Oil spills (OS) in waters can have major consequences for the ecosystem and adjacent natural resources. Therefore, recognizing the OS spread pattern is crucial for supporting decision-making in disaster management. On 31 March 2018, an OS occurred in Balikpapan Bay, Indonesia, due to a ship’s anchor rupturing a seafloor crude oil petroleum pipe. The purpose of this study is to investigate the propagation of crude OS using coupled three-dimensional (3D) model from DHI MIKE software and remote sensing data from Sentinel-1 SAR (Synthetic Aperture Radar). MIKE3 FM predicts and simulates the 3D sea circulation, while MIKE OS models the path of oil’s fate concentration. The OS model could identify the temporal and spatial distribution of OS concentration in subsurface layers. To validate the model, in situ observations were made of oil stranded on the shore. On 1 April 2018, at 21:50 UTC, Sentinel-1 SAR detected an OS on the sea surface covering 203.40 km2. The OS model measures 137.52 km2. Both methods resulted in a synergistic OS exposure of 314.23 km2. Wind dominantly influenced the OS propagation on the sea surface, as detected by the SAR image, while tidal currents primarily affected the oil movement within the subsurface simulated by the OS model. Thus, the two approaches underscored the importance of synergizing the DHI MIKE model with remote sensing data to comprehensively understand OS distribution in semi-enclosed waters like Balikpapan Bay detected by SAR.
In the current era of globalization, the need arises to train individuals who are spiritually enriched, creatively developed, and culturally grounded through the advancement of education and science, as well as through art and culture. These individuals must be capable of integrating artistic creativity into their professional activities. In this context, the issue of fostering values of historical and cultural significance through virtual reality technologies emerges as a novel area of research. The study aims to reveal the essence of the concept “virtual museum” and test the level of perspective art teachers’ readiness for utilizing the virtual museum in their professional activity to foster their cultural values of artic creativity. Employing quantitative and qualitative methods, the study encompassed questionnaires, tests, and assignments administered to 135 university students divided into control and experimental groups. To diagnose students’ readiness to utilize virtual museum technology in their professional activities, three components (motivational, cognitive, and operational), criteria, indicators and levels of readiness were identified. Findings indicate that there is a noticeable difference between the experimental group’s results before and after completing the authors’ elective course titled “Methodology of using the virtual museum”. This demonstrates the effectiveness of this course conducted with the experimental group. The study highlights the importance of perspective art teachers’ acquisition of knowledge, skills and competences necessary to implement the virtual museum method in their teaching activity through the proposed elective course incorporated into the university educational process in order to foster students’ cultural values of artic creativity.
In recent years, e-sports, as an emerging form of competition, has been rapidly integrated into the daily life of college students, and with its rich interactivity, instant feedback and teamwork, e-sports provides them with an effective channel for emotional catharsis and psychological regulation. This study takes students from four universities as the survey object and adopts quantitative research method to analyze the relationship between different types of e-sports activities and psychological stress resistance through questionnaire survey method combined with spss. The samples were randomly sampled, and a total of 500 valid questionnaires were collected. The results of the study show that: 1. In terms of participation, the ability of students to withstand academic stress and life stress is significantly improved, and e-sports is an effective way to regulate emotions and relieve stress; 2. the three types of games (First-person Shooter, Multiplayer Online Battle Arena, Real-Time Strategy Game) have different impacts on stress tolerance, of which FPS has the greatest impact on stress tolerance; 3. the frequency of playing e-sports affects your stress tolerance; 4. teamwork and strategy play an important role in e-sports resilience.
This research was conducted using a survey research method to investigate the influence of Artificial Intelligence (AI) on Nigerian students’ academic performances in tertiary institutions. Nigerian tertiary institutions have an estimated population of about 2.5 million students across the universities, polytechnics, monotechnics, and colleges of education. A sample size of 509 was used. The researchers adopted an online questionnaire (Google Form) to administer questions to respondents across Nigeria to elicit responses from the respondents bordering on their awareness and the use of AI and its attendant impacts on their academic performance. Five research objectives were raised for the proper investigation of this study. From the findings of the study, the researchers found that the majority of Nigerian students use AI and that AI has positive impacts on the educational performance of Nigerian students. It was also found that Nigerian students have training on the use of AI for educational purposes and that they are more familiar with Snapchat AI and ChatGPT. Conclusively, AI is useful to students in the sense that it enhances their knowledge of their courses, improves their learning and speaking skills, and helps them to have a quick understanding of their course by way of simplifying technical aspects of their courses. The researchers therefore recommend as follows: Nigerian tertiary institutions should formally train students as well as teachers on the use of AI for academic purposes so that they can understand the ethical implications of the use of AI. Using AI for writing could be interpreted to mean examination malpractice, and this should not be condoned in the educational sector; however, at the moment, a small number of students used AI for examinations. Albeit, the appropriate use of AI should be fully integrated into Nigerian tertiary institutions’ curricula.
The Republic of Moldova is a state with a small, but dynamic economy and which, with the help of competitiveness in the IT industry, is looking for a place on the economic market in the Eastern European region. The research approaches this topic from an economic, historical, but also geopolitical point of view. This analysis of economic data and figures from the last period, combined with government policies and that of the National Bank of Moldova, means that in the near future the software economic area of Moldova will become an important regional player in this part of Europe.
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