bluuebunny/crossref_metadata_2025 huggingface dataset:
COMPUTER APPLICATION FOR CREATING MAXILLO-FACIAL PROSTHESES FOR CHILDREN
Authors: Ionescu Adriangabriel , Seghedin Neculai eugen
Published: February 2023

Maxillofacial prosthetics in the case of growing children has experienced different approaches over time, taking into consideration the complexity and the relative unpredictability of the mandible's bone growth. At present, the quantification of the mandibular growth is done by using direct measurements of the 3D model generated by the computed tomography, together with the possibility of highlighting the different growth rates between genders. The surgeries are based on two approaches: the autogenous grafts collected from the rib, which have an unpredictable growth rate or, in more severe cases, the implantation of a total temporomandibular joint prosthesis. The last one mentioned requires numerous adjustments throughout the patient's life, because of the mandibular growth. The purpose of this paper is to present a complete temporomandibular joint prosthesis, provided with a capsule which contains a distractor mechanism that can be adjusted with minimal invasiveness at certain periods of time during the child's growth, without the need of complex surgery. Proximal, both the components of the mandibular part and the fossa follow the anatomical shape of the implantation surroundings and are provided with holes for monocortical screws fixation. The fossa component allow the replication to some extent of anatomical and functional route, crossed by the condylar head during the maximum mouth opening while the movement inside the distractor component is based on a rack-and-pinion assembly, commanded by the pinion rotation (screwing) which ensure a good access and adjustment of the mechanism from outside the body. This mechanism is encapsulated in a biocompatible material and attached through fixation to the upper surface of the mandibular base component, the surface which is generated by the condilectomy plane. Thus, this paper describes a method of conceiving, designing, building and manufacturing of such a total prosthesis with a distractor. The computer route begins with data acquisition, 3D model reconstruction from DICOM files generated by the computer-tomography scan, processing, editing, and filtering by "Remesh" operations, artifact removal and export to STL format of the anatomical model. The design process of prosthetic structures and the establishment for each one their own technological paths is made according to the chosen manufacturing technologies: 3D print, respectively CNC.
MALWARE ANALYSIS ON MOBILE PHONE
Authors: Barbieru Dragos , Stoica Alexandru
Published: February 2023

Reducing physical distances within cyberspace allowed information to travel almost instantly while the international cybercrime phenomenon has risen almost inevitably. Most of the slips in cybersecurity come into being due to a poor management of the online environment, due to a lack of knowledge within the technological features in current use and due to the improper way to work with data. This issue leads to the necessity of outlining a cybersecurity culture along with respecting the rights related to online privacy. There is not yet a universally valid solution to the complex problem of cybersecurity, the field being very dynamic, the technological progress - very fast, while the individual cannot find enough self protection against organizations specialized in fraud, fake news dissemination, data retrieval, storage and destruction. The attitude towards cybersecurity does not represent a special case, it only completes and supports individual’s attitude towards society. We must yet mention that these alarming scenarios are backed up by the business environment which looks at selling security solutions in growing numbers. Malware protection programs represent one of the most important measures to ensure cybersecurity measures. The dynamics of the internet and the frequency of attacks impose the use of efficient methods that identify suspicious behaviour. The situations in which signature detection fails, machine learning use can lead to acceptable results. This type of computational learning (supervised learning) implies using a set of data that make the ins and outs to be known, while the resulting model determines the connections and makes predictions over a new set of data. The present paper showcases the research done so far within The Integrated Software Platform for the mobile malware analysis.
TOOLS FOR HIERARCHICAL SECURITY MODELING
Authors: Dragomir Florentina , Alexandrescu Gelu , Postolache Florin
Published: February 2023

Identifying security properties raises a laborious analysis within the design of a software system. Some tools help model security concepts, others test and validate results. The article introduces an introduction to the software used to design security systems, especially in the sphere of hierarchical security modelling encountered in organizations. An analysis of the design and modelling tools from the perspective of security requirements and the adjacent principles of interest is presented. As there is no clear separation between design errors and security deficiencies, there are some design practices that lead to a security breach. Obviously, some design methods generate more insecurity than others, which is why the tools are presented from the perspective of vulnerability modelling, cryptography, security protocols, and risk management. The use of security-oriented tools guarantees the availability of functionality, does not guarantee by this functionality the security itself, because they are specialized in certain areas of application and abstraction The aim of this paper is the ontology development for multiple personalized security system approaches in order to adapt a suitable domain ontology according to hierarchical security systems policies and to satisfy the future requirements of users and promote the use value. To answer at “How efficiency is the proposed Hierarchical Ontology?”, a domain ontology model is designed and a methodology for domain ontology adaptation is developed. Subsequently, a domain ontology adaptation system is implemented based on organizational security culture key factors. The article ends with the presentation of a few questions that an instrument designed for the hierarchical security of an organization needs to answer.
RECENT METHODOLOGICAL AND CONCEPTUAL ISSUES IN SOFTWARE RELIABILITY ENGINEERING
Authors: Popentiu vladicescu Florin , Albeanu Grigore , Madsen Henrik
Published: February 2023

The large number of sensors in the field, and the usage of IoT based equipment generate big collections of data, some of them being useful to address maintenance policies, replacement requirements, calibration, research on new data analysis models etc. Both industrial and social systems are increasing in complexity due to new technologies applied to information processing. Recent developments in embedding and integration offered new opportunities to collect, filter, analyse, and interpret huge collections of data generated by large populations of sensor, special devices, or people, and named "Big Data". This work emphasizes on conceptual issues and methodological aspects related to data registration, filtering, smoothing, analysing in order to predict important indicators of the quality of life. The systems reliability engineering field is revisited taking into account both data sources and the new methodologies used for reliability data. Software reliability of applications for smart cities is also addressed. The following frameworks are considered: Systems of Systems (SoS), Big Data, System Operating/Environmental (SOE) data, and Smart cities reliability. The SoS reliability engineering depends on its nature: virtual - based on resource sharing, collaborative - based on agreements, acknowledged - based on collaborative management through a well defined interface, and directed SoS - based on centralized management. The SoS reliability is estimated differently depending on the specific architecture and particular reliability requirements. When the reliability is considered in context Big data, both technologies are considered: batch processing (based on analytics on "data at rest") or stream processing (analytics on "data in motion"). The adequacy of existing reliability models to the Big data reliability concerns, taking into account the 'curse of dimensionality" is considered in the last section.
TOOLS USED IN ELEARNING AND SPECIFIC RISKS ASSOCIATED WITH THIS. ENABLING STUDENTS, PROFESSORS AND RESEARCHERS WITH ICT SKILLS
Authors: Butum Lavinia cornelia , Stan Sergiu octavian , Gaitanaru Andrei
Published: February 2023

Nowadays, the ICT industry recorded an enormous growth and the ICT instruments have become more accessible being used by an increased number of individuals without technical competences or abilities. At the same time, tools complexity recorded an exponential development as all the industries and educational institutions followed the technological innovation. The opening of educational institutions to internationalization and digitization has brought important changes in the way they deliver educational content. Thus, not only ICT specialists buy and use the technology but also the developers of educational content, the managers of educational institutions, professors, researchers and students. The rapid changes have brought benefits for those who have implemented the ICT technologies in educational process and have generated innovation and scientific results. The ICT permits, on one hand, dissemination of knowledge allowing universities to offer academic programs through eLearning and, on the other hand, represents a valuable competence for the graduates that received IT skills through curricula. All the more, ICT permits professor, tutors and educational practitioners to use in the teaching process the eLearning platforms and practical applications based on educational software, educational networks and other interactive programmes. The present article will focus on the description of the main ICT instruments used in educational process and will also highlight the advantages of complex and innovative tools in the learning process for more efficient learning emphasizing on the eLearning process, but also the risks associated with this, tackled strictly from the perspective of using digital technologies and media in education without referring to other media and technologies of analogous nature.
OFFLINE AND ONLINE COMPUTER-ASSISTED EVALUATION
Authors: Gaitanaru Andrei
Published: February 2023

ICT-based training is one of the fundamental paradigms of modern education. With the increase in the performance of computing and communications equipment and the crystallization of new approaches in the education sciences (pedagogy, docimology, behavioural and learning psychology), complex educational systems tend to impose as indispensable working tools for modern education. Strong theoretical models and increasingly advanced information and communication technologies have led to a significant increase in the effectiveness of today's educational computer systems. The continued expansion of modern communications systems on a global and national scale and increased access to the Internet has led to the development and diversification of ways to disseminate the educational content in digital form. The significant development over the last decade of ICT and the implementation of more and more technologies in education are evidenced by the increasing supply of complex educational systems characterized by an ever higher quality. At present, information systems devoted to the educational process can be analysed in terms of several criteria: the objectives pursued; targeted users; educational services offered; the resources involved; ergonomics and performance of systems; purchase, implementation, and maintenance costs. In the Faculty of Communication and Public Relations, within the National School of Political and Administrative Studies, there is a 19-year experience in designing, performing and implementing tests designed to be used in computer assisted self-training, self-assessment and evaluation modalities. There is a framework for designing tests and items that was distributed to most of the teachers and used when the tests were created. Thus, the erroneous didactic design of some docimological tests was avoided to a great extent and the performance of very thorough analyses of performances was possible, that were performed on a computer.
INTERACTIVE DIGITAL MEDIA IN PRESCHOOL AGE
Authors: Mamutovic Anastasija , Vujovic Marija
Published: February 2023

The scientific and technological revolution has found the way to preschool institutions, and the proof for this claim is the increasing use of media content - computer games in educational work with children of preschool age. Nevertheless, the lack of research on the effectiveness of this digital tool binds the pedagogical necessity of carrying out scientific research that will serve as a confirmation of their educational value. That exact practice was the initial motive for the realization of the research aimed at examining the attitudes of the preschool teachers on the computer science and technical knowledge and competences necessary for the implementation of computer games in educational work. The research involved 188 preschool teachers whose attitudes were analyzed in relation to their age, years of service, place of work and professional education. The research was done by the RIUPU instrument scaler, specially designed for this research purposes. In the presentation of the obtained research results, a quantitative approach and a qualitative analysis of the obtained results were used. The results of the survey show that the highest percentage of examined educators consider that they possess a solid level of the IT knowledge and that they are able to quickly master the computer software needed for working with children of preschool age. The average value of the answers shows that preschool teachers do not have a fully defined image of their IT skills and abilities, and that they feel that their studies did not help them prepare for the successful integration of computer games into educational work. The results also show that most preschool teachers consider themselves to be successful in the use of technology, such as DVD, Internet and computers. The optimistic outcome of the research is reflected in the fact that the lack of the IT knowledge does not prevent preschool teachers from applying computer games in everyday practice. Therefore, they are ready for a permanent improvement and mastering modern media tools, if it is in the service of the development of preschool age children.
EDUCATIONAL OPPORTUNITIES PROVIDED BY THE SOCIAL NETWORKING SITES: A MULTIDIMENSIONAL MODEL
Authors: Pribeanu Costin , Iordache Dragos daniel , Balog Alexandru
Published: February 2023

In the last decade, the teaching and learning processes have evolved and adapted in order to take into account the societal changes. The fast proliferation of online social networks creates new possibilities to get and share information as well as new opportunities for education. The powerful capabilities of the social media technologies make it possible to expand the context of the classroom, which is no longer the only place where teaching and learning takes place: pupils and students have access at home or anywhere to the teacher-supported courses and the support provided by their own colleagues. The social networking sites can bring something new to teaching and learning, not only in terms of transferring knowledge, but also in terms of increased motivation to learn with more familiar and attractive tools. The paradigm shift towards social learning brings in front new educational targets, such as increased engagement, personal and professional development. The aim of this research is to take a multidimensional approach in order to explore the new educational opportunities provided by the online social networks in the context of the social learning paradigm. The educational opportunities have been specified as a global factor that manifests along four dimensions: information opportunities, collaboration opportunities, personal development opportunities, and professional development opportunities. The multidimensional model has been tested and empirically validated on two samples of Romanian university students by using the SEM (Structural Equation Modeling) methodology. The results of this study show that the multidimensional model is a better conceptualization having a higher explanatory power.
OPPORTUNITIES AND CHALLENGES IN HIGHER EDUCATION SYSTEM: KNOWLEDGE TRANSFER BY E-LEARNING VS. TRADITIONAL METHODS
Authors: Vilceanu Clarabeatrice , Grecea Carmen , Herban Sorin
Published: February 2023

New learning environments aim to developing abilities and skills for students through the use of information and communication technologies (ICT). The new strategies for restructuring the higher education system involve continuous improvement of the curriculum and educational programmes, in line with the evolution of technology and continually referring to similar institutions in the country (regional development) and in the European Union. Starting with the vision of acquiring in-depth knowledge of Geodesy and cadastre in the e-Learning System by students or anyone interested, an online network was implemented for university collaboration to develop the capacity of providing superior competences in Geodesy, mainly for harmonization and standardization of a training program at multi-regional level. This network constitutes an integrated informatics solution that consolidates existing relationships as well as their expansion, between universities, businesses and research centres, developing at the same time the capabilities of working in collaboration, highly acclaimed skill by employers. In the present paper, the authors present a comparative study regarding the overall results of students (development, skills acquired, theory assimilated, progress) using e-Learning technologies (platform mentioned above) versus the traditional method. The subjects belong to the 2nd and the 4th year of study, Bachelor cycle, as the study also focused on differences between students situated at the beginning of their studies and students that are close to graduation. The e-Learning platform used represents a smart additional tool to work, characterized by efficiency and capacity to adapt and is used successfully since 2012, facilitating collaboration between sets of graduates, students and teachers. It allows viewing and managing complex educational content types, such as interactive materials, tutorials, exercises, simulations, educational games and provides a user-friendly interface for all users, both professors and students.
MAGNETICS TUTORIAL. MODELING PERMANENT MAGNETS USING THE ELECTROMAGNETIC SOFTWARE FEMM 4.2
Authors: Anghel Gheorghe , Anghel Iulia andreea , Helerea Elena , Calin Marius daniel
Published: February 2023

We live in an era characterized by an informational explosion, of an accelerated and revolutionary technical progress, and it is, therefore highly important to ask questions, to evaluate risks, to change methodologies, concepts and to create new learning situation, making use of the creative potential of our students. We need to rethink how we communicate while teaching, we should emphasise a collaborative process where different pieces of opinion and perspectives are taken into consideration. Teaching and learning by means of information and communication technologies as well as new educational software in the domain of mathematics or engineering (solutions offered by software in e-learning require a complex teaching-learning system via laptops, smart phones, tablets, e-learning platforms, internet) support a collaborative process, and promote skills of paramount importance in the context of 21st century. Today, learning means knowing to search and deal with recent information, to exchange ideas on specialized forums, on e-learning platforms in order to actively contribute to the improvement of the already existing educational data. This can sometimes be done via especially designed questionnaires. Learning and teaching should nowadays rely on modern technologies. This is one of the subjects to be tackled in this article. Students should have access on e-learning platforms using individual account, while teachers should be aware of how these technologies work. The on-line environment should be continuously updated and improved so that those participants attending a course would feel motivated. What I more, the article deals in both a theoretical and experimental way with an important subject in electromagnetism, the permanent magnets. Starting off from knowledge known in the specialized literature and practice, what we propose is a tutorial to model permanent magnets, using FEMM.  4.2. software.
PROGRAMMING GUIDE FOR THE SILVER CODE COMMUNITY
Authors: Chirila Ciprianbogdan
Published: February 2023

The digital society evolved in the last decade such that home devices like: telephones, TV sets, refrigerators, light switches, electricity sockets etc. became smart and connected to the internet communicating and taking decisions to assist us in our everyday life. Subway trains became autonomous, automobiles tend to go in the same direction all this progress is based on algorithms for control, image recognition, data mining, machine learning etc. having different levels of complexity. Young people that were born in the digital ecosystem are considered digital natives. They can use easily smart phones, tablets, computers for different everyday life tasks such as: selecting and reading the news, online paying utilities like water, electricity, gas; using ATMs for financial operations etc. On the other hand, elder people which do not have such digital skills do not adapt well to the changes of the society. In order to increase the quality of life for elder people they must be integrated in the continuously growing digital world of the present and of the future through digital education. For the education to have a deep impact we consider that it should go to the bases of the digital fundaments which is programming and specifically coding. Programming concepts for elders are delivered in five modules. The first module presents basic computer programming elements. The second module presents the most important digital thinking elements. The third module presents technical details about a few web technologies like HTML, CSS and JavaScript. The fourth module teaches how to put hands on JavaScript and to build two single page applications. Module five is a glossary of digital terms.
AUTO-GENERATIVE LEARNING OBJECTS FOR MIDDLE SCHOOL ARITHMETIC
Authors: Costea Feliciamirabela , Chirila Ciprianbogdan , Cretu Vladimirioan
Published: February 2023

Nowadays middle school students tend to use more and more gadgets like tablets, smart phones and laptops. Learning materials tend to become electronic having automatic evaluation mechanisms like quizzes, tests, etc. The learning materials usually have static content. Even LMS supported evaluations implemented by quizzes have static questions and answers and the only solution to create diversity for the student is to shuffle the order or both questions and answers. In this context there is a high interest in the topic of reusable learning designs in order to create dynamic content. These offer the prospect of capturing effective designs for learning and making them available for reuse and adaptation. The idea of capturing successful learning designs and making these the basis for reuse, rather than content, is at the core of the concept of generative learning objects or GLOs. AGLOs are automatically instantiate GLOs based on a meta-model expressed in XML, domain JavaScript object libraries and a generation environment implemented in JavaScript. The reuse of AGLO requires limited or no programming skills at all. In this paper we propose a set of AGLOs dealing with middle school arithmetic: transformations, additions, subtractions, multiplications, divisions of rational numbers as fractions. The tutors can change the presentation, can adapt the existing design to their own needs, or can write new functions and objects to extend the domain library. The prototype is implemented as a JavaScript application running on Apache web server connected to a MySQL database. The approach was tested online with the fifth-grade middle school students.
TEACHER TRAINING IN THE CONTEXT OF OPEN SCIENCE AND SCIENCE EDUCATION
Authors: Craciun Dana , Bunoiu Madalin
Published: February 2023

Over the last 10 years, as a result of the increased communication and collaboration facilities offered by the Web, there has been a pronounced worldwide tendency towards making scientific research and its outcomes accessible to society. We refer here to the easy access for both researchers and the large public to research results in various top-level domains such as bio- or nanotechnologies, drug design or astrophysics, as well as to the involvement of non-specialists in different major research projects in these domains At the same time, we observe an exponential growth of Open Educational Resources (OER), online courses, MOOCs, books and other materials organized in digital libraries, encyclopaedias, games and multimedia applications, as well as attempts to build a sustainable infrastructure to achieve open education through new pedagogies such as Open Core Courseware, Web 2.0 approaches, blended learning and learning analytics. If, until recently, the accent was set on OERs, in the last years the focus shifted towards the Open Educational Practice (OEP), i.e. the way in which OERs can be used for teaching and learning in order to innovate the learning process. In the long run, the sustainability of Open Education (OE) and/or Open Science (OS) is undoubtedly ensured by a cultural and/or behavioural change of society’s members, especially of the current young generation which will be the researchers or non-specialized producers/consumers of science in the future. In this paper, we highlight how we can educate students/future teachers for a world of open science and open education, both through the use/reuse/create of OERs and the use of OEP, as well as raising awareness of the impact of openness on the development of science and the way it is absorbed by society.
AN OVERVIEW OF SOCIAL TRUST MODELS TO ENHANCE SOCIAL TUTORING PERFORMANCE IN MOOC PLATFORMS
Authors: Elghomary Khadija , Najima Daoudi , Bouzidi Driss
Published: February 2023

In MOOCs, characterized by a plethora of resources and massive participation, establishing tutoring in its traditional form is difficult. This lack of tutoring generates isolation and demotivation of learners that could be a contributing factor on their high attrition rate. Consequently, learners engage with their peers in collaborative activities through online social networks where they can easily log in from almost any kind of device, with a view to develop a social tutoring able to break their isolation and maximize their motivation. However, the open nature of MOOCs raises trust issues among learners. They are obliged to evaluate the trust of a large number of participants with diverging behaviors before accepting their interaction request. The decision to trust is generally based on the belief in someone's good intentions towards us. One possible way to deal with this problem is to differentiate learners by using trust metrics to compute quantitative estimates of trust between them; this can enhance social tutoring and may increase their persistence in the MOOC. Thus, our purpose is to propose a trust model adapted to MOOCs. This work is focused particularly to study how to represent and measure social trust in Online Social Networks (OSN) and Social Internet of Things (SIoT) since the learner in MOOCs is frequently interconnected with his peers through smart devices. Therefore, we give an overview for existing trust models of these two domains in the interest to benefit from their combination to increase the value of the trust model of MOOCs platforms.
FABSIS: A DATA MANAGEMENT SYSTEM IN EDUCATIONAL ADMINISTRATION
Authors: Cimen Ali , Dede Dincer
Published: February 2023

In education management, it is very important to get the information of schools fast and reliable. In Istanbul Provincial Directorate of National Education, management of 3170 schools of 39 districts is planned in. In particular; projects such as the Fatih Project where all the schools are equipped with technological infrastructure, requires correct and fast data flow during the planning and implementation processes because of the cost of a wrong action. For example, information which taken from schools in July cannot be reached and re requested in August because of the vacation of the officer who handles the data. During data gathering process, schools do not send data, they send late, and the information provided is stored in personnel computers. So, there is no continuity of the data and some information from the schools is requested repeatedly and this situation is causing the progeny in planning and implementation. The purpose of this research is to create an educational information system in which school information is effectively managed, do not need a programmer for each information request, in which the continuity and sharing of information is ensured. The program was built using the PHP programming language and the MYSQL database system. A responsive design has been used to allow access from mobile phones, tablets and desktop computers. Some sub-systems have been developed to facilitate data collection and management. One of that sub-systems is that information stored in computers in the type of office formats can be added to the system quickly and forms can be created using the titles of these data on the fly. It is considered that data mining and machine learning algorithms can be added to the system and data mining can be done on the data for future studies.
OPEN ACCESS STRATEGY AND THE ROLE OF ROMANIAN RESEARCH LIBRARIES IN ITS APPLICATION
Authors: Popescu Elena
Published: February 2023

Open access represents an important trend in research libraries' sector. Scholarly journals and books are at the heart of research and science, and, therefore, it is very important for Romanian research libraries to understand the aims, scope and impact of open access. Romania is the first country where EU Framework Programme for Research, Development and Innovation Horizon 2020 was launched and this can be an extremely significant opportunity for Romanian libraries to increase their role in scientific life. Nowadays, librarians are very much implied in search of scientific open access information, in order to support knowledge production and consumption in research institutes and universities. There are a lot of international success models for open access, and this aspect is very significant for Romanian librarians, in order to properly assist researchers in their work. The most important publishers support both gold and green open access, and, in matters pertaining this latter option, libraries offer their support by paying subscriptions to journals with open archive. As an example of positive attitude regarding open access and, implicitly, open science, a series of researchers at the Institute of Mathematics of the Romanian Academy (IMAR) publish their articles in open access, and their works can be read free from EuDML (The European Digital Mathematics Library), on their personal pages which can be accessed from the web-page of IMAR, or in journals with open access policies. The article aims to present the results of a survey on opinions and approaches of IMAR's researchers regarding open access publishing. Digital preservation and data management are, also, vital for research libraries in contemporary digital age. Librarians supporting researchers in institutes and universities must also comply with the ethics principles of open access, in terms of copyright and licensing issues, and so they can better carry out their mission by supporting authors in publishing in open access their high quality results, in the context of the scientific developments in the modern world.
FROM DIGITAL COLLECTIONS TO HYBRID SERVICE IN ACADEMIC LIBRARY "CAROL I" CENTRAL UNIVERSITY LIBRARY
Authors: Radu Ecaterina , Voicu Petruta
Published: February 2023

In a flourishing knowledge society, the communication of information is rapidly changing and, at the level of academic library this is possible through electronic services and digital collection. The informational growth in all the expertise fields, especially in science and culture, its coding in digital form, is a reflection of deep transformations in innovation at national scale and also worldwide. The mix of technology with print culture and science helps the heritage preservation and also provide open access to the scientific community. Digitization of library collections transforms the teaching, learning, researching and moreover the manner in which people interact. The present paper is an insight over the concept of digital library, its evolution and especially its standpoints. Our approach intends to explore and reveal the reasons behind the digitization and also the effects and improvements on the community of library users. We aim to investigate the state of the art of digitization at global scale, the way it is reflected in the official documents, the evolution and barriers of this process in Romania, and the possible measures that must be taken for the future. "CAROL I" Central University Library reshaped its mission and objectives and designed the plan for e-services development in the digital economy age. Considering that Romania still lacks a coherent programme for digitization and the fact that open access is the fundamental right of individuals, we intend to outline the arguments for this process to be included in the public policies, as a measure for sustainable development. Only when knowledge will be provided trough hybrid services we will be able to speak about a modern management based on flexibility, adaptability, creativity in line with the evolution of communication and technological changes.
RHETORIC OF DIGITALIZATION: THE REFORM OF ROMANIAN ACADEMIC LIBRARIES BETWEEN REALITY AND WEAK UTOPIANISM
Authors: Taut Val codrin , Ispas Alexandra mihaela
Published: February 2023

Since 1989, the issue of adapting to the new mode of apparition, circulation and consumption of information has become of major interest for librarian's theoretical concerns. Under different appearances, from the programmatic document to the enthusiastic description of software solutions, passing through various shapes of vague or semi-articulate imperative, the digitalization of the libraries has progressively imposed itself as a central theme, widely debated in publications form within the field or on the colloquies' or specialized conferences' agenda. Our intervention aims to investigate in depth this discursive universe, following two main aspects. Firstly, we will try to determine to what extent this discourse is mirroring the general pattern of adapting to the new technological requirements, as it is shown in the western libraries' examples of success and good practices. Secondly, we aim to analyze if and in what way the digitalization process determines changes at other levels, e.g. to what extent the digitalization mantra determines a change in the librarian profession or in the organizational environment. Our approach will proceed in three successive steps. Firstly, following the experience of libraries of the same profile from Europe and the United States of America, we will try to identify a pattern of transition from the traditional to the digitalized library. The second step is dedicated to the analysis of the Romanian serial publications in library science, employing both qualitative (discourse analysis) and quantitative (term frequency analysis) methods in order to determine the semantic structure of the digitization phenomenon. Finally, we will try to establish a connection between theory and reality, which means identifying whether the discourses' normative nature towards digitalization has become or not a common practice in the university libraries.
ROMANIA DURING 1918-1919 AFTER 100 YEARS IN DIGITAL MEDIA
Authors: Buse Dorel
Published: February 2023

A page of history is now at 100 hundred years rewritten and the digital media and authors use it for promotion. The study has two parts, historical facts and a short analyse on the tools used to promote it. Historical context starts, on June 5, 1918, the Treaty of Peace imposed on Romania by the Central Powers was ratified by Parliament and forwarded to the King for promulgation; he postponed the signing of this treaty. As the French army began to cross the Danube, on November 10, at Giurgiu, Zimnicea, Turnu Magurele and other points, the Romanian army re-joined the war, Romania proving "de facto" that it is in the allied camp. In this setting, on 11 November 1918, the Compiegne Armistice, between Germany and the Allied Powers, was signed, acknowledging, among other things, the caducity of the Bucharest Peace Treaty. At the same time, the end of the war brought with it the completion of the process of unification of all the Romanian provinces under one standard. And as the complete unity of Romania could not have been made without the inhabitants of Transylvania, the "cradle of the formation of the Romanian nation" for which the Romanian army had crossed the Carpathians, on 18 November / 1 December 1918, the Great National Assembly in Alba Iulia voted "the unification of all the territories inhabited by the Romanians from the former Austro-Hungarian monarchy with Romania". The digital development of this page of history was approached by both historians and media. The study show that the papers has a 27% of the covering of the event, the rest being covert by various encyclopaedia, blogs and essays. By channel by far Facebook covers the news on that event followed by Youtube and What’s Up.
EXPLORING THE USE OF GAMIFIED SYSTEMS IN TRAINING AND WORK ENVIRONMENTS
Authors: Stefan Ioana andreea , Goldbach Ioana raluca , Stefan Antoniu , Hamzalup Felix
Published: February 2023

amification has been described as the employment of game thinking and game mechanics to support long-term user engagement, behavior change and problem solving. It has driven novel approaches in diverse industries ranging from education, healthcare, sales, or travel, opening up disruptive channels of interaction and enriched means to foster individual, as well as team motivation. In the business world, gamification can be put into action in a wide variety of areas within an enterprise, such as training, employee collaboration, team-building, staff evaluation methods, performance management, recruitment, project management, etc. The role of gamification is to enable goals to be reshaped in order to make them more appealing and achievable for end-users (learners, employees, or customers). The golden rule behind gamification is to motivate users with a challenging blend of contests, quests, and good performance incentives. Since activities such as treasure hunts and competitions are known to drive an instinctive attraction among people, a combination of these can provide an appropriate channel to engage in training, to foster change, to support the adoption of new technology and processes, or to increase performance of certain business activities. Even if the concept of gamification is widely popular, it remains a very specific challenge to engage individuals in a smart way and be innovative in the process. To better comprehend how gamification can revolutionize daily business activities, this paper explores the perception of gamification in work environments and identify opportunities for its exploitation. Based on the case study carried out, the authors present examples of gamification systems that can be applied in work environments.
LEARNING OBJECT-ORIENTED PROGRAMMING BY CREATING GAMES
Authors: Vegh Ladislav , Stoffova Veronika
Published: February 2023

Computer programming is one of the most important subjects for undergraduate computer science students, it is usually taught at universities during the first few semesters. There are many approaches to teach and learn computer programming. Some may prefer teaching/learning procedural programming first, others object-oriented programming first. In any case, to acquire good programming skills, students need to learn various data types, data structures, control structures, and the syntax of the chosen programming language. Furthermore, and most importantly, they need to acquire good logical and algorithmic thinking. This might cause big problems for new computer science students because acquiring such a thinking takes many years of practice. Students need to solve a huge number of various programming problems from easier to harder ones. But how can teachers motivate students to solve so many and so complex programming tasks? Because most of the undergraduate computer science students like playing computer games, we think creating their own games might be a big motivating factor. In this paper, first, we briefly summarize some possible approaches to teach object-oriented programming (OOP). Next, we describe our method of teaching computer programing at J. Selye University, focusing especially on teaching OOP by developing simple games. We think, to learn OOP, students need to have some basic knowledge of structural programming first. That's why they learn standard C programming language during the first two semesters, and they start learning OOP using the C# programming language only from the third semester. The main part of this article deals with the teaching and learning OOP by creating computer games. By developing a simple tic-tac-toe game, students learn how to instantiate objects from the "Button" class, and how to use these objects. Later, by creating other puzzle games (fifteen puzzle, matching game, minesweeper), students learn how to create own classes by deriving them from the "Button" class, how to add fields and methods into them. Finally, students will be able to create more complicated games using OOP techniques.
EDUCATIONAL COMPUTER GAMES IN PROGRAMMING TEACHING AND LEARNING
Authors: Stoffova Veronika
Published: February 2023

Computer games are at present very popular for all ages of users, computers and other digital devices that allow them to play. Creation and implementation of didactic computer games and the desire to create their own games is enough motivation for both high school, college and university students learn programming. The article describes the problem and project teaching of programming at the college and university, where the theme of the project is the implementation of didactic computer game of their choice. The project can be realized as an individual or group project.
Programming environment or programming language to implement the computer game is freely selectable. Students can work in any higher programming language with a rich graphics library, or they can use a programming environment that supports computer games creation. Depends on the skill of the programmers/developers/team members how to share the work. Can be individually addressed by the individual functional parts of the game, or work can be divided into separate layers. Each team member is engaged with him in what is good, for what who has better conditions to be successful and achieve a good result. E.g. one focuses on graphic design of game, next to the algorithms that express check compliance with the rules of the game, next member of team developing winning strategies, other looks at how the game stopped and resumed, how increases the difficulty level of the game as power play value and how the achieved good performance. Solving the project students learn to work in a team and practically use the knowledge from the field of software engineering.
SERIOUS GAMES IN ENGINEERING EDUCATION
Authors: Chachanidze Elizaveta
Published: February 2023

The topic of Serious Games in engineering education, especially in universities have not been fully explored, even though Serious Games have been known as an educational method for a very long time. This article touches upon the issue of applying methods of Serious Games for future engineering education. This article presents an analysis of modern videogames, that can be recommended for engineering students and practices that these games use, that can be used for creating such kind of in-direct learning experience. Modern well-designed puzzle videogames enhance problem-solving skills, and in this article, particular methods of how to create a good game for effective learning are inspected. Serious Games can be greatly effective in studying such disciplines as programming and can be used to grant future engineers better understanding of how their theoretical knowledge can be applied on practice. It can be very beneficial for a student to be able to test out their skills and knowledge in a safe simulated environment that does not have as much stress, as an actual test. Games are often seen as not the best way of studying, but there are a great way to motivate students. The effectiveness of interactive eLearning for engineers is brought up to prove that gaming can be a very efficient practice and should be considered as a part of the university course. In the end of this article, there are suggestions of possible methodology for universities to create their own educational games on the base of existing engineering subjects, using best practices from modern videogames that are popular among university students demographic.
E-LEARNING TOOLS FOR IT PROJECT TEAMS
Authors: Bradau (badea) Ileana ruxandra
Published: February 2023

In digital era the e-learning tools for project management teams include: automation, gamification, cloud computing and collaborative algorithms.
We propose an analysis starting from specific criteria in IT project teams: Key Performance Indicators (KPIs) and we propose e-learning tools to improve team members levels of project knowledge.
E-learning becomes vital for project performance and can be considered as a regulatory activity among project members.
In order for KPIs to be representative we choose SMART (Specific, Measurable, Attainable, Realistic, Time-Bound) indicators like: planned hours vs time spent, resource capacity, number of errors, training/research needed for project, number of change requests.
IT projects have some specific characteristics that influence e-learning methods applied as we mention: strong dynamics, high level of specialization on technology, reuse of knowledge and requirements for project libraries with code and best practices.
Regarding tools used in IT projects e-learning, they should satisfy the following criteria: on-line acces on various gadgets, resource sharing among team members, certifications available for e-learners.
Open-source is a trend in IT projects and from this perspective we mention GIT Hub as a platform for e-learning and analyze its advantages and disadvantages against the KPIs set previously proposed.
This analysis should meet an important requirement: e-learning works as a prerequisite for project quality and adapt people skills to project scope.
An IT project team should adapt its learning capabilities in an environment full of challenges and diversity, therefore the keywords are personalization and collaboration. Through e-learning an IT project team becomes an adaptive and intelligent organization.