Інформація,комунікація,суспільство

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    Gamification as the tool of supporting digitalization processes and protection of cultural heritage in libraries
    (Видавництво Львівської політехніки, 2017) Piechota, Grażyna
    Gamification is currently dominant in entertainment, marketing and branding, as well as supports the marketing activities of diverse types of libraries. It is becoming a popular tool of crowdsourcing and supporting digitization process as well as protection of cultural heritage in libraries. Gamification tools have been used to create the digital resources of national heritage, or more precisely, to engage users in the processes of improving texts and verification of the correctness of OCR results.
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    Virtual museums in Poland
    (Видавництво Львівської політехніки, 2013) Gontar, Beata
    The objectives of the article are to present a definition and the examples of virtual museums in Poland. The author presents also the results of analysis of museum websites selected according to the data from łódzkie voivodeship on the popularity of cultural places in Łódź.