisi olan vazgeçilmez bir olgudur. Havacılık geçmişten günümüze teknolojinin en iyi uygulamalarının kullanılmasıyla; bugün hız, emniyet, güvenlik, konfor ve verimlilik gibi terimlerle birlikte sıklıkla ifade edilmektedir. Bu niteliği ile havacılık, insanlar üzerinde büyük ölçüde fiziksel, sosyal ve ekonomik kayıplara neden olan afetlerde de en etkin müdahalelerin sağlanmasında son derece önemlidir. Orman yangınları Türkiye’de yaz ayları boyunca özellikle Akdeniz ve Ege bölgesinde sık görülen bir olay olup yakın bir geçmişte ulaştığı boyut açısından değerlendirildiğinde afet yönetimi kapsamında dikkatle ele alınması gerekmektedir. Bu çalışmada genel olarak orman yangınları ile mücadelede havacılığın yeri ve kullanımına yönelik uygulamaların incelenmesi amaçlanmış ve bu amaç doğrultusunda havacılığın orman yangınlarındaki rolü, afet yönetimi çerçevesinde ele alınarak değerlendirmelerde bulunulmuştur. Çalışma kapsamında, afet yönetimi yanında orman yangınlarına yönelik akademik yayımlar ile ilgili otorite, kurum ve kuruluşların yayımları ikincil veri kaynağı olarak ele alınmıştır. Elde edilen veriler literatür taraması yöntemi kullanılarak değerlendirilmiştir. Çalışmada çeşitli özelliklere sahip hava araçlarının orman yangınları ile mücadelede etkin bir şekilde kullanılmasının, gerek yangınların önlenmesi ve büyümeden müdahale edilmesi safhasında ve gerekse yangınla mücadele ederken taktik koordineden, söndürme faaliyetlerine, yaralıların süratle tahliyesine, personel ve malzeme nakline kadar birçok alanda son derece faydalı olabileceği sonucuna varılmıştır.
UHPLC ANALYSIS OF POLYCYCLIC AROMATIC HYDROCARBONS (PAH) COMPOUNDS FROM THE SOIL BY QuEChERS AOAC METHOD FROM MANESAR INDUSTRIAL AREA, HARYANA, INDIA
Authors: Singh Nouratan , Rani Poonam , Tandan Neeraj , Kumar Arya Dinesh , Mahato Ansuman
Published: September 2022

An Ultra-High-Performance Liquid Chromatography (UHPLC) method was developed and validated as per ICH guidelines for the analysis of 16 PAH compounds as per USEPA and various soil samples were analyzed in Manesar located 60 km away from Delhi, capital of India 28.3542° N, 76.9400° E in different seasons. The sampling was done in the industrial areas, agricultural fields, and residential plots all within 10 km radius of the industrial area. In the present study, the QuEChERS method was used for sample preparation, which has shown good recoveries around 80 to 120% The extraction time was only 10 minutes, followed by the UHPLC technique of run time of just 16 minutes. Average PAH concentration in Manesar soil was found highest in the winter session of industrial areas.  ∑16 PAH was 141 ppb in the industrial area in winter, 64 ppb in agricultural fields, and 54.7 ppb in residential plots. The lowest PAH levels were observed in the monsoon season. These values are very less if compared to Brazil, UK, Germany, and Korea.
Analysis of Engineering Students Acceptance and Usage of 5G Technology: A Case Study of Gannon University
Authors: Shah Jay , Nwokeji Joshua , Manjunath Tejas Veeraganti , Rahman Tajmilur
Published: September 2022

It has been around 20-25 years since the internet was first developed for public use, and since then the number of users has been increasing exponentially. In a recent report, there are around 313 million internet users, out of which 276.8 million are mobile internet users and internet penetration is 90.3% (Johnson, 2021). With the development of wireless telecommunication technology and mobile devices, use of the internet access has been increasing. From the first generation (1G) of cellular networks to the current 5th Generation (5G), there has been a huge improvement in the data rate, coverage, and security that made it possible to have the internet on mobile phones. The internet in mobile devices has existed since 2G and was used for checking emails and browsing the web (Yamauchi et al., 2005). It is important that users should accept new technology. In this study, acceptance, and usage of the 5G technology that was investigated in a survey of students from the engineering discipline of Gannon University. This work describes the usage of a statistical technique called the technology acceptance model to determine the engineering students perception of the degree to which the 5G technology is accepted and useful. It aims to answer the research questions of whether perceived usefulness and perceived ease of use a ect the actual usage of 5G technology among engineering students, as they tend to bend towards new technology because of the high involvement of technology in engineering studies. This work aims to answer, to what extent perceived usefulness and perceived ease of use determine the usage of 5G technology among the selected group of participants.
clasificación de las obras de Lope de Vega por Marcelino Menéndez Pelayo
Authors: Calvo Florencia
Published: September 2022

Este artículo presenta la clasificación que hizo Menéndez Pelayo de las obras de Lope de Vega. En 1890 se inicia la publicación de las obras dramáticas de Lope de Vega, por la Real Academia Española. Menéndez Pelayo organiza la clasificación en torno a tres ejes: cosmovisión jerárquica, que va definiendo sus núcleos y su periferia y ubica a las obras de tema histórico en el centro del sistema gracias a las características que poseen temática; ideológica y genéricamente. Es una clasificación muy amplia, debido en parte, a la fuerza ideológica que Pelayo otorga a este grupo de obras, fuerza que para él aumenta el sentido positivo del teatro lopesco y se convierte en su verdadera esencia.
PROCESOS DE CONTROL MOTIVACIONAL Y RENDIMIENTO EN ESTUDIANTES DEL ÁREA METROPOLITANA DE CARACAS
Authors: Castillo Francisco
Published: September 2022

El propósito de este estudio fue establecer el valor predictivo de los procesos de control motivacional sobre el logro académico en una prueba de comprensión de la lectura. Se aplicó un instrumento derivado parcialmente del Cuestionario de Estrategias Motivadas para el Aprendizaje de Pintrich y sus colegas, diseñado por Castillo (2017). Se consideraron cuatro factores motivacionales: valor de la tarea, creencias de control, estrategias de afrontamiento de las dificultades y la persistencia, y estrategias de afrontamiento de la ansiedad. Adicionalmente, los análisis incluyeron algunas variables mediadoras: el nivel de rendimiento (alto, medio y alto), el género y la edad. Los resultados indicaron que el índice de control motivacional no tuvo efectos sobre la muestra general. Sin embargo, los factores motivacionales mostraron efectos positivos (valor de la tarea, creencias de control o estrategias de afrontamiento de la ansiedad) o negativos (estrategias de afrontamiento de las dificultades y la persistencia) que emergieron en función de la variable mediadora considerada. Se concluye que los procesos de control motivacional predicen el aprendizaje bajo procesos adaptativos mediados por variables como la edad, el género o el nivel de rendimiento. Este trabajo arroja una valiosa información que puede ser considerada para el diseño de los procesos de aprendizaje, bajo las condiciones actuales.
Extending the GUIDE@HAND Tourist Guide Application with QR Codes for Museum Learning
Authors: Bárd Edit , László Márkus Zsolt
Published: September 2022

The following paper attempts to encompass the opportunities for applying QR codes for museums and exhibits through the example of the Hungarian Museum of Environmental Protection and Water Management (Esztergom, Hungary). Besides providing interactivity in the museum for the mobile phone generation through the utilization of a device and a method that they are familiar with, it is important to explain how and why it is worthwhile to “adorn” the
exhibits with these codes. In this paper we also touch upon the technical issues of how an existing mobile phone application can be incorporated into and used for the presentation of the museum.
Discover the Thracians – An Approach for Use of 2D and 3D Technologies for Digitization of Cultural Heritage in the Field of Elearning
Authors: Konstantinov Oleg , Kovatcheva Eugenia , Fol Valeria , Nikolov Roumen
Published: September 2022

Information and communication technologies (ICT) offer an easier access to and a multiperspective view of cultural heritage artifacts and may also enrich and improve cultural heritage education through the adoption of innovative learning/teaching methods. This paper examines the different practices and opportunities for digitization of cultural artifacts with historical significance and describes the work on a pilot project concerning the development of elearning materials in the Thracian cultural and historical heritage. The proposed method presents an approach based on a combination of 2D and 3D technologies to facilitate the overall process of digitization of individual objects.
This approach not only provides greater opportunities for presenting the Thracian heritage but also new perspectives for studying it – students, scientists, PhD students will have the opportunity to work with the materials without having access to them.
Scientific Data Reusability: Concepts, Impediments and Enabling Technologies
Authors: Thanos Costantino
Published: September 2022

High-throughput scientific instruments are generating massive amounts of data. Today one of the main challenges faced by researchers is to make the best use of the world’s growing wealth of data. Data (re)usability is becoming a distinct characteristic of modern scientific practice, as it allows reanalysis of evidence, reproduction and verification of results, minimizing duplication of effort, and building on the work of others. The paper addresses the technological dimension of data reusability: the scientific data universe, the impediments of data (re)reuse; the data publication process as a bridge between data author and user and the relevant technologies enabling this process.
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Digital Presentation of Bulgarian Language Heritage - Tools and Web-applications
Authors: Dutsova Ralitsa
Published: September 2022

The article describes a model of integrating language techniques with leading-edge technology to develop a web-based on-line tool for heritage language preservation and e-learning. Bulgarian language resources - parallel corpora and bilingual dictionary are presented in an interactive way using a common web-interface which is accessible for students, faculty, and affiliated Heritage language communities.
Digital Archive of Cultural-Historic Heritage of Belarus: Certification of Bells Cast During 16th-19th Centuries
Authors: G. Shatko Elena , Bogdanova Galina , Todorov Todor
Published: September 2022

The article is a summary of a multi-year research into certification of bells of 16 th - early 20 th centuries collected as a result of liturgical instruments study of 287 bell towers, churches and museums. Analysis of archives from
Belarus contributed to the research resurrecting knowledge about lost bell heritage. This is also the first attempt to discuss the establishment of digital Belarusian Historic Bells Archive and introduction of campan handling basic trainings into educational programs of religious educational establishments.
Digitization of Documentation at the Scientific Archive of the National Institute of Archeology with Museum
Authors: Koleva Katrina , Sotirova Kalina , Naidenova Elena
Published: September 2022

This paper is focused on the theory, standards and good practices in digitization of archival documents, as implemented in the Scientific Archive at the National Institute of Archeology with Museum (SA of NIAM-BAS). We explored metadata standards for archival documentation ISAD, EAD and “universal” cultural metadata standard Dublin Core trying to choose the best fit for representing of all the fields of SA of NIAM to de facto “standard”, used in
NIAM-BAS since the 60 s . The archival documentation of archeological museum is very specific and contains five different types of documents: scientific report, field diary, field inventory book, photographic documentation and graphic documentation. The results and current annotation specifics are explained. Perspectives for future information system development are outlined.
Digital Archive of Soldiers' Legacy of the Socialist Period
Authors: Valev Iliya
Published: September 2022

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Exploring a Relic’s History Through 3D Digitization
Authors: Zhao Feng , Choon Loy Soo
Published: September 2022

This paper discusses how 3D digitization of cultural properties and modern interactive methods can help museums disseminate, educate and share the rich history, culture and civilization of museums’ collection more effectively than traditional methods which used visual boards.
Web Based System of BNR Archive First Stage: Multimedia Web Portal of the BNR Archive
Authors: Krandeva Anelia , Mitov Anton
Published: September 2022

The paper describes Multimedia Web Portal of the Bulgarian National
Radio (BNR) archive. The Web Portal provides efficient services of modern information technologies in radio archiving.
A Practical Approach to Ascertaining the Accuracy and Resolution of Post Rendered 3D Models Acquired Originally via 3D Digitization
Authors: Zhao Feng , Choon Loy Soo
Published: September 2022

3D digitization is becoming the norm in the preservation of tangible cultural properties be it movable or immovable. In the case of mobile cultural objects, 3D models are normally acquired through non-destructive methods such as photogrammetry or 3D scanning using structured light or laser. The continuing improvements in scanning equipment which result in higher accuracy and resolution can be translated to mean higher level of 3D data acquired. At times, the quantity of 3D data of a single model can get too large and beyond what a normal workstation can process. This is where optimization comes in. However, the level of optimization will vary to suit the final purpose or usage of the 3D model. During optimization, the resulting optimized 3D model is bound to suffer from some level of data loss when compared to the original 3D model acquired directly from laser scanning. This paper discusses a practical method devised by Amber Digital
Solutions in maintaining a high level of accuracy of the final optimized model for national archival purposes which requires the highest form of quality.
A Model of Content Structure for a Serious Educational Game Related to the Military and Historical Heritage Presented through the “Mission Opalchenets”
Authors: Noev Nikolay , Valev Iliya , Kancheva Stefka , Sapundjiev Vladimir
Published: September 2022

The article discusses methodology and structure of the content of Serious Educational Game related to the military and historical heritage “Mission
Opalchenets” (working title) according to learning objective. The goal of this initiative is to achieve a specific level of knowledge and skills in users in the area of military and historical heritage of Bulgaria. The authors' thesis is that any cognitive level can be appropriately represented in the IT environment of the serious educational game.
Knowledge-Based E-environment for Bulgarian Cultural Heritage with Focus on Learning
Authors: Kovacheva Stefka , Dimitrova Ludmila
Published: September 2022

The article discusses the “Bulgarian cultural and historical heritage under the protection of UNESCO” database, developed in IMI (BAS). The database will be used to integrate new learning content to an e-course – a project still in its development stage. The database has been developed with the aim to give students the opportunity for broader knowledge and understanding of the national cultural heritage. Understanding of history helps develop a sense for the general advancing of society. The project is regarded as a modern teaching strategy, based on the learning approach Understanding by Design , with an emphasis on the interaction between the learner and the learning content.
Renovating the Cultural Heritage of Traditional Shadow Theatre with eShadow
Authors: Moumoutzis Nektarios , Christoulakis Marios , Christodoulakis Stavros , Paneva-Marinova Desislava
Published: September 2022

Digital storytelling is an engaging learning environment that gained worldwide popularity over the last years. It offers a rich cross-curricular learning environment within which children design, create and present their own stories and develop many skills including literacy, presentation and communication skills as well as inquiry-based learning and digital skills. In this paper we present a new way of digital storytelling, a form of dramatized storytelling inspired by the rich tradition of Shadow Theater. This form of storytelling showcases an engaging way of renovating cultural heritage with the use of digital technologies. It combines a number of digital tools for the production of the digital stories covering all five phases of film making: scenario development, pre-production, production, post-production and distribution. eShadow can be used (a) to create digital shadow puppets, and (b) to set up, perform and record the scenes of the digital story (production phase). This way, digital story creation is wrapped around engaging learning scenarios, playful improvisations and creative learning. eShadow has been extensively used to support cross-curricular learning mainly in Greek schools. It is extended to support marionette-like interactions to promote its use in countries with relevant storytelling cultures.
Using Unity and Shield UI for Displaying 3D Medical Education Objects in the Web Browser
Authors: Georgiev Vladimir , Nikolova Alexandra , Mitreva Emanuela
Published: September 2022

In this paper we describe how Unity and Shield UI frameworks are used for building the three-dimensional object rendering section of an online knowledge management system for human anatomy. 3D models of humans are organized in multiple levels of hierarchy and each component contains different types of related information. To allow seamless navigation, like searching for and selecting a specific organ, and viewing its medical description in several languages, developers would need to rely on an optimized and stable framework that can target web browsers as well as other platform builds. The specific requirements of this project called for trying the Unity package for building our 3D rendering scene and exporting it to the WebGL platform to make it available to its viewers on all mod-ern web browsers. To build the rich web user interface and bring high-level user experience to the viewers, the Shield UI framework is integrated on top of the Unity webgl build.
Mini-symposium on Future Trends in Serious Games for Cultural Heritage
Authors: Paneva-Marinova Desislava , Pavlov Radoslav
Published: September 2022

In combination with the appropriate content, serious games become an important modern-day educational tool, which reflects both the current state of technology and learners’ social profiles. The method helps instructors to motivate student learning, curiosity, creative and logical thought, as well as develop a variety of skills and competencies. Serious educational games aim to cultivate better comprehension strategies, creative thinking, learning-by-doing (production, authorship), and students’ engagement in their own cognition and learning processes. This mini-symposium on Future Trends in Serious Games for Cultural
Heritage will present outcomes of the Serious Education Games as Contemporary Tools for New Educational Applications project, Contract DSD-
2/05.04.2017, between the Bulgarian Academy of Sciences and the Institute of
Mathematics and Informatics, activity Introduction of Contemporary Methods in
Educating and Fostering Young Talent (PMC No 347), other projects in the field and will outline some future trends for cultural heritage game development.
Interactive Game Development to Assist Cultural Heritage
Authors: László Márkus Zsolt , Goynov Maxim , Luchev Detelin , Pavlov Radoslav , Paneva-Marinova Desislava , Szkaliczki Tibor , Szántó György , Weisz Zsolt , Veres Miklós , Kaposi Gábor , Pavlova Lilia
Published: September 2022

Serious educational games provide a novel way to transfer knowledge on cultural heritage, which can especially attract young people by using interactive multimedia technology. The paper presents a new flexible tool for developing, managing and presenting games. This server-based solution can facilitate the game development by applying game templates, layout styles and question pools.
It also supports the development of game packages for multiple languages and multiple platforms (Web and mobile). The games can easily be customised for various learning domains. Complex games can be composed from several socalled minigames (e.g. puzzle, multiple choice, memory game, crossword etc.) and the tool also supports the evaluation of the user answers and organising competitions. The games were applied to deepen knowledge on various topics related to our cultural heritage. The latest game development is represented by the serious educational game “The Thracians” running in a virtual 360º panorama environment, which presents the life, beliefs and traditions of the ancient tribes.
“Grey Literature” in Electronic Archives
Authors: Pavlovska Elena
Published: September 2022

The term „grey literature“ is used for documents disseminated through non-traditional channels. As a general rule, these documents are accessible outside the book publishing and distribution system. In recent years, this kind of literature is in high demand, in so far that the "grey documents" often contain most up-to-date information. They are stored in institutional electronic archives
– repositories. In the report is introduced the most popular electronic archive -
Open Grey and the repositories of the Balkan countries, incl. Bulgaria.
Innovative Approach to the Presentation of Cultural Heritage in the Game Module of Serious Game for Blinded People
Authors: Noev Nikolay , Bogdanova Galina , Todorov Todor , Sabev Negoslav
Published: September 2022

This research presents some of the problems in developing digital cultural resources for educational application of serious games. A model of wide access to context-based knowledge is considered. Some elements of gaming have been explored when creating learning modules and tools for contextual use of digital cultural resources and making them accessible to people with visual disabilities. The modeling of an accessible game module is presented by applying selected accessibility criteria to people with special educational needs.
Digital Cultural Heritage APIs
Authors: Bogdanova Galina , Todorov Todor , Noev Nikolay
Published: September 2022

In the paper we present services provided by some of the popular cultural heritage application programming interfaces (API). We show how they could be used from third applications software applications. Finally, we develop tools that use this APIs in order to search and visualize data.
Bulgarian Open Science Digital Library - First Prototype
Authors: Georgiev Atanas , Stefanov Krassen
Published: September 2022

In this paper we present the process of development of Bulgarian Open
Science Digital Library (BOSDL) as the first and main ingredient of Bulgarian
Open Science Cloud (BOSC). We introduce and discuss main principles involved in the Open Science movement. We also give a lot of technical details related to
BOSDL development.
On Inheriting Kunqu Opera – Digital Teaching and Mass Popularization of Gong-Che Notation
Authors: He Dongqi , Wang Qingtang , Fei Jia , Zhou Sitong
Published: September 2022

To meet the needs of the inheritance and dissemination of intangible cultural heritage in the Internet era, our project team digitally processed the
Kunqu Gongche Notation to build its exclusive memory website, thereby achieving the goal of teaching and popularization.
Further Reflection on the Protection of Cultural Heritage: The AOH Project
Authors: An Xinyu , Zhou Qi , Xiong Qianyun , Wang Jiaqi
Published: September 2022

AOH (Animal Ornaments on House-ridges), as an important part of
Chinese Traditional Architectural Decoration, have gradually formed a cultural system. Through the exploration of the cultural connotation behind them and the design of a serious game closely related, we hope to cultivate people's interest in
AOH and achieve the sustainable preservation of animal ornaments.
Preservation and Protection of Cultural Heritage through Digital Security System
Authors: Simeonova Neli , Belovski Ivaylo , Torlakov Georgi
Published: September 2022

The preservation and protection of cultural heritage is of special importance nowadays. With the development of technologies, violation methods became more sophisticated. This requires taking stronger security measures for protection of museum items. The aim of the present paper is to present a design of digital security system for museum exhibits based on a microcontroller combined with sensors of different functions and principles of operation.
Transdisciplinarity and the New Ways for Preservation and Investigation of the Cultural and Historical Heritage
Authors: Spassova-Dikova Joanna
Published: September 2022

The main objective of the paper is to present the latest developments and achievements of the scientific field Cultural and Historical Heritage (CHH) and National Identity of the Bulgarian Academy of Sciences (BAS) for digitization and preservation of the Bulgarian cultural and historical heritage by using transdisciplinary approaches.
Accessibility Testing of Digital Cultural Heritage
Authors: Bogdanova Galina , Todorov Todor , Noev Nikolay
Published: September 2022

In the paper we discuss the problem of building a web site that is accessible to the people with different disabilities. We show some basic guidelines that should be followed by the web site developers in order to complete this task. Also, some special web content accessibility testing tools are presented. Finally, we make special attention to accessibility of some of the most popular digital cultural heritage web archives.
Using Big Data for Solving Big Problems of the Cultural and Historical Heritage
Authors: Kouzov Orlin
Published: September 2022

Damage or destruction of cultural and historical objects due to time and other factors is a key problem in culturology and archaeology. The article examines the use of technologies related to processing of the so-called „big data“ in search of a rational solution to this important scientific and social problem.
Bulgarian Icons in Wikidata and EDM
Authors: Alexiev Vladimir , Tarkalanov Plamen , Georgiev Nikola , Pavlova Lilia
Published: September 2022

We briefly describe Wikidata, its importance for GLAM institutions, iconographic authorities in Mix-n-Match. Then we propose an Icon Knowledge
Graph Model comprising the entities: iconographer, iconographic school, herminia, icon, measurements, material, technique, iconographic subject (saint or a title of the Virgin Mary), location (city, monastery, church, museum), scientific article, academic journal, issue, links to LOD datasets (e.g. VIAF, Getty AAT, ISBN, ISSN, academia.edu). Then we introduce the Virtual Encyclopedia of Bulgarian Icons (BIDL) and describe how we exported it to Wikidata, while coreferencing to iconographers, saints, locations; and the extra info we added for such entities. Finally, we describe a conversion to the Europeana Data Model, including details such as links to Wikidata, bilingual descriptions, language tags, providers. The online version of the paper includes live links; the accompanying presentation includes more images and queries.
A Unified Data Model for ICH Online Inventories: A Proposal
Authors: Teresa Artese Maria , Gagliardi Isabella
Published: September 2022

This paper proposes an investigation about problems arising when searching and managing Intangible Cultural Heritage data: how to find out which websites are dealing with them in the world, how to collect and evaluate web services provided to make integrated queries, how to model a common metadata structure able to collect ICH entities coming from different realities and provide them in Linked Open Data format. The study is based on the QueryLab prototype, an ongoing experimentation used to integrate different inventories to provide new and easy ways to query data.
The Eleventh National Information Day: Open Science, Open Data, Open Access, Bulgarian Open Science Cloud
Authors: Stanchev Peter , Ancheva Hristiyaniya , Pavlov Radoslav , Simeonov George
Published: September 2022

The paper gives an overview the current landscape and the activities on national and institutional level regarding Open Science, Open Access to scientific information, Open Data and the overall development of the Bulgarian
Open Science Cloud.
Useful in Times of Crisis: Improved Access to Online Content
Authors: Minev Dimitar , Kratchanov Ivan
Published: September 2022

This paper gives an overview of the current efforts of National Library
“Ivan Vazov” in the field of digitization. It focusses on the technical aspects of a digitalization project, involving OCR and provides insight into the library’s joint efforts with its partners to develop relevant tools and methodologies.
Presentation Layer in a Virtual Museum for Cultural Heritage Artefacts
Authors: Paneva-Marinova Desislava , Goynov Maxim , Luchev Detelin , Zlatkov Lubomir
Published: September 2022

This paper aims to show the presentation layer of a virtual museum for cultural heritage artefacts. The three-dimensional representation and the main components of a 3D environment of the virtual museum are discussed. The composing 3D objects in the virtual museum, with different viewing options, as well as an implementation of a three-dimensional representation and the means for greater realism of the three-dimensional image, are described
ACT Digital: The Strategic Role of Analytics, Creativity and Technologies for Cultural and Creative Sector and Education
Authors: Pilege Evita , Plota Sandra , Pilegis Girts , Zivitere Marga
Published: September 2022

The aim of the paper is to discuss the impact of information technology on socio-economic, cultural processes and the consequent need for a balanced digital transformation, especially in higher education and the creative and cultural sectors, bridging the digital divide and fostering analytical thinking without underestimating creative skills.
A Monte Carlo Method for Image Classification Using SVM
Authors: Atanassov Emanouil , Karaivanova Aneta , Ivanovska Sofiya , Durchova Mariya
Published: September 2022

Support Vector Machines are a widely used tool in Machine Learning.
They have some important advantages with regards to the more popular Deep
Neural Networks. For the problem of image classification, multiple SVMs may be used and the issue of finding the best hyperparameters adds additional complexity and increases the overall computational time required. Our goal is to develop and study Monte Carlo algorithms that allow faster discovery of good hyperparameters and training of the SVMs, without impacting negatively the final accuracy of the models. We also employ GPUs and parallel computing in order to achieve good utilisation of the capabilities of the available hardware. In this paper we describe our methods, provide implementation details and show numerical results, achieved on the publicly available Architectural Heritage Elements image Dataset.
Presentation of UNESCO Bulgarian Cultural Heritage Sites - а Methodological Framework for Designing a Web based Application as a Didactic Resource in an Information Environment
Authors: Kovacheva Stefka , Dimitrova Ludmila
Published: September 2022

The paper describes а methodological framework for designing a web based application that present integrated knowledge about historical sites of cultural heritage as a didactic resource in an information environment. The tool realizes database containing information about seven world-famous historical sites of the Bulgarian cultural heritage under the protection of UNESCO. The I create
module, oriented towards creation of well-organized content (knowledge) of new site of the national heritage that allows learners to show what they know , can do
and how they have created their product , is also presented. The database and the web application were designed and developed in IMI (BAS).
Applying Ambient Characteristics, Personalization and Ontology Concepts to Tourist Guide Route Generation
Authors: Kostadinov Georgi , Milev Kristian , Staynov Stefan , Stoyanova-Doycheva Asya
Published: September 2022

Assisting tourists by guiding them on their trip is neither a new, nor a trivial topic. People have different considerations when choosing which objects to visit while on tour. There is plenty of factors that could influence their choice and the more of those dynamic characteristics and related circumstances the algorithms support, the more valuable they are.
XAML Digital Representation of Embroidery Cross Stitch Symbols
Authors: Zaharieva-Stoyanova Elena
Published: September 2022

This paper studies problems related to the development of craft software. It proposes an approach to developing an application for digital representation of stitches in cross stitch pattern software. The software is oriented to people manufacturing national Bulgarian costumes and clothing employing national
Bulgarian cross stitch and embroidery. As UI elements, stitches are represented in XAML code. Graphic primitives are described in vector format; character transformations are allowed, and there are possibilities for creating combinations of stitches. The solution will be used in cross stitch software development.
Bulgarian Contribution to the Open Science Services in NI4OS-Europe
Authors: Karaivanova Aneta , Atanassov Emanouil , Gurov Todor , Stanchev Peter , Simeonov Georgi
Published: September 2022

The paper gives an overview on the Bulgarian participation in the einfrastructure part of the NI4OS-Europe project, funded by EC through H2020 program. NI4OS-Europe team has identified a set of necessary services and the corresponding policies that resources have to produce and publish, clearly stating to the users the ways these resources could be used, as well as the actions that are not allowed. By offering service providers a clear procedure for onboarding, NI4OS-Europe project partners are able to on-board more services with pan-European significance. Here we briefly present some of the services developed by the Bulgarian team.
Integration Multimedia and Virtual Reality in the Online Teaching of Fine Arts
Authors: Staneva Antonia , Rasheva-Yordanova Katia , Borissova Daniela
Published: September 2022

This article deals with the problems of Fine Arts teaching. An approach capable to integrate different types of resources is presented. The described approach corresponds to the recent trends in education where multimedia tools and virtual reality are integrated to improve learning. The described approach has been used to create an interactive experimental lesson for students studying mural painting. The developed innovative lesson is tailored to the age characteristics of students and their increased interest in fine arts. The preliminary results show the applicability of the proposed approach and satisfaction with the acquired knowledge among the students.
The Role of the Digital Environment in the Context of Cultural Rights
Authors: Pilege Evita , Plota Sandra , Pilegis Girts , Zivitere Marga , Luchev Detelin , Goynov Maxim
Published: September 2022

The rapid development of information and communication technologies has created the need for digital transformation, changed the cultural sector and the opportunities and risks of accessing and consuming culture. This paper will analyze how these processes have affected the exercise of cultural rights.
Idatzizko trebetasuna testuinguru soziolinguistiko desberdinetako CLIL eta ez-CLIL ikasgeletan
Authors: Ortega Oar Ainara
Published: September 2022

The use of CLIL (Content and Language Integrated Learning) as a tool to improve the level of English has increased substantially, in the Basque Country as well. However, the Basque Country already has an immersion model to secure the survival of its minority language (Basque) and the aim of this work is to investigate the effects that CLIL can have in students’ writing ability who follow this educational model. For this purpose, 138 instruction texts from secondary education students have been collected in the three languages present in the curriculum. The texts have been analysed using ESLCP (Jacobs et al., 1981) and the results show the following: (i) the students who follow CLIL methodology have achieved better results than the non-CLIL group, (ii) the sociolinguistic context can have an effect in the results of CLIL, (iii) it appears that CLIL does not have negative effects in the other two languages of the curriculum and (iv) it seems that there some kind of cognitive academic transfer among the writings of the subjects. • Key words: CLIL, writing skills, sociolinguistic context, multilingual contexts, minority languages. * Irakaslea.
PENGEMBANGAN MEDIA PERMAINAN MONOPOLI PROKLAMASI KEMERDEKAAN SEBAGAI EVALUASI PEMBELAJARAN KELAS V SEKOLAH DASAR
Authors: Dewinta Dewinta Yulia Putri , Santosa Agus Budi , Nugroho Wahyu
Published: September 2022

Hasil observasi evaluasi belajar siswa pada materi subtema peristiwa mengisi kemerdekaan kelas V di SDN 2 Sengon cenderung rendah, selain itu guru masih menggunakan ceramah,  sehingga perlu menjadi perhatian bagi guru dalam memberikan penanaman rasa nasionalisme pada siswa. Selain itu guru belum pernah mengembangkan dan membuat media yang menarik siswa dalam proses evaluasi pembelajaran, sehingga diperlukan media yang mampu memberikan peningkatan hasil evaluasi pembelajaran pada materi peristiwa mengisi kemerdekaan. Tujuan penelitian ini yaitu untuk melihat desain media permainan monopoli proklamasi kemerdekaan sebagai evaluasi pembelajaran pada subtema 3 peristiwa mengisi kemerdekaan di kelas V SDN 2 Sengon. Metode dan jenis penelitian yang digunakan adalah Research and Development (R&D) dengan Model pengembangan ADDIE. Analisis data dalam penelitian ini yaitu analisis data kuantitatif dan kualitatif. Data kuantitatif diperoleh melalui hasil angket dan tes, sedangkan data kualitatis di analisis berdasarkan hasil kritik, saran dari ahli media, guru dan siswa. Untuk menghitung nilai pada data kuantitatif yakni menggunakan independent sample t-test dengan bantuan software SPSS 25.0. Berdasarkan hasil uji coba terhadap media yang dikembangkan, implementasi media permainan monopoli proklamasi kemerdekaan sebagai evaluasi pembelajaran efektif untuk digunakan sebagai evaluasi pembelajaran. Hal ini berdasarkan hasil uji beda bahwa terdapat perbedaan sebelum dan sesudah penggunaan media permainan monopoli proklamasi kemerdekaan sebagai evaluasi pembelajaran dengan menggunakan nilai hasil pretest dan posttest dengan nilai Asymp.Sig. (2-tailed) bernilai 0,000. Diperoleh nilai sig. (2-tailed) 0,000 (< 0,05). Maka dapat disimpulkan bahwa Ha diterima yang berarti terdapat perbedaan yang signifikan dalam penerapan implementasi media permainan monopoli proklamasi kemerdekaan sebagai evaluasi pembelajaran pada kelas V di SDN 2 Sengon.
The Bare Necessities: What kind of midwife will you be?
Authors: Edwards Kati
Published: September 2022

In October’s Edition of The Student Midwife, I introduced the idea of taking the ‘spirit of the bear’ with you throughout your journey to becoming a qualified midwife. The characteristics of strength and courage to face challenges and stand up in the face of adversity will be fundamental as you progress your midwifery career. One of the major challenges for any student midwife is how to ensure birthing people feel listened to and are supported in their choices. As a doula, I have noticed how the energy of the midwife present at birth is key in helping my clients recognise their birthing potential, stay calm if things get tough and feel satisfied with the outcome of their birth whatever that may be.
Electrodeposition of polyfunctional Ni coatings from deep eutectic solvent based on choline chloride and lactic acid
Authors: Ushchapovskiy Dmytro , Vorobyova Viktoria , Vasyliev Georgii , Linyucheva Olga
Published: September 2022

The process of electrodeposition of nickel coatings from electrolytes based on a deep eutectic solvent (DES) mixture of choline chloride and lactic acid with a molar ratio of 1:3 was studied. The physicochemical properties and characteristics of DES, namely, con­ductivity, FT-IR and NMR analysis were determined. FT-IR results confirmed that H-bonds occurring between two components in DES were the main force leading to the eutectic formation. Electrochemical techniques were used to characterize the deposition process and scanning electron microscopy was used to study the deposit morphology. Based on polarization measurements, it has been found that at NiCl2·6H2O content of 1.14 M and a temperature of 75 °C, the limiting current density of nickel electrodeposition was near 2 A dm-2. The polarization of the cathodic nickel deposition varied within -0.63 to 1.1 V at current density of 0.25 A dm-2 It has been shown that an increase of water content in the electrolyte does not significantly affect the current efficiency of the nickel electrodeposition process, which was in a range 85-93 %. However, the increase in water content contributes to the increase of heterogeneity and crystal grains size distribution of galvanic deposits. The established values of the Wagner number indicate the predominance of the primary current density distribution in the process of electrodeposition of nickel coatings. Galvanic coatings possess a highly developed nanostructured surface, exhibit increased capillary properties, and can be used as electrode materials for the process of electrolysis of water.
Anodic growth of copper oxide nanostructures in glow discharge
Authors: Breus A. , Abashin S. , Lukashov I. , Serdiuk O.
Published: September 2022

Purpose: Application of plasma glow discharge to copper oxide nanostructure growth is studied. The simplicity of the proposed technique may be beneficial for the development of new plasma reactors for large-scale production of diverse metal oxide nanostructures.

Design/methodology/approach: Copper sample was placed on anode of a setup designed to ignite plasma glow discharge. The proposed approach allows eliminating the negative effects of ion bombardment, like sputtering and generation of defects on a surface of the growing nanostructures, but preserves the advantages of thermal growth. The growth process was explained in terms of thermal processes interaction occurring on a surface of the anode with the glow discharge plasma.

Findings: Plasma treatment resulted in generation of reach and diverse nanostructures that was confirmed by SEM images. Nanowire-like, flower-like, anemone-like nanostructures and nanodisks composed into the nanoassemblies are observed; the nanostructures are associated with microbabbles on CuO layer. These findings allow concluding about the possible implementation of the proposed method in industry.

Research limitations/implications: The main limitation is conditioned by the lack of heat supplied to the anode, and absence of independent control of the heat and ion fluxes; thus, the additional heater should be installed under the anode in order to expand the nomenclature of the nanospecies in the future studies.

Practical implications: High-productivity plasma process in copper oxide nanostructures synthesis was confirmed in this research. It may be applied for field emitter and supercapacitor manufacturing.

Originality/value: Oxide nanostructure synthesis is conducted by use of a simple and well-known glow discharge technique in order to expand the production yield and diversity of nanostructure obtained in the processes of thermal growth.
Scratch como herramienta transversal para el desarrollo del pensamiento lógico matemático en básica primaria
Authors: Martínez Ortegón Mónica , Narváez Velasco Paola Andrea , Losada Cárdenas Miguel Ángel
Published: September 2022

La enseñanza de las matemáticas ha sido uno de los grandes desafíos en el ámbito educativo, el cual se viene abordando desde el diseño de nuevas metodologías medidas por las tecnologías de la información y la comunicación (TIC). Por lo tanto, este estudio demuestra la efectividad de una estrategia pedagógica, a partir de secuencias didácticas diseñadas en Scratch, dirigidas al fortalecimiento de las competencias del pensamiento lógico matemático en el nivel de básica primaria. Se utilizó una metodología de tipo cualitativa con un alcance descriptivo, donde la muestra se conformó por 24 estudiantes del grado segundo en el nivel de básica primaria, desde un muestreo no probabilístico a conveniencia. Dentro de los resultados se percibe un aumento generalizado en los componentes numérico-variacional y geométrico-métrico, alcanzando un porcentaje del 75% de los participantes en el nivel superior de las competencias del pensamiento lógico matemático. Además, se evidencia impactos significativos en la atención y motivación de los estudiantes desde la implementación de las nuevas tecnologías y el uso de los dispositivos electrónicos. De igual manera, esto contribuyó al desarrollo del aprendizaje colaborativo y autónomo, factores que se vinculan a un buen rendimiento escolar y a una mejor calidad educativa.
Actividades físicas del Baloncesto para elevar el nivel de participación de niños de 8 a 10 años
Authors: Murillo Tunin , Falcones Elizabeth , Murillo Alexis , Murillo Jordy
Published: September 2022

El trabajo que se presenta resulta de vital importancia ya que además de elevar la participación de los niños en las actividades recreativas también desarrolla habilidades en niños de 8 y 10 años. Estas edades se consideran determinantes para la formación del futuro baloncestista, ya que a partir de aquí comienza el proceso de elección para formar parte del alto rendimiento por lo que se considera necesario perfeccionar el proceso de identificación de posibles talentos.
กระบวนการสื่อความหมายมรดกวัฒนธรรมประเภทบ้านเก่า เรือนโบราณ เพื่อการท่องเที่ยวเชิงวัฒนธรรม: กรณีศึกษาเมืองเก่านครลำปาง
Authors: ยอดสุรางค์ ปฏิพล , ไวยทิ วีระพงษ์
Published: September 2022

มรดกวัฒนธรรมประเภทบ้านเก่า เรือนโบราณที่เป็นแหล่งที่ยังหลงเหลืออยู่เป็นจำนวนมากในเขตเมืองเก่านครลำปาง ที่ล้วนแล้วแต่เป็นตัวแทนของชุมชนการค้าริมน้ำในอดีต และยังเป็นแหล่งท่องเที่ยวที่เป็นที่นิยม มีบ้านเก่าเรือนโบราณที่ถูกระบุว่ามีคุณค่าสูงทั้งสิ้น 32 แหล่ง ถูกนำมาใช้เป็นกลุ่มตัวอย่างในการศึกษาครั้งนี้ นอกจากนั้นยังมีอาคารและกลุ่มอาคารที่มีคุณค่ากว่า 900 แหล่งที่อยู่นอกเหนือจากที่ระบุไว้มีการปรับเปลี่ยนการใช้งานและถูกเพิ่มคุณค่าบ้านเก่าเรือนโบราณเพื่อใช้รองรับการท่องเที่ยวและกิจกรรมทางเศรษฐกิจร่วมสมัยโดยอาศัยทรัพยากรที่มีอยู่ปรับให้สอดคล้องกับสภาพเศรษฐกิจ-สังคมร่วมสมัย โดยสามารถแบ่งรูปแบบการการนำเสนอเพื่อสื่อความหมายตามรูปแบบการใช้งานบ้านเก่าเรือนโบราณได้ 3 กลุ่ม ได้แก่ 1) กลุ่มบ้านเก่าเรือนโบราณที่เป็นที่พักอาศัยไม่เปิดให้เข้าชมเป็นสาธารณะ 2) กลุ่มบ้านเก่าเรือนโบราณที่เป็นร้านค้า ร้านอาหาร ที่พักแรม สำนักงานแต่ไม่เปิดให้เข้าชมเป็นสาธารณะ และ 3) กลุ่มบ้านเก่าเรือนโบราณที่เป็นพิพิธภัณฑ์และเปิดให้เข้าชมเป็นสาธารณะ

ในกลุ่มบ้านเก่าเรือนโบราณที่เป็นร้านค้า ร้านอาหาร ที่พักแรม สำนักงาน  พบว่าสามารถใช้งานส่วนต่าง ๆ ของอาคาร รวมถึงยังอนุญาตให้ผู้มาเยือนสามารถเข้าใช้ประโยชน์และสร้างปฏิสัมพันธ์กับพื้นที่ ในระยะเวลาที่ยาวนานมากกว่ากลุ่มอื่น ๆ เพื่อสร้างบรรยากาศและเพิ่มพูนประสบการณ์กับแหล่งนั้น ๆ ได้ แตกต่างจากกลุ่มอื่น ๆ ที่ไม่สามารถเข้าถึงการใช้งานอาคารได้อย่างสะดวกนัก แต่ลักษณะทางกายภาพภายนอกอาคารก็ส่งเสริมอัตลักษณ์ของภูมิทัศน์เมืองเก่านครลำปางได้เป็นอย่างดีเช่นกัน