
This research aims to provide the users with an experience of learning about tangible heritage items-as symbols of freedom through interactive mobile communication AR app. Some of the 3d models are the exact replicas of the genuine museum items, made with photogrammetry, from the National Historic Museum and the War Museum of Athens and its department in Tripoli. These three museums have collaborated with the University of West Attica for the digitalization of some interesting but unknown to public cultural heritage items. It is conducted in three parts, a preliminary stage of research and item collection, the stage of image target design and the scenario of the usage in many different printed materials as well as the making of AR app and the final stage of launching it. Also, specific material such as worksheets and table games were created as to supplement the learning experience. So, in this paper, there is a synopsis of the concept, the major issues are addressed and the significance of the work is highlighted. Also, the theoretical and methodological approaches pursued are explained and finally data are presented and analyzed.
Mobile networks have evolved a lot in recent years, moving from 2G to 5G. This transition is marked in Africa by a delay compared to the West, especially for 4G. Today, developed countries have deployed 5G either in standalone mode or in non-standalone mode. This deployment allows huge technological advances even if the networks are more and more massive. In this context, SDR (Software-Defined Radio) coupled with SDN (Software-Defined Networking), for the control of deployed equipment, are a major asset to ensure performance and quality of service. Our paper is positioned to help African countries avoid a delay with 5G. To achieve this, we propose an architecture and deployment of 5G in non-standard mode for developing African countries where 4G deployment is in its final stages. This transition from 4G to 5G will be based on SDR technology for a better management of the radio part with a lower cost deployment.
In the context of the SARS-CoV-2 pandemic and the increasing digitization of stationary retail, mobile apps in retail (MAR) have gained attention among many consumers. This study examines how the frequency of MAR usage changed before and during the pandemic and how consumers estimate how MAR usage will evolve after the pandemic. Additionally, the role of affinity to mobile devices usage (AMU) in this context is examined. Furthermore, the relevance of pandemic-specific MAR features is elaborated. Based on an online questionnaire with 167 responses, it can be shown that MAR have gained significant relevance in the context of the pandemic and will continue to be an important tool for customers when shopping stationary after the pandemic. A moderating role of AMU cannot be confirmed. Click & collect and online shopping are identified as the most important MAR functions in the context of the pandemic. Information about rules for pandemic compliant shopping doesn't play much of a role for consumers. The results are an important signal for retailers to continue their efforts in digitization and MAR development.
Doping is considered a major threat of modern sport. Since the establishment of the anti-doping system emphasis was placed on the detection and punishment approach in the fight against doping. Recently a shift to education as a preventive tool against doping has been made. In this effort several anti-doping educational interventions have been developed. These interventions have been found modestly effective in educating athletes against doping. To move education, forward a virtual reality game is proposed. Virtual reality has been found effective in changing attitudes, intention and behavior. Therefore, virtual reality can be suitable in addressing the appearance and performance related reasoning underlying the decision making towards the use of performance and appearance enhancing substances. The present paper describes the conceptual basis of VIRAL project that aims to develop the first virtual reality game for doping prevention in competitive and recreational sports. The VIRAL project will a) utilize cutting-edge behavioural science research about the risk and protective factors against doping use to inform the development of an anti-doping virtual reality program, b) use an “open innovation” framework to co-design the anti-doping virtual reality program and c) apply and evaluate the effectiveness of the doping prevention VR program in changing young people’s learning, motivation, beliefs and behaviour towards doping. Overall, the VIRAL project is expected to develop anti-doping educational material that will address the needs of young athletes and will be able to educate against doping through innovative learning pedagogies.
The COVID-19 pandemic plunged academia into a virtual learning environment. Internet became essential in delivering lectures, tutorials, and labs. Implementing experiential learning activities in engineering education became a challenge. This paper presents an approach that allows students to develop experiential learning skills related to IoT in an online lab environment and describes an approach to teaching IoT communication technologies using two electronic boards. These boards allow students to learn IoT concepts such as sensors and interfacing, to develop application using IoT communication technologies, and to run applications on several platforms. The paper describes these boards and their use in labs focused on smart systems, and in advanced-level labs.