In this paper we present details of a virtual tour and game for VR headset that are designed to investigate an interactive and engaging approach of applying VR to student recruitment for an undergraduate course. The VR tour employs a floating menu to navigate through a set of 360° panoramic photographs of the teaching environment and uses hotspot interaction to display further information about the course. The VR game is a fast-paced shooting game. The course information is embedded on cubes that the player needs to focus on and destroy. The game experience is expected to generate an engaging way to promote the course. This work in progress outlines the concept and development of the prototype, and discusses the next stages of testing in order to evaluate the effectiveness of applying VR to undergraduate student recruitment.
In this paper we present details of a virtual tour and game for VR headset that are designed to investigate an interactive and engaging approach of applying VR to student recruitment for an undergraduate course. The VR tour employs a floating menu to navigate through a set of 360° panoramic photographs of the teaching environment and uses hotspot interaction to display further information about the course. The VR game is a fast-paced shooting game. The course information is embedded on cubes that the player needs to focus on and destroy. The game experience is expected to generate an engaging way to promote the course. This work in progress outlines the concept and development of the prototype, and discusses the next stages of testing in order to evaluate the effectiveness of applying VR to undergraduate student recruitment.
Self-Sovereign Identity (SSI) is a novel and emerging, decentralized digital identity approach that enables entities to control and manage their digital identifiers and associated identity data while enhancing trust, privacy, security, and the many other properties identified and analyzed in this paper. The paper provides an overview and classification of the SSI properties, focusing on an in-depth analysis, furthermore, presenting a comprehensive collection of SSI properties that are important for the implementation of the SSI system. In addition, it explores the general SSI process flow, and highlights the steps in which individual properties are important. After the initial purification and classification phase, we then validated properties among experts in the field of Decentralized and Self-Sovereign Identity Management using an online questionnaire, which resulted in a final set of classified and verified SSI properties. The results can be used for further work on definition and standardization of the SSI field.
Knowledge, competencies, and human capital are the cornerstones of business innovation. Generating innovation alone is not a guarantee of success in the market, but it is necessary to successfully manage innovation, which requires managers' expertise and specific competencies. The paper focused on analyzing the impact of several managerial competencies on improving the new proposition dimensions of the business model innovation. The business model innovation consists of new creation innovation, new proposition innovation, and value capture innovation. This paper analyses the new proposition innovation segment that relates to solutions for customers and how they are offered; it consists of the dimensions of new offerings, new customers and markets, new channels, and new customer relationships. The research was conducted among managers of companies from several industries, who evaluated their competencies, namely analytical and innovative, their ability to recognize opportunities, their tenacity, and passion for work, as well as new proposition innovation of business model innovation. The findings suggest that each of the managerial competencies is influential in some way but that they do not all affect each dimension of a new proposition of business model innovation. This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
The assessment of negative symptoms is crucial for development of adequate therapeutic interventions. This is a challenging task due to complex clinical presentation and lack of reliable and valid instruments. This study examined the psychometric characteristics of the Clinical Assessment Interview for Negative Symptoms (CAINS). The sample consisted of 81 persons with schizophrenia or schizoaffective disorder recruited from two health institutions in the Sarajevo Canton: the Clinical Center of the University of Sarajevo and the Psychiatric Hospital of the Sarajevo Canton. The 13 CAINS items grouped into four factors (expression, motivation and satisfaction in the recreational domain, motivation and satisfaction with social relationships, motivation and satisfaction with job and education). The four-factor solution accounted for 87.83% of the variance of manifest items. The reliabilities of extracted factors were as follows: for motivation and satisfaction with social relationships α = 0.897, for motivation and satisfaction with job and education α = 0.961, for Motivation and satisfaction in the recreation domain α = 0.981, and for expression α = 0.938. The highest correlation between factors was found between Motivation and satisfaction with recreation and Motivation and satisfaction with social relationships. On the other hand, the lowest correlation was found between motivation and satisfaction with social relations and motivation and satisfaction with job and education. In conclusion, the study showed that the latent structure of CAINS is adequate, clearly interpretable, and consisted of four factors. The measure can be used for assessment of the negative symptoms in outpatients with psychosis in Bosnia and Herzegovina.
This paper aims to provide an analysis of the profitability of audit firms in the Republic of Serbia during the period 2016-2018. The analysis is based on the data collected from the financial statements from all audit firms registered in the Republic of Serbia. The profitability analysis includes two goals. This paper will primarily provide a descriptive statistical analysis of the profitability of audit firms measured by return on assets and net income per employee. The following part of the research will answer the question of which factors have a significant impact on the profitability of audit firms. Profitability as a dependent variable is defined as return on assets and net income per employee, while independent variables include market share, current ratio, leverage, size, affiliation to the international network, etc. To answer this question, a regression statistics analysis will be conducted. The research result will indicate which factor can improve the performances of audit firms. This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
The authors of this study define a relationship with a best friend as a form of interpersonal relationship between two people who are close, based on mutual attraction, respect and recognition, within which there is support and protection, intimacy, satisfaction, enjoyment in one another's company, and successful resolution of problems. The purpose of this study was to establish the dimensions of a friendship relationship and test the structure of a questionnaire examining the quality of a friendship relationship in the category of "best friend". The research was conducted via a survey method on a sample of 316 students of 5th, 6th and 7th grades of elementary school. The factor structure of the questionnaire was studied by a combination of exploratory and confirmatory factor analysis. The analysis of the questiononaire's structure resulted in a 4-factor model with 17 items that meet the recent criteria in validation of research instruments. The extracted factors indicate the importance of intimacy, use of leisure time, emphasizing the person's value and protection. According to all important indicators, the final model was shown to be methodologically reliable as a simple instrument with a potential of wide practical application in research on quality dimensions of a relationship between best friends. Key words: factor analysis; intimacy; leisure time; value; protection. --- Autori ovoga rada definiraju prijateljski odnos s najboljim prijateljem kao oblik interpersonalnoga odnosa između dvije bliske osobe zasnovan na obostranoj privlačnosti, poštovanju i uvažavanju unutar kojeg dolazi do potpore i zaštite, intimiteta, zadovoljstva, uživanja u društvu i uspješnoga rješavanja problema. Svrha rada bila je utvrditi dimenzije prijateljskoga odnosa i testirati svojstva strukture upitnika kojim se ispituje kvaliteta prijateljskoga odnosa u kategoriji najbolji prijatelj. Istraživanje je provedeno na uzorku od 316 učenika 5., 6. i 7. razreda osnovne škole metodom anketiranja. Faktorska struktura upitnika istraživala se kombinacijom eksplorativne i konfirmativne faktorske analize. Analiza strukture upitnika rezultirala je 4-faktorskim modelom od 17 čestica koji ispunjava recentne kriterije u validaciji istraživačkih instrumenata. Ekstrahirani faktori ukazuju na važnost intimiteta, provođenja slobodnoga vremena, isticanja vrijednosti osobe te zaštite. Finalni se model prema svim bitnim indikatorima pokazuje kao metodološki pouzdan i za korištenje jednostavan instrument koji bi mogao imati široke praktične primjene među istraživačima i praktičarima u istraživanju dimenzija kvalitete odnosa među najboljim prijateljima.Ključne riječi: faktorska analiza; intimitet; slobodno vrijeme; vrijednosti; zaštita
The global pandemic of the virus COVID-19 dramatically has impacted Higher Education Institutions (HEIs) in Bosnia and Herzegovina and worldwide. HEIs were forced to switch overnight to online lectures and exams without almost any teachers' and students' preparation and education. After one year of online classes at the University of Mostar (SUM), whether that kind of teaching impacts creativity. In order to find the answer to the research question, the authors used a questionnaire they developed and applied in 2015 to investigate students' perceptions about creativity at the University of Mostar. The research presented in this paper is limited to SUM students who have had online classes since March 2020. The primary research goal is to investigate whether there are any significant changes in students' perceptions of creativity compared to research from 2015. Namely, the authors investigate whether the enhanced use of IT and online platforms (Google Meet, SUMARUM – the University of Mostar’s variant of Moodle) affected students' creativity. This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
A common vision from science fiction is that robots will one day inhabit our physical spaces, sense the world as we do, assist our physical labours, and communicate with us through natural language. Here we study how to design artificial agents that can interact naturally with humans using the simplification of a virtual environment. We show that imitation learning of human-human interactions in a simulated world, in conjunction with self-supervised learning, is sufficient to produce a multimodal interactive agent, which we call MIA, that successfully interacts with non-adversarial humans 75% of the time. We further identify architectural and algorithmic techniques that improve performance, such as hierarchical action selection. Altogether, our results demonstrate that imitation of multi-modal, real-time human behaviour may provide a straightforward and surprisingly effective means of imbuing agents with a rich behavioural prior from which agents might then be fine-tuned for specific purposes, thus laying a foundation for training capable agents for interactive robots or digital assistants. A video of MIA's behaviour may be found at https://youtu.be/ZFgRhviF7mY
Abstract Pesticide poisonings, intentional as well as accidental, are common, especially in undeveloped and developing countries. The goal of this study was to analyze the clinical presentation of patients hospitalized due to acute organophosphate (OPP) or carbamate pesticide (CP) poisoning as well as to analyze the factors that potentially influenced the severity and outcome of the poisonings. A retrospective cross-sectional study was performed. The age and gender of each patient were recorded, the type of ingested pesticide, whether the poisoning was intentional or accidental, number of days of hospitalization, the severity of the poisoning, and the outcome of the treatment (i.e., whether the patient survived or not). Clinical aspects of poisonings were analyzed, as well as the therapeutic measures performed. 60 patients were hospitalized due to acute OPP or CP poisoning, out of 51 (85.00%) were cases of intentional self-poisoning. The majority of patients were poisoned by OPPs (76.67%), in one-third the causative agent was malathion, followed in frequency by chlorpyrifos and diazinon. Dimethoate poisonings were manifested with the most severe clinical picture. A 70% or lower activity of reference values of acetylcholinesterase and butyrylcholinesterase was found in 50% and 58% of patients, respectively. The most common symptom was miosis (58.33%), followed by nausea and vomiting. Pralidoxime reactivated acetylcholinesterase inhibited by chlorpyrifos or diazinon, but not with malathion or dimethoate. Impairment of consciousness and respiratory failure, as well as the degree of acetylcholinesterase and butyrylcholinesterase inhibition, were prognostic signs of the severity of poisoning. The lethal outcome was more often found in older patients (t = 2.41, p = 0.019). The type of ingested pesticide significantly affects the severity and outcome of poisoning as well as the effectiveness of antidotes.
This paper presents the research results on digital maturity in higher education institutions in Bosnia and Herzegovina (BiH). Empirical research was conducted among employees of eight public higher education institutions in spring 2020. Digital maturity was examined through seven dimensions. The results show that higher education institutions in BiH started the digitalization process more than five years ago. They have been continuously working on the digitalization of all business processes and activities. According to employees, on a scale from 1 to 5, digitalization of their higher education institutions is somewhere in the middle (between 3 and 4). The institutions have room for improvement in all dimensions. This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Smart lighting systems are based on sensors and tunable lighting systems are increasingly more prevalent, but collecting, analysing, and using the large data generated by these sensors are challenging. Inspired by research on evolutionary algorithms, it can be hypothesized that an adaptive lighting system can operate in real-time by adjusting its output through a decision-making algorithm based on data mining techniques. Such an adaptive lighting system requires two-order input from users; initial and continual. Initial conditions provide training to the system through human factors research investigating the interaction between humans and their environment. Continual conditions are provided by data collected through sensors in real-time, and they continuously feed into the decision-making algorithm to adjust the output to meet occupants’ biological and psychological needs. Research indicates that artificial intelligence techniques, such as evolutionary algorithms, can emerge as good candidates for this framework.
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