scholarly journals The impact of modern technology on the activities of museums

Author(s):  
G. I. Yeshenkulova ◽  
R. Ye. Agybetova ◽  
Y. E. Galiakbarov ◽  
A. G. Gizzatzhanova

The article describes the state of museums in the past, the impact of monotonous activities in the country on the number of visitors, as well as the introduction of new technologies and their impact on museums. The importance of using new technologies in the provision of their services, quickly focused on the modern period of museums that are among the top 10 world-famous museums, is emphasized. Virtual tours in 3D format of several foreign and patronymic museums and exhibitions with the use of modern technologies and augmented virtual reality indicate that the museum's attendance is increasing both online and offline. The situation in our country shows that significant work needs to be done to increase the number of visitors to museums, including the use of new technologies, good advertising, various promotions. This idea can be confirmed by the results of a survey on the use of augmented reality and virtual reality technologies in the museum in our country. The desire of a total of 179 participants to visit the museum confirms the need to develop this area. In the near future, people's visits to museums may change, their situation shows that the industry needs to be developed in the future, there is a great opportunity to deliver art to people previously unavailable, people who do not have the opportunity to travel and visit famous museums have online access to the world's best collections. Strict restrictions due to the pandemic have increased people's interest in listening to virtual tours of museums, which, among other things, is due to the fact that the museums themselves are beginning to quickly direct visitors to online tours.

2019 ◽  
Vol 299 ◽  
pp. 03006
Author(s):  
Sven Maricic ◽  
Donald Radolovic ◽  
Ivan Veljovic ◽  
Roberta Raguz

The progress and development in the fields of technologies in the past few decades are impressive. With so many innovations that have had an impact on human lives and have changed them so drastically, living in a time where new technologies are still making massive changes, and, unquestionably, it wil continue with that trend. As the techniques are continuously evolving, people are forced to prepare ourselves and our descendants to the new and upcoming technologies so that they would be able to understand them, use them, teach others about them and also make some improvements in the specific fields of applications. This article presents an overview of the principal results of research on the impact of Virtual Reality (VR) 3D education for students in industrial vocational training. They were introducedto the generated model and had to explore all elements to have personal experience in the virtual environment. After the training, a user experience survey has been conducted, and the results obtained after the use of the system were presented.


2016 ◽  
Vol 4 ◽  
pp. 814-819 ◽  
Author(s):  
Piotr Marek Smolnicki ◽  
Jacek Sołtys

Many examples from the past show how new technologies, designed to solve particular problems, can create new problems as a side-effect. Some unforeseen or unwanted results may influence the use of space and spatial structures, for example. Car-sharing is an invention that competes with car ownership and which can drastically rise the efficiency of car use and reduce the number of vehicles per users. Diffusion of car-sharing will accelerate in the near future. The spatial consequences of a car-ownership-oriented-century are already known. However, the complications of all travelers using shared automobiles is yet to be understood. It is therefore appropriate to anticipate and prepare for potential side effects of this innovation’s diffusion and thus avoid possible negative consequences. This reasoning has led to our research into the relationship between modern mobility innovations and metropolitan spatial structures. The earliest implementations of new transport technologies appeared in metropolises, which also have the highest level of general mobility. This article presents the assumptions and principles from scenario-based research. The example shows how diffusion of this innovation determine possible scenarios relating to future impacts of car-sharing on spatial structures.


Sensors ◽  
2021 ◽  
Vol 21 (14) ◽  
pp. 4663
Author(s):  
Janaina Cavalcanti ◽  
Victor Valls ◽  
Manuel Contero ◽  
David Fonseca

An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings.


2018 ◽  
Vol 10 ◽  
pp. 117957351881354 ◽  
Author(s):  
Thais Massetti ◽  
Talita Dias da Silva ◽  
Tânia Brusque Crocetta ◽  
Regiani Guarnieri ◽  
Bruna Leal de Freitas ◽  
...  

Background: Virtual reality (VR) experiences (through games and virtual environments) are increasingly being used in physical, cognitive, and psychological interventions. However, the impact of VR as an approach to rehabilitation is not fully understood, and its advantages over traditional rehabilitation techniques are yet to be established. Method: We present a systematic review which was conducted according to Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). During February and March of 2018, we conducted searches on PubMed (Medline), Virtual Health Library Search Portal databases (BVS), Web of Science (WOS), and Embase for all VR-related publications in the past 4 years (2015, 2016, 2017, and 2018). The keywords used in the search were “neurorehabilitation” AND “Virtual Reality” AND “devices.” Results: We summarize the literature which highlights that a range of effective VR approaches are available. Studies identified were conducted with poststroke patients, patients with cerebral palsy, spinal cord injuries, and other pathologies. Healthy populations have been used in the development and testing of VR approaches meant to be used in the future by people with neurological disorders. A range of benefits were associated with VR interventions, including improvement in motor functions, greater community participation, and improved psychological and cognitive function. Conclusions: The results from this review provide support for the use of VR as part of a neurorehabilitation program in maximizing recovery.


10.2196/11643 ◽  
2019 ◽  
Vol 6 (12) ◽  
pp. e11643 ◽  
Author(s):  
Florian Ferreri ◽  
Alexis Bourla ◽  
Charles-Siegfried Peretti ◽  
Tomoyuki Segawa ◽  
Nemat Jaafari ◽  
...  

Background New technologies are set to profoundly change the way we understand and manage psychiatric disorders, including obsessive-compulsive disorder (OCD). Developments in imaging and biomarkers, along with medical informatics, may well allow for better assessments and interventions in the future. Recent advances in the concept of digital phenotype, which involves using computerized measurement tools to capture the characteristics of a given psychiatric disorder, is one paradigmatic example. Objective The impact of new technologies on health professionals’ practice in OCD care remains to be determined. Recent developments could disrupt not just their clinical practices, but also their beliefs, ethics, and representations, even going so far as to question their professional culture. This study aimed to conduct an extensive review of new technologies in OCD. Methods We conducted the review by looking for titles in the PubMed database up to December 2017 that contained the following terms: [Obsessive] AND [Smartphone] OR [phone] OR [Internet] OR [Device] OR [Wearable] OR [Mobile] OR [Machine learning] OR [Artificial] OR [Biofeedback] OR [Neurofeedback] OR [Momentary] OR [Computerized] OR [Heart rate variability] OR [actigraphy] OR [actimetry] OR [digital] OR [virtual reality] OR [Tele] OR [video]. Results We analyzed 364 articles, of which 62 were included. Our review was divided into 3 parts: prediction, assessment (including diagnosis, screening, and monitoring), and intervention. Conclusions The review showed that the place of connected objects, machine learning, and remote monitoring has yet to be defined in OCD. Smartphone assessment apps and the Web Screening Questionnaire demonstrated good sensitivity and adequate specificity for detecting OCD symptoms when compared with a full-length structured clinical interview. The ecological momentary assessment procedure may also represent a worthy addition to the current suite of assessment tools. In the field of intervention, CBT supported by smartphone, internet, or computer may not be more effective than that delivered by a qualified practitioner, but it is easy to use, well accepted by patients, reproducible, and cost-effective. Finally, new technologies are enabling the development of new therapies, including biofeedback and virtual reality, which focus on the learning of coping skills. For them to be used, these tools must be properly explained and tailored to individual physician and patient profiles.


Author(s):  
М.Ю. ТАМОВА ◽  
Е.В. БАРАШКИНА ◽  
Р.А. ЖУРАВЛЕВ ◽  
Н.Р. ТРЕТЬЯКОВА ◽  
Е.С. ФРАНЧЕНКО

Рассмотрены перспективы получения пищевых волокон (ПВ) из вторичных продуктов АПК. Приведены результаты анализа опубликованных исследований о перспективах получения ПВ, проявляющих детоксикационную и адсорбционную активность, с целью обогащения ими продуктов питания. Рассмотрены современные технологические решения получения ПВ из продуктов переработки сахарной свеклы и яблок. Признано целесообразным дальнейшее проведение научно-экспериментальных разработок новых технологий получения ПВ из растительного сырья с применением электромагнитного поля крайне низких и сверхвысоких частот. The prospects of obtaining dietary fibers (DF) from secondary products of agriculture are considered. Results of the analysis of sources on the prospects of receiving the DF showing detoxification and adsorption activity for the purpose of enrichment of food by them are given. Modern technology solutions of receiving DF from products of processing of sugar beet and apples are given. Further carrying out scientific and experimental developments of new technologies of receiving DF from vegetable raw materials with application of the electromagnetic field of extremely low and ultrahigh frequencies is perspective.


Author(s):  
Sarah T. Meltzer

Professional development in schools is not a new concept; however, the impact of new technologies in the past two decades has shown it is important to incorporate research-based strategies in order to be effective. While strategies for curriculum-focused trainings may have been effective in the past, technology-focused training must take a different approach in the 21st century. Effective professional development will positively impact student achievement and is critical for sustainable school reform. This chapter addresses the importance of developing a new learning environment conducive to supporting professional development in technology. Key strategies necessary to support students’ needs in the 21st century are explained. Without an emphasis on specific activities and opportunities throughout the phases of planning and implementation, professional development will not be sustainable and student achievement will not be impacted.


Author(s):  
H.E.M. Cool

Glass came of age during the Roman period. Within the ancient world it had been used from the mid-second millennium bce onwards, but only for jewellery and luxury items like small perfume bottles. This started to change in the late 2nd century bce, when the Hellenistic industries started to produce simple glass drinking vessels. In the early Imperial period there was an explosion in the vessel forms available, in part made possible by the discovery of how to blow glass. The new types included both the luxurious, such as exquisite cameo vessels, and the utilitarian, such as disposable packaging for cosmetics. A similar expansion was seen in its role in buildings, where glass went from luxurious interior decoration to structurally important window glass. References in literary works and depictions in wall paintings at the time attest to the considerable attention this new phenomenon attracted in the early to mid-1st century ce. Vessels, windows and other items spread widely throughout the empire and beyond, and to all levels of society. Over the next 400 years, how the material was used changed with time and place as the various regional industries responded to the needs and preferences of their communities. This was a major high-temperature industry which would have made considerable demands on resources such as fuel, but there are still many things that are unknown about it. Where, for example, was the glass itself made? Waste from secondary workshops producing vessels is regularly encountered, but evidence for the primary production is extremely rare. This has led to considerable debate, with competing models being proposed. Glass is not a material where scientific techniques such as those used to provenance pottery have proved very helpful. The composition of Roman glass is extremely uniform throughout the empire, and again there has been much debate about why this might be. Of late, some useful advances have started to be made in approaching these questions, and this may eventually disentangle what was going on. The study of Roman glass provides a unique window into the past. Through it the impact of new technologies and materials can be seen, as well as the choices people made about what was useful in their lives—all against the background of some of the most beautiful and skilful vessels ever made.


1999 ◽  
Vol 26 (4) ◽  
pp. 280-288 ◽  
Author(s):  
P.O'B. LYVER ◽  
H. MOLLER

Rakiura Maori (a tribe of indigenous people in New Zealand) continue a centuries-old customary use of Sooty Shearwater (Puffinus griseus, titi, muttonbird) chicks from islands adjacent to Rakiura (Stewart Island). Some muttonbirders pluck chicks by hand, while others have recently changed to a plucking machine. We compared traditional and modern processing methods to see if new technology stands to increase the efficiency, size and cost effectiveness of harvest. On average, chicks were plucked 6 seconds quicker with a machine, which could potentially increase the catch by up to 4%. Innovation by using wax rather than water to remove down left after plucking saved muttonbirders 29–97 minutes per day, potentially allowing up to a 15% increase in the number of chicks harvested. Both wax and plucking machines increased costs, which led to a modest financial gain from using wax, but a net loss from using a plucking machine. Modern technologies have been introduced mainly for convenience and to ease labour in this customary use of wildlife. New technology may erode traditional skills, but does not necessarily pose a risk to the sustainability of a resource. Financial investment in harvest technologies might provide an incentive to increase harvest levels, but could equally provide an incentive to manage for sustainable use. Preservation lobbies are not justified in presuming that new technologies will always threaten wildlife traditionally used by indigenous people.


Author(s):  
Alla Korotkikh

Over the past 30 years, a series of inter-related changes in land-use pattern, business arrangements, farm structure, and production practices combined to expand output without increasing the use of total inputs. Moreover, by allowing farmers to increase U.S. agricultural production through increased productivity instead of expanded land and chemical use, many of these innovations helped to limit the impact of agricultural production on the environment. Meanwhile, new technologies (such as precision agriculture) have required additional labor use, a differentiated approach to the specialization of production, and stimulated the concentration of resources, capital and efforts on the production of certain products, which allowed some farmers to increase the size of their operations. As a result, the number of large farms increased 8 times, and their share in the country's agricultural production increased to 62%. Although production has shifted dramatically to larger farms, 97 percent of all farms remain family farms, generating 82 percent of the total value of U.S. agricultural production.  


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