Institutul de Matematică şi Informatică "Vladimir Andrunachievici"

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    Implementing Convolutional Neural Networks and Vision Transformers for Satellite Image Processing [Articol]
    (2024) Țurcan, Matei-Octavian; Caftanatov, Olesea
    This paper explores the application of Vision Transformers (ViT) for satellite imagery classification, inspired by the widespread use of transformers in language processing and related computer vision research. The study involved training a ViT model on the EuroSAT dataset and comparing its performance with ResNet50. Additionally, a hybrid model architecture integrating CNNs with ViTs was proposed to leverage the strengths of both approaches.
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    Exploring Interactive 3D Object Interaction by Integrating Augmented Reality and Voice Control [Articol]
    (2024) Titchiev, Inga; Caftanatov, Olesea; Caganovschi, Daniela; Talambuta, Dan
    This paper explores the integration of augmented reality (AR) and voice command technology in educational settings, specifically focusing on the interactive control of 3D object models. By combining AR with voice commands, students can engage in immersive learning experiences, allowing them to visualize and manipulate digital objects in real-time. This approach enhances understanding of complex concepts, increases student engagement, and offers accessible learning opportunities for all students.
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    Digitization of Moldovan folklore texts using the HeDy platform [Articol]
    (2024) Colesnicova, Vlada; Caftanatov, Olesea; Cojocaru, Svetlana; Colesnicov, Alexandru; Malahov, Ludmila
    This paper discusses the use of the digitization platform HeDy to produce electronic resources of Moldavian proverbs and sayings. It will promote the development and enrichment of annotated corpora and other electronic resources of philological data on regional folklore and nonstandard texts from Moldova. The results should be uniform in terms of formats and standards, in particular, to be incorporated into the Universal Dependency (UD) repository.
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    The Virtual GPT Assistant: Emulating the Teaching Style of a Real Professor [Articol]
    (2024) Caftanatov, Olesea; Parahonco, Alexandr
    This paper discusses the development of the Virtual GPT Assistant, an AI-driven educational tool designed to emulate the teaching style of a real professor. Utilizing OpenAI’s GPT-4 architecture, the assistant aims to provide personalized, contextually relevant support to students, contributing to the evolving landscape of educational technology marked by Intelligent Tutoring Systems.
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    Our Approach to Digitizing Handwritten Mathematical Text in Cyrillic Containing Formulas and Drawings [Articol]
    (2024) Caftanatov, Olesea; Demidova, Valentina; Verlan, Tatiana
    This paper describes the steps through which the authors passed during the process of digitization of manually written mathematical texts with formulas and figures. Some diffculties met are also discussed. Our project highlighted the challenges associated with working with handwritten, non-homogeneous texts stored on outdated records, but it also demonstrated the effectiveness of combining modern technology with traditional manual methods.
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    DISCOVERING THE MYSTERIES OF PI NUMBER USING AR TECHNOLOGIES
    (2023) Titchiev, Inga; Caftanatov, Olesea; Talambuta, Dan
    The integration of Augmented Reality (AR) in education requires a strategic approach in order to ensure effectiveness in the learning process. AR technologies are constantly evolving, offering new possibilities for educational content, making it an evolving and innovative tool for educators. Exploring the mathematical world of Pi through AR can be an engaging and interactive experience for learners. This article presents the approach used in the development of an Augmented Reality application intended for Pi learning.
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    ÎMBUNĂTĂȚIREA CALITĂȚII EXPERIENȚELOR DE REALITATE AUGMENTATĂ ÎN CONTEXTUL DEZVOLTĂRII APLICAȚIILOR
    (CEP USM, 2024) Țițchiev, Inga; Caftanatov, Olesea; Talambuța, Dan
    In this article, we present solutions to enhance augmented experiences based on our two years of developing educational applications. Thus, the purpose of this work is to present the challenges, problems and solutions regarding the improvement of augmented experiences. These were detected including by testing the developed application by the students and providing feedback. The solutions will increase the efficiency and quality of the learning process.