Жарияланымдар / Публикации

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  • Некоторые метрики заблокированы вашими 
    Тип записи:Публикация,
    Enhancing educational resources through augmented reality-based assessment materials: a comprehensive study
    (2024-06-14)
    Talgat Sembayev
    ;
    Zhanat Kunapianovna Nurbekova
    ;
    ;
    Kanagat Baigusheva
    ;
    Naimanova Dinara
    This research investigates the potential for enhancing the quality of educational materials utilized in the learning process by incorporating augmented reality (AR) technology into assessment materials. The characteristics of educational resources have been enhanced by introducing interactivity within AR objects, thereby elevating the quality of the presented tasks in diverse formats. Enhancements such as joystick control, utilization of virtual buttons, various animation techniques, AR video projection, and facial recognition exercises have enriched the AR environment, rendering it more dynamic for educational purposes. The present study outlines the benefits of upgraded educational resources employed in teaching the subject of "Information and Communication Technologies" to 88 students. Additionally, the outcomes of feedback received from 155 participants who engaged in an advanced professional development course focused on AR-based assessment materials are also detailed.
  • Некоторые метрики заблокированы вашими 
    Тип записи:Публикация,
    Augmented reality in sport and healthcare sciences
    (2022-09-12)
    Bakһytzһan Omarov
    ;
    ;
    Nurlan Omarov
    ;
    Bolat Kurmanbayev
    ;
    Yermek Bitabarov
    The term "augmented reality," refers to the adding of new data to an existing environment. When contrasted to other innovations, augmented reality may provide benefits not previously available. This research aimed to describe and get a better understanding of the advantages that augmented reality may bring to the training of athletes. In this review we propose the findings were evaluated in terms of their significance in athletics in sports and healthcare sectors. According to the findings of our study, a variety of augmented reality methods could be employed for teaching as well as delivering feedback. It may be possible to change some of the rules in order to level the playing field amongst players with varying levels of expertise. The perception of the audience might be enhanced further by the addition of more information. We also investigated the limits of existing augmented reality systems, as well as their usefulness in training, and offered some pointers for the creation of various types of training situations. This paper describes augmented reality techniques and reviews augmented reality tools for sport and health sciences. Current study describes augmented reality tools. Firstly, we explain what the augmented reality stands for.
    Цитирования (OpenAlex) 2Цитирования (OpenCitations) 2
  • Некоторые метрики заблокированы вашими 
    Тип записи:Публикация,
    Integrating augmented reality technology to enhance student's learning in physical education
    (2022-09-23)
    Bakһytzһan Omarov
    ;
    ;
    Nurlan Omarov
    ;
    Balnur Kendzhaeva
    ;
    Almas Anarbayev
    In practically every professional sport, the usage of linked computerized performances and monitoring components, data analysis, augmented and virtual reality are standard things. Augmented reality in sporting is being shaped by the interaction of devices and information and communication technology advances. Nevertheless, without analysis, the data collected are useless. In the sporting industry, scientists and researchers are becoming more and more essential to human operations. Even if a variety of data, technology, new measurements, and analytics are readily available on our life, most participants in professional sports do not yet show a strong interest in sports analysis. In this study, we explore augmented reality tools in sport activities and consider augmented reality tools to improve health conditions of students at the universities.
  • Некоторые метрики заблокированы вашими 
    Тип записи:Публикация,
    СИСТЕМАТИЧЕСКИЙ ОБЗОР ИССЛЕДОВАНИЙ ПРИМЕНЕНИЯ ТЕХНОЛОГИИ ДОПОЛНЕННОЙ РЕАЛЬНОСТИ В ОБРАЗОВАНИИ
    (2023-09-01) ; ;
    Gaukhar Aimicheva
    ;
    Naimanova Dinara
    Статья посвящена систематическому обзору исследований в области применения сквозных цифровых технологий в образовании на примере AR-технологий. Использование сквозных цифровых технологий предполагает подготовку специалистов в соответствии с требованиями рынка, генерацию идей и разработку цифровых прорывных технологий за счет внедрения международного опыта использования цифровых образовательных технологий и повышения эффективности профессиональной подготовки педагогических кадров. В статье затрагивается одно из направлений сквозных цифровых технологий, связанных с применением AR-технологий в образовании. Эффективность и необходимость применения AR-технологий в образовании, с одной стороны, и недостаточная компетентность педагогов в вопросах моделирования 3D-объектов для реализации AR-технологий, отсутствие готовых решений по 3D моделированию и использованию AR-технологий в казахстанском образовании, с другой стороны, вызывает объективную предпосылку для проведения исследований в этой области. Целью статьи является проведение анализа отечественного и зарубежного опыта применения технологий AR в образовании.
  • Некоторые метрики заблокированы вашими 
    Тип записи:Публикация,
    SUCCESSION IN TEACHING 3D MODELING AND AR/VR TECHNOLOGIES
    (2024-09-01) ; ;
    Talgat Sembayev
    This article is devoted to the continuity in teaching 3D modeling, augmented (AR), and virtual reality (VR) technologies. The authors pay special attention to integrating these technologies into the educational process, their interrelation, and their importance for forming professional skills of future computer science teachers. Topics were considered in two disciplines: “Computer graphics and 3D modeling” and “Augmented and virtual reality”, which have a systematic character and continuity. The project works of students within the framework of studying these disciplines are presented, which were evaluated according to a specially developed assessment scale according to six main criteria. The article presents the results of a pedagogical experiment in teaching 3D modeling and AR/VR. 72 students of the educational programs “6B01506-Computer Science”, “6B01514-Computer Science-Robotics” and the educational program “6B01505-Physics-Computer Science” took part in the experiment. The phased nature of the study helped to reveal these research questions comprehensively. The phased nature of the study helped to reveal these research questions comprehensively.
  • Некоторые метрики заблокированы вашими 
    Тип записи:Публикация,
    Real-time augmented reality-enabled sports exercise monitoring system with personalized recommendations
    (FEADEF, 2025-10-22)
    Maigul Zhekambayeva
    ;
    Perizat Akylzhan
    ;
    Aruzhan Nazarova
    ;
    Gulbakhar Yussupova
    ;
    Ersayin Mailybayev
    Introduction: the study examined the integration of augmented reality technologies with deep learning in sports exercise monitoring, emphasizing its importance for improving precision, accuracy of execution, and motivation in both professional and educational contexts. Objective: the objective of the research was to develop and evaluate a real-time system for monitoring and classifying sports exercises with personalized recommendations. the scope included assessing the system’s effectiveness in improving exercise accuracy, learning retention, and participant motivation during pedagogical experiments. Methodology: the system applied pose estimation, joint angle validation, and action classification using deep learning models integrated with augmented reality feedback. a controlled pedagogical experiment was carried out with two groups, one experimental group using the system and one control group with traditional instruction. data collection involved pre-tests, post-tests, delayed post-tests, and motivational questionnaires. Results: the experimental group showed significant improvements in exercise accuracy, surpassing the control group’s performance. after two weeks, retention of correct technique remained higher, and participants reported increased interest, enjoyment, and perceived usefulness of training with the proposed system. Discussion: the results were consistent with previous literature emphasizing the role of immersive and interactive technologies in improving motor learning and motivation. however, this research extended earlier findings by confirming that real-time augmented reality guidance enhances both technical performance and long-term retention of exercise skills. Conclusions: the study concluded that the proposed system represents an effective and innovative pedagogical tool for advancing sports training, and its application should be expanded to broader educational and professional environments.
    Цитирования (OpenAlex) 1
  • Некоторые метрики заблокированы вашими 
    Тип записи:Публикация,
    Visualization Technologies in Geomorphology Education: The Role of 3D Models, GIS, Maps, and VR/AR in Supporting Learning Effectiveness
    Visualization technologies have become increasingly important in geomorphology education because they enable learners to explore complex landforms, spatial relationships, and relief-forming processes through more interactive and practice-oriented learning experiences. This study examines the educational role of three-dimensional (3D) models, digital and traditional maps, geographic information systems (GIS), and virtual and augmented reality (VR/AR) in supporting the learning of geomorphological concepts. A quasi-experimental approach was used to compare visualization-enhanced instruction with traditional teaching methods among university students studying geography. The assessment combined pre- and post-instruction testing, questionnaires, observation of the learning process, and evaluation of practical and project-based activities, while teachers’ perceptions of visualization technologies were also considered. The experimental group, which used 3D models, GIS, and VR/AR tools, showed an increase in the average learning score from 62.4 to 84.7, corresponding to a 35.7% improvement. In comparison, the control group taught primarily through traditional methods improved from 61.8 to 70.2, representing a 13.6% increase. In addition, 87% of surveyed teachers positively evaluated the use of innovative visualization technologies. The findings suggest that visualization-enhanced instruction can support students’ understanding of geomorphological processes, spatial and critical thinking, engagement, and independent research skills. At the same time, successful implementation depends on adequate digital infrastructure, teacher preparation, and students’ digital competence. The study highlights the value of integrating visualization technologies with theoretical instruction and practical activities to support more interactive, analytical, and research-oriented geomorphology education.
  • Некоторые метрики заблокированы вашими 
    Тип записи:Публикация,
    VISUALIZATION OF THE CULTURAL CODE OF THE NATIONAL COSTUME IN THE KAZAKH DANCE ART THROUGH DIGITAL TECHNOLOGIES
    (2026-09-30) ;
    A. Nygmetova
    This article aims to identify modern methods of preserving and representing national heritage in a digital environment. The authors consider the national costume as a carrier of cultural code in Kazakh dance and as a cultural and semiotic system that conveys historical memory, the national worldview, and sociocultural values. The purpose of the study is to analyze the possibilities of digitally visualizing the shape, ornamental patterns, color scheme, and compositional features of the national costume in Kazakh dance. The novelty of the study lies in developing a comprehensive approach to systematizing the color, shape, ornamental patterns, material and texture, headdress, jewellery, and compositional structure of the national costume as an integrated cultural code and relating this code to stage movements in Kazakh dance. The study employed cultural and art-historical, historical and ethnographic, comparative, semiotic, and content analysis methods. The possibilities of photogrammetry, 3D modeling, texture processing, digital archiving, and AR/VR technologies were considered at the digital visualization stage. The study identified seven main elements that characterize the cultural code of the Kazakh national costume and systematized their cultural and semiotic meanings and artistic functions in Kazakh dance. The results of digital visualization were evaluated according to the following indicators: cultural authenticity, visual accuracy, semantic completeness, compatibility with dance movements, digital quality, and clarity of information. The practical value of the study lies in the possibilities of digitally reconstructing the Kazakh national costume, preserving cultural heritage, improving museum exhibitions, and presenting Kazakh dance in a contemporary digital environment. The proposed model makes it possible to systematically represent the cultural code of the national costume, from historical and ethnographic data to 3D reconstruction and interactive visualization.