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Publikacije (39)

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Dzejla Omerhodzic, Belma Ramic-Brkic

This paper presents the design and evaluation of a Virtual Reality (VR) application developed to educate young adults on flood safety. The simulation, playable on the Oculus Quest 2, was created using Unity and features assets modeled in Blender. It adopts a scenario-based learning approach, set within a school setting, where users navigate a seven-stage flood emergency by locating survival equipment and making contextually relevant decisions. The effectiveness of the application was assessed using pre- and post-intervention Likert scale questionnaires. The results indicate improved knowledge retention, enhanced decision-making skills, and increased user engagement. Qualitative feedback highlighted the simulation’s realism and emotional resonance. This preliminary study highlights the potential of VR-enabled experiential learning in disaster preparedness, providing ethical considerations and recommendations for broader implementation.

Belma Ramic-Brkic, A. Dubiel, B. Mijatovic, Massimo Zancanaro

Virtual Reality (VR) is increasingly recognized as a transformative tool for soft skills training, offering immersive and interactive environments that enhance learning outcomes. The eXcape project leverages VR to develop realistic scenarios that can be designed to practice and learn critical soft skills, such as communication, teamwork, problem-solving, adaptability, and leadership. This paper presents a systematic approach to designing these scenarios ensuring effective skill acquisition and transferability. We discuss the methodology employed in scenario creation, key pedagogical considerations, and the challenges encountered in designing immersive training experiences.

A. Dubiel, D. Kamińska, G. Zwoliński, Belma Ramic-Brkic, Daniele Agostini, Massimo Zancanaro

ABSTRACT This paper presents a literature review of 33 papers published on virtual reality-based soft skills training, selected using the PRISMA checklist and flow diagram. The analysis was conducted using the qualitative approach of grounded theory for literature review. Four relevant themes that highlight the major trends and the research gaps were identified: the types of soft skills usually targeted with virtual reality, the types and the characteristics of virtual reality technologies employed, the different approaches endorsed in defining the educational interventions, and finally, the methods used in evaluating the effect of technology on training. These themes help map the current research on this topic and may help delineate opportunities for further research.

Belma Ramic-Brkic, Hana Ibric, B. Mijatovic

: Game-based learning is becoming an increasingly valuable tool for enhancing education, especially for young learners. This study explores the usability, engagement, and educational impact of a serious game designed to help children develop skills in math and logic, colors, reading and writing, and shapes through interactive gameplay. The game was tested by both children and adults, with feedback gathered through scaled question responses, open-ended suggestions, and task-related questions. The results show that children found the game intuitive and enjoyable, with particularly high ratings for interface usability and clarity of instructions. While adults provided a different perspective from the target audience, their feedback offered useful insights for improving the game’s design. These findings highlight the importance of user-centered design and adaptive learning approaches in creating engaging and effective educational games.

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.

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.

Artificial intelligence has been used in the medical field for many years finding its way in assisting medical professionals to solve complex tasks in almost every application domain. Patient care and health care costs are in the forefront of any medical system. With the emergence of electronic games (EG), originally entertaining in nature, potential was seen for their application in the medical field in terms of exploring the capabilities of educating patients in the areas of need. Design of serious games emerged with a focus on helping with the patient’s therapeutic modality. Some of the medical field serious games are part of the daily work of a medical professional. With the development of mobile devices, this type of gaming has also become available to the wider population. The aim of this research was to demonstrate the possibilities and benefits of using EG in the daily clinical work of medical professionals. This work has a descriptive character where a section of the literature is given outlining the increased research interest in using serious games as therapy enhancements. We limited ourselves to research involving patients who need medical treatment or intervention.

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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