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Rijeka, Croatia

Babic S.,Polytechnic of Rijeka
2013 36th International Convention on Information and Communication Technology, Electronics and Microelectronics, MIPRO 2013 - Proceedings | Year: 2013

Complex educational environment is one of the key components in considering teacher's acceptance of distance education and can be observed in different scopes in relation to the teacher. This paper deals with an immediate educational environment as a group of situational factors consisting of student characteristics and content/course characteristics and their influence on accepting the technology by university teachers. © 2013 MIPRO. Source


Viskovic A.,University of Rijeka | Franki V.,Polytechnic of Rijeka
International Journal of Energy Economics and Policy | Year: 2015

In this paper, we have provided an evaluation of the techno-economic performance of a coal-fired power generation unit designed and constructed following the current best available techniques (BAT) principle and situated in South East Europe (SEE). We have provided the framework of a technical model of an ultra supercritical pulverized coal-fired power plant (USC or USCPC), conducted a detailed analysis of associated costs, presented a composite cost model and performed a sensitivity analysis to identify the main cost-drivers for this type of technology. Furthermore, a market analysis has been carried out to best determine the impact of the surrounding environment on the overall performance of the project. © 2015, Econjournals. All rights reserved. Source


Orehovacki T.,University of Zagreb | Babic S.,Polytechnic of Rijeka
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2015

Educational games are specific piece of slow technology that enables students to enhance their competences through fun and play. Taking into account their features, games are widely used in diverse educational settings, including programming. This paper discusses findings of the empirical study that was carried out with an objective to examine quality of two educational games meant for learning programming concepts. Participants in the study were students from two Croatian higher education institutions. Subjective data was collected with pre- and post-use online questionnaires whereas objective data was gathered with reports in the form of in-game progress screenshots. The analysis of collected data uncovered: (1) to what extent students with different background knowledge differ in their perception of programming and attitudes towards using games for educational purposes, and (2) which pragmatic and hedonic facets of quality are relevant for the assessment of games designed for learning programming. © Springer International Publishing Switzerland 2015. Source


Pavlic M.,University of Rijeka | Dovedan Han Z.,University of Zagreb | Jakupovic A.,Polytechnic of Rijeka
Expert Systems with Applications | Year: 2015

The paper describes the development of a system for receiving questions from users and providing answers, which is a part of a larger knowledge-based (KB) system based on Node of Knowledge (NOK) conceptual framework for KB system development. A part of NOK conceptual framework is described, as well as a new method of text-expressed knowledge representation - formalized NOK (FNOK). Furthermore, the structure of system for user interaction and NOK based KB system named Question Answering NOK (QANOK) is presented. The paper answers the question whether it is possible to create a part of QANOK over FNOK formalized knowledge which would accept user questions using natural language and provide answers in natural language. Three algorithms were developed - an algorithm which translates text-expressed knowledge in natural language into FMTEK (Formalized Method for Text Expressed Knowledge) formalized notation, an algorithm which translates a question in natural language into qFMTEK (question FMTEK) formalized knowledge notation, and an algorithm which uses qFMTEK formalized question to find an answer within FMTEK formalized knowledge. Algorithms were tested against a predefined set of sentences and questions in English language. Limitations of developed algorithms are also presented, as well as further development of QANOK system. © 2015 Elsevier Ltd. All rights reserved. Source


Orehovacki T.,University of Pula | Babic S.,Polytechnic of Rijeka
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2016

Social web applications are nowadays commonly employed in all fields of human endeavor. It is therefore of a high importance that they meet requirements of as many quality dimensions as possible. This paper reports findings of an empirical study which was carried out with an aim to examine quality of social web applications when they are used in a mobile environment. Participants in the study were students from two Croatian higher education institutions who carried out predefined scenario of interaction with two social web applications for collaborative writing on their smartphones and afterwards evaluated their perceived quality by completing the post-use questionnaire. The analysis of collected data uncovered the relevance of pragmatic and hedonic facets of mobile quality in the context of evaluating social web applications for collaborative writing. © Springer International Publishing Switzerland 2016. Source

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