Keywords: Industry 4.0; University 4.0; Education 4.0.; Digital Education; Inclusive Education
The emergence of Industry 4.0 has brought about remarkable technological progressions, leading to substantial transformations in work environments. This has created a globally shared vision that the educational and training systems should be improved to offer high-quality, inclusive, and accessible digital education to develop essential skills and abilities that guarantee job readiness and assimilation into the current labour metamorphoses of era 4.0. In Europe, the reform of education at all levels in response to the concepts of University 4.0 and Education 4.0 is outlined as a key priority. In this re-gard, outlining the factors for successful inclusive digital education, as well as the barriers to its implementation, is crucial. This paper presents some of the main results of a survey conducted in Bulgaria, Greece, Italy and Latvia, aiming to determine the readiness of universities to provide inclusive Indus-try 4.0 education.
Over the years studies of scientific publications were on the rise and control-ling their content and references was almost impossible. With the provision of platforms like Scopus, Web of Science, and other science databases, this became much easier due to indexation and citation mechanisms incorporated in these databases. In the paper is made an overview of some popular scientific databases. The accessibility of the platforms to people with visual disabilities is investigated. Also, results from scientific research about application of scientific resources and databases in Kosovo’s education institutions are presented.
Educational Video Games as Tools for Raising Awareness of the Protection and Preservation of Cultural Heritage
Author(s): Yavor Dankov,Andjela Dankova / Language(s): English
/ Issue: XIII/2023
Keywords: Cultural Heritage; Architecture; Protection and Preservation of Cultural Heritage; UNESCO; Educational Video Games; Serious Games
This paper focuses on educational video games with a thematic orientation related to conserving and preserving Cultural Heritage (CH). Educational video games are effective and contemporary tools for influencing and educating users. Not only the educational content is integrated into these games, but they also embody the pedagogical and moral messages of the educator, which are transmitted to the learners in an entertainment game. This paper proposes a classification of educational video games in the domain of cultural heritage according to the significance and importance of Cultural Heritage objects in the three categories, presented in detail in the paper. The recommendations to designers included in the classification will help them purposefully design and develop educational video games for CH. These games will have pedagogical principles and form additional knowledge, val-ues, and attitude in users towards the conservation of the CH at international, national, and local levels. The proposed classification of educational video games for CH will promote CH-related educational video games and provide ideas and opportunities for future developments for such educational video games. In this way, educational video games for CH will serve as powerful tools for raising awareness of protecting and preserving Cultural heritage.
The Design Process of Educational Video Games in Cultural Heritage
Author(s): Yavor Dankov / Language(s): English
/ Issue: XIII/2023
Keywords: Educational Video Games; Serious Games; Design Process; Cultural Heritage; Protection and Preservation of Cultural Heritage; UNESCO
This paper presents a summary model of the design process of educational video games for CH. The model is based on the use of the Classification of Educational Video Games for Cultural Heritage (CH) and the Design Recommendations included in it, described in a previous study by the author of this paper. The summary model focuses on CH objects that form the theme of the educational video game. Designers should carefully and purposefully research and analyze the CH objects, use the classification, and follow the design recommendations to design educational video games for CH, following the described design stages in the presented summary model of the design process. The paper also presents an appropriate example of using the summary model in applying it to design a new educational maze video game dedicated to CH object. The proposed summary model can serve as a starting point in establishing the design process of educational video games for CH and direct designers and creators of such games in the overall design process. Based on the classification and the design recommendations intended for the designers, the summary model presents essential design stages that designers should follow in designing and developing informative, purposeful, and effective educational video games in CH.
Electronic Repository of Educational Materials on the Topics “Rehabilitation in Post-COVID” and “Neurorehabilitation in Neuro-COVID”: Structure of the Course and Analysis of Learners’ Opinion
Author(s): Ivet B. Koleva,Borislav R. Yoshinov,Radoslav R. Yoshinov / Language(s): English
/ Issue: XIII/2023
The pandemic of COVID-19 imposed the necessity to develop the competences of medical specialists and health professionals on the topic “COVID-Rehabilitation”. We prepared educational materials and an electronic repository, including these topics. The current article presents the structure of the course and the learners’ opinion on the benefits of the educational module.
Digital Health: A Web-based Repository with Back School Recommendations and Exercises against Paravertebral Pain (with a Comparative Study of the Opinions of Responders of Different Generations)
Author(s): Radoslav R. Yoshinov,Borislav R. Yoshinov,Ivet B. Koleva / Language(s): English
/ Issue: XIII/2023
Keywords: Digital Health; Electronic Repository; Rehabilitation; Back Pain; Paravertebral Pain; Back School; Exercises
Digital Health (DH) is a relatively new concept for our country. The current article is oriented to the application of DH technologies for the prevention of paravertebral pain, by a web-based repository. In the repository, we included Back school recommendations, position techniques, exercises, activities, sports, and clinical cases of our own rehabilitation practice.
Keywords: Cultural Heritage; Digital Content; Intellectual Property; Watermarking; Protection Framework Models
Use of information and communication technologies are becoming a crucial part of our lives, which creates new opportunities for promoting Cultural Heritage through digital technologies and the internet. Use of techniques for intellectual property protection of digital content by cultural heritage institutions has gotten little attention up to this point. As technology evolves rapidly, concerns about protecting intellectual property have arisen, as digital con-tent could be modified using freely available software. The paper focuses on watermarking techniques that could be used in the digitization process and analyses of algorithms for protecting intellectual property of digital heritage content.
The Impact of Cloud Technologies on Preserving and Promoting Cultural Identity
Author(s): Irena Peteva / Language(s): English
/ Issue: XIII/2023
Keywords: Cloud Technologies; Digitalization; Cultural Heritage; Cultural Identity
This study explores cloud technologies' role in cultural preservation and promotion, analyzing accessibility, collaboration, and cost-effectiveness. The paper identifies challenges, including the digital divide and cyber-security concerns, and emphasizes addressing them to harness cloud technologies' full potential in cultural heritage initiatives.
Transmission and preservation are key aspects of intangible heritage, so new communication strategies are crucial to reach a wider audience. The aim of this work is to apply digital storytelling tools and games to disseminate heritage and help people to discover it, by developing challenges and adventures based on the resources retrieved from Querylab's ICH Discovery section.
Digital Storytelling Approach for Environmental Challenges and the Early School Leaving Prevention
Author(s): Michela Tramonti,Alden M. Dochshanov,Fabrizio Casadio / Language(s): English
/ Issue: XIII/2023
Keywords: Digital Storytelling; Games; Environmental Issues
Given the rapidly evolving nature of the labour market, it is crucial to develop individuals' soft skills to ensure effective job performance. To achieve this, teaching methods should prioritize the development of soft skills among students. One such instructional method is digital storytelling, which has been recognized as an essential tool for developing future workforce skills such as creativity, critical thinking, digital literacy, and communication skills. Two European Commission-funded projects under the Erasmus Plus Programme that utilize digital storytelling in education and training to help individuals and organizations adapt to the digital age are presented in the paper as examples of initiatives promoting this approach: The BIG_GAME and the Digital Stories.
The ubiquity and an established framework for using open-source electronics and 3D prototyping platforms have enhanced the ways educational robotics (ER) is introduced. Low entry-level, a wide range of peripheral modules and 3D designs alleviate approaching the subject. Nevertheless, the relative ease such systems aim to provide tends to obscure the underlying machinery and basic principles. In this regard, the present article describes designing and implementing a simple programmable Arduino-based bot with a particular accent on the underpinning principles' exposition.
Fostering the Development and Implementation of Digital Learning Strategies for Digitization in Schools
Author(s): Mariya Monova-Zheleva,Yanislav Zhelev,Michela Tramonti,Alden M. Dochshanov / Language(s): English
/ Issue: XIII/2023
Keywords: Episodes of Situated Learning (ESL); Technology-enhanced Learning; Digital Skills; Digital Competences
In today's fast-paced and rapidly changing world, teachers must continually update their skills and competencies to meet the new requirements of education. As new technologies and teaching methodologies emerge, teachers need to stay abreast of these changes to be effective in the classroom.The paper discusses an approach for improvement of skills and competencies of the adult educators across Europe on how to use digital tools, digital content libraries and technology-enhanced methods, among them the “Episodes of Situated Learning”, to ensure engaging and meaningful virtual instruction in inclusive settings.
This forum is a contribution to debates over the (im)possibility of cooperating with the Russian academic community while Russia’s war against Ukraine continues. After briefly reviewing previous studies on the effectiveness and morality of academic sanctions, the forum continues to assess the politics and effectiveness of the academic boycott in changing the belligerent behaviour of the Russian regime. For this purpose, it introduces the idea of ontological (in)security and moves on to discuss, from different perspectives, whether sanctions and boycotts may lead to policy change by way of destabilizing the ontological security of Russia, or whether the academic boycott contributes to strengthening the ruling authoritarian regime.
Towards an Augmented Reality Game for Learning about Ivan Vazov's Literary Works
Author(s): Ivan Kratchanov,Dimitar Minev / Language(s): English
/ Issue: XIII/2023
Keywords: Serious Games; Plovdiv; Cultural Heritage; Ivan Vazov; Augmented Reality
This paper presents a concept for a serious game based on an augmented reality representation of a mural artwork located in the National Library “Ivan Vazov” in Plovdiv, Bulgaria. The mural features the renowned Bulgarian author Ivan Vazov in the center, surrounded by characters from his literary works. By using a head-mounted display in front of the mural, the players would see movement of the characters and will be able to interact with them in a gamified augmented reality environment. The serious game proposed in this paper offers a solution to the engagement of players with literature and textual heritage within a broader cultural context.
Keywords: Cultural Heritage; e-Governance; Digital Documentation; Online Access; ICT
This paper explores the intersection of e-Governance and cultural heritage digitization, discussing its potential impact on the economy and social life amid rapid advancements in Information and communication technologies (ICT).
Aquae Calidae - New Museum Exposition Based on Various Digitalization Methods
Author(s): Radovesta Stewart / Language(s): English
/ Issue: XIII/2023
Keywords: Digitalization; Cultural Heritage; 3D Mapping; Tourism; Virtual Reality
This paper aims to present a comprehensive overview of the new interactive exposition centre at Aquae Calidae, Burgas, Bulgaria, which was opened in 2022. Innovative technologies for digitalization and presentation of cultural heritage have been incorporated into the centre to provide visitors with a captivating journey through time and immersive experiences. The focus is on the utilization of the famous historical place into a modern tourist complex with a replica of a Roman bath with hot mineral water and an interactive museum with room featuring 3D mapping to transport visitors to different historical eras, 3D glasses for virtual reality (VR) displaying the digitalized objects and representation of the ancient baths interior, interactive floor games utilizing authentic artifacts, and a photo challenge that captures the visitors in four time periods. By exploring the implementation and impact of these technologies, this paper seeks to highlight the significance of such interactive experiences in promoting cultural appreciation, education and tourism.
Digital Approaches for the Presentation of Tourist Sites with Historical Significance
Author(s): Radovesta Stewart,Colin Stewart / Language(s): English
/ Issue: XIII/2023
Keywords: Cultural Heritage; Digital Representation; Web Platforms; Digitization; Tourist Sites
This paper explores the digital approaches for the presentation of tourist sites with historical significance, focusing on the integration of cutting-edge technologies and innovative strategies. It investigates the use of virtual reality (VR), digital libraries and interactive web platforms to create immersive and interactive experiences for visitors. The paper highlights the benefits of these digital approaches in enhancing tourism, conservation efforts, and cultural understanding. Additionally, it discusses the role of digital representations in preserving both – the tangible and intangible heritage, while also promoting global accessibility, passing down the generations, volunteering and cultural exchange. Through case studies and examples, the paper showcases the transformative potential of digital approaches in presenting and safeguarding cultural heritage.
Three years ago a new European initiative started: establishing a network of Centres of Competence in HPC in the European countries through the project EuroCC (2020-2022) in its second phase EuroCC2 (2023-2025). The goal is to accelerate the improvement of national and thus European capabilities in the area of HPC+ technologies, where HPC+ means High Performance Computing (HPC) and HPC application in HPDA and AI. In order to form an effective National Competence Centre in HPC+ technologies, we performed extensive competence mapping and now devise an extensive service portfolio, open to users from academia, public administration and industry. In this paper we present our analysis of the situation in Bulgaria as well as our approaches to make NCC and effective focus point for those that can benefit from use of HPC+ technology in their research or business.
The 14th National Information Day: Open Science, Open Data, Open Access, Bulgarian Open Science Cloud
Author(s): Peter L. Stanchev,Aneta Karaivanova,Yanita Zherkova,Hristiyaniya Klisarova,Jordan Iliev,Radoslav Pavlov,Georgi Simeonov / Language(s): English
/ Issue: XIII/2023
Keywords: Open Access; Access to Knowledge; Open Science
The paper gives an overview on the current landscape and the activities on national and institutional level regarding Open Science, Open Access to scientific information, Open Data, Bulgarian Open Science Cloud.
Keywords: Green Transition; Digitalization; Standards; Micro-credentials; Higher Education
The seminar "Promoting the Green Transition via University Education with Green Standards" presents the approach and concept of the international project Boosting the Green Future via University Micro-Credentials (B-Green-ED), funded by the Erasmus+ program KA220-HED - Cooperation partnerships in higher education, aiming to contribute to the achievement of the sustainable, green and digital goals of the European Union by providing innovative university micro-credentials related to environmental and management standards to improve the digital and green capabilities of the higher education sector. Some findings and results of the B-Green-ED research conducted in four EU countries - Bulgaria, Lithuania, Spain, and Romania are presented.
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