György Molnár

ORCID: 0000-0001-5238-5078
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About
Contact & Profiles
Research Areas
  • Robotics and Automated Systems
  • Online Learning and Analytics
  • E-Learning and Knowledge Management
  • Digital literacy in education
  • Online and Blended Learning
  • Educational Innovations and Challenges
  • AI in Service Interactions
  • Innovative Educational Technologies
  • Higher Education Learning Practices
  • IoT and Edge/Fog Computing
  • Mobile Learning in Education
  • Hungarian Social, Economic and Educational Studies
  • Technology-Enhanced Education Studies
  • Cognitive Computing and Networks
  • Robotic Path Planning Algorithms
  • Virtual Reality Applications and Impacts
  • Educational Research and Pedagogy
  • Educational Challenges and Innovations
  • Open Education and E-Learning
  • Emotion and Mood Recognition
  • Educational Technology and Pedagogy
  • Augmented Reality Applications
  • Educational Games and Gamification
  • Business and Economic Development
  • Context-Aware Activity Recognition Systems

Buda Health Center
2022-2025

Széchenyi István University
2024

Obuda University
2022-2024

Laboratoire de Chimie
2023

University of Alabama at Birmingham
2023

Warsaw University of Technology
2023

University of Oklahoma
2023

California State University, Stanislaus
2023

San Jose State University
2023

University of Tennessee at Knoxville
2023

Chatbots appeared in large numbers at the beginning of current decade. Interactive technology, often combined with artificial intelligence, has rapidly invaded and occupied world online chat. are not just elements virtual assistants, but used by organizations governments on websites, applications, instant messaging platforms to promote products, ideas or services. In this paper, authors firstly present a theoretical historical background, then discuss issues using chatbots as educational...

10.1109/sisy.2018.8524609 article EN 2018-09-01

Augmented reality offers great solutions in learning because most of high school students are familiar with them.Augmented reality-based applications such as the Pokémon Go 3D, or Quiver and HP Reveal can be used effectively education.Using AR technology, teachers even create content.For example, triggers using provided website.The image videos, so experience customized.In this study, authors first introduce augmented a specific application, Go, then demonstrate use education finally present...

10.12700/aph.15.5.2018.5.12 article EN Acta Polytechnica Hungarica 2018-11-06

The Internet of Things (IoT) is becoming a regular part our lives. devices can be used in many sectors, such as education and the learning process. article describes possibilities using commonly available smart wristbands (watches) eye tracking technology, i.e., existing technical solutions methods that rely on application sensors while maintaining non-invasiveness. By comparing data from these devices, we observed how students’ attention affects their results. We looked for correlation...

10.3390/app10207286 article EN cc-by Applied Sciences 2020-10-18

In education, learning and teaching supported by information communication technology tools are increasingly coming to the fore. order implement digital it is essential develop teachers' skills, especially in terms of tool use content development. During period school closures during pandemic transition online preparedness education participants became emphasized. Online has created many difficulties for teachers, students parents. After overcoming initial technical problems, methodological...

10.3991/ijep.v13i4.37077 article EN International Journal of Engineering Pedagogy (iJEP) 2023-06-13

The NAO robot has been widely used in various settings, from education and healthcare to entertainment research.The effectiveness of the largely depends on its ability interact with humans a meaningful engaging way.This paper explores role human-robot interaction robot.We review literature highlight key factors that contribute successful interactions.Then we discuss specific features facilitate or hinder effective interactions.Finally, present some recent studies have investigated impact...

10.12700/aph.21.3.2024.3.12 article EN Acta Polytechnica Hungarica 2024-01-01

Pedagogy is in a dire need of shift since students are under motivated. Virtual and augmented reality offer great solutions given the fact that majority high school have heard those. Augmented based applications such as Pokémon Go 3D has proven smartphone capable exciting moving people therefore these can be used effectively education.

10.1109/coginfocom.2017.8268273 article EN 2017-09-01

Abstract The following case study was carried out on a sample of one experimental and control group. participants the group watched movie section from standardized LATEMO-E database via virtual reality (VR) Oculus Rift S HTC Vive Pro devices. In group, displayed LCD monitor. categorized according to Ekman's Russell's classification model evoking an emotional state. range valence arousal determined in both observed groups. Valence were measured each using Self-Assessment Manikin (SAM)....

10.1007/s10055-021-00506-5 article EN cc-by Virtual Reality 2021-03-09

One of the main aims educational institutions, is to prepare children for further education and successful integration into workforce.To achieve this, as much possible, it necessary meet requirements expectations set by dynamically changing economic social environments.Research has shown that learner-centered knowledge transfer a constructive pedagogical approach have proven more effective in achieving all possible learning outcomes than cognitivist theory (teacher-centered...

10.12700/aph.21.3.2024.3.9 article EN Acta Polytechnica Hungarica 2024-01-01

Face recognition and motion detection are described in the context of construction a system intelligent solutions, for use home, that can be used as single free standing functional unit or an element bigger system, connected to Internet Things.To create complex micro PC, Raspberry Pi 3, was together with application capable recognizing faces detecting motion.The outputs saved into cloud storage, further processing archiving.The monitoring designed, autonomously; battery solar panel, it is...

10.12700/aph.16.3.2019.3.9 article EN Acta Polytechnica Hungarica 2019-05-15

In the context of digital pedagogy, internet communication platforms, media interfaces, applications, and info-communication tools, best practices are stepping up in educational process forming a methodology. The focus areas targeted by questionnaire presented this study transformation; smart use tools; characteristics learning environment; classroom activities, organization, methodology; content; curriculum sharing. During research, authors asked what were online channels platforms that...

10.3390/computers12040073 article EN cc-by Computers 2023-04-04

The authors focused on the challenges and options implied by digital work form in both countries. Describing specific technological methodological solutions,. article provides a detailed introduction of way Serbia Hungary responded to respective VUCA phenomenon. An important aspect such approach is application virtual augmented learning spaces presentation methods education. essay will include description future plans as well.

10.1109/coginfocom50765.2020.9237844 article EN 2020-09-23

In addition to the classical forms of teaching and learning, due today's changed way life society, atypical learning have an increasing role. These represent those progressive which are not necessarily tied educational institutions, in traditional sense lessons, lectures seminars. studying individual chooses academic environment according his objectives motivation. [1]. So this is good platform for students wishing continually renew their knowledge, attitude that most characteristic...

10.1109/sami.2015.7061878 article EN 2015-01-01

The influence of accelerated technical and economic progress in the ICT (Informational Communicational Technologies) supported world atypical teaching learning methods, as well environments, has been rapidly developing recently. At same time, students' roles their characteristic way life can mainly be followed by different controlling assessing systems. author brought ICT-based methodic opportunities supports that are inherited electronic environment into focus this study, considering...

10.1109/sisy.2013.6662610 article EN 2013-09-01

The subject of our paper is crowdsourcing and its use in big data analysis education. Crowdsourcing the latest revolution brought about by digital technologies computing communication. Since 2006, it has been a popular process obtaining services, ideas, or content soliciting contributions from large group people, especially an online community, using ICT. Firstly we introduce context information society, ubiquitous computing, Web 2.0. We shall then look at paradigm shift methodology caused...

10.1109/sisy.2015.7325373 article EN 2015-09-01

The globalizing world of international business, the mobility workplaces and accelerated technological development have made educational sphere competitive as well. Consequently, institutions process itself to come up with new methods meet respective challenges. Digitalization education provides such an option serves one foundations economic prosperity any country. Our article focuses on tendencies phenomena generated by digitalization introduce its immediate, practical impact teaching...

10.24368/jates.v9i4.149 article EN Journal of Applied Technical and Educational Sciences 2019-12-23

The incorporation of mobile devices and social media content into everyday life has radically changed the acquisition information, reading, learning mechanisms. As a consequence, part users today form demand for rapid knowledge. It is now well known that find information no longer only in printed, but online sources libraries, search mostly on world wide web. Today networking sites have become students' every day. Online so deeply embedded lifestyles students it rivals television their...

10.1109/sisy.2014.6923580 article EN 2014-09-01

In the digital age, possibilities which Information and Communication Technology (ICT) gives offer numerous advantages to contemporary society. The full exploitation of latent teaching learning potential lies within us all depends solely on individual's receptivity, attitude available capabilities. This article acquaints reader with some pedagogic challenges, possibilities, practices in domain might be assistance improving efficiency success both learning.

10.1109/saci.2013.6609024 article EN 2013-05-01

The basic aim of the research presented in this paper was a complex evaluation practical space exercise supported by virtual tools, with special focus on role VR technology and software used. also examined technological methodological aspects such as effectiveness lab exercises, quality online learning materials software, instructors. methodology our based attitudinal analysis descriptive statistical analysis, an important part which used, not only characterises current situation but...

10.1109/sami60510.2024.10432907 article EN 2024-01-25
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