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Content available ICT tools in CBRN troops’ education and training
EN
The aim of the article is to prove that Information and Communication Technologies (ICTs) can serve as viable didactic tools in the CBRN troops’ education and training. The analysis of selected case studies reveals that specific competences can be trained with the support of social media, e-learning platforms, virtual worlds, mobile technologies or even augmented reality technologies. The unique qualities of these tools, such as an easy access to the training content, interactivity, or possibility of simulating different scenarios allow for designing a training process tailored both for larger groups and an individual.
EN
Following their introduction at the beginning of the 21st century, interactive or dynamic Virtual Patients are beginning to be used more widely in clinical education. They can be seen as being at the end of a continuum of simulation technical complexity, having been earlier developed on a wide range of “media”: human actors, paper, video, physical mannequins, etc. This paper focuses on the current emergent more complex Virtual Patients in three-dimensional (3D) immersive clinical environments. In these environments, in silico 3D patient avatars interact directly in response to virtual clinical interventions undertaken by avatars, each of which is controlled by one or more users. The paper explores the issues of authoring, deploying, and managing these real-time, dynamic Virtual Patients using as an example the immersive clinical environment CliniSpace. As clinician-accessible Virtual Patient authoring is now becoming available in immersive clinical environments, so these wider clinical and managerial non-technical issues are coming rapidly to the fore.
EN
Wilga Symposium gathers two times a year, together around 300 young scientists active in advanced photonics, electronics and software systems, including Internet engineering. May 2012 marked a jubilee XXXth meeting in Wilga Resort. There were presented over 250 papers from nearly all technical universities in this country. The organizers present here a research survey of the WILGA Symposium work. Also a digest of chosen Wilga references is presented [1]-[39]. This paper is the second part of a concise review digest focused on optoelectronics, communications, multimedia and ontology of information technologies.
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Content available remote Ekonomia w światach wirtualnych
EN
Virtual worlds are computer-simulated environments, similar to the real world, inhabited by avatars controlled by human players. Their primary purpose is entertainment. If a virtual world is characterized by persistence, scarcity, specialization, trade, and property rights, a virtual economy can emerge in it. Virtual goods can be sold on real-world Internet auctions, making considerable income for players who spent hours gaining them in the virtual world. Also, owners of a virtual world may open it for marketing activities of real-world companies. Virtual economies can be analyzed alike the real ones, though their uniqueness must be taken into consideration, the most crucial difference being that the entire virtual world is open to direct and costless manipulation by the world's owner.
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