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Publikacije (33)

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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 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.

Belma Ramic-Brkic, Marijana Cosovic

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.

Belma Ramic-Brkic, Marijana Cosovic

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.

Marijana Cosovic, Belma Ramic-Brkic

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.

Marijana Cosovic, Belma Ramic-Brkic

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.

Belma Ramic-Brkic, Alican Balik, Suncica Hadzidedic, Nirvana Pistoljevic

Research has shown technology fosters learning environments that stimulate improved academic performance, learners' satisfaction and completion rates. For this reason, an increasing number of researchers focus on the development of tools and applications that support the learning process of children. The tool presented here is a web application for educators, therapists, parents, and children with and without disabilities. The core concept of this tool is aiding professionals in creating relevant educational content and motivating children by presenting learning materials and tasks in a modern, relevant and motivating way. A pilot study was performed with five professionals, daily delivering instruction to children, mostly diagnosed with Autism Spectrum Disorder, at an NGO in Bosnia and Herzegovina. The study findings show a general positive attitude towards the use of the web tool in the classroom and its functionalities for creating teaching material.

Alzheimer's disease represents the most common age-related neurodegenerative disorder and a leading cause of progressive cognitive impairment. Predicting cognitive decline is challenging but would be invaluable in an increasingly aging population which also experiences a rising cardiovascular risk. In order to examine whether plasma measurements of one of the established biomarkers of heart failure, brain natriuretic peptide (BNP), reflect a decline in cognitive function, associated with Alzheimer's disease neurodegeneration, BNP levels were analysed, by using a novel assay called a SOMAscan, in 1. cognitively healthy, control subjects; 2. subjects with mild cognitive impairment, and 3. subjects with Alzheimer's disease. The results of our study show that the levels of the BNP were significantly different between the three types of diagnoses (p < 0.05), whereby subjects with mild cognitive impairment had the lowest mean BNP value, and healthy subjects had the highest BNP value. Importantly, our results show that the levels of the BNP are influenced by the presence of at least one APOE4 allele in the healthy (p < 0.05) and in the Alzheimer's disease groups of subjects (p < 0.1). As the levels of the BNP appear to be independent of the APOE4 genotype in subjects with mild cognitive impairment, the results of our study support inclusion of measurements of plasma levels of the BNP in the list of the core Alzheimer's disease biomarkers for identification of the mild cognitive impairment group of patients. In addition, the results of our study warrant further investigations into molecular links between Alzheimer's disease-type cognitive decline and cardiovascular disorders.

Belma Ramic-Brkic, Marijana Cosovic, S. Rizvić

Cultural heritage sites in Bosnia and Herzegovina (BiH), a country rich in religious buildings and ancient structures, are in constant need of preservation and reconstruction. In addition, tangible cultural heritage has been subject to war destruction and the only feasible option for reconstructing some of them is digitalization. On the contrary, the intangible cultural heritage encompassing oral traditions and expressions, traditional skills, as well as science and habits related to nature and world are a vital expression of cultural heritage and in the need of preservation. Over the past years, with the availability of technology and the identified research interest and the potential, significant progress has been made towards the preservation of cultural heritage. Motivated by these facts, this state-of-the-art report summarizes recent trends and discusses its value to the society. This paper therefore, gives an overview of the tools and the current state of digitalization of cultural heritage sites in BiH in an attempt of contributing to its preservation.

1Sarajevo School of Science and Technology, Sarajevo, Bosnia and Herzegovina 2University Clinical Center Sarajevo, Sarajevo, Bosnia and Herzegovina KeYWORdS: natriuretic peptides, brain natriuretic peptide, biomarker of myocardial infarction, Alzheimer’s disease. citAtiON: Cardiol Croat. 2018;13(11-12):435. | https://doi.org/10.15836/ccar2018.435 *AddReSS fOR cORReSpONdeNce: Edin Begic, Sarajevo School of Science and Technology, Sarajevo Medical School, Department of Pharmacology, Hrasnicka cesta 3a, 71000 Sarajevo, Bosnia and Herzegovina. / Phone: +38761303375 / E-mail: edinbegic90@gmail.com ORcid: Edin Begic, https://orcid.org/0000-0001-6842-262X • Suncica Hadzidedic, https://orcid.org/0000-0001-9026-8737 Ajla Kulaglic, https://orcid.org/0000-0003-3410-7079 • Belma Ramic-Brkic, https://orcid.org/0000-0002-8205-0137 Zijo Begic, https://orcid.org/0000-0002-1863-5755 • Mirsada Causevic, https://orcid.org/0000-0002-6099-6415

The increasing body of research is focused on developing tools and applications that aid the learning process of children with or without disabilities. However, learning by gaming is still not recognized by formal educational systems. The author believes that the application of this approach is particularly slow at the level of primary and secondary education in countries with low and middle income, such as Bosnia and Herzegovina. Integrating serious games into curricula in these contexts could significantly benefit the students, as well as the community in general. This work, therefore, promotes technology as one of the crucial educational and pedagogical components. It provides an overview of selected educational games created for pre-school and elementary school children with specific learning intentions revolving around alphabet, colours and elementary science. A pilot study was performed with neuro-typical and neuro-atypical children, and professionals working at an NGO ``EDUS - Education for All''. The findings show that both students and instructors have a positive attitude towards the game design and logic, and more importantly, towards the technology itself. In the end, we believe that the games presented in this paper can be valuable resources for teachers, as well as for children and parents.

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