About
38
Publications
4,201
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682
Citations
Citations since 2017
Introduction
Ildikó Horváth does research in Engineering Education, Electrical Engineering, and Computer Engineering. Their current project is 'Disruptive technologies and 3D spaces'.
https://scholar.google.hu/citations?view_op=list_works&hl=hu&user=FRKYM2AAAAAJ
Publications
Publications (38)
n recent decades, the everyday working environment has increasingly shifted into the digital realm. Accordingly, the assessment of human working performance has become strongly influenced by the level, frequency, and mode of interaction with the digital environment. This paper presents a system-level comparative analysis of human–computer interacti...
In this paper, a definition outlining the scope andgoals of the field of Cognitive Aspects of Virtual Reality (cVR) is provided. Leading up to and alongside the definition, the paper includes a discussion on the background behind cVR – with a special focus on new human-AI capablities driven by cognitive, psychological, social and technological fact...
The main goal of this paper is to offer some guidelines for the development of VR educational material. It is very important that both lecturers and developers of VR educational content can best comprehend the advantages of 3D VR Spaces in terms of a decrease in cognitive load and an increase in learning motivation. The MaxWhere 3D virtual reality...
This paper focuses on the concept of Digital Twins and a Digital Twin based case study. The first part of the paper provides a discussion on digital twins and categorizations thereof, based on their role in specific applications, the directionality of communication in which they are involved, and levels of integration based on this communication. T...
Nowadays people are under huge information
pressure, in terms of both quantity and quality of information. The
paper investigates how workflows can be extendable in today’s
digital information dumping. In the scope of this study, we observe
the Z generation’s students and older (X, Y) generation’s students’
behaviors and habits under information pr...
COVID-19 pandemic situation has caused a huge
reorganization both in workspace, education and conferencing
landscape. On the one hand online and virtual conferences can
become the new and widely used tools of communication for the
scientific community. On the other hand for online meetings, a
wide variety of platforms, software can be adopted. Rang...
During the Covid period education and training
programs have shifted to eLearning, blended learning, and
several variety of VR learning. Innovations in 3D virtual reality
(VR), augmented reality (AR) and mixed reality (MR) can
enhance a new dimension to blended learning. These technologies
offer new ways for visual representation and transfer of
kn...
Photovoltaic (PV) panels mounted fixed close to
each-other do not shade their neighbor panels. However their
performance factor is less than that of those with solar tracking.
With solar tracking the energy produced by a panel is higher
than that produced by a fixed one. A disadvantage of solar
tracking is the shading casted by the panels on their...
The terminology of ‘blended learning’ is widely
used, but the content and the definition behind might vary among
actors and countries. Thus, it is of highest importance to find a
common understanding and interpretation how can we define the
term and what key elements can we identify when using it. The
paper is aimed at presenting the blended learni...
Due to its constantly developing technological background, VR and AR technology has been gaining increasing popularity not just in industry or business but in education as well. Research in the field of Cognitive Infocommunications (CogInfoCom) shows that using existing digital technologies, online collaboration and cooperation technologies in 3D V...
In connection with investigations related to mathability and to applications of computer-assisted methods for studying a validation of Electromagnetic Compatibility (EMC) tests is presented. This paper presents a validation of Electromagnetic Compatibility (EMC) tests performed in Gigahertz Transverse Electromagnetic (GTEM) cells as an alternative...
Napjainkban az új technológiák mérhetetlen gyors fejlődése, változása új tanulási formákat tesznek lehetővé, kiszélesítve magát a tanulással kapcsolatos elvárásokat is. Az információ állandó, helytől és időtől független rendelkezésre állása, az online tanulás lehetősége egyre inkább megköveteli a 3D VR oktatási terek és tananyagok fejlesztését. E c...
This paper shows an example of CogInfoCom as during analyses the operation of a memristor in a real 3D VR based teaching. This paper looks at the possibility of the application of a macroscopic memristor (MR), not yet available, combined with a spark gap for over-voltage protection purposes. During teaching the memristor as a disruptive technologie...
Result of modern digital age, the concept of Personal Learning Environments (PLEs) are becoming more relevant in today's academic world. Personalization is needed to make a product or service or an educational environment more endearing to the target audience, and this is especially true for VR Learning. The paper examines the learning effectivenes...
This paper presents some research results contrasting traditional 2D interfaces and the MaxWhere 3D VR platform in order to shed light on how the effectiveness of various operations and workflows constituting the core of digital literacy has evolved in recent times. We are seeking answers to whether the new 3D VR/AR technologies transform the prese...
Napjainkban az új technológiák mérhetetlen gyors fejlődése, változása új tanulási formákat tesznek lehetővé, kiszélesítve magát a tanulással kapcsolatos elvárásokat is. Az információ állandó, helytől és időtől független rendelkezésre állása, az online tanulás lehetősége egyre inkább megköveteli a 3D VR oktatási terek és tananyagok fejlesztését. Ez...
Modern education is progressively encouraging the use of innovative educational platforms. The constant availability of information, regardless of space, and the possibility of online learning are increasingly demanding the development of 3D VR curricula beside e-Learning. This paper examines VR educational materials- produced at Hungarian universi...
This study investigates the behaviors and habits shown by students of higher education while using MaxWhere’s 3D VR spaces (www.maxwhere.com). Students participating in the study all belonged to the CE [2] generation or to slightly older (X and Y) generations. The study was based on a questionnaire survey and empirical research, -direct observation...
This paper presents an experiment comparing the number of user operationsand effectiveness of digital workflowin different cases.The main goal of this study is to systematically comparethe effectiveness of Trello collaborative projectmanagement software in Windows 2D operatingsystem and on theMaxWhere 3D VR platform.All comparisons are made based o...
In the 21st century, an increasing number of studies are concerned with forecasting the informatics and technological development created by the dynamic evolution of the information and knowledge society, which forecasts the acceleration of the scientific and technological progress. In the globalizing economy, governmental leaders, market actors an...
Nowadays the potential of VR technology for supporting education is widely recognized. From the view of education, the VR and AR based education is based on a learner-centered 3D teaching environment. This way reflects a kind of new teaching mode and a new, innovative educational method. Learning and applying new methods increases teacher's prepara...
The paper investigates how workflows can be communicated and shared through linguistic descriptions, digital content and technological tools. We focus primarily on the content and digital tools of e-learning and VR learning, however the results of the paper can be applied to collaborative workflows in general. The paper compares the effectiveness o...
The rapid evolution of information technology and of a new networked culture in the 21st century has brought a new question to the forefront of scientific interest: the question of how new technologies influence the effectiveness with which humans are able to perform specific tasks. This paper presents an experiment contrasting traditional 2D inter...
In the scope of the article, there is the presentation of the cyber-higher educational environment feasible by the technical innovations appearing rapidly and the investigation of the methods which can be applied successfully in the educational scene of the future. My goal was to create an educational scene suiting to the digital life of the CE gen...
In the scope of this study we observe the disruptive technologies which appear in the learning material of the higher education more and more frequently from the end of the 20th century, and we also investigate what effects the disruptive technologies have on the educational environment and the methods in the higher education. This article shows a...
The investigation of the digital life of the students — belonging to the Z generation — studying at the higher education of engineering and the lecturers belonging to the older generation, revealing the different habits and the values of life are in the scope of this study. It is clearly visible that nowadays researchers deal more and more with the...
Memristors are not market ready devices yet, however their future applications can be tested with electric circuit simulation software on application oriented models. This paper proposes a simulation model for memristors that will possibly used in electrical engineering. Especially the unwanted saturation effect of the devices resulted by the direc...
Memristors will surely have application in secondary lightning protection as well. This paper proposes a combined over-voltage protecting device consisting of a memristor connected in series with a spark gap. Operation of this combined device has been simulated with circuit simulation software on a model proposed in this paper. The memristor is app...
Our aim was to study the hemispheric asymmetry of the human brain through the simultaneous measurements of the apparent diffusion coefficient (ADC) and fractional anisotropy (FA) values within a homogeneous sample in regards to the gender, age and handedness. Method - Eleven young women were included in our diffusion study performed on a 1.5 T MR s...
Our aim was to study the hemispheric asymmetry of the human brain through the simultaneous measurements of the apparent diffusion coefficient (ADC) and fractional anisotropy (FA) values within a homogeneous sample in regards to the gender, age and handedness. Method - Eleven young women were included in our diffu3 sion study performed on a 1.5 T MR...
The purpose of this study was to investigate the effects of biophysical factors on the diffusion and the relaxation time T(2) independently. Certain properties of the extracellular and the intracellular space may change radically in pathological conditions resulting in water diffusion changes. A tissue model consisting of red blood cells was studie...
Projektünk célja az "egészség eredetének" kutatása egészség- és értékszociológiai eszközök integrálásával. Baranya megyei lakossági mintán egészségi kritériumok alapján validáltuk az Antonovsky-féle koherencia skálát (SOC), majd megvizsgáltuk ennek prediktívitását az általánosabb well-being mutatókra. Eredményeink a SOC-változó prediktiv erejét tan...
Projects
Projects (2)
Cognitive infocommunications (CogInfoCom, CogInfoCom.hu) investigates the link between the research areas of infocommunications and cognitive sciences, as well as the various engineering applications which have emerged as the synergic combination of these sciences. The primary goal of CogInfoCom is to provide a systematic view of how cognitive processes can co-evolve with infocommunications devices so that the capabilities of the human brain may not only be extended through these devices, irrespective of geographical distance but may also be blended with the capabilities of any artificially cognitive system. This merging and extension of cognitive capabilities are targeted towards engineering applications in which artificial and/or natural cognitive systems are enabled to work together more effectively.