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1

Elizabeth, C. Urdaneta, and A. Custodio Ángel. "Sistema de gestión de aprendizaje virtual Unexpo versión 2.0." Observador del Conocimiento Vol. 3 N° 3, no. 2343-5984 (2023): 33–42. https://doi.org/10.5281/zenodo.7637002.

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El objetivo de esta investigación fue expandir la Universidad Virtual existente en la UNEXPO Vicerrectorado de Puerto Ordaz a todos sus Vicerrectorados y Núcleos; de igual forma mejorar las deficiencias diagnosticadas por los usuarios de esta plataforma de enseñanza. La base fundamental para llevar a cabo la investigación fueron las solicitudes de los docentes de los núcleos y vicerrectorados de la UNEXPO a nivel nacional que han solicitado formar parte de la universidad virtual. También las diversas herramientas que han causado problemas y confusión en algunos usuarios. La investigación es de tipo experimental de campo puesto que los servidores tanto base de datos como web se encuentran en la sala de servidores de ORTSI Vicerrectorado Puerto Ordaz; y proyectiva ya que se desarrolló una propuesta de diseño para solucionar una problemática a partir de un proceso previo de indagación. Como resultado se obtuvo una interfaz realizada en Joomla y Moodle adaptada a las necesidades de la UNEXPO nacional, con lo cual cada núcleo y vicerrectorado cuenta con su universidad virtual. De igual forma se corrigieron todas las posibles fuentes que pudieran causar a los usuarios del sistema confusión en el uso de las herramientas de la plataforma.
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Elizabeth, C. Urdaneta ;. Ángel A. Custodio. "Sistema de gestión de aprendizaje virtual UNEXPO versión 2.0." Observador del Conocimiento men 3 número 3 agosto 2016, ISSN: 2343-6212 (2020): 33–42. https://doi.org/10.5281/zenodo.4274100.

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El objetivo de esta investigación fue expandir la Universidad Virtual existente en la UNEXPO Vicerrectorado de Puerto Ordaz a todos sus Vicerrectorados y Núcleos; de igual forma mejorar las deficiencias diagnosticadas por los usuarios de esta plataforma de enseñanza. La base fundamental para llevar a cabo la investigación fueron las solicitudes de los docentes de los núcleos y vicerrectorados de la UNEXPO a nivel nacional que han solicitado formar parte de la universidad virtual. También las diversas herramientas que han causado problemas y confusión en algunos usuarios. La investigación es de tipo experimental de campo puesto que los servidores tanto base de datos como web se encuentran en la sala de servidores de ORTSI Vicerrectorado Puerto Ordaz; y proyectiva ya que se desarrolló una propuesta de diseño para solucionar una problemática a partir de un proceso previo de indagación. Como resultado se obtuvo una interfaz realizada en Joomla y Moodle adaptada a las necesidades de la UNEXPO nacional, con lo cual cada núcleo y vicerrectorado cuenta con su universidad virtual. De igual forma se corrigieron todas las posibles fuentes que pudieran causar a los usuarios del sistema confusión en el uso de las herramientas de la plataforma.
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Elizabeth, Urdaneta, and Custodio Ángel. "Sistema de gestión de aprendizaje vVirtu@l Unexpo Versión 2.0." Observador del Conocimiento Vol. 3 Nº 1 enero-marzo 2016, no. 2343-6212 (2021): 39–45. https://doi.org/10.5281/zenodo.5525233.

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El objetivo de esta investigación fue expandir la universidad virtual existente en la UNEXPO Vicerrectorado de Puerto Ordaz a todos sus vicerrectorados y núcleos; de igual forma, se planteó mejorar las deficiencias diagnosticadas por los usuarios de esta plataforma de enseñanza. La base fundamental para llevar a cabo la investigación fueron las solicitudes de los docentes de los núcleos y vicerrectorados de la UNEXPO a nivel nacional para formar parte de la universidad virtual. La investigación es de tipo experimental de campo, pues los servidores tanto base de datos como web se encuentran en la sala de servidores de ORTSI Vicerrectorado Puerto Ordaz; y es proyectiva ya que se desarrolló una propuesta de diseño para solucionar una problemática a partir de un proceso previo de indagación. Como resultado, se obtuvo una interfaz realizada en Joomla y Moodle adaptada a las necesidades de la UNEXPO nacional, con lo cual cada núcleo y vicerrectorado cuenta con su universidad virtual. De igual forma, se corrigieron todas las posibles fuentes que pudieran causar confusión a los usuarios del sistema en el uso de las herramientas de la plataforma.
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4

Elizabeth, C. Urdaneta, and A. Custodio Ángel. "Estabilización transitoria de estados inestables con procesos de lévy." Observador del Conocimiento Vol. 3 Nº 3 agosto 2016, no. 2343-6212 (2021): 33–42. https://doi.org/10.5281/zenodo.5711186.

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El objetivo de esta investigación fue expandir la Universidad Virtual existente en la UNEXPO Vicerrectorado de Puerto Ordaz a todos sus Vicerrectorados y Núcleos; de igual forma mejorar las deficiencias diagnosticadas por los usuarios de esta plataforma de enseñanza. La base fundamental para llevar a cabo la investigación fueron las solicitudes de los docentes de los núcleos y vicerrectorados de la UNEXPO a nivel nacional que han solicitado formar parte de la universidad virtual. También las diversas herramientas que han causado problemas y confusión en algunos usuarios. La investigación es de tipo experimental de campo puesto que los servidores tanto base de datos como web se encuentran en la sala de servidores de ORTSI Vicerrectorado Puerto Ordaz; y proyectiva ya que se desarrolló una propuesta de diseño para solucionar una problemática a partir de un proceso previo de indagación. Como resultado se obtuvo una interfaz realizada en Joomla y Moodle adaptada a las necesidades de la UNEXPO nacional, con lo cual cada núcleo y vicerrectorado cuenta con su universidad virtual. De igual forma se corrigieron todas las posibles fuentes que pudieran causar a los usuarios del sistema confusión en el uso de las herramientas de la plataforma.
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5

Salomão, Ana Cristina Biondo. "Intercâmbios virtuais e a internacionalização em casa: reflexões e implicações para a Linguística Aplicada." Estudos Linguísticos (São Paulo. 1978) 49, no. 1 (2020): 152–74. http://dx.doi.org/10.21165/el.v49i1.2469.

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Projetos telecolaborativos utilizando ferramentas digitais vêm ampliando, na atualidade, as possibilidades de internacionalização das universidades ao redor do mundo. Neste artigo, trazemos os resultados de uma pesquisa realizada no contexto do Programa Brazilian Virtual Exchange (BRaVE-UNESP) sobre as estratégias para uso de inglês como língua franca em atividades colaborativas de intercâmbio virtual adotadas por professores de diferentes áreas do conhecimento. Por meio de metodologia qualitativa, enfocamos as perspectivas dos professores em relação às dificuldades e estratégias usadas para lidar com a comunicação entre os alunos por meio da língua inglesa. Os resultados trazem reflexões e implicações para a Linguística Aplicada em relação à necessidade de se pensar diretrizes para um novo papel do professor de línguas como mediador de contextos de intercâmbios virtuais.
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Monsivais, Juan. "La Arqueología Virtual en México." Virtual Archaeology Review 4, no. 8 (2015): 159. http://dx.doi.org/10.4995/var.2013.4358.

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<p>By working the reconstruction of the 6 cities declared World Heritage by UNESCO, we realized the great value and waste that has had this type of recreation, besides having a didactic contribution on each site, the assumptions made by researchers, would be reflected first well, leaving aside the technical schemes that the public tends to confuse, so these images could show for the first time a lively behind the bare stones.</p>
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Pletinckx, Daniel. "Virtual Archaeology as an Integrated Preservation Method." Virtual Archaeology Review 2, no. 4 (2011): 33. http://dx.doi.org/10.4995/var.2011.4545.

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<p>This paper focuses on virtual archaeology as a scientific activity, that complies with the London Charter, as a sustainable activity, that complies with the UNESCO Charter on the Preservation of Digital Heritage, and as an integration activity to structure and preserve all related information.</p>
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Moraes, Diego Augusto de campos, and Anderson Antônio da Conceição Sartori. "AMOSTRAS VIRTUAIS DE ATRIBUTOS DO SOLO COMO SUBSÍDIO AO PLANEJAMENTO PARA ANÁLISE GEOESTATÍSTICA." ENERGIA NA AGRICULTURA 35, no. 3 (2020): 426–36. http://dx.doi.org/10.17224/energagric.2020v35n3p426-436.

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AMOSTRAS VIRTUAIS DE ATRIBUTOS DO SOLO COMO SUBSÍDIO AO PLANEJAMENTO PARA ANÁLISE GEOESTATÍSTICA
 
 DIEGO AUGUSTO DE CAMPOS MORAES1, ANDERSON ANTÔNIO DA CONCEIÇÃO SARTORI2
 
 1 Professor Doutor, Departamento de Análise e Desenvolvimento de Sistemas, Faculdade Eduvale de Avaré, Av. Prefeito Misael Eufrásio Leal, 347 - Centro, Avaré - SP, 18705-050, diego.moraes@ead.eduvaleavare.com.br. 
 2 Professor Doutor, Grupo de Estudos e Pesquisas Agrárias Georreferenciadas, Faculdade de Ciências Agronômicas de Botucatu – FCA/UNESP, Avenida Universitária, 3780, Altos do Paraíso, Botucatu – SP, 18610-034, sartori80@gmail.com.
 
 RESUMO: O objetivo deste artigo foi propor uma metodologia de amostragem virtual para atributos do solo em área agrícola, a qual pode subsidiar o planejamento para análise geoestatística. Foram selecionadas, aleatoriamente, 23 amostras de solo (profundidades de 0-20 cm e 20-40 cm) do conjunto de dados original, com o objetivo de realizar a validação externa. Foi aplicado o procedimento de polígonos de Thiessen com base nas demais amostras originais do solo (47 amostras) e, em seguida, foram inseridas, aleatoriamente, amostras virtuais (53 amostras). A análise do variograma, validação cruzada, krigagem ordinária e validação externa foram executadas com a finalidade de verificar a robustez da metodologia. A inserção de amostras virtuais mostrou-se promissora, uma vez que o GDE (Grau de Dependência Espacial) e a validação cruzada dos atributos do solo foram aprimorados, situação que não foi observada nos dados originalmente amostrados. A validação externa obteve bons resultados, indicando que a amostragem virtual pode ser utilizada unicamente no planejamento para análise geoestatística. 
 
 Palavras-chaves: variograma, validação cruzada, solos.
 
 VIRTUAL SAMPLES OF SOIL ATTRIBUTES AS A SUBSIDY FOR GEOSTATISTICAL ANALYSIS PLANNING
 
 ABSTRACT: The aim of this article was to propose a virtual sampling methodology for soil attributes in an agricultural area, which can support planning for geostatistical analysis. Twenty-three soil samples (depths of 0-20 cm and 20-40 cm) from the original data set were selected randomly, for an external validation process. The Thiessen polygons procedure was applied based on the remaining original soil samples (47 samples), and then, virtual samples (53 samples) were randomly inserted. The analysis of the variogram, cross-validation, ordinary kriging and external validation were performed in order to verify the robustness of the methodology. The insertion of virtual samples was promising, since the GDE (Degree of Spatial Dependence) and the cross-validation of soil attributes were improved, which was not observed in the data originally sampled. The external validation obtained good results, indicating that the virtual sampling can be used only in the planning for geostatistical analysis.
 
 Keywords: variogram, cross-validation, soil.
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Matulovic, Mariana, Cleber Alexandre de Amorim, Angela Vacaro de Souza, et al. "From real to virtual eyes." International Journal for Innovation Education and Research 7, no. 11 (2019): 1225–34. http://dx.doi.org/10.31686/ijier.vol7.iss11.1994.

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The change in the color of the vegetables peel during the ripening process is the main criterion used by the consumer to define the fruit ripeness degree and for the producer to determine the best time of harvest. This relationship between bark coloration and different maturation stages allows the producer to establish harvest planning and extend shelf life. Students and faculty of the Biosystems Engineering course at São Paulo State University (UNESP), Tupã Campus, designed and developed a low-cost prototype of a fruit sorting belt, specifically for cherry group tomatoes. In the future, improvement in machinery with the insertion of new devices such as cameras, embedded system, combines sensor technology 3.0 with machine learning 4.0.
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Dos Santos Mendes, Everaldo, Edilmar Cardoso Ribeiro, and Viviane França dos Santos. "A ARTE DA EDUCAÇÃO VIRTUAL." Revista Formadores 14, no. 4 (2021): 6–16. http://dx.doi.org/10.25194/rf.v14i4.1488.

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Neste escrito, objetivamos refletir sobre o fenômeno da virtualização em processos educativos, delineados em nosso doloroso tempo de pandemia: coronavírus (COVID-19). Para dar o corte necessário à nossa investigação, elegemos o espaço educativo formal de ensino a distância, o que culminou numa pesquisa qualitativa, de caráter bibliográfico. No século XXI, o educador — angustiado (ontologicamente) — vivencia o desmoronamento de sua paideia: a “liquidez” de saberes e práticas pedagógicas, cumulados historicamente. Diagnóstico: a existência humana é virtual — um projeto (inacabado). Não nosdeixemos cair no niilismo. Pedagogicamente, o relatório “Educação: um tesouro a descobrir” da Comissão Internacional sobre Educação para o Século XXI — produzido para a UNESCO — aponta um caminho: aprender a ser, aprender a aprender, aprender a fazer, aprender a conviver. No que fazer do educador de hoje, o anúncio de uma educação de qualidade possível no ensino a distância caminha pari passu com a denúncia da opressão, por parte do Estado e das máquinas de ensinar. No movimento geral de virtualização, militamos por pedagogia latino-americana da esperança (patrimônio inestimável em pecúnia), capaz incluir pessoas humanas — singularmente consideradas — na sociedade contemporânea e na Humanidade.
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Shin, So-Young, and Mun-Koo Kang. "A Study on the Global Citizenship Education Model Incorporating Virtual Intercultural Exchange." English Teachers Association in Korea 29, no. 1 (2023): 61–80. http://dx.doi.org/10.35828/etak.2023.29.1.61.

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The purpose of this study is to explore a new educational possibility for proposing a Global Citizenship Education (GCED) model for Korean high schools that incorporates intercultural exchange with a school in a different country. In an increasingly interconnected world, global collaboration in working towards resolving global challenges is essential. With the growing status of GCED as a mainstream educational agenda around the globe, numerous studies have been conducted on curriculum development for GCED. While there is a body of research on the effect of intercultural exchange on developing communicative skills and intercultural competence (ICC), it is difficult to find cases in which it is integrated into formal education in Korea. Therefore, this study suggests a GCED model that incorporates virtual intercultural exchange to be applied to Korean high schools, based on the GCED topics presented by UNESCO and those relating to Sustainable Development Goals (SDGs). The virtual exchange designed in the proposed model involves both synchronous and asynchronous exchange. With the necessary administrative and technological considerations supported, this model is expected to serve as an educational alternative for high school education to cultivate global citizenship, intercultural competence, and English communicative skills needed to survive in the ever-changing global society.
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Matias, Maria Valdinete de Pontes, and João Batista Gonçalves Bueno. "Relatos de experiência: uma contribuição freiriana para pensar o trabalho do tutor virtual." Revista de Iniciação à Docência 6, no. 2 (2021): 415–32. http://dx.doi.org/10.22481/riduesb.v6i2.9405.

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Este estudo tem como característica principal apresentar uma experiência didático-pedagógico em ambiente virtual de aprendizagem no curso: “Mediadores Pedagógicos Digitais para EaD”, oferecido pelo Centro de Promoção para a Inclusão Digital, Escolar e Social (CPIDES) através da Pró-reitora de Extensão da Universidade Estadual Paulista (PROEX/Unesp). Partimos das concepções elaboradas por Paulo Freire como percussor da educação brasileira, desenvolvendo práticas de diálogo como para interação nas mais variadas formas de comunicação. Neste sentido, refletimos sobre o trabalho desenvolvido em plataformas digitais considerando os atos de construções de relações virtuais entre os professores que valorizam o reconhecimento dos saberes um dos outros. As ações foram realizadas entre os meses de dezembro a maio de 2019, quando na oportunidade foi realizado atividades na função de Tutora Virtual. Assim, pretende-se apresentar o trabalho desenvolvido neste curso, deixando explícito sua relevância para o uso das tecnologias digitais. Considerando, também a importância do papel do professor/tutor/formador, como estimulador de práticas de diálogo que valorizam a produção de conhecimentos educacionais. Vale salientar que a contribuição de Paulo Freire teve relevância neste trabalho por constituir indicadores significativos mediados pelo diálogo e a interação em Educação à Distância. Isto se deu pelo desenvolvimento do processo da mediação pedagógica no campo da educação atual, modelo que promoveu a comunicação assíncrona e contribuiu para estabelecer relações entre os sujeitos participantes desse modelo de ensino em contexto virtual.
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Parani, Julianti. "Resiliensi Tari dalam Berbagai Kebudayaan." Jurnal Seni Nasional Cikini 7, no. 1 (2021): 51–54. http://dx.doi.org/10.52969/jsnc.v7i1.114.

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Pandemi Covid-19 dengan vaksin dan segala protokolnya membawa kepentingan resiliensi atau ketahanan dalam kehidupan manusia. Padahal ketahanan itu sesuatu yang biasa, diperlukan dalam menghadapi berbagai gejolak kehidupan agar berfungsi kembali. Di dalam pemulihan kehidupan masyarakat, sektor ekonomi paling berkepentingan bagi negara dan pemerintahannya, tetapi yang tidak kalah penting ialah bidang sosial-budayanya. Di forum internasional, UNESCO meluncurkan global movement-ResiliArt-through virtual discussions. Bagi seniman sudah tentu pemulihan berkeseniannya-tidak terbatas pada format virtual saja, melainkan pemulihan kehidupan tari itu sendiri.
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Smt., Mitali Patil. "Virtual Environment For Global Education: Major Possibilities And Possible Realization." 'Journal of Research & Development' 14, no. 22 (2022): 122–27. https://doi.org/10.5281/zenodo.7524090.

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The current global education system, which is a crucial area for future IT, has undoubtedly encouraged developers to offer different learning systems at low cost. The learning that is presented through a combination of pedagogical technologies and integrated information, in a process of interaction between subjects and objects as virtual educational resources, is known as virtual learning in higher education. Virtual universities typically share information in large, extremely dynamic network-based environments, making formal accessing the resources in a secure manner a crucial and challenging challenge. A lot of users can collaborate and communicate in a variety of ways in interactive cyberspaces that serve as virtual environments for education, research, and daily life. They can create virtual objects like books, offices, fictional people, chalkboards, and more. Additionally, virtual environments offer the best support for information manipulation, storage, and retrieval. Virtual learning interactions are defined as a collection of fields of human activity that are dialectically connected (emotional, intellectual, figurative, cultural and social). The peculiar connection between high-quality education and ESD has shaped public perceptions of high-quality education. The Dakar Framework for Action - Education for All (UNESCO, 2000) and the Millennium Development Goals both focused on measurable learning outcomes, national standards, and competencies as the main components of quality education. The ESD perspective on quality education, on the other hand, places a focus on developing learners' skills and values with an emphasis on using them to address global sustainability challenges. The main issues discussed in this article are the use of virtual educational resources, their potential for adaptation to student subjectivity, and their implementation within the framework of university education. Virtual learning is regarded as a key element of online education. Virtual education can be thought of as an educational environment or virtual space where participants in the educational process can interact using technology.
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Ibrahim Ramdani, Muhammad Aslam. "Animal Cell Education Media in high school based on Virtual Reality." Jurnal EECCIS (Electrics, Electronics, Communications, Controls, Informatics, Systems) 14, no. 2 (2020): 90–95. http://dx.doi.org/10.21776/jeeccis.v14i2.660.

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Educational media is one of the tools used for learning. Some examples of educational media are books, videos, audio, objects, and images. Since the first time the use of books as educational media is a must in the school area, but UNESCO said Indonesia was second from the bottom of the matter of world literacy, meaning that interest in reading was very low. According to UNESCO data, the reading interest of Indonesian people is very alarming, only 0.001%. That is, out of 1,000 Indonesians, only 1 person is avid reader. To increase interest in reading it is necessary to have an appropriate and interesting educational media for children. One way is through the application of technology to educational media, active smartphone users in Indonesia in 2018 around 177.9 million people, the biggest contributor comes from the age category of children and adolescents. Hope parents allow their children to play smartphones for educational purposes.Interactive education media can be designed with the support of technology. This research is conducted in the hope that it can provide learning options for children other than books, but using educational media that applies technology in them, so that children can be interested in learning, so that the purpose of this application is to improve children's learning outcomes can be achieved.
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Martín, Zilic, Salazar Omar, and Viveros Loreto. "Health literacy as a means of empowering people." Archives of Food and Nutritional Science 6, no. 1 (2022): 035–37. http://dx.doi.org/10.29328/journal.afns.1001035.

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This article is part of a larger work carried out within the framework of a UNESCO Latin America financed Project, conducing to a publication supported by the National Institute of Statistics, Geography and Informatics of Mexico (INEGI) and Virtual Educa. The book is currently being edited for publication.
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Salomão, Ana Cristina Biondo, Stephanie Swartz, and D. Joseph Cunningham. "Editorial." Journal of Virtual Exchange 7(SI-IVEC2023) (December 19, 2024): i—iii. https://doi.org/10.21827/jve.7.42407.

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Welcome to this special issue of the Journal of Virtual Exchange, featuring eight engaging contributions that highlight the transformative potential of virtual exchange (VE) for education. Arising from works presented at the International Virtual Exchange Conference in 2023, hosted by the Brazilian Association for International Education (FAUBAI) and São Paulo State University (UNESP) in São Paulo, Brazil, this collection consists of seven practice reports and one research article, offering valuable insights into innovative pedagogies, intercultural collaboration, and professional development. We are gratified and delighted to present these works that reflect the increasing diversity and depth of VE practices worldwide.
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Perotti, Luigi, Irene Maria Bollati, Cristina Viani, et al. "Fieldtrips and Virtual Tours as Geotourism Resources: Examples from the Sesia Val Grande UNESCO Global Geopark (NW Italy)." Resources 9, no. 6 (2020): 63. http://dx.doi.org/10.3390/resources9060063.

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In the 20th anniversary year of the European Geopark Network, and 5 years on from the receipt of the UNESCO label for the geoparks, this research focuses on geotourism contents and solutions within one of the most recently designated geoparks, admitted for membership in 2013: the Sesia Val Grande UNESCO Global Geopark (Western Italian Alps). The main aim of this paper is to corroborate the use of fieldtrips and virtual tours as resources for geotourism. The analysis is developed according to: i) geodiversity and geoheritage of the geopark territory; ii) different approaches for planning fieldtrip and virtual tours. The lists of 18 geotrails, 68 geosites and 13 off-site geoheritage elements (e.g., museums, geolabs) are provided. Then, seven trails were selected as a mirror of the geodiversity and as container of on-site and off-site geoheritage within the geopark. They were described to highlight the different approaches that were implemented for their valorization. Most of the geotrails are equipped with panels, and supported by the presence of thematic laboratories or sections in museums. A multidisciplinary approach (e.g., history, ecology) is applied to some geotrails, and a few of them are translated into virtual tours. The variety of geosciences contents of the geopark territory is hence viewed as richness, in term of high geodiversity, but also in term of diversification for its valorization.
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Gowert dos Reis, Marina, Juliane Conceição Primon Serres, and João Fernando Igansi Nunes. "Bens culturais digitais: reflexões conceituais a partir do contexto virtual." Encontros Bibli: revista eletrônica de biblioteconomia e ciência da informação 21, no. 45 (2016): 54. http://dx.doi.org/10.5007/1518-2924.2016v21n45p54.

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http://dx.doi.org/10.5007/1518-2924.2015v21n45p54O patrimônio cultural digital, seja de gênese digital ou de duplicação, é categoria considerada em documentos oficiais sobre preservação, como é o caso da Carta sobre a Preservação do Patrimônio Digital, publicada pela UNESCO em 2003, sendo também prática compreendida por instituições patrimoniais, que buscam nesses recursos proteção e ampliação de acesso a acervos. O foco nesse artigo é problematizar os bens culturais digitais que surgem a partir dessas práticas. Para tanto, discute-se as modificações na dicotomia original-cópia, o bem digital passando pelas ações de lembrar, observar e imaginar, e a aproximação das diretrizes conceituais e preservacionistas com o patrimônio cultural imaterial.
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Notarangelo, Nicla Maria, Gilda Manfredi, and Gabriele Gilio. "A Collaborative Virtual Walkthrough of Matera’s Sassi Using Photogrammetric Reconstruction and Hand Gesture Navigation." Journal of Imaging 9, no. 4 (2023): 88. http://dx.doi.org/10.3390/jimaging9040088.

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The COVID-19 pandemic has underscored the need for real-time, collaborative virtual tools to support remote activities across various domains, including education and cultural heritage. Virtual walkthroughs provide a potent means of exploring, learning about, and interacting with historical sites worldwide. Nonetheless, creating realistic and user-friendly applications poses a significant challenge. This study investigates the potential of collaborative virtual walkthroughs as an educational tool for cultural heritage sites, with a focus on the Sassi of Matera, a UNESCO World Heritage Site in Italy. The virtual walkthrough application, developed using RealityCapture and Unreal Engine, leveraged photogrammetric reconstruction and deep learning-based hand gesture recognition to offer an immersive and accessible experience, allowing users to interact with the virtual environment using intuitive gestures. A test with 36 participants resulted in positive feedback regarding the application’s effectiveness, intuitiveness, and user-friendliness. The findings suggest that virtual walkthroughs can provide precise representations of complex historical locations, promoting tangible and intangible aspects of heritage. Future work should focus on expanding the reconstructed site, enhancing the performance, and assessing the impact on learning outcomes. Overall, this study highlights the potential of virtual walkthrough applications as a valuable resource for architecture, cultural heritage, and environmental education.
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Manrique-Tisnés, Horacio, and Juan Carlos Ramírez Castaño. "Experiencias en la interacción de estudiantes y profesores universitarios durante la educación virtual en pandemia." Revista Latinoamericana de Ciencias Sociales, Niñez y Juventud 22, no. 3 (2024): 1–26. http://dx.doi.org/10.11600/rlcsnj.22.3.6066.

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(analítico)La pandemia por covid-19 implicó grandes desafíos para estudiantes y profesores al implementarse la educación virtual. Este estudio, orientado por el método fenomenológico-hermenéutico, analizó las experiencias vividas en la interacción profesor-estudiante durante esta educación virtual. Las técnicas de recolección fueron entrevistas semiestructuradas y un grupo focal. Participaron veintinueve personas (profesores y estudiantes de diferentes universidades, programas y niveles académicos). Se presentan tres categorías sobre esta experiencia: sensitiva (visión y tacto), cognitiva (conocimiento) y ética (rostro). La educación virtual afectó la experiencia del espacio en la interacción, limitada por los dispositivos periféricos del computador y por un inadecuado ambiente para el aprendizaje. A su vez, esto afectó la interacción profesor-estudiante. Estos resultados buscan responder a la pregunta de cómo se vivenció la interacción profesorestudiante en la educación virtual durante pandemia. Palabras clave: Educación; estudiante universitario; experiencia; profesor universitario; pandemia. Tesauro de Ciencias Sociales de la Unesco y Tesauro Especializado en Filosofía.
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Editorial Team. "UNESCO "Training the Trainers in Information Literacy Workshop": Announcement and Call for Participants." Evidence Based Library and Information Practice 3, no. 1 (2008): 89–91. http://dx.doi.org/10.18438/b8x038.

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Welcome to the 11th European Conference of Medical and Health Libraries.
 Towards a new information space: innovations and renovations, 
 Helsinki, Finland, 23rd - 28th June 2008.
 
 The Finnish Medical Library Association, Bibliothecarii Medicinae Fenniae (BMF), in collaboration with the National Library of Health Sciences, has the great honour and joy of inviting you to the 11th EAHIL (European Association for Health Information and Libraries) Conference.
 
 The EAHIL 2008 Helsinki conference offers a high quality scientific program. The proceedings will cover many interesting and current themes, especially the following topics inspired the authors: virtual communities and virtual libraries, evidence-based practice, education and professional development and new technologies and applications. In addition, a number of inspirational continuing education courses will be offered.
 
 Registration deadline for early birds: March 31, 2008 (380 €)
 Registration: April 1, 2008 onwards (430 €)
 Accompanying person: 230 €
 Continuing Education Courses: 60 € - 80 €
 
 Registration: http://www.congreszon.fi/eahil_2008/registration/
 
 Please visit the EAHIL 2008 Helsinki home page http://www.congreszon.fi/eahil_2008/ for information. 
 
 For current discussions about the conference, please visit the EAHIL 2008 Helsinki blog at http://eahil2008.blogspot.com/.
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Gowert dos Reis, Marina, Juliane Conceição Primon Serres, and João Fernando Igansi Nunes. "Bens culturais digitais: reflexões conceituais a partir do contexto virtual." Encontros Bibli: revista eletrônica de biblioteconomia e ciência da informação 21, no. 45 (2016): 54. http://dx.doi.org/10.5007/1518-2924.2015v21n45p54.

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<p class="Corpo">http://dx.doi.org/10.5007/1518-2924.2015v21n45p54</p><p class="Corpo">O patrimônio cultural digital, seja de gênese digital ou de duplicação, é categoria considerada em documentos oficiais sobre preservação, como é o caso da Carta sobre a Preservação do Patrimônio Digital, publicada pela UNESCO em 2003, sendo também prática compreendida por instituições patrimoniais, que buscam nesses recursos proteção e ampliação de acesso a acervos. O foco nesse artigo é problematizar os bens culturais digitais que surgem a partir dessas práticas. Para tanto, discute-se as modificações na dicotomia original-cópia, o bem digital passando pelas ações de lembrar, observar e imaginar, e a aproximação das diretrizes conceituais e preservacionistas com o patrimônio cultural imaterial.</p>
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Aiello, D., A. Basso, M. T. Spena, et al. "THE VIRTUAL BATCAVE: A PROJECT FOR THE SAFEGUARD OF A UNESCO WHL FRAGILE ECOSYSTEM." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W9 (January 31, 2019): 17–24. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w9-17-2019.

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<p><strong>Abstract.</strong> This abstract illustrates an interdisciplinary research project which focuses on the study, conservation and enhancement, through 3D digitization and virtual fruition, of an asset of great naturalistic, historical and ethnoanthropological value: Grotta dei Pipistrelli of Pantalica Nature Reserve (Sortino, SR). The cave (located in the Calcinara necropolis) is characterized by a great beauty as well as by a high cultural relevance and a remarkable scientific importance. In 2005, it awarded the UNESCO World Heritage title for its high historic, archaeological and speleological profile. Despite the site is being studied by specialists in chiropterofauna, nowadays there is not a comprehensive and reliable documentation of the plano-altimetric morphology of the cave, able to constitute a 3D database of essential information (e.g. morphological, geological, textural and wildlife information) for current and future studies, and to preserve the memory of this fragile ecosystem. The process of 3D digitization aims to create a model of the cave that allows us to enjoy this place, to explore it and to closely understand it in order to limit the anthropic pressure caused by visitors on the real site. Consequently, it is proposed the creation of a virtual environment, as a reproduction of the real one, which can be enjoyed by all categories of users.</p>
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Falconer, Liz, David Burden, Rosamund Cleal, et al. "Virtual Avebury: exploring sense of place in a virtual archaeology simulation." Virtual Archaeology Review 11, no. 23 (2020): 50. http://dx.doi.org/10.4995/var.2020.12924.

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<p class="VARAbstract">This paper describes and discusses creating and evaluating a virtual reality simulation of Avebury Stone Circle and Henge complex as it might have appeared and sounded circa 2300 BCE. Avebury is a Neolithic heritage site in the UK which is part of the Stonehenge, Avebury and associated sites UNESCO World Heritage Site. The overall aim of the project was to better understand the sense of place and presence that visitors can experience in virtual simulations of heritage sites. We investigated how virtual spaces might become experienced as places by visitors through their exploration, active participation, sensory stimulation and communication with other visitors in the simulation. More than 1200 members of the public experienced the simulation, both at Avebury itself and at three public exhibitions. The specific objectives of the project were to explore if and how the believability of a simulation was associated with feeling a sense of place in the virtual landscape, and if some personal characteristics, viz. age, disability, sex, immersive tendency, familiarity with IT and frequency of playing computer games, were associated with levels of enjoyment in, and learning from, the simulation. We analysed the data from a detailed questionnaire completed by 388 of the 702 visitors to Avebury from June to September 2018 who experienced the simulation, supported by observational data from all participants at all events. We found that believability was associated with a sense of place in the simulation, i.e. that the more believable the simulation appeared, the greater the sense of place experienced by the participants. We also found that personal characteristics had very little influence upon visitor reactions to the simulation, suggesting that such simulations might have wide appeal for heritage and museum visitors, regardless of age, gender or familiarity with technology.</p><p class="VARAbstractHeader">Highlights</p><ul><li><p>More than 1200 members of the public experienced a 3D, fully immersive simulation of Avebury Henge, Wiltshire, UK over a nine-month period.</p></li><li><p>We found patterns of use and familiarity with information technology (IT), and using mobile technologies for gaming, that did not follow age and gender stereotypes.</p></li><li><p>We found little correlation between age, gender and IT familiarity with reactions to Virtual Avebury, suggesting that such simulations might have wide appeal for heritage site visitors.</p></li></ul>
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Ibáñez-Alcázar, Alejandro, and David García-Marín. "Las lenguas minoritarias en la Sociedad de la Información. Cartografía, revitalización y aprendizaje del aragonés en entornos virtuales." Ámbitos. Revista Internacional de Comunicación, no. 55 (2022): 98–113. http://dx.doi.org/10.12795/ambitos.2022.i55.06.

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El presente trabajo analiza la situación actual de la lengua aragonesa en la Red; una lengua minoritaria y minorizada que, según la UNESCO, se encuentra en peligro de extinción. Sin embargo, gracias a Internet y a la rápida expansión de la Web 2.0, las lenguas minoritarias como el aragonés cuentan con nuevas oportunidades para su revitalización. El objetivo es comprender cómo las nuevas tecnologías y el conjunto de posibilidades que ofrece la Web influyen positivamente en su visibilidad y contribuyen a evitar su desaparición. Para ello, esta investigación -de tipo eminentemente cualitativo- se desarrolla desde dos enfoques: en primer lugar, desde una perspectiva comunicativa, para hacer una aproximación a la presencia, uso y difusión del aragonés en plataformas virtuales; y, en segundo lugar, desde una mirada educativa, para analizar las posibilidades de aprendizaje de esta lengua en estos entornos digitales. Nuestros resultados ponen de manifiesto que la lengua aragonesa está cada vez más presente en la Red y que en los últimos años ha visto incrementada su presencia en plataformas y herramientas virtuales, que pueden facilitar su visibilidad y dignificación. Por contra, su presencia en medios de comunicación online es muy escasa. En la misma línea, se observan reducidas oportunidades para aprender la lengua a través de la Red, tarea manifiestamente laboriosa y complicada por el reducido número de webs donde hallar recursos educativos digitales.
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Di Paola, Francesco, Rossella Corrao, Calogero Vinci, and Giulio Raimondi. "Mejora y uso virtual del complejo de San Giovanni degli Eremiti." Mimesis.jasd 4, no. 2 (2024): 151–59. http://dx.doi.org/10.56205/mim.4-2.19.

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Fomentar un enfoque que tenga en cuenta la cultura, la protección y la valorización debe considerarse una de las oportunidades más importantes de desarrollo económico sostenible para un país y, en particular, para Italia, que tiene una fuerte vocación cultural. El estudio describe un recorrido metodológico multidisciplinar que, mediante el uso de procedimientos integrados de análisis y representación, que hacen uso de tecnologías digitales innovadoras, investiga la evolución histórico arquitectónica del complejo arquitectónico de San Giovanni degli Eremiti (PA), monumento representativo de la arquitectura árabe-normanda siciliana, incluido en el circuito del Patrimonio de la Unesco. Los contenidos digitales elaborados contribuyen a desencadenar nuevas acciones de conocimiento, salvaguarda y puesta en valor del bien monumental.
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Hanugrah, Rayyan, and Devi Afriyantari Puspa Putri. "Penerapan Virtual Reality Sebagai Media Pengenalan Batik." Jurnal Pendidikan dan Teknologi Indonesia 1, no. 4 (2021): 161–69. http://dx.doi.org/10.52436/1.jpti.37.

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Batik adalah kain bergambar yang pembuatannya secara khusus, yang mana oleh UNESCO telah ditetapkan sebagai Warisan Kemanusiaan untuk Budaya Lisan dan Nonbendawi sejak 2 Oktober 2009. Pembuatan aplikasi ini bertujuan untuk memberikan pengetahuan mulai dari motif – motif Batik, filosofi sejarah setiap motif, cara pembuatannya serta untuk melestarikan kebudayaan Batik itu sendiri. Metode yang digunakan untuk mengembangkan sistem berbasis aplikasi Android adalah dengan metode SDLC (System Development Life Cycle) dengan proses pendekatan waterfall yang diawali analisa kebutuhan hingga proses pemeliharaan sistem. Pengembangan sistem ini memerlukan beberapa software pendukung, yaitu Sistem Operasi Windows 10 64Bit, Blender, Unity, Visual Studio Code, Android SDK, Google Cardboard SDK, bahasa pemrograman C#, CorelDraw X8, dan Ringtone Maker. Penelitian ini menghasilkan aplikasi Museum Batik Danar Hadi VR berbasis Android yang mana didalamnya terdapat fitur-fitur antara lain menu Museum VR, Permainan Tebak Motif Batik, Daftar Motif Batik beserta keterangan Batik, Petunjuk, dan Tentang. Berdasarkan hasil Black Box Testing, fitur dalam sistem dapat berfungsi sebagaimana mestinya. Kemudian, Usability Testing dengan metode SUS memperoleh skor rata-rata 75,5 menunjukkan hasil yang Baik dan Dapat diterima. Maka dapat disimpulkan bahwa sistem ini dapat memberikan informasi dan pengetahuan terkait Batik mulai dari motif – motif batik, filosofi sejarah, hingga cara pembuatannya serta untuk melestarikan kebudayaan batik yang merupakan salah satu warisan budaya paling mendalam di Indonesia yang diakui dunia.
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Alegría-Morán, Jose. "Juventudes y redes sociales: una apropiación espacial del mundo virtual." Revista Latinoamericana de Ciencias Sociales, Niñez y Juventud 23, no. 1 (2024): 1–22. https://doi.org/10.11600/rlcsnj.23.1.6872.

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(analítico)Los jóvenes de hoy experimentan las redes sociales con una intensidad diferente a la de generaciones anteriores, estableciendo una brecha de comprensión entre el mundo juvenil y mundo adulto. Esto lleva a preguntarse: ¿cómo se relacionan los jóvenes con sus redes sociales? Para la investigación se realizaron entrevistas abiertas semidirectivas a un grupo de jóvenes chilenos de la región metropolitana, que al momento de la entrevista tenían entre 18 y 22 años. Los hallazgos muestran que los jóvenes en sus relatos describen su experiencia con el mundo virtual contextualizándose espacialmente. Los jóvenes descubren lo virtual por medio del juego y lo disputan con otros sujetos. La espacialidad de las redes sociales las vuelve habitables, lo que implica que puede afectar a la construcción social de los sujetos. Palabras clave: Juventud; redes sociales; espacialidad. Tesauro de Ciencias Sociales de la Unesco.
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Noor, Muhammad Usman, and Niko Grataridarga. "Archives Publication and Exhibition Virtualisation by ANRI." Record and Library Journal 5, no. 2 (2019): 117. http://dx.doi.org/10.20473/rlj.v5-i2.2019.117-128.

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Background of the study: This study discusses the archival publication virtual services through exhibitions, published by ANRI (National Archives of the Republic of Indonesia). This study will analyze publication of content displayed through the virtual archival exhibition.Purpose: The aim is to look at aspects of the publication of archives, selecting and uploading information or document to the web or the site, repackaging information, and using technology. Archived publication is the dissemination of information about archives for the community, one kind of activities that are by holding a virtual exhibition. The virtual exhibition Allows visitors in the number of simultaneous accesses to one collection entity and Provides information quickly intervening and mainly via the web.Method: This study uses qualitative methods of content analysis. Methods of collecting the data through observation on ANRI Virtual Exhibition and literature studies.Findings: The discussion was further reviewed restaurants by using perspectives on aspects of archival publications, archival exhibitions, and archive exhibition virtualization. The results that can be obtained are ANRI roommates virtual conducts archival exhibitions through the JIKN at https://jikn.go.id. Displaying two themes, the history of the President of the Republic of Indonesia and the Treasury of the UNESCO Certificate of Archives. The virtual archival exhibition is an excellent publication from ANRI to present information from the archive so that it can be easily accessed by the public. But at this virtual archival exhibition, there are still several menus and features are still empty.Conclusion: The advice that can be given is to add back the content, features and media information offered to visitors through the virtual archival exhibition. The addition of content managers, is also competencies needed to the make virtual archival exhibitions more interactive
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Moraliyska, Nevena, Todorka Glushkova, and Mariya Grancharova-Hristova. "Processing and Presentation of Knowledge about the Cultural-Historical and Natural Heritage of Bulgaria in an Intelligent Tourist Guide." Cultural and Historical Heritage: Preservation, Presentation, Digitalization 7, no. 2 (2021): 82–93. http://dx.doi.org/10.26615/issn.2367-8038.2021_2_007.

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The report presents a reengineering approach to expand the knowledge base of the intelligent Tourist Guide developed in the DeLC laboratory of Plovdiv University "Paisii Hilendarski" with information about the Bulgarian cultural, historical and natural sites stored in existing non-standardized databases. The Tourist Guide is created as a multi-agent environment based on the reference architecture of the Virtual Physical Space (ViPS). The knowledge base in ViPS is based on a network of ontologies - OntoNet. In order to use the existing databases, it is necessary to create a common database based on the CCO standard (Cataloging Cultural Objects) for the presentation of cultural and historical sites of UNESCO. Keywords: Cataloging Cultural Objects (CCO); Virtual Physical Space (ViPS); Tourist Guide
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Sasere, Oluwasola Babatunde, and Sekitla Daniel Makhasane. "Global Perceptions of Faculties on Virtual Programme Delivery and Assessment in Higher Education Institutions During the 2020 COVID-19 Pandemic." International Journal of Higher Education 9, no. 5 (2020): 181. http://dx.doi.org/10.5430/ijhe.v9n5p181.

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Amidst the outbreak of COVID-19 worldwide, virtually all national governments declared a “lockdown” of all institutions in a bid to curtail its spread. This posed serious challenges to programme delivery and assessment in Higher Education Institutions (HEIs), with foreseeable long and short-term consequences. This study investigated the effectiveness of virtual programme delivery and assessment in Higher Education Institutions (HEIs) during the COVID-19 (Corona Virus) pandemic, from a global perspective. The study assesses the success rate of virtual teaching and learning via various online platforms that were set up to make up for time lost due to the unanticipated global HEIs closure. Organisational Change Theory was used to inform the study, within the confines of simple qualitative research approach. Data were collected using interview while participants were selected through convenience sampling technique via online platforms such as the reputable online academic community, email, WhatsApp, and the UNESCO website. Data were analysed using thematic analysis. The findings revealed disparities in responses to virtual learning across HEIs and national contexts. Training and re-training of lecturers and students, and the provision of virtual learning enabling infrastructure, were recommended to mitigate similar situation in future.
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ONO, Kinji, Elham ANDAROODI, Alireza EINIFAR, et al. "3DCG reconstitution and virtual reality of UNESCO world heritage in danger: the Citadel of Bam." Progress in Informatics, no. 5 (March 2008): 99. http://dx.doi.org/10.2201/niipi.2008.5.10.

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Tovalino Cordova, Omar Luis, Wendy Lizbeth Arteaga Cruz, and Beymar Pedro Solís Trujillo. "Competencias matemáticas en la modalidad de educación virtual: Revisión sistemática." Horizontes. Revista de Investigación en Ciencias de la Educación 8, no. 33 (2024): 1140–52. http://dx.doi.org/10.33996/revistahorizontes.v8i33.788.

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La falta de equipamiento tecnológico en las instituciones y en los hogares es una realidad; también la falta de acceso a la información por la inexistencia de medios para la comunicación e instalación de redes de internet en muchas zonas rurales en Perú, son algunas brechas que limitaron a los estudiantes integrarse a las propuestas educativas virtuales en tiempos de COVID-19. Por ello, el estudio tuvo como objetivo analizar las competencias matemáticas en la educación virtual, en tiempos de pandemia. Se realizó revisión sistemática, la búsqueda se ejecutó en bases de datos y plataformas como ProQuest, Tesauro de la UNESCO, Springer Open, Scopus, EBSCO, Mendeley, Scielo, los descriptores fueron Competencia matemática, evaluación formativa, logros de aprendizaje. Los resultados de búsqueda arrojaron 85 artículos, de los cuales según criterios de inclusión y exclusión fueron seleccionado 17. En conclusión, el logro de los aprendizajes de los estudiantes en pandemia radicó en el esfuerzo de los docentes por reinventarse, afianzar sus competencias tecnológicas y generar nuevas estrategias.
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Calderón Padilla, Rutilia. "....América de día cuando escriba; América de noche cuando piense...." Revista de la Universidad 1 (December 12, 2023): 126–28. http://dx.doi.org/10.5377/ru.v1i1.17278.

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Homenaje a tan reconocida mujer de ciencias hondureña, formó parte del Consejo de Gobierno de UNESCO IESALC, abogando por temas de inclusión, reconocimiento de estudios, educación virtual, formación docente y reformas educativas, Fue docente y autoridad máxima de la UNAH y está en honor a tan distinguida dama determinó que se le realice un reconocimiento con denominar el año 2024 a sus actividades académicas “Rutilia Calderón Padilla” destacando sus valiosos aportes al alma mater.
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Valarezo-Guzmán, Guillermo Enrique, Xavier Enrique Sánchez-Castro, Christian Bermúdez-Gallegos, and Richard García-Alay. "Simulación y realidad virtual aplicadas a la educación." RECIMUNDO 7, no. 1 (2023): 432–44. http://dx.doi.org/10.26820/recimundo/7.(1).enero.2023.432-444.

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EL mundo de la enseñanza está evolucionando, las metodologías de la educación están girando en torno a la tecnología computacional, día a día el uso de software se ha vuelto común en las aulas. La realidad virtual desempeña trabajos importantes y ofrece herramientas didácticas que contribuyen a mejorar la educación. A su lado se presentan los Metaversos como ambientes virtuales encargados de brindar entretenimiento a los usuarios de dichas plataformas. La metodología utilizada para el presente trabajo de investigación, se enmarca dentro de una revisión bibliográfica de tipo documental. La técnica para la recolección de datos está constituida por materiales electrónicos, estos últimos como Google Académico, entre otros, apoyándose para ello en el uso de descriptores certificados y avalados por el tesauro de la UNESCO. La información aquí obtenida será revisada para su posterior análisis. La realidad virtual y la simulación en los ámbitos educativos su utilización está más contextualizada en la educación a distancia, más que en lo presencial que se tiene la oportunidad de vivir en forma real y palpable cualquier situación de aprendizaje que se requiera, sin embargo en las ciencias de la salud ya es más común la experimentación de la anatomía humana en contexto simulados y en 3D, donde se puede explorar la anatomía humana sin límites, así como en la ingeniería, arquitectura, diseño, entre otras.
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Liu, Ziwen, Eduardo Hirata-Miyasaki, Soorya Pradeep, et al. "Robust virtual staining of landmark organelles with Cytoland." Nature Machine Intelligence 7, no. 6 (2025): 901–15. https://doi.org/10.1038/s42256-025-01046-2.

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Abstract Correlative live-cell imaging of landmark organelles—such as nuclei, nucleoli, cell membranes, nuclear envelope and lipid droplets—is critical for systems cell biology and drug discovery. However, achieving this with molecular labels alone remains challenging. Virtual staining of multiple organelles and cell states from label-free images with deep neural networks is an emerging solution. Virtual staining frees the light spectrum for imaging molecular sensors, photomanipulation or other tasks. Current methods for virtual staining of landmark organelles often fail in the presence of nuisance variations in imaging, culture conditions and cell types. Here we address this with Cytoland, a collection of models for robust virtual staining of landmark organelles across diverse imaging parameters, cell states and types. These models were trained with self-supervised and supervised pre-training using a flexible convolutional architecture (UNeXt2) and augmentations inspired by image formation of light microscopes. Cytoland models enable virtual staining of nuclei and membranes across multiple cell types—including human cell lines, zebrafish neuromasts, induced pluripotent stem cells (iPSCs) and iPSC-derived neurons—under a range of imaging conditions. We assess models using intensity, segmentation and application-specific measurements obtained from virtually and experimentally stained nuclei and membranes. These models rescue missing labels, correct non-uniform labelling and mitigate photobleaching. We share multiple pre-trained models, open-source software (VisCy) for training, inference and deployment, and the datasets.
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Seo, Junsu, and Sojung Lee. "Documentary Heritage to Inspire Content Development: Game Jam Cases of “Wat Pho” and “Amundsen”." International Journal of Documentary Heritage 1, no. 1 (2024): 6. https://doi.org/10.71278/ijodh.2024.1.1.6.

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The mission of raising awareness of world heritages inscribed in UNESCO lists has been underway in many different forms. Heritage sites, museums and libraries are the main locations that traditionally attract people to visit to enjoy cultural assets. The virtual world has been pursued as another opportunity to further expand the efforts of promotion of cultural heritages around the world. Game-based learning and experience in world heritage and intangible cultural heritage for decades have gained visibility. This article looks into a beginning stage of video game development with the use of documentary heritage inscribed as UNESCO Memory of the World through investigating the case of game jams in the Republic of Korea. The nature of documentary heritage with its rich source of storytelling can be beneficial in both learning and entertainment.
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Moos, Ana, and Lucía Fernández de Ullivarri. "Comunidad de aprendizaje en línea: Bioética en el grado de la Universidad." Revista Brasileira de Bioética 14, edsup (2019): 15. http://dx.doi.org/10.26512/rbb.v14iedsup.24121.

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La UNC desde 2011 implementa el Programa de Base de Estudios sobre Bioética-PBEB, Memorándum de Entendimiento firmado con UNESCO en 2011 y renovado en 2018. Un objetivo contenido en la propuesta académica (PA) es que los estudiantes sean capaces de determinar los problemas éticos en la práctica profesional justificando sus decisiones. Se reconoce el aporte de la Bioética en procesos de toma de decisión, ofreciendo espacios plurales, deliberativos y democráticos. Participan de la PA estudiantes de grado de la FCM. Presenta una modalidad mixta, encuentros presenciales-EP, y no presenciales en aula virtual Plataforma de Gestión del Aprendizaje Moodle (PGAM) que permite trabajar en comunidades de aprendizaje en línea. Algunas ventajas académicas del entorno virtual son que crea un medio de comunicación fluido, permite interactividad, asincronismo, foros de debate.
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Martínez Martínez, Juan Miguel, and Antonio Tudela Sancho. "Interactions between Virtual Spaces and Schools: A Collective Case Study." Future Internet 12, no. 12 (2020): 217. http://dx.doi.org/10.3390/fi12120217.

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Information and Communication Technologies (ICT) play an important role in the current educational panorama. Their presence in educational centers has increased in the last decade due to the constant development of educational policies focused on their inclusion in the classroom. However, the integration of ICT in educational spaces and practices has still not reach the levels desired by international organizations such as the OECD and UNESCO. The aim of this study is to understand the nature of the interaction between virtual spaces and school spaces, and how this interaction affects the development of students’ learning processes. To this end, we follow an interpretive research methodology using a collective case study with four students from Spain. The results highlight the scarce integration of ICT into educational centers and teaching practices. However, virtual spaces play an important role in the development of other learning processes, such as informed learning, informal learning, and learning outside of the school context. In this work, we also provide a brief overview of changes in the current educational situation due to the COVID-19 pandemic.
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ORTIZ ZAMORA, FRANCISCO JOSE, CARMEN LADRON DE GUEVARA MUÑOZ, LAIA MIRAVET GARRET, et al. "AUGMENTED REALITY APPLIED TO THE RESTORATION OF HISTORICAL HERITAGE." DYNA 98, no. 1 (2023): 86–90. http://dx.doi.org/10.6036/10651.

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Spain occupies a prominent position among the countries with the most UNESCO World Heritage Sites. The possibilities offered by the application of AR-VR technologies for some of these elements’ virtual reconstruction brings a great opportunity to give visibility and support the transmission of cultural heritage, especially in those cases where physical restoration is not possible. It is increasingly common to find virtual reconstructions of monuments, since these do not damage either put at risk the element being represented. In this work, the process of modelling and reconstructing the Castillo de la Estrella, located in the town of Teba (Malaga), as well as the subsequent development of an Augmented Reality application is presented. This allows the Castillo de la Estrella reconstruction to be displayed virtually on mobile devices such as smartphones or tablets, and might potentially be implemented in the museum that houses the castle itself, providing a tool that improves the visitor experience and completes the range of cultural activities carried out in the monument. Keywords: Augmented Reality, Virtual Reality, Historical Heritage, 3D Modelling
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Toubekis, G., M. Jansen, and M. Jarke. "LONG-TERM PRESERVATION OF THE PHYSICAL REMAINS OF THE DESTROYED BUDDHA FIGURES IN BAMIYAN (AFGHANISTAN) USING VIRTUAL REALITY TECHNOLOGIES FOR PREPARATION AND EVALUATION OF RESTORATION MEASURES." ISPRS Annals of Photogrammetry, Remote Sensing and Spatial Information Sciences IV-2/W2 (August 17, 2017): 271–78. http://dx.doi.org/10.5194/isprs-annals-iv-2-w2-271-2017.

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In March 2001, the world’s largest depictions of standing Buddha figures located in Bamiyan (Afghanistan) were destroyed during a campaign of the Taliban leadership against all non-Muslim heritage in the country. Bamiyan and its archaeological remains have been nominated a World Heritage also to commemorate the events of destruction the site has experienced over the centuries. More than fifteen years after the Giant Buddha figures turned into dust, the UNESCO Safeguarding campaign for the preservation of the Bamiyan World Heritage property has made considerable progress. Upon continued request by the local population and the national government, the international community is asked to contribute proposals for the future presentation of the physical remains including the options of reassembling the original fragments. The achievements and backlashes of the UNESCO campaign are discussed and a proposal is given, how virtual technology can contribute to the ongoing discussion regarding the future of the site. At a time when deliberate raids during military conflicts against heritage places have become commonplace, the Bamiyan case has become emblematic and is considered now a key turning point in the heritage community on the question, which roles reconstruction can have especially in the aftermath of conflict situations. It is argued that immersive virtual reality technologies offer the chance to investigate how values attributed to cultural heritage are produced and experienced among different stakeholder groups.
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Surkhali, Bipana, and Chandra Kumari Garbuja. "Virtual Learning during COVID-19 Pandemic: Pros and Cons." Journal of Lumbini Medical College 8, no. 1 (2020): 154–55. http://dx.doi.org/10.22502/jlmc.v8i1.363.

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The current outbreak of corona virus disease (COVID-19), declared as public health emergency of national and international concern by World Health Organization (WHO), led to unprecedented public health responses in Nepal and many countries around the world including travel restriction, closure of educational institutions, curfews in some places and quarantines. This pandemic has affected lives of millions in different ways in different geographic locations worldwide. Beyond the immediate threat to health, unemployment, insecurity, etc., education is one of the sensitive areas which has been affected tremendously, students in Nepal not being an exception. The closure of all educational institutions effective from 18th March, 2020 followed by the nationwide lockdown from 24th March, 2020 till date enforced by Government of Nepal (GoN) as an effort to limit the spread of COVID-19 has shed a light on numerous issues affecting the access to education. As per the United NationsEducational, Scientific and Cultural Organization (UNESCO) report 2020, a total of 1,190,287,189learners are currently affected constituting 68% of the total enrolled learners worldwide because of temporary or indefinite country wide school closures implemented by the respective governments in an attempt to slow the spread of COVID-19. In Nepal alone 8,796,624 students have reportedly been affected.
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Anggoro, Pius Dian Widi. "Kajian Interaksi Pengguna Untuk Navigasi Aplikasi Prambanan VR Berbasis Virtual Reality." Jurnal Teknologi Informasi dan Ilmu Komputer 5, no. 2 (2018): 239. http://dx.doi.org/10.25126/jtiik.201852673.

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<p>Candi Prambanan sebagai warisan budaya yang diakui UNESCO, tetapi muncul masalah pelapukan batuan karena banyaknya pengunjung. Jumlah pengunjung perlu diatur, salah satunya dengan implementasikan dalam bentuk aplikasi Prambanan VR. Virtual Reality (VR) mengalami pertumbuhan karena dapat dijalankan pada perangkat mobile yang siap pakai, dengan harga terjangkau. Namun, interaksi masukan hanya terbatas pada penggunaan head tracking atau tombol input, dan sulit untuk melakukan tugas rumit seperti navigasi dengan berjalan terutama pada lingkungan VR yang luas, tetapi lingkungan nyata terbatas. Penelitian ini membandingkan tiga metode interaksi saat bernavigasi di lingkungan VR yang luas, yaitu dengan dengan teknik non-alami (gamepad), teknik semi-alami berdasarkan posisi kepala (Head-Tilt), dan teknik alami dengan metode jalan di tempat (WIP). Penelitian ini juga menganalisis bentuk interaksi yang dapat meminimalkan sakit akibat penggunaan aplikasi VR (cybersickness). Pengujian teknik navigasi di lingkungan virtual dengan aksi berjalan seperti di dunia nyata dilakukan untuk menemukan bentuk interaksi yang lebih realistis yang dapat meningkatkan kinerja pengguna dan tetapi meminimalisir sakit yang timbul, saat menyelesaikan tugas bernavigasi. Survei efek sakit yang timbul dilakukan menggunakan kuesioner simulator (SSQ), dan hasil eksperimen menunjukkan bahwa pengalaman yang mendalam (immersive) akan dicapai saat interaksi yang dirasakan oleh pengguna menyerupai aksi berjalan secara alami dapat disediakan di lingkungan virtual, yaitu WIP. Walaupun teknik ini muncul jeda saat bernavigasi, dan lambat serta kurang akurat dibandingkan kedua teknik lainnya, namun menghasilkan tingkat cybersickness minimal.</p><p> </p><p>Abstract</p><p>Prambanan temple is listed as UNESCO World Heritage Sites, but the problem of stones corrosion due to the large number of visitors. Need to split the visitors, one of them by implementing in Prambanan VR application. Virtual Reality (VR) is growing fast because can run on mobile devices which ready and affordable. However, mobile VR inputs are limited to the use of head tracking or input keys, and difficult to perform complex tasks such as navigating by walking on a large virtual environment, in limited real environment. This study compared three interaction techniques for navigating in large virtual environment, with non-natural techniques (gamepad), and semi-natural techniques based on head-tilt, and natural navigation using walk-in-place (WIP). This study also analyzes which interactions could minimize the cybersicknes. This navigation techniques are tested in virtual environments with approach real-world walking action, to found a more realistic interaction design that can increase the performance of user tasks and minimalize motion sickness, when navigating. The survey was conducted using a simulator sickness questionnaire (SSQ), and the experimental results show that an immersive experience is achieved when there is an interaction likes real walking action provided in a virtual environment. Although, the WIP shows delayed and slower also less accurate than the other techniques, navigation interaction with the WIP method results minimal cybersickness.</p>
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Kim, Hee-Soo, and Chungwan Lim. "Developing a geologic 3D panoramic virtual geological field trip for Mudeung UNESCO global geopark, South Korea." Episodes 42, no. 3 (2019): 235–44. http://dx.doi.org/10.18814/epiiugs/2019/019019.

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Vieira Barros, Daniela Melaré. "METODOLOGIA EM EAD: ESTILOS DE USO DO ESPAÇO VIRTUAL COMO PERSPETIVA PEDAGÓGICA PARA O DESIGN." CAMINE: Caminhos da Educação = Camine: Ways of Education 10, no. 2 (2019): 116. http://dx.doi.org/10.5016/camine.v10i2.2618.

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O tema que será desenvolvido neste texto é a metodologia em educação a distância, suas características e elementos, a partir da teoria dos estilos de uso do virtual. Esta discussão é contextualizada no âmbito dos estudos da didática e pedagogia para a educação a distância e os novos paradigmas do ensino online. Neste âmbito, destacamos as características que compõem a metodologia no ensino online, juntamente com a diversificação das formas de aprendizagem e de como atender a essa diversificação. O principal objetivo do texto é destacar as diretrizes da metodologia para a educação a distância, sob a abordagem dos estilos de uso do espaço virtual. A abordagem do texto é realizada através de uma análise descritiva, suportada por referenciais bibliográficos, reflexões e discussões originárias da teoria dos estilos de aprendizagem e dos estilos de uso do espaço virtual e também as reflexões realizadas e apresentadas para o VI SIMPÓSIO DE EDUCAÇÃO e III ENCONTRO INTERNACIONAL DE POLÍTICAS PÚBLICAS, em parceria – UNESP-França e Uni-FACEF, 2017.
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Peng, Mufeng, and Manus Kaewbucha. "Proceeding Modification Managing into Culture Capital Souvenir Designing for Tourists Virtual Attraction." Interdisciplinary Academic and Research Journal 4, no. 3 (2024): 399–418. http://dx.doi.org/10.60027/iarj.2024.275160.

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Background and Aims: The cultural connotation and production process of Fenghuang Miao silver jewelry lack management and innovation. The cultural and artistic connotation and production process of Fenghuang Miao silver jewelry are explored, and its cultural capital is clarified, managed, and optimized through the design of virtual attractions. Thus, this paper aims (1) to investigate and inscribe cultural capital as silver making process. And to design on proceed with modification in cultural capital for Silver’s souvenir and virtual attraction for tourists. Methodology: The methodology includes a Survey study on Ethnography Research in craftsmanship cultural capital or intellectual inscription by adapting The Convention for the Safeguarding of the Intangible Cultural Heritage that refers to UNESCO, Guideline to the Burra Charter: Cultural Significances and Development from International Council of Museum New Museology as well. Results: (1) Interviews are conducted with craftsmen experts on their exquisite craftsmanship production process. And the step details are recorded through VDO. The knowledge managements include; (a) silver jewelry types and aesthetic characteristics, (b) production materials, (c) production equipment, and (d) the 10 steps of the production process. 2) The design of virtual attractions includes; (a) the sustainable theme of virtual attractions, mainly based on the keywords of UNESCO’s values, knowledge, skills, physical objects, handicrafts, and cultural places, (b) Devices and interactive methods for displaying images, (c) Silver jewelry works by expert craftsmen, (d) Visitor guidance floor plan design, (e) Virtual attraction LOGO, and (f) Virtual attraction website page. Conclusion: These results will increase the popularity of Fenghuang Miao silver souvenirs, optimize the management of cultural capital, attract more tourists, and bring higher economic benefits.
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Polat, Merve, İsmail Rakıp Karaş, İdris Kahraman, and Behnam Alizadehashrafi. "AR Based App for Tourist Attraction in ESKİ ÇARŞI (Safranbolu)." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W1 (October 26, 2016): 177–81. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w1-177-2016.

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This research is dealing with 3D modeling of historical and heritage landmarks of Safranbolu that are registered by UNESCO. This is an Augmented Reality (AR) based project in order to trigger virtual three-dimensional (3D) models, cultural music, historical photos, artistic features and animated text information. The aim is to propose a GIS-based approach with these features and add to the system as attribute data in a relational database. The database will be available in an AR-based application to provide information for the tourists.
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Mogollón de Lugo, Ivory. "Tendencias, desafíos y desarrollos de la educación a distancia y virtual en la universidad venezolana." Universidades 71, no. 83 (2020): 17–30. http://dx.doi.org/10.36888/udual.universidades.2020.83.73.

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Las tendencias, los desafíos y desarrollos del presente milenio han traído un interesante espacio de reflexión y análisis sobre los retos, y las oportunidades que plantea la cuarta Revolución Industrial para la educación y para la formación del talento humano hacia la innovación. Las universidades están en la obligación de actuar para responder a las exigencias del mundo actual. Avanzar y superar la resistencia al cambio y lograr su transformación respondiendo a los señalamientos del Informe Horizon y lineamientos de la UNESCO en la Declaración en Incheon para la Educación 2030. En este artículo se intenta responder a cómo avanza la universidad venezolana con las exigencias del milenio.
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50

Bonora, A., K. Fabbri, and M. Pretelli. "ENVIRONMENTAL MICROCLIMATE MANAGEMENT AND RISK IN THE UNESCO WORLD HERITAGE SITE OF VILLA BARBARO MASER (ITALY)." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W11 (May 4, 2019): 269–76. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w11-269-2019.

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<p><strong>Abstract.</strong> Indoor environment in heritage buildings can be cause of damage for architecture and artefacts which depend on several physical and chemical parameters: air temperature, relative humidity, volatile organic compounds, etc. How is it possible to evaluate their damage, or the risk of damages? How “aggressive” is indoor microclimate? The scientific literature proposes several different criteria for the evaluation of the risk of damages, especially in the field of museums, while there are few studies which take into consideration historic buildings. In this paper we propose an index – the Heritage indoor Microclimate Risk (HMR) – that allows to define the risk concerning the whole environment and not only the artefacts. Moreover, we propose its application to a real case study of a UNESCO Heritage World Site, obtained through indoor microclimate on-site monitoring and building simulation. The case study reported is Villa Barbaro, built in Maser (1554–1560) by the architect Andrea Palladio and registered in the UNESCO World Heritage Site list since 1996, as Palladian Villa of Veneto. The research is structured as follows: monitoring campaign of the microclimatic parameters; virtual modelling of Villa Barbaro and its validation (by comparing the simulated data and the monitored ones); construction of scenarios which can aid to guarantee the historic building’s conservation and the occupants’ comfort; definition of HMR. The innovative aspect of the proposed methodology is the use of a virtual building model of heritage buildings, to determine, through a single index, the degree of risk and the level of indoor microclimate aggression.</p>
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