Items filtered by date: June 2020
Tuesday, 30 June 2020 11:12

Do not Ever Believe in Maps

Мercator vs Гall-Пeters

A Comparison Between Gall-Peters (green) and Mercator (red) Projections. Source: map-projections.net

The article is available in Bulgarian HERE.

Published in Publications

TanyaSlavova MINECRAFT FOR GEOSPATIAL EDUCATION

The advanced technology of video games is considered to promote motivation, excitement and participation of users, and this kind of interactive engagement is proved to improve learners’ understanding and outcomes. As Minecraft is a world-famous game widely known as an educational platform, the aim of this paper is to investigate what is unique about it and how it can be utilized by geospatial education. Thus, it is made a general overview of the game, its specific features and versions, and the place it takes in the world of video games. This research is followed by a solution developed for the environment of Minecraft, and the main steps, benefits and challenges are presented. It is extended with an questionnaire on audience approval of game-based learning, gamification and Minecraft in particular.

The complete report is available HERE.

Published in Publications

Slavova Soserov Kamburov VR GEOLAB

The paper starts with some basic definitions related to virtual reality (VR) and continues with an overview on the market size and diversification of VR applications. This is extended with a research on the role of computer simulations and gamification in modern education, how these improve teaching results, what are the strengths and the problems. In addition, it is studied how this technology is currently implemented in engineering and geospatial sciences and workflows in particular and how this could be developed in future.
A newly established VR geospatial laboratory (VR geolab) is presented. It is tracked the whole process from field measurements through data processing to visualization in virtual environment.  As the VR geolab has already been presented on several events, it is made also an overview on different audiences’ adoption of VR technologies and the shared VR experience in particular.

The complete report in co-autorship with Deyan Sosserov and Asparuh Kamburov is available HERE.

Published in Publications

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