DSpace Collection: STEM, vol.3, 2021
http://hdl.handle.net/10525/4155
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Experimental Desktop Development Computer
http://hdl.handle.net/10525/4199
Title: Experimental Desktop Development Computer<br/><br/>Authors: Vavrek, Veselin<br/><br/>Abstract: Creating a sequence of hardware platforms playing the role of desktop computers (which are of increasing complexity of the technologies used in them) is a useful educational project. On the other hand, such products are completely useless from a business point of view because they are too weak compared to modern systems and therefore the implementation of the venture can only rely on scientific funding. In the present project we consider a conceptual model in which a purely educational endeavor of the described type can become one that has certain business advantages, which in turn will improve the chances of project implementation.The Role of e-Government and Digitalization for the Museum Development in Bulgaria
http://hdl.handle.net/10525/4198
Title: The Role of e-Government and Digitalization for the Museum Development in Bulgaria<br/><br/>Authors: Georgieva, Vesela<br/><br/>Abstract: The process related to the preservation and popularization of the cultural heritage as well as the access to information resources are among the main priorities of the present information society. With regard to the museums, assumptions can be made that a process of affirmation of the role of e-government for promoting museum development in Bulgaria starts to delineate. Opportunities in legal and financial terms emerge for access to public information presented in the museums as cultural institutions in Bulgaria. This applies even in emergency situations, as with COVID-19, in which the present information and communication technologies as well as digitalization enter gradually in many public sectors, including museum activity. The hypothesis is that offering new access forms to various resources through digitalization promotes the activity of museum employees, thereby encouraging alternative forms for information access. The report examines legal and regulatory documents, in which are addressing issues connected to e-government, through content analysis. The text evaluates publications in museum websites in Bulgaria in order to settle whether there are good practices with respect to digitalization and museum facilitation.Media Literacy in the Context of Media Consumption of High School Students
http://hdl.handle.net/10525/4197
Title: Media Literacy in the Context of Media Consumption of High School Students<br/><br/>Authors: Lozanova, Lilia<br/><br/>Abstract: This article presents the results of a study of media literacy of high school students from Northwestern Bulgaria. The survey was conducted after the realisation of a project aiming to increase media literacy, which included participants from the control group of respondents.Change of Schumane Frequencies
http://hdl.handle.net/10525/4196
Title: Change of Schumane Frequencies<br/><br/>Authors: Shterev, Yordan<br/><br/>Abstract: This article presents the origin of Schumann frequencies, their measurement and monitoring. The results of their measurements are presented and their diurnal and seasonal variations are analyzed. Application areas of Schumann frequencies are discussed.Creating Models of Serious Educational Games for the Purpose of Medical Training
http://hdl.handle.net/10525/4195
Title: Creating Models of Serious Educational Games for the Purpose of Medical Training<br/><br/>Authors: Georgieva-Tsaneva, Galya<br/><br/>Abstract: The report presents the serious educational games in the field of medicine and their advantages in the medical education of the scientific community, medical professionals, teachers, researchers, trainers, decision makers, training companies, students, gamers and others. Research and analysis of innovative, technological methods and tools for creating semantically based knowledge for the purposes of training in medicine has been conducted. Research and analysis of innovative methods and tools for modeling and creating computer-based medical educational resources have been made. Attention is paid to the methods for creating computer-based resources in the field of medical education. The report presents videos and a serious educational game that are used in medical universities in medical education.Utilizing AVX Instruction Set for Optimizing Algorithms for Weight Characteristics of Binary Linear Code
http://hdl.handle.net/10525/4194
Title: Utilizing AVX Instruction Set for Optimizing Algorithms for Weight Characteristics of Binary Linear Code<br/><br/>Authors: Pashinska, Maria; Bouyukliev, Iliya<br/><br/>Abstract: We present methods of using Advanced Vector Extensions (AVX, AVX2, AVX512) for calculation of weight characteristics of binary linear codes. Some experimental results for different lengths and dimensions are presented.On the Calculation of the Minimum Distance of a Linear Code
http://hdl.handle.net/10525/4193
Title: On the Calculation of the Minimum Distance of a Linear Code<br/><br/>Authors: Bouyukliev, Iliya<br/><br/>Abstract: Some aspects of the algorithms for calculating the minimum distance of linear codes over finite fields are presented.Impact of Online Teaching on Motivation to Learn
http://hdl.handle.net/10525/4192
Title: Impact of Online Teaching on Motivation to Learn<br/><br/>Authors: Dimitrova, Diana; Bogdanova, Galina<br/><br/>Abstract: The Covid 19 pandemic has changed all spheres of both private and public life. It has not spared education either. Varna Medical University quickly reorganised and mobilised new technological and human resources. The present survey examines how online teaching during pandemic affects students’ motivation to study and learn. The theoretical formulation is based on the idea of the students’ social learning and typologization, depending on their expectations of the training process. An inquiry card was set up, and a survey of forty nurse and midwifery students at the Veliko Tarnovo Subsidiary of Varna Medical University was conducted. The snapshot reveals that online training is a challenge to the students and requires a new attitude and skills to structure time.<br/><br/>Description: Covid 19 пандемията промени всички сфери на личния и обществения живот. Сферата на образованието също не беше пощадена. Медицински университет – Варна бързо реорганизира и мобилизира нови технически и човешки ресурси. Настоящото проучване изследва как обучението в електронна среда и в условията на пандемия влияе върху мотивацията на студентите за учене. Теоретичната постановка се основава на идеята за социалното учене и типологизация на студентите в зависимост от нагласите им към учебния процес. Създадена е анкетна карта и е реализирано проучване сред 40 студенти от специалностите "Медицинска сестра" и "Акушерка", обучаващи се във Филиала на Медицински университет - Варна във Велико Търново. Направената моментна снимка показва, че обучението в електронна среда е предизвикателство пред студентите и изисква ново отношение и умения за структуриране на времето.Exploring the Processes of Interaction Between Creators of Serious Educational Games and Learners Using Them
http://hdl.handle.net/10525/4191
Title: Exploring the Processes of Interaction Between Creators of Serious Educational Games and Learners Using Them<br/><br/>Authors: Georgieva-Tsaneva, Galya; Shatko, Elena<br/><br/>Abstract: The report presents the processes of interaction between the creators of serious educational games and the users (pupils, students) who use them in the process of their learning (real and online). Organizing the process of designing (creating a concept for the game) and developing (producing the product) the serious educational games is a laborious and responsible process. The choice of game design and game model also proves to be essential for consumers. The context in which the serious game is played and used is important for the results obtained. The report discusses and distinguishes the different phases of design, development, implementation and evaluation of the created serious game. Attention is paid to the methods and approaches in creating serious educational games.<br/><br/>Description: Докладът представя процесите на взаимодействие между създателите на сериозните образователни игри и потребителите (ученици, студенти), които ги използват в процеса на своето обучение (реално и онлайн). Организирането на процеса на проектиране (създаване на концепция за играта) и разработване (производството на продукта) на сериозните образователни игри е трудоемък и отговорен процес. От съществено значение също така се оказва за потребителите изборът на игрален дизайн и модела на играта. Контекстът, в който се играе и използва сериозната игра е от значение за получените резултати. В доклада са обсъдени и разграничени отделните фази на проектиране, разработване, внедряване и оценка на създаваната сериозна игра. Отделено е внимание на методите и подходите при създаване на сериозни образователни игри.Exchanging the Cybersecurity Information through Public and Private Partnership
http://hdl.handle.net/10525/4190
Title: Exchanging the Cybersecurity Information through Public and Private Partnership<br/><br/>Authors: Todorov, Todor; Lutfiu, Shpend<br/><br/>Abstract: An important component of a coordinated response in the field of cyber security is the exchange of information between the parties related to the perpetrators and the methods they use, and based on this information to take concrete actions in preventing the dangers that appear in cyberspace.In the paper are considered issues related to exchanging the information between public institutions and private sector in order to prevent the cybersecurity threats.Creating а Digital Atlas for Heritage Cities and Towns Along the Danube
http://hdl.handle.net/10525/4189
Title: Creating а Digital Atlas for Heritage Cities and Towns Along the Danube<br/><br/>Authors: Djukić, Aleksandra; Joković, Jugoslav; Antonić, Branislav; Zdravković, Jana; Ilić, Nikola<br/><br/>Abstract: The traditional meaning of an atlas has changed recently, with the prompt rise of digitalisation. This process has also opened new perspectives to collect and present atlas data; the interconnection of the huge quantities of the different data sets, including the new types of data and introducing atlases with new topics as an innovation. The essential meaning of an atlas has been, however, preserved even in its digitalised version – to present spatially related phenomena and items thorough their mapping.The aim of this paper is to discuss about the structure of a digital urban atlas on the example of the creation a new one – the digital atlas of heritage cities and towns along the Danube, one of the main deliverables of DANUrB+ INTERREG Project. This atlas, planned in both hardcopy and digital versions, is still in progress; hence, the main contribution of the paper is to show the expected structure of the digital DANUrB+ Atlas by comparing the project inputs with several already existing digital urban atlases as role-models.LUWRAIN Books: DAISY for Schools
http://hdl.handle.net/10525/4188
Title: LUWRAIN Books: DAISY for Schools<br/><br/>Authors: Goloshumov, Alexey; Mikhailova, Svetlana; Pozhidaev, Michael; Teplykh, Elena<br/><br/>Abstract: The report presents the experience obtained in the school for the blind in the city of Tomsk during the experiment which implies creation of a cloud service automatically producing the DAISY audiobooks and utilizing the commercial TTS. The advantages and the problems related to the work are described, as well as technical details of used software components.Robotz India - Increasing Innovation in Schools
http://hdl.handle.net/10525/4187
Title: Robotz India - Increasing Innovation in Schools<br/><br/>Authors: Gopal, T. V.<br/><br/>Abstract: The mission is to nurture a creative child through new technologies such as computing, sensors and artificial intelligence. School Children explored the wonderful science and computing through handson robots building and programming. We strive to develop the scientists and engineers of tomorrow with foundations of STEM learnt in a practice school methodology.Pandemic Models of Accessibility and Integration
http://hdl.handle.net/10525/4186
Title: Pandemic Models of Accessibility and Integration<br/><br/>Authors: Bogdnova, Galina; Galabova, Liana<br/><br/>Abstract: Studies of accessibility and impairment face recent glocal cultural change by reconsidering human notion of normality towards new approaches to mobility, communication, and socialisation that had become social priorities. Values of public care and subcultural solidarity now integrate more people suffering through pandemic conditions, as previously mostly impaired, and other socially vulnerable individuals had been addressed by various measures and specific attitudes of resocialisation and cultural adaptation. SARS-2 COVID-19 pandemics in 2020-2021 affected at first those members of society that had already needed special care, including youth, elderly, poor, disabled, migrants, etc. But the effects of pandemic health risks, deficits of social organisation, obstacles to civil protection, public and global reflections on the necessity of lockdowns, intensity of digital communication and infodemics on people unprepared, inexperienced, unaware in such conditions, became also statistically considerable. Therefore both social groups: of previously discriminated or needing special care, and of those who experience or reach such conditions of low equity, require accordingly adequate concern. Authorities, experts, and practitioners, responsible in managing disability and accessibility, are to focus on both general situation and its details, so that adaptation models applicable in these fields can be effective in times of pandemics, and specific measures could become more popular for all people. This paper, based on direct and participant observations, and on previous stages of our research on variety of accessibilities of tourist sites, educational media, and communication technologies, analyses particular cases of social dysfunction and problematic integration potential of spaces and infrastructure and models of organisation of new approaches that would improve resocialisation of people and activities damaged and isolated yet before pandemic. Although pandemic research is rapidly increasing in order to face various scholarly gaps, a more objective and sustainable scope of interest to accessibility is still not locally enough popular, as well as emergent integration studies and initiatives. There is no sufficient fundamentally and practically oriented support to the field, that would result in particular evaluation or regulation methodology, that could be applied and improve current situation. Nevertheless, actualisation of comparative field studies by pandemic situation is highly likely to result in paradigm shifts.Influence of Geometric Indexes of Escape Routes Over Evacuation of People from Buildings and Facilities
http://hdl.handle.net/10525/4185
Title: Influence of Geometric Indexes of Escape Routes Over Evacuation of People from Buildings and Facilities<br/><br/>Authors: Parvanov, Stefan; Arabadjieva, Svilena<br/><br/>Abstract: The present work presents the relationship between geometric parameters of escape routes and efficiency of evacuation of people from buildings and facilities. An integrated mathematical approach for providing conditions for successful evacuation is presented. Specific effects of measurements and shapes of escape routes and escape exits on the behavior of the crowd are studied. An assessment of consequences of incorrectly applied architectural and construction measures in the construction of escape routes and escape exits is made. Adequate geometric solutions are proposed to facilitate the rapid and reliable movement of the crowd to a safe area. A concrete example of application of the approach through a calculation procedure is presented.Investigation of Accessibility of Some Frequently Use Rapid Aplication Development Environments
http://hdl.handle.net/10525/4184
Title: Investigation of Accessibility of Some Frequently Use Rapid Aplication Development Environments<br/><br/>Authors: Tomov, Zhivko<br/><br/>Abstract: The object of this article is to discuss some problems, that hav low vision developers using some frequently use rapid application development environments. Particular attention is payd to those of them, that have free versions or are use by high schools and special secondary schools. Accessibility level of main menu, submenus, settings dialog boxes, text edit tools, diagnostic and debugging addressed interface are measure.Made reference, that summary accessibility level of development environment DEV-C++ does not allow effective work by using screen readers and braille displays. As better is estimated accessibility level of Microsoft Visual Studio, but, mention may here be made of some important components (related to creating GUI and database projects) are fully inaccessible. So, blind developer can without somebody else help create console applications only. Development environment C++ Builder is closely discussed, because by working with it using screen readers and braille displays problems mentioned before does not exist. The circumstance, that this development environment is out-of-date, is not omitted, so it have not any contrivances to develop 64 bit applications and applications for Android.The article says, that software tools for developers has low level of accessibility, then applications addressed to generally use.