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PL
Od wielu lat branża budowlana charakteryzuje się wysokim stopniem zagrożenia dla pracowników budowlanych. Z uwagi na utrzymujące się niesprzyjające warunki pracy na terenie budowy przedsiębiorstwa budowlane stale rozwijają stosowane procedury w zakresie bezpieczeństwa i higieny pracy (BHP), które umożliwią wyeliminowanie lub ograniczenie możliwości zaistnienia wypadków oraz zdarzeń potencjalnie wypadkowych. Analiza stanu wiedzy wskazuje, że obiecującym wsparciem może być wdrożenie innowacyjnego rozwiązania jakim jest zastosowanie rzeczywistości wirtualnej w zakresie szkoleń BHP. W pracy omówiono dotychczasowe wyniki badań związane z zastosowaniem tej technologii.
EN
For many years, the construction industry has been characterized by a high degree of danger for construction workers. Due to the persistently unfavorable working conditions on the construction site, construction companies are constantly developing the occupational health and safety (OHS) procedures in place to eliminate or reduce the possibility of accidents and near misses. An analysis of the state of the art indicates that a promising support may be the implementation of an innovative solution – the use of virtual reality in OSH training. The paper discusses previous research results related to the application of this technology.
EN
The study presents advanced measurement methods used in the inventory of historic buildings, focused on the Potocki Palace in Krzeszowice. The paper addresses two main measurement methods that led to obtaining comprehensive and accurate documentation. The first technique was terrestrial laser scanning, using specialised laser scanners to collect data. In order to represent the actual colours and texture of the object under study, the scanning method was supported by photogrammetry. The second method was low-ceiling photogrammetry, which provided even more accurate data about the Palace. Data processing resulted in a three-dimensional (3D) solid, consisting of a multi-million-point cloud. This was followed by a vectorisation process, which made it possible to obtain a full-dimensional representation of the studied object. The results facilitated a detailed analysis of the Potocki Palace, including the identification of damage and changes occurring over the years. The resulting documentation provides a solid basis for future conservation, modernisation and research work related to the building. The paper also points out the potential applications of contemporary technologies in order to visualize inventoried objects. The technique of Virtual Reality (VR) and showing the object in 3D that has been popular so far, has recently found even broader application, providing input for the construction of the so-called Augmented Reality (AR).
PL
Sport elektroniczny (esport) powstał z połączenia wewnętrznej potrzeby rywalizacji ludzi i rozwoju technologicznego w wielu powiązanych dziedzinach. Jednocześnie to zjawisko ma wiele wspólnego ze sportami tradycyjnymi, które od wielu lat formalizowały to, w jaki sposób powinien przebiegać proces szkolenia. Bez technologii, które umożliwiły powstanie gier komputerowych i zjawiska gamingu taki rozwój byłby niemożliwy. W tej pracy po staramy się przedstawić szerszą dziedzinę badań nad esportem i pojęcie inżynierii wirtualności. Jednocześnie wskazujemy możliwe przyszłe kierunki rozwoju niektórych aspektów dyscypliny, która jest niezmiernie obszerna. Poszczególne informatyczne aspekty esportu to na przykład zastosowanie technologii wytwarzania gier, wirtualnej rzeczywistości (VR), rzeczywistości rozszerzonej (AR), uczenia maszynowego (ML), sztucznej inteligencji (AI) i inne. Jednak esport to nie tylko informatyka, ale także prawo (prawa intelektualne, ubezpieczenia, bezpieczeństwo i ograniczenia wiekowe), administracja (drużyny, kluby, organizacje, przepisy ligowe i turnieje), biologia (medycyna, psychologia, uzależnienia, szkolenia i edukacja). Ostatecznie opisaliśmy także pewne stereotypy związane z esportem i grami komputerowymi mając na celu wskazanie niepokojących aspektów rozwoju tej dyscypliny. Ten artykuł ma na celu przedstawienie zagadnienia badawcze rozwijane w kraju i w środowisku międzynarodowym.
EN
Electronic sports (esports) emerged from the internal need for competitive play and technological developments in many related fields. At the same time, this phenomenon has a lot in common with traditional sports, which formalized the theory guiding training processes for many years. Technological development made the emergence of computer games and gaming phenomenon possible. This work will present a broader study of esports and the concept of virtuality engineering. At the same time, we indicate the possible future directions of development of some aspects of the discipline, which is incredibly vast. The various IT aspects of esports include, for example, the use of game production technologies, virtual reality (VR), augmented reality (AR), machine learning (ML), artificial intelligence (AI), and others. However, esports is not only connected to IT but also the law (intellectual rights, insurance, safety, and age restrictions), administration (teams, clubs, organizations, league regulations, and tournaments), and biology (medicine, psychology, addictions, training, and education). Finally, we also described some stereotypes associated with esports and computer games to point out disturbing aspects of the development of the sport. This article aims to present research issues being developed domestically and internationally.
EN
There is a widespread belief that VR technologies can provide controlled, multi-sensory, interactive 3D stimulus environments that engage patients in interven-tions and measure, record and motivate required human performance. In orderto investigate state-of-the-art and associated occupations we provided a carefulreview of6leading medical and technical bibliometric databases. Despite theapparent popularity of the topic of VR use in cardiac surgery, only47articlespublished between 2002 and 2022 met the inclusion criteria. Based on them,VR-based solutions in cardiac surgery are useful both, for medical specialistsand for the patients themselves. The new lifestyle required from cardiac surgerypatients is easier to implement thanks to VR-based educational and motiva-tional tools. However, it is necessary to develop the above-mentioned tools andcompare their effectiveness with Augmented Reality (AR). For the aforemen-tioned reasons, interdisciplinary collaboration between scientists, clinicians andengineers is necessary
EN
Purpose: The main aim of this paper is to explore consumer decisions and emotions during shopping at the self-service store with fast-moving consumer goods (FMCG). Design/methodology/approach: The subject of the study is to assess the impact of emotions during the choice-making process on consumers' buying decisions. The respondents are citizens of the West Pomeranian region, Poland. The survey was conducted using state-of-the-art data acquisition technologies, i.e., Virtual Reality and EEG. An interview was also used as a complementary form. The research was both qualitative and quantitative, with a research sample of 34 respondents and took place in the virtual world. The researchers used primary data. The results presented here are part of a broader research project that used a triangulation of research methods to allow a deeper analysis of the conscious and unconscious aspects of the subjects. Findings: The research provided independent data on consumer emotions. The authors identified 4 groups of emotions that appeared during the selection of a product and were highly differentiated and strongly dependent on such characteristics as consumer type and gender. It has also been noticed that the longer a product is held, the lower emotional “sleepiness’. Research limitations/implications: One of the main limitations is the data collection process, which is relatively expensive, so the sample size is limited. The results obtained can be a signpost for a researcher who would like to use this new technology for further research. Practical implications: The results obtained can be used by shop managers in planning the sales activities or shop space to help the customer decide. Originality/value: In the research was used an innovative combination of virtual reality (VR) equipment and an electroencephalogram (EEG). To the best of the authors' knowledge, the results of a study from the FMCG industry using both devices simultaneously have never been published.
EN
Finding a suitable method of 3D model creation for a specific task is becoming more important with the rapid spread of digitalization. This paper deals with the use of 3D scanning as a method of creating 3D models for immersive virtual reality applications. A methodology is presented that covers all the steps, from initial object selection to importing a scanned 3D model into a virtual reality environment. Various objects were selected and scanned to test this methodology and its utilization potential. Finally, the paper evaluates the potential utilization of this methodology for immersive virtual reality applications for education and various methods of industrial engineering.
PL
W artykule omówiono zastosowanie środowiska 3D w badaniach nad materialnym dziedzictwem prehistorycznym na przykładzie projektu Heritage-Landscape-Community (HLC). Przedstawia on przegląd kilku podejść do wykorzystania metod związanych ze środowiskiem 3D. Wspomniane podejścia podzielone są na trzy sekcje, z których każda opisuje przykłady: dokumentacji, analizy i rozpowszechniania. Od zbierania i pozyskiwania danych w 3D poprzez ich analizę w wirtualnej rzeczywistości po rozpowszechnianie w formie interaktywnej gry komputerowej. W artykule przytoczono przykłady, które mogą być użyteczne nie tylko w badaniach archeologicznych, ale także w innych dyscyplinach zajmujących się ogólnie rozumianym dziedzictwem materialnym. Zaprezentowany w tej pracy wgląd w metodologię ma na celu zbadanie możliwych sposobów zastosowania środowiska 3D, jednocześnie koncentrując się na wykorzystaniu darmowego oraz niskokosztowego oprogramowania.
EN
This paper discusses the application of 3D environment in research on prehistoric tangible heritage using the example of the Heritage–Landscape– Community (HLC) project. It provides an overview of several approaches to using 3D-related methods, divided into three sections: documentation, analysis, and dissemination. These range from collecting and acquiring data in 3D, through their analysis in virtual reality, to dissemination in the form of an interac - tive computer game. The article presents examples that can be useful not only in archaeological research but also in other disciplines dealing with material heritage in general. The methodology presented in this work aims to explore possible ways of using the 3D environment, while focusing on the use of free and low-cost software.
EN
Because of the importance of maintaining safety at sea, great training efforts are required to ensure that operators act safely in any ship. In such context, ship manoeuvring simulators are used to ease operators' learning experience. On the one hand, it may assist in the education of new operators by simulating equipment interfaces in a controlled and predictable scenario; on the other hand, it may simulate non-conventional scenarios to train advanced operators under stresses. As modelling spurious phenomena that yields marine equipment malfunctions is significantly complex, low-fidelity solutions have been proposed to the task. Likewise, the current work is concerned with the development of a low-fidelity radar module to train experienced operators under non-typical conditions. Particularly, this paper describes the radar implementation from the TPN-USP Manoeuvring Simulation Center and presents how simple additional effects may be modelled with considerable simplifications to ensure real-time performance. The implementation may be replicated in any ship manoeuvring simulator based on the game engine Unity3D.
EN
The theoretical and practical acquisition of skills to carry out the necessary steps consciously and safely in an emergency is essential for training specialized personnel. Due to the lack of trained experts on site, such as firefighters or emergency doctors, learning the skills is a high priority in the maritime sector. Not least through adjustments in the certification of qualifications, through the refreshing of knowledge in specified time frames, the topic has been given greater importance. This paper will further describe the efforts of the FIP-S2@Novia cooperation to develop a virtual reality-based learning application for the maritime sector, in particular an application for learning how to use a Fast Rescue Boat in a person overboard operation. Furthermore, the paper describes the technical approach, the implementation of the VR application in Unity as well as the connection of the application to the European maritime simulation network (EMSN Connect), and its use in a connected simulation exercise.
EN
The use of virtual reality for the establishment of compliance is a potential game-changer in enabling real-time remote inspections/ surveys of vessels. When provided with high-speed internet access, robots or remote-controlled inspection vehicles such as drones, crawlers, unmanned aerial vehicles (UAVs), and so on, may be equipped with remote inspection technologies (RITs), and smart optical cameras and sensor suites in conjunction with wearable technologies, and smart/ mobile devices, to carry out an aerial and underwater virtual assessment of the coating condition of the steel structural members of the vessel while transmitting the data in real-time or near real-time, via collaborative software. To ease the travel restrictions and border closures prompted by the Coronavirus (COVID-19), these novel technologies have been introduced by some flag states and classification as alternatives to traditional in-person statutory inspections/ class surveys. This study aims to employ a systematic literature review (SLR) approach to (1) classify the profiles of existing publications related to remote inspections/ surveys, (2) highlight the key thematic areas being discussed within the domain of remote inspections/ surveys and identify tasks and processes that may require virtual reality application. To the best of our knowledge, the findings have revealed that there is no existing SLR paper related to the application of remote inspection techniques in ship inspections/ surveys. However, the review retrieved 28 primary studies from the following databases: Scopus, Web of Science, Science Direct, and Google Scholar. Based on the results, various studies have proposed multifarious solutions to overcoming the existing technical and regulatory barriers to the mass deployment of these cutting-edge technologies.
EN
Virtual Reality (VR) is an amazing tool in the field of interaction, simulation, and entertainment between humans and computers. This technology is often used for recreational purposes in combination with physical activities. The main objective of this study was to compare intermittent training with continuous training on the shooting range. The first part of the article presents the essence of virtual reality and the possibilities that arise from its use. Then the created virtual environment, in which the shooter is located, and the way the study has been carried out are presented. The attempts of the participants were shown and evaluated. The realistic physics of movement and environment interactions have been designed into this map. The main aspects of the modelled and programmed shooting range were presented and their use has been described. The following section describes the research process and the analysis of the results of the test carried out on eight participants who had not previously been exposed to virtual reality. The test subjects were divided into two groups, one intermittent training and the other continuous training. The results of these groups were compared to assess which forms of training in a virtual reality environment were more beneficial.
EN
Training an anti-aircraft soldier is expensive, complicated, and time-consuming. As a result, many countries, weighing the cost-effectiveness, opt to introduce solutions aimed at minimizing this trend. One of them is incorporating modern training devices such as simulators and trainers into the training. However, to make this happen, it is worth analyzing the effectiveness of training with their use by comparing it to that conducted in a traditional way. With this in mind, the purpose of this article is to present the results of research on the effectiveness of using a Virtual Reality (VR) simulator developed at the Military University of Technology in teaching the construction and basic activities of combat work in the area of conducting a selected check of the functioning of the SA6 Gainful missile launcher system. The theoretical foundation for the empirical research was provided by a method of analyzing literary content. By using the method of comparison and generalization, knowledge was obtained about the general construction and use of training devices in the training of the anti-aircraft defense forces of the Polish Armed Forces, and the features of the VR simulator were described. As regards the empirical methods, a study was conducted using a research sample which was conducted using a parallel triangulation strategy scheme involving the simultaneous use of quantitative and qualitative methods. The synthesis served in formulating the final conclusions and in determining the relationships between theoretical and empirical studies. The results obtained in this way can provide valuable information about the effectiveness of using training devices in training anti-aircraft defense forces and serve as a basis for further work on their development and application.
PL
Globalna pandemia COVID-19 spowodowała przeniesienie wielu aspektów życia do sieci. Zmiany były szczególnie istotne w przypadku edukacji. To co wydawało się niemożliwe, stało się faktem i zdalna edukacja jest realizowana na wszystkich poziomach edukacji, od podstawówek do szkolenia zawodowego. Nadal jednak doświadczamy problemu jakim jest szybkie znużenie edukacją zdalną. Podejmowane są próby by temu zaradzić. W odniesieniu do szkoleń dla przemysłu obuwniczego próbę taka podjęto w projekcie Erasmus+ Digital FabLab wykorzystując w opracowanych kursach elementy rozszerzonej rzeczywistości.
EN
The global COVID-19 pandemic has brought many aspects of life online. The changes were particularly significant in the case of education. What seemed impossible has become a fact and remote education is implemented at all levels of education, from elementary schools to vocational training. However, we still experience the problem of rapid boredom with remote education. Attempts are being made to remedy this. With regard to training for the footwear industry, such an attempt was made in the Erasmus+ Digital FabLab project, using elements of augmented reality in the developed courses.
14
Content available remote Use of virtual reality in polygraph testing
EN
The primary objective of this research is to investigate the potential use of virtual reality technology in the process of criminal investigations, specifically in relation to the use of polygraph technology. A comparative analysis of existing research on this topic was conducted to explore the relationship between immersion in VR and emotions, in order to understand how to effectively design and implement polygraph testing within VR.
PL
Głównym celem tego badania jest zbadanie potencjalnego wykorzystania technologii rzeczywistości wirtualnej w procesie śledztw kryminalnych, w szczególności w odniesieniu do wykorzystania technologii wariograficznej. Przeprowadzono analizę porównawczą istniejących badań na ten temat w celu zbadania związku między zanurzeniem w VR a emocjami, aby zrozumieć, jak skutecznie zaprojektować i wdrożyć testy wariograficzne w VR.
PL
Nieustanny postęp technologiczny prowadzi do coraz większego uzależnienia pracowników budowlanych od zrobotyzowanych i zautomatyzowanych maszyn budowlanych. Pomimo wielu korzyści płynących z automatyzacji i robotyzacji sektora budowlanego istnieje wiele zagrożeń związanych ze stosowaniem zaawansowanych technologii. Pojawiające się nowe zagrożenia, które wynikają z interakcji maszyna/robot-człowiek, mogą zostać zminimalizowane poprzez poprawę jakości prowadzonych szkoleń pracowników. Jedną z możliwości podniesienia jakości takiego procesu jest prowadzenie szkoleń w warunkach wirtualnej rzeczywistości. W artykule przedstawiono wirtualne środowisko szkoleniowe dla zrobotyzowanych i zautomatyzowanych terenów budowy oraz wyniki uzyskane na podstawie kursu pilotażowego przeprowadzonego w ramach projektu o akronimie SafeCROBOT.
EN
Constant technological progress leads to an increasing dependence of construction workers on robotic and automated construction machines. Despite the many benefits of automation and robotization in the construction sector, there are many risks associated with the use of advanced technologies. Emerging new threats resulting from machine/robot-human interaction can be minimized by improving the quality of employee training. One of the possibilities to improve the quality of such a process is to conduct training in virtual reality. The article presents a virtual training environment for robotic and automated construction sites and the results obtained on the basis of a pilot course conducted as part of the project acronym SafeCROBOT.
PL
Zastosowanie wirtualnej rzeczywistości (VR) do szkolenia pracowników z zakresu bezpieczeństwa i higieny pracy (BHP) pozytywnie wpływa na bezpieczeństwo w miejscu pracy. Technologia ta pozwala na wygenerowanie wirtualnego środowiska, w którym możliwe jest bezpieczne przeszkolenie pracowników i zapoznanie z różnymi procedurami postępowania w związku z potencjalnym zagrożeniem w środowisku pracy. Wykorzystanie technologii VR w szkoleniach BHP wpisuje się w model uczenia się przez doświadczenie - cykl Kolba, który bazuje na doświadczeniu, refleksji, teorii i praktyce. W artykule przedstawiono aktualny stan wiedzy dotyczący użyteczności wykorzystania technologii VR w kontekście cyklu Kolba.
EN
The use of virtual reality (VR) to train employees in occupational safety and health (OSH) positively impacts safety in the workplace. The technology makes it possible to generate a virtual environment in which it is possible to safety train employees and familiarize them with various procedures for dealing with potential hazards in the work environment. The use of VR technology in occupational safety and health training fits the model of experiential learning - Kolb’s cycle, which is based on experience, reflection, theory and practice. The article presents the current state of knowledge regarding the usefulness of using VR technology in the context of Kolb’s cycle.
EN
Maintaining the continuous operation of Critical Infrastructure (CI) facilities and restoring them after a disaster is an important task for the functioning of individual communities and even the country as a whole. For this reason, tools are being developed to assist staff responsible for the operation of CI facilities. One interesting example of this type of tool is interactive training simulations implemented in virtual reality. This type of simulation allows procedures to be practised in situations where the continuity of the CI facility is threatened, and the procedures to be followed after a CI facility failure. This paper presents the possibilities of interacting with the virtual environment during a training simulation. Preliminary results are also discussed. Concerning research into the usability of such a training tool, the acceptance of the technology used etc.
PL
Zachowanie ciągłości funkcjonowania obiektów Infrastruktury Krytycznej (IK) oraz przywracania ich sprawności po awarii jest istotnym zadaniem z punktu widzenia funkcjonowania poszczególnych społeczności, a nawet całego kraju. Z tego względu rozwijane są narzędzia wspomagające kadry odpowiedzialną za funkcjonowanie obiektów IK. Jest z interesujących przykładów tego typu narzędzi są interaktywne symulacje szkoleniowe realizowane w wirtualnej rzeczywistości. Tego typu symulacja pozwala na przećwiczenie procedur postepowania w sytuacjach, gdy zagrożona jest ciągłość funkcjonowania obiektu IK, oraz procedur postępowania po awarii obiektu IK. W artykule przedstawione są możliwości interakcji z środowiskiem wirtualnym w czasie symulacji szkoleniowej. Omówione są również wstępne wyniki badań dotyczących m.in. użyteczności takiego narzędzia szkoleniowego oraz akceptacji zastosowanej technologii.
EN
The study presented in this article expands the knowledge base regarding the implementation of digital innovations and gamification in Central and Eastern European businesses and their potential positive influence on people management efficiency. Furthermore, there are highlights of the relationship between positive economic outcomes and the tendency to invest more in innovative strategies, as their effective implementation and execution might require certain financial and personnel resources. The findings and deductions expounded within this contribution emanate from an examination of a research specimen (n=1112 in 2020 and n=1109 in 2021) encompassing feedback acquired from managers of enterprises operating within the economic domain of Central and Eastern Europe. Based on the evaluation of the survey results, it can be argued that companies with positive economic results achieve higher values both in the indicator of utilizing as well as perceptions of the importance of implementing innovative tools in the near future.
PL
Badanie przedstawione w niniejszym artykule poszerza bazę wiedzy na temat wdrażania innowacji cyfrowych i grywalizacji w przedsiębiorstwach Europy Środkowej i Wschodniej oraz ich potencjalnego pozytywnego wpływu na efektywność zarządzania ludźmi. Ponadto podkreślono związek między pozytywnymi wynikami ekonomicznymi a tendencją do inwestowania w innowacyjne strategie, ponieważ ich skuteczne wdrażanie i realizacja może wymagać pewnych zasobów finansowych i kadrowych. Ustalenia i wnioski przedstawione w niniejszym artykule wynikają z analizy próby badawczej (n=1112 w 2020 r. i n=1109 w 2021 r.) obejmującej informacje zwrotne uzyskane od menedżerów przedsiębiorstw działających w obszarze gospodarczym Europy Środkowej i Wschodniej. Na podstawie oceny wyników badania można stwierdzić, że firmy o pozytywnych wynikach ekonomicznych osiągają wyższe wartości zarówno we wskaźniku wykorzystania, jak i postrzegania znaczenia wdrażania innowacyjnych narzędzi w najbliższej przyszłości.
EN
This work concerns automation of the training process, using modern information technologies, including virtual reality (VR). The starting point is an observation that automotive and aerospace industries require effective methods of preparation of engineering personnel. In this context, the technological process of preparing operations of a CNC numerical machine has been extracted. On this basis, a dedicated virtual reality environment, simulating manufacturing of a selected aircraft landing gear component, was created. For a comprehensive analysis of the pros and cons of the proposed approach, four forms of training, involving a physical CNC machine, a physical simulator, a software simulator, and the developed VR environment were instantiated. The features of each training form were analysed in terms of their potential for industrial applications. A survey, using the Net Promoter Score method, was also conducted among a target group of engineers, regarding the potential of use of each training form. As a result, the advantages and disadvantages of all four training forms were captured. They can be used as criteria for selecting the most effective training form.
EN
The transition to smart mining has significantly increased the requirements for training modern mining engineers, this necessitating digitalization of this process. Based on scientific research, virtual and augmented reality technology are the most effective and safe. The article presents methods for using virtual and augmented reality technology in training mining engineers. The methods are successfully implemented in laboratories of Kryvyi Rih National University (Ukraine) and have been proven effective during distance learning in the context of the COVID-19 pandemic and the russian military aggression against Ukraine. Nevertheless, further scientific research is needed to introduce modern digital technologies into mining engineers’ training at universities in order to form a competitive and competent specialist.
PL
Przejście na inteligentne wydobycie znacznie zwiększyło wymagania dotyczące szkolenia nowoczesnych inżynierów górnictwa, co wymaga cyfryzacji tego procesu. Bazując na badaniach naukowych, technologia wirtualnej i rozszerzonej rzeczywistości jest najskuteczniejsza i najbezpieczniejsza. W artykule przedstawiono metody wykorzystania technologii wirtualnej i rozszerzonej rzeczywistości w szkoleniu inżynierów górnictwa. Metody są z powodzeniem wdrażane w laboratoriach Krzyworoskiego Uniwersytetu Narodowego (Ukraina) i okazały się skuteczne podczas nauczania na odległość w kontekście pandemii COVID-19 i rosyjskiej agresji militarnej na Ukrainę. Niemniej jednak potrzebne są dalsze badania naukowe, aby wprowadzić nowoczesne technologie cyfrowe do kształcenia inżynierów górnictwa na uczelniach w celu ukształtowania konkurencyjnego i kompetentnego specjalisty.
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