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Belma Ramić-brkić

Društvene mreže:

Belma Ramic-Brkic, B. Mijatovic, Faik Ćatibušić, Emina Mekic

Research has shown that technology promotes learning environments that stimulate improved learning performance, learners satisfaction and completion rates. Virtual reality (VR) is a computer-generated environment with scenes and objects that look and feel real, making the user feel immersed in that world. This immersion provides learning and training opportunities in a variety of areas. This paper aims to investigate the perceived usefulness, ease of use and impression of the presented solution and whether it can improve the safety and effectiveness of field demining missions. A focus group study was conducted. The findings of the study are very positive, and show an affirmative attitude towards the use of the presented application for the purpose of educating and training new deminers.

Mugdim Pasic, Ketrina Çabiri Mijo, B. Vučijak, Jelena Šaković Jovanović, Marko Milojković, Belma Ramic-Brkic, A. Vujovic, Branko Boskovic, Altin Idrizi et al.

Suncica Hadzidedic, Silvia Berenice Fajardo Flores, Belma Ramic-Brkic

Purpose This paper aims to address the user perspective about usability, security and use of five authentication schemes (text and graphical passwords, biometrics and hardware tokens) from a population not covered previously in the literature. Additionally, this paper explores the criteria users apply in creating their text passwords. Design/methodology/approach An online survey study was performed in spring 2019 with university students in Mexico and Bosnia and Herzegovina. A total of 197 responses were collected. Findings Fingerprint-based authentication was most frequently perceived as usable and secure. However, text passwords were the predominantly used method for unlocking computer devices. The participants preferred to apply personal criteria for creating text passwords, which, interestingly, coincided with the general password guidelines, e.g. length, combining letters and special characters. Originality/value Research on young adults’ perceptions of different authentication methods is driven by the increasing frequency and sophistication of security breaches, as well as their significant consequences. This study provided insight into the commonly used authentication methods among youth from two geographic locations, which have not been accounted for previously.

Europe, with all its common sights, has an enviable wealth of history and cultural heritage. With its many monuments, sites, traditions, history, art, and culture, it has always attracted curious views and tells centuries-old stories to many tourists and visitors. At the heart of Europe, Bosnia and Herzegovina (BiH), founded in the 11th century, with its picturesque past, has always been at the crossroads of faith and civilizations. The key audience of tourism in BiH are nature lovers, adventurers and young and digital nomads, who represent great potential for the development of this sector given their nature of work, to be able to work from any location, and during the COVID-19 period. Furthermore, the importance of the diaspora for the development of tourism in BiH goes beyond tourist visits and helps BiH on its path to digital transformation. Digital tourism refers to how we use digital tools to organize, manage and even enjoy the travel experience. It uses all of the tools of digital transformation to change how we travel and experience different sites. Through digitalization, we want to reach every individual who passes through this country and further attract lovers of European history and culture, offer them a different, more creative, and innovative approach to learning about the cultural and historical treasures it hides. The goal of digital tourism is to raise awareness of the importance of cultural heritage, provide new opportunities for visitors and bring new knowledge. Therefore, this paper provides an overview of the possibilities of digital representations of the medieval historical period of BiH through identified pillars of digital reconstruction, and ways to connect the movable cultural heritage residing in the museums with real sites in an attempt to contribute to its promotion through digital tourism. © 2022 Copyright for this paper by its authors.

Europe, with all its common sights, has an enviable wealth of history and cultural heritage. With its many monuments, sites, traditions, history, art, and culture, it has always attracted curious views and tells centuries-old stories to many tourists and visitors. At the heart of Europe, Bosnia and Herzegovina (BiH), founded in the 11th century, with its picturesque past, has always been at the crossroads of faith and civilizations. The key audience of tourism in BiH are nature lovers, adventurers and young and digital nomads, who represent great potential for the development of this sector given their nature of work, to be able to work from any location, and during the COVID-19 period. Furthermore, the importance of the diaspora for the development of tourism in BiH goes beyond tourist visits and helps BiH on its path to digital transformation. Digital tourism refers to how we use digital tools to organize, manage and even enjoy the travel experience. It uses all of the tools of digital transformation to change how we travel and experience different sites. Through digitalization, we want to reach every individual who passes through this country and further attract lovers of European history and culture, offer them a different, more creative, and innovative approach to learning about the cultural and historical treasures it hides. The goal of digital tourism is to raise awareness of the importance of cultural heritage, provide new opportunities for visitors and bring new knowledge. Therefore, this paper provides an overview of the possibilities of digital representations of the medieval historical period of BiH through identified pillars of digital reconstruction, and ways to connect the movable cultural heritage residing in the museums with real sites in an attempt to contribute to its promotion through digital tourism. © 2022 Copyright for this paper by its authors.

Although the end of Moore’s law has been predicted for many years, the capacity to store information in information and communication technology is still progressing in ways we could not imagine. Hence, the museum environments are also benefiting from improvements in data collection, storage and processing as well as allowing the great body of information within cultural heritage domain to be applied through interesting processes in the museums, one of which is game-based learning. Although, concept of employing games in the learning process is known for a long-time research teams in game-based learning and in the CH field in general often lack unified approach with results that are extended globally and team effort contributing to a larger systematically organized body of knowledge. In this paper we identify advantages and disadvantages of game-based learning application in the museums. By doing this we attempt to tackle promotion of cultural heritage, raise awareness of its importance and motivate users to visit cultural institutions such as museums more often.

As traditional museums migrate to the virtual world, they offer wider access to the exhibit collections but often fail to present content of those collections in more engaging way. Game-based learning is one of the solutions to mitigate this inevitable transition and support active learning in the process. It is increasingly gaining interest from the cultural heritage scientific community for the purpose of promoting cultural heritage, raising awareness of its importance and motivating users to visit cultural institutions such as museums more often. There are numerous examples of serious games that are based on or contain heritage content. Tangible cultural heritage is more represented in the virtual worlds and mainly based on applications of 3D technology. Recently, intangible cultural heritage is gaining more visibility within cultural heritage scope as a domain in which game-based learning could assist in its preservation. This paper attempts to address pros and cons of game-based learning in general and reflect on the choices of using serious games in the museum environment.

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